Hell’s Kitchen

Home

The Warehouse

20250720194235 1

There are 2 ways into Smuggler’s hideout. We’ll take the front entrance. Head North outside the clinic for as far as you can, then follow the road East to this point. You can break the door in on the store to the right for 8 credits, then enter the open door up some steps next to it and break the boxes and the planks behind theminside.

20250720194501 1

20250720194819 1

Drop down a ladder to find this door. Press the button, and you’ll automatically respond with the password bloodshot. Swipe the prod ammo behind the door before riding the lift down.

20250720194843 1

At the bottom Alex radios in to warn you of boobytraps. The laser tripwires will alert a machinegun robot. The door to the shack on the left is too strong to break and requires a lockpick. A nearby crate provides one if you’re out. Inside is a control panel needing 2 multitools.

20250720195205 1

I decide to upgrade my electronics skills, reducing the cost to a single multitool to disable the lasers. A replacement tool is on the nearby bench.

20250720200108 1

Beyond the lasers a locked door contains crates with ballistic armour and riot prod ammo—​not worth the lockpick in my opinion. The unlocked door opposite is protected by a LAM (an insta-kill if you fail to disarm it). Just inside the door the stairs are also protected by a gas grenade. Finally, an EMP grenade is on the roof of the arch at the foot of the stairs. This one is particularly tricky to disarm. Well, in fairness to Alex, you were warned! That’s Smuggler beyond the door waiting for you to fail…​

20250720201019 1

Approach him for a conversation in which he gives you a secondary objective: find Ford Schick. He gives you a nanokey for the sewer grates. The supply crate nearby just contains flares.

20250720201253 1

The code 432 works on the keypad (that’s just a nugget learned from other guides!) and gets you a clip weapon mod, a medikit, and thermooptic camouflage—​makes you invisible to electronic surveillance like cameras and robots. There’s also a WP (white phosphorous) grenade that’s not really useful to pacifist players. Don’t miss the lockpick on the shelves.

20250721063233 1

With the Athletics skill upgraded to Advanced it’s possible to use the chair to clamber up the crates to the rafters for a laser weapon mod and some ammo, but I leave it for now and head back out.

20250721063405 1

At this point (where you disabled the lasers previously) you can either ride the lift or take the scenic route. By placing a small crate you can hoist yourself up to the maintenance shaft on the left.

20250721063542 1

At the top the GEP gun will handily blow the bloody doors off…​

20250721063834 1

Outside, the locked container contains just shotgun ammo (save your lockpick). The middle one is the one you just exited, the open container contains a biocell and prod charger. Leave by using the button near the gate.

20250721063907 1

This shack outside just has a button to open the gate from the other side.

20250721064108 1

At the end of the alley head North to here. If I move a rubbish bin beneath the ladder to the roof of the building ahead, maybe I can get up there.

20250721070003 1

It turns out I needed the Advanced Athletics skill after all to make the jump, but it was worth it for the scope. I upgrade the crossbow.

20250721072047 1

20250721072209 1

20250721072630 1

Just opposite is the alley containing the baskbetball court. Head over. Your newly upgraded Athlietic skill enables you to use a nearby rubbish bin to climb up at the end. Note the grate in the floor—​we’ll return here after a bit of optional exploration. For now climb over to the large blue container bottom-left. We didn’t have the time to explore in here earlier. Head in and to the right to find a lift shaft with a ladder. Find a biocell half way up.

20250721072813 1

At the top are two locked doors, easily broken down with your baton. In the nearest one you’ll find a lockpick in the diner and 50c in the bathroom. The other room contains a medikit and a supply crate with darts.

20250721073616 1

Return to the grate outside. Use the button on the gate ahead to open it. The nanokey given you by Smuggler opens the grate. Head down.

20250722062523 1

Head into the murk to find your way blocked by lasers and a turret. Disable the lasers at this control panel. Note the hatch and another control panel, then head round to the right.

20250722062625 1

Up here the further body contains a multitool and a lockpick, and there’s a medikit nearby. The datacube provides the code 2167. At the end of the dark tunnel below is another body with a lockpick.

20250722063058 1

Return to the hatch and pick the lock on the cabinet to reveal a keypad. The code 2167 opens the hatch. Beyond it are these lasers and more turrets. I’ve acquired 8 multitools (and 9 lockpicks), and the control panel back by the hatch disables the lasers.

20250722063154 1

20250722063621 1

Round the corner, use the code 2167 again to find this camera. Duck beneath it and then hide behind the crate shown out of its line of sight to find a security console. Hack the console and disable 3 cameras. You can open 1 door too—​it’s the one you just came through, and doesn’t open it permanently in any case.

20250722063727 1

Our destination is the tunnel at the bottom of the ladder shown beyond the sewer well. Note the guard there. On the upper level, the guard at the top of the ladder patrols back and forth, the other remains where he is. Another patrolling guard is out of sight above me in this shot. Carefully head up a ladder to the right and take him down. Note the door to the left of the bridge.

20250722065417 1

Here he is out cold. There are 2 more guards in the room on the left, and the order of takedowns here determines how stealthy your entrance will be. It’s possible to take down the guy on the bridge without the guard further away noticing, if you’re patient. As you approach you get a 50 point location bonus. Knock him out, and return to the door with your pepper spray handy.

20250722070254 1

Take out the guards and find a datacube with the login MJ12/coupdetat. Search the bodies for a medikit, and find a couple of crates nearby with another medikit and a lockpick.

20250722070556 1

Back outside there’s a security console near where you climbed the ladder. Log in using the credentials MJ12/coupdetat1>> and rotate the bridge. The patrolling guard on the other side doesn’t notice, so go and knock him out too.

20250722070931 1

It just remains to time your descent carefully to knock out the guy on the lower level.

20250722071100 1

The sewage pit contains some ammo in the floating crate, and an accuracy mod on the pipe opposite, but the water is bad for your health. I decide not to bother.

20250722073707 1

Keep following the corridor for a 50 point bonus, using the code 2167 on the keypads. Knock this guard out quietly and use the login MJ12/coupdetat on the security console to disable 3 cameras and open 2 doors.

20250722073922 1

Beware the guard patrolling below before dropping down to swipe this biocell.

20250722073951 1

20250722080745 1

Another guard patrols on the gantry. Climb up the ladder on the right wall and knock him out. Once he’s unconscious the patrolling guard is easily taken out at your leisure. The locked door by the ladder opens with the code 007 (another nugget of info from previous guides!) and leads to a room with grenades, rockets (and anti-tank weapon), and more ammo for your prod. The open door on the right is the lab.

20250722081430 1

There are 2 more guards in a room to the South who won’t bother you if you’re quiet.

20250722081654 1

Next door is a keypad-locked door (again the code 2167 lets you through to find a crate with a lockpick and another with some ammo. The door on the left here leads back to the lab.

20250722081853 1

Ford Schick is in here. Approach him for a conversation to learn that troops might be private security for a bio-tech company and they’re doing experiments on people. Find a lockpick and multitool in the desk, and a biocell almost hidden next to it.

20250722084713 1

This room to the West seems to bear out Ford’s sorry tale, but contains nothing of practical interest. When you’re ready to leave, return to Ford and tell him to make a break for it.

20250722085033 1

Follow him out, and don’t let him get too far ahead. Eventually he’ll stop and say that he can make it on his own, and you’re awarded 80 skill points for rescuing him.

20250722085856 1

You can return to Smuggler to report back and earn a discount on his wares, but the prices are still pretty steep. Time to get on with the main job at Osgood’s Warehouse, to the South. This is the front door, to which you have the key. Find a biocell amongst the rubbish on the left before heading in.

Hell’s Kitchen

Home

The Warehouse