Inside is this single guard pacing back and forth. He’s an easy target and carries the back door key to Osgood’s.
The locked door just inside the front door is worth your attention. Mindful of the unconscious guard, blow it open with your GEP gun. Another locked door out of shot to the right can be accessed via a boarded up building just to the East of here, and gets you a multitool. Behind the previously locked door is a crate containing this augmentation upgrade canister. I save it for later. Head through the unlocked door (the blast from the GEP may have blown it away in any case!) far enough to get your 50 exploration points, but instead of continuing down it, return outside.
Just to the West find this basement window. Smash your way in. There are two ways to go from here. Up the stairs leads to the door blocked with crates where the guard was pacing. Head down the stairs.
At the bottom smash the crate for a lockpick. The control box will indeed disable the lasers but you can save the multitool by using the box on the right to climb onto the pipes and crawl past them.
You receive a 50 point exploration bonus. Slip over the pipes on the left to find some rockets for
the GEP, then use the code code 3316 on the keypad. Ride the lift up to ground
level.
Alex radios in to warn you of NSF guarding the rooftops. Carefully ascend the ladder behind the lift shaft door. One guard patrols here—you know what to do by now.
Grab the ballistic armour from the corner, then ascend another ladder to receive a 30 skill point bonus. At the top, there’s a long ladder from the South wall; part-way down is a lockpick resting on a pipe. At the bottom is a LAM thats extremely difficult to disarm (on Realistic, at least). There are plenty of other LAMs to be found.
Another ladder on the West wall leads to this fire escape. Break the glass shown and break through a boarded-up door for a medikit and prod charger (by this point I was already at maximum capacity for both those things). Approach the door at the back for a 30 point bonus, then return to the fire escape and head down. When you reach the point where the ladder is broken, mind the patrolling guard and drop to the railing, and then the narrow wall. Knock out the guard quietly—another guard patrols a roof above you. Use a nearby ladder to sneak up on him, too.
Return to the lower roof, then to the South wall to find another long ladder down to a hatch.
The passageway to the hatch is protected by a LAM. Another LAM is on the wall just round the corner.
Disable and collect the LAMs, find a multitool nearby, and read the datacube for the code 2577.
The hatch is unlocked, so head down.
Use your GEP gun to destroy the broken wall ahead for 20 skill points. Behind it is a datacube with
the credentials NSF/righteous (confirming information discovered earlier).
Climb the short ladder there and use the code 2577 to open a hatch, but don’t go through. Return
here and climb over the pipe to the valve in the corner which opens the underwater grate on the
left. Smash the crate for a lockpick, then take a deep breath and swim through the now open grate.
Your upgraded Athletics skills should allow you to swim the whole way without pausing for breath.
You get 20 skill points and emerge here. Beware the camera on the other side of the grate and slip
over to the security console on the wall (extreme right). Use the credentials
NSF/righteous to disable 3 cameras and open a door, which turns out to be the grate.
Just beyond the grate bypass the control panel to disable the lasers, and go on through.
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Back through the grate, duck under the remaining lasers to here. Duck beneath the camera then keep
left down that passageway. Mind the camera on the right here and duck into the alcove containing
the barrel to find a datacube with the login TFrase/valleyforge. When the camera is facing away,
dash across to another alcove just to the left of the camera. There’s a second camera further along
opposite this locked door. Ignore the door and duck underneath the camera. Round the corner is this
unlocked door to the same room, just this side of the laser grid.
You’re awarded 60 skill points for entering the room. Swipe the nanokey for the basement storeroom,
and use the credentials NSF/righteous on the security console to disable 2 cameras.
Login to the PC with credentials TFrase/valleyforge, open the safe and read some
background emails. Your prize is a "Speed Enhancement/Run Silent" augmentation canister. Smash two
crates in the corner for a pair of LAMs, then exit via the door next to the crates.
A keypad ahead just beyond the camera accepts the code 2577 to raise the hatch above.
Retrace your steps back to the grate (left under the still-operating camera, right at the end).
Tripping this last laser has consequences: it might save lives! It attracts many of the guards from the lower level, which is where there’s a generator, which we’re going to blow up later! Trip the laser and slip out through the hatch.
Rather than the long swim through the pipe, go past the security console you hacked earlier to the end and earn another 30 skill points. The hatch there is the other side of where you found the NSF datacube. Drop down, and back outside.
Climb up the ladder to the roof which returns you near here. Go up the ramp near the crate shown here (mindful of a guard on that roof, too) for 20 skill points. The crate contains pistol ammo. Break the glass and jump across.
Another medkit is almost hidden behind a cardboard box inside. Go into the room on the right for 30 skill points and 2 biocells—one on the upper floor, another hidden behind cardboard boxes downstairs, where there’s another medikit, too.
Stack some boxes near the window like this to enable you to climb to the window, and break through.
Your destination is opposite. Note the guard on the roof, and the one below. We’ll deal with the one on the lower level first, then partake of a little optional exploration.
Drop down via the intermediate roof and knock him out. Below are a couple of dogs—take them out with tranquilizer darts (1 each should do it) to make your life easier in a little while.
Return to this point and jump to the narrow shelf leading to the window (beware patrolling dogs and a guard below). Break in to find a biocell and some rockets.
Break through the door with your stick, and find this lone guard round the corner. Another tranq dart should put him to sleep.
The door on the right (out of shot here) leads to an empty bathroom. There are 3 doors on the left: nearest is empty, the second one has a lockpick. the furthest some flare darts (useful for lighting dark areas occasionally) and a datacube with a warning message to someone unknown.
Continue round to find these stacked boxes. Break them down and drop through the gap in the floor beyond, trying to avoid the burining bin beneath. Lift the TNT from the top of the crate below before smashing the crate for a pepper cartridge. More broken flooring around the corner. The crate just visible below contains pistol ammo.
Double-back once you’ve dropped down to find a window. Break it and look out to where you tranquilized two dogs earlier. Collect more flare darts from the crate just visible on the left before heading to the right.
Go up the ramp to find a door that’s easily broken with your baton. Note the ladder on the right of the door.
Approach the PC for 70 skill points. Log in using the credentials NSF/righteous.
There are no emails here. Just click the button to shut down the cooling system.
An alarm sounds, so you’d better get out of here. Climb the ladder next to the door as the generated explodes. If we hadn’t tripped the alarm, any nearby guards would have a high probability of dying in the explosion. As it is, no-one has died by your hands. Alex radios in to congratulate you and tells you to head for the roof to catch the chopper back to HQ. You receive a mission complete bonus of 500 skill points.
At the top of the second ladder, lie low while Gunther "secures the area". Approach the steps shown on the left for 20 skill points before interacting with the chopper to return to HQ.
You can’t take off until the area is secure, and in my playthrough Gunther was out of ammo and I needed to help out with 2 NSF on the nearby roofs.
A series of ladders brought me to a roof just below the remaining NSF, and I chucked a gas grenade up. Once stunned by the gas they were easy-pickings for tranquilizer darts.
Finally I was able to learn that Jock is the pilot who’ll take me back to UNATCO headquarters.















































