The Warehouse

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The Airfield

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You arrive at UNATCO HQ and get 94 skill points. Alex tells you to report to Manderley. The guard hut at the back of the landing pad is closed, but you’ll find a lockpick behind the bunker and a repair droid inside (use the code 0451) with a datacube explaining its use, although we already already found one of those. Speak to one of the men in black suits (MIBs) and get warned not to interfere with Walton Simon’s interrogation of prisoners on level 3. Go inside for another 15 skill points.

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The guard at the security door tells you that Manderley is busy and you should wait, so there’s time to pick up tranq darts from the open office on the left here, and hack the ATM near the break room for 375c, before heading downstairs to Manderley’s office on Level 2.

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You’ll find Anna Navarre waiting in the ante-room. Approach her to hear her complain that she was here first, but you passed all the tests at Castle Clinton. Approach the (locked) door to Manderley’s office and listen to his conversation about Paul with a mystery man, who gets up to leave when the conversation is over. The door unlocks as soon as the visitor approaches, so be polite and open it for him—​otherwise (at least for me) he gets stuck in the door. It’s quite amusing, and you can still converse with him, but it makes what follows your conversation with Manderley a little difficult. Talk to him to learn that he’s a very private individual.

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Approach Manderley to start a conversation where you earn 1200c for completing your mission, and that your brother’s mission failed. You’re to pick up the task of finding the Ambrosia shipment that’s been lost, and Manderley suggests starting by investigating the subway.

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Anna Navarre enters the office to complain about your "tactics", so head to your own office. Find a multitool in the cabinet. Use your login on the PC (JCD/bionicman) to find an email from Paul suggesting you investigate Manderley and Navarre PCs. He provides the password knight_killer (but you already knew that.

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Might as well do that now, while Manderley and Navarre are distacted. Use the login jmanderley/knight_killer to read an email from Anna about your tactics, and another from 'WS' suggesting "termination" of the "primary unit" due to poor performance. Could this be related to Paul’s disappearance? Paul’s email indicated that he didn’t know Anna’s password, but we do. Go to Anna’s office and Login with anavarre/scryspc to read an email implicating Juan Lebedev in the Ambrosia shipment’s disappearance, and that no-one will mind if he’s killed. Nice. While you’re here, go into Gunther’s office and use the login ghermann/zeitgeist for a humorous reply to his queries about the soda machine.

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Time to head down to see Sam Carter, but before that, opposite his office is the way to the Level 3 cells where the prisoners are being interrogated. Since the MIB went to so much effort to warn you off interfering, then doing exactly the opposite seems appropriate now. Find a biocell on the shelves and darts in a crate on your way down there.

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Use the code 31173 on the keypad to find the mystery visitor interrogating the prisoners. You learn that the man is Walton Simons ('WS'). You can join in the interrogation (to Simons' clear annoyance) at several points. Simons eventually loses his patience. Show’s over.

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Time to head to the Quartermaster’s office.

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He hands over some multitools and an accuracy weapon mod (another upgrade for the mini crossbow). He also trusts yu with an extra clip, testament to his appraisal of your behavior so far.

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Head round to Alex Jacobson’s office. Use the code 737837 to access the repair bot in the server room. Login to the PC using the login ajacobson/calvo to read a response to a question about someone or something called 'MJ12'. The code `2001 still works on the cupboard, but it’s empty. The hidden underfloor storage contains a scope modification.

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Head to the infirmary for a short conversation with Jaime. Use the login jreyes/amigo on this PC to read background emails. Don’t forget the augmentation you collected at the warehouse.

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I choose the speed enhancement, and upgrade it to tech 2. It isn’t just for speed—​it enables higher jumping too to reach those hard to get to areas.

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On your way out the MIB registers Walton Simons' displeasure at your witnessing his interrogation technique. He instructs you to board the chopper.

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So, do that. It’s time to head off back to New York.

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Jock takes you back to Battery Park, although Castle Clinton itself is closed off.

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Head South-East towards the dock where the Police launch dropped you last time. The secret passageway to the secret tunnels is closed off too, but it’s worth another dive to find supply crates for a medikit and a lockpick.

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Head North and East from here back to the subway station. Talk to the boy to learn that the terrorists have installed a secret entrance accessed via the subway, but he doesn’t know the code. Another guy wandering about will sell you ammo, but I figure I’ve got plenty of that. The shack on the extreme left here holds a medikit.

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The next two shacks (heading left to right) hold nothing. In the third, these two chatting over a fire. Listen in to learn that the man is Curly. You give him the codeword 'underworld' and he reveals the code to the secret passage: 6653, and you get 175 skill points. Don’t miss the lockpick in the corner of the shack.

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Next to Curly’s shack is a crate containing a prod charger. The shack next door contains a biocell. Time to head down to the station.

You can also find a clue to the code below the floor hatch next to the station entrance, but no skill points awarded for that.

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Harley Filben is down here. Speak with him and he’ll try to sell you code, but you don’t need it. Use the code 6653 on the keypad in the telephone booth, which turns out to be some kind of elevator…​

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After the ride is over, follow the sewer round to find some steps up to this hatch, and go on through.

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You emerge in a disused subway station. Alex radios in to inform you that the Mole Poeple are nearby, but their residence doesn’t show on any of his maps. Bribe Dan (shown here) with Zyme (assuming you’ve picked any up) to learn that the Mole People use a keypad in the Women’s toilet—​but he doesn’t know the code.

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Don’t mess with this drug dealer type further to the South—​we’ll deal with him later.

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Nearby is this broken door. Break it further to find tranquilizer darts inside.

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Enter a train a little further Noth. THe nearest crate contains some surprisingly-useful pepper gun ammo. Ahead is an actual "Mole-person". Speak to him and learn his name is Charlie Fann.

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He complains about a collapsed tunnel causing problems with the water supply, and refers to the "Rooks" on the upper level who might supply explosives to help deal with it. Woeth investigating, anyway.

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Head up some nearby stairs, and approach one of the gang members to be warned that you’re on "Rooks' territory now". Must be on the right track. Head West on the upper level. Just past a pool table find 15c on a table. Hack a nearby ATM for 50c more.

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Just beyond find a gas grenade in the booth, then go and talk to the leather-jacketed guy in the corner, who turns out to be called El Rey.

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He’ll offer to sell you a LAM for far too high a price, but will give you a discount if you’ll take out a drug dealer downstairs. I guess that must be this guy. I agree, even though I’ve got enough LAMs.

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He wants to sell you Zyme, but the price is high. Speak with him about the Rooks, but don’t press him on the Mole People or he’ll pull a gun. To satisfy El Rey you just have to knock him out—​just about here should work. Loot him for 47c and other sundries before returning to El Rey on the West side of the upper level. He gives you a LAM despite the fact you left the dealer unconscious rather than dead.

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Return to the NE corner of the lower level. I prefer to keep the LAM and use the GEP gun to blast away the collapsed girders.

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Beyond you can risk jumping the steam or climb the girder on the right to the top of the pipes. The lower pipe requires a lockpick, but it’s possible to crouch jump to the top of it. Round the corner activate two valves to reinstate the water supply. Your reward is 100 skill points.

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Go back and speak to Charlie Fann.

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He tells you to look for a keypad in the Womens' rest room along the platform, and gives you the code: 5482. You get another 25 skill points.

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The restrooms are in the NW of the platform. The homeless guy at the end of the platform claims to have started the Mole People.

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Head into the Mens' room further up the platform and speak to Lenny. He’s got a LAM which he’ll swap for a vial of Zyme. You’re only saving him from himself…​kinda.

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Back in the Womens' room the keypad is under the sink. Use the code 5482 to open the passageway, which turns out to be the wall of the cubicle furthest from the door. Head on through for 100 skill points.

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There are several armed guards patrolling. Sneak to the right.

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Head for this break in the wall. The walkway ahead is patrolled too. Follow him and duck into this room on the right. Don’t risk smashing the crate in there, it’ll alert him.

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Mind the patrols and sneak over to the hole in the wall near the left. From here it seems we could just have dropped in there from the hole above it on the upper level. Ah well.

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Speak to the Mole Person there who tells you the NSF use another secret tunnel in the bathrooms, but you’ll need to get the commander’s key from his command post to the South. Look for a brick hidden behind boxes to open the door.

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Head South, staying in the shadows. When the coast is clear, head up to the shack on the left.

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Sure enough there are cardboard boxes, and behind them a…​brick.

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Pressing the brick opens a secret door to the commander’s room. Go in for 100 skill points.

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The commander surrenders immediately. It turns out he’s really just an accountant. He gives you the key to the mens' restroom, and you get another 100 skill points. The guards here will no longer treat you as hostile, so you’re free to hunt around for supplies. A crate just outside (by the brick) contains a lockpick.

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Head to the North. Behind the carriage on the right is a strange flickering light…​ You can crawl up here for an accuracy weapon mod—​another upgrade for the mini crossbow! Head back round to the left in this shot.

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Listen in on these two, who suggest there may be booby traps ahead. They also mention someone called Paul…​that Paul?

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Keep following you nose to the restrooms.

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Some interesting fan art in the mens' room. The crate has tech goggles.

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Your nanokey opens the womens' room, revealing another passageway. Go through and receive 100 skill points.

The Warehouse

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The Airfield