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Castle Clinton

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You receive 115 points for entering the building. A datacube on the desk contains the code 0451 to the bunker outside. As you progress, Alex radios in to remind you to meet Manderley in his office.

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Keep following your nose, and eventually Alex calls again to say your partner on the next assignment will be Anna Navarre who can be found in the break room to the East. It’s passed this public news terminal and ATM (which can be hacked for 375 credits).

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Here is Navarre talking with Gunther. Approach for a brief conversation.

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Ignore the other offices for now and take the stairs down to level 2.

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Manderley’s office is at the bottom. You receive 250 points for entering. Swipe the nanokey for the closet from the desk. The datacube provides Manderley’s login: jmanderley/knight_killer.

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Chat with Janice the receptionist and learn that a) the game has noticed I’m playing as a female character, and b) your own login is JCD/bionicman. Ok, the game has partly adjusted to my gender…​

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Approach Manderley’s desk for another conversation. He tells you to check in with Jaime Reyes the physician, and Sam Carter the quartermaster, before returning for a full briefing.

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Your office is further along the hall. The nanokey you just swiped opens the other door here, but you’ll need to use a lockpick on the safe inside.

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I judge it a fair exchange to get another biocell—​useful for keeping your augmentation energy levels up—​and a multi tool.

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Enter your own office for a 50 point bonus, and use your login to access emails regarding your augmentations on the PC. The supply cabinet has an EMP and a gas grenade, along with a sniper rifle.

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Another closet at the other end of the hallway can also be opened with your nanokey, but contains only ammo. Continue past the door and head down the stairs beyond.

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The corridor to the left leads to Sam Carter’s room—​we’ll head there shortly. For now, head right into the medical lab to see Jaime Reyes. You’re awarded 50 points just for going in.

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Approach him for another conversation about your augmentations, and how you need a medical bot to install the canisters (something we learned earlier). There’s a medbot in the adjoining room which can also heal any injuries. Speak with Jaime again before taking the nanokey from the shelf.

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It opens a closet in the next room where you’ll find a supply crate containing a medikit.

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Across the hall is the Computer Ops lab with the name Alex Jacobson on the plate. Maybe time to meet the person who’s been popping up on your infolink. Hit the button by the door to open it, and Alex tells you you’re getting warm.

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The datacube on the right has Gunther Hermann’s credentials: ghermann/zeitgeist. There’s also another candy bar in case you missed the earlier opportunity. Approach Alex for some conversation about your infolink. The door on the left of this shot is locked by a keypad, but on top of the equipment at the extreme left is another data cube…​

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…​containing the code: 737837. Use the code on the keypad to find a repair bot—​use these to recharge your bioelectrical energy used by augmentations, saving your biocells for when there’s no alternative nearby.

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Taking inspiration from one of the posters on the wall, I try the credentials ajacobson/calvo on the PC, and sure enough it gets me in, revealing the code for another door: 2001, and the passwords for most of the other staff! That may well turn out to be useful intel.

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On the upper level of Alex’s office are two hidden floor panels as shown. Go into the crawl space for the office door nanokey and some cross bow ammo. Use the code 2001 on the closet door and find a biocell and a crate containing a lock pick.

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Time to head down the other hall to find the quartermaster, Sam Carter. Approach him for a 50 point bonus and a short conversation. He offers a choice of equipment, so I select the lock pick since they’re so scarce.

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You can explore more of the base before heading back to Manderley’s office. Near the rifle range on level 2 is 52 credits on the table.

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Return to Manderley’s office to find your brother waiting too. You’re informed you’ll be helping to disable a power generator in New York to enable Paul’s team to take control of a warehouse used by the NSF. You also receive 1250 credits as payment for completing the mission at Liberty Island.

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Next to your office is Anna Navarre’s. She doesn’t seem to mind if you login with her credentials anavarre/scryspc for some background.

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Opposite Anna’s office is Gunther’s, where you can use the credentials ghermann/zeitgeist for more amusing emails. More interesting is the data cube on his desk with the code 31173 for the detention cells. These are located on level 3 opposite Sam Carter’s room, and it’s worth a trip for the riot prod ammo you’ll find there.

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Up on the top level are 2 unlocked offices, and 2 locked ones which can be unlocked with the key you took from Alex’s under-floor stash. At the end of the hall shown is another copy of that key. Behind you, the locked office contains a lock pick.

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Time to head out. Turn right out of the compound to return to the South Dock where you began. Approach the police launch at the far end of the dock to end the level.

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Castle Clinton