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Imprisoned

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The cabinet with the datacube on top is locked, as is the other door, but seeing the crates of TNT earlier gave me an idea for the other locked doors down here, too. I fetch a crate and carefully drop it from a crouched position up against the door. The stealth pistol should work.

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Sure enough the blast takes the door out, as well as the cabinet, plus another cabinet on the other side of the door! It also blew out the door to this area, which I confidently think can be dealt with in a similar fashion. The other locked doors first.

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Having removed all but one crate of TNT from this room, I’m ready to blow these doors, but when I do, the barrels of poison will fill the air with poisonous gas. I retreat a safe distance into the passage to the South with one crate of TNT before shooting this one.

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While the gas clears I come back to the room with the security console. There are even more barrels of poison in here, and no way to shoot the TNT from a safe distance, so I don a HazMat suit before shooting the barrel.

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When the gas has cleared, I wonder if it was worth the effort because all that was behind the door were some flare darts and assault-rifle ammo. Then I notice the blast took out this grate near the security console.

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It leads to the sewers, and I remember seeing grates in the street, giving me ideas about escape. Obviously, when I send the distress signal, all the UNATCO troops will be after me, so planning the escape now while they’re still friendly makes a lot of sense. I double back to the basement.

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The other room with gas was more productive—​a replacement HazMat suit, some GEP gun rockets, and a pair of EMP grenades. I return to the room beyond the evidence datacubes with another crate of TNT and place it as near the lasers as I dare before shooting it from a safe distance. While the gas clears I notice this other door that leads to an exit. Collect 2 multitools after the gas has cleared in the passageway before heading up the stairs.

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It comes out here. Head into the alleyway on the left and up some stairs.

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Behind the window on the lower left is a supply crate—​suggesting it can be reached. The escape planning continues. If I can somehow reach the other side of that window, I should be able sneak back to the basement through the door I just exited, and from there to the sewers.

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I head up to level 4 to find this door open. Outside is another unlocked door to an adjacent building. If my sense of direction is right it’s immediately above the window through which I spied the supply crate.

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Sure enough, behind a cardboard box is this vent. Swipe a lockpick from the desk before heading through to drop to another vent—​using Speed Enhancement when dropping through should prevent you taking fall damage.

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At the bottom of the drop, the shaft to the left leads back to UNATCO troops on Level 2 of the main building. Drop through the hatch to the right here.

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Smash the crate for a medikit. Sure enough, it’s the same window. Drop through using Speed Enhancement to break your fall. Escape plan established. Head back up the stairs to the main building. To help me escape unseen I knock out the guard there to learn that a small amount of skill points are deducted for whacking non-hostiles. I may have switched to the other side, but they don’t yet know that. So, I can’t just knock everyone out; some discernment required.

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Go down to the lowest level for a last recharge at the repair bot, then return to Level 4 of the main building. These 2, along with the patrolling guard inside, are for it.

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Head up to the roof where the comms centre is found. Knock out the single guard there, too, before going into the comms room.

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Use the credentials mcollins/revolution on the PC and click each button in turn to rotate all the dishes and open the inner door.

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Head up the ladder in the inner room to find a biocell, then return here and use the credentials napoleon/revolution on the second PC. This time just one button to broadcast the message. Paul radios in to confirm the message has been sent and tells you to return to the apartment in Hell’s Kitchen.

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Time to implement that escape plan. Your route downstairs to Level 4 is clear. Walton Simons contacts you to register his disappointment. Back through the vent and so to ground level.

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Guards patrol outside, so wait til their backs are turned before making your way to the door back to the basement. Speed enhancement can make this easier to do without being spotted.

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The way East and South through the passages should be clear to get back to the vent. Stage 1 of the escape plan complete, but we’re not out of the woods just yet. Head to the sewers.

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A short way round your way is blocked by blue lasers. Search the body for a lockpick and disable the lasers with a multitool on the control panel.

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Further round is your first encounter with a Spider Bot. These pesky critters will drain your bioenergy as well as your health with an EMP attack. Disable it with an EMP grenade.

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Further round disable these lasers with another multitool on the control panel top left. A crate with another lockpick is nearby.

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Through the tunnel that was protected by lasers is a ladder up to a sewer grate at the top. It opens with your key. Emerge carefully.

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A guard patrols here. Knock him out when his back is turned before heading along the right-hand tunnel.

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It comes out here, right next to the tunnel back to Hell’s Kitchen. A sniper is almost hidden on one of the balconys above, so remain cautious and head through the tunnel on the left.

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As you leave the tunnel head due South towards the rear window entrance to Paul’s apartment at the 'Ton to find UNATCO patrols. Sneak past and use your Speed Enhancement to reach the fire escape.

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Paul’s still here and explains that Walton Simons is part of a secret organisation known as Majestic-12. He refuses to come with you and gives you the code to enter the subway: 6282. UNATCO start hammering at the door. Paul urges you to leave on your own and he’ll follow later. Instead, hide in the secret room with the PC. Use the button on the left of the PC to close the door once inside. From this point on, if you’re "killed" you’ll skip straight to the next chapter.

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Stay hidden until the commotion dies down before re-opening the door with the same button. Here’s the thing: Paul is invincible against the UNATCO troops as long as you do not use the window to leave the 'Ton. Head for the apartment door.

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Paul breezes past and urges you again to leave via the window. If you do, Paul will die, so hang back and allow him to clear the way. When he’s disposed of the troops on this level, follow him (not too closely) to the ground floor where he’ll also thin the troops there. So much for non-lethal approach, although I guess it was called for. There are usually a few troops left for you to pick off with the crossbow—​such as this guy up the passageway near the public access terminal.

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Out front is also swarming with UNATCO troops. The subway entrance is a little way North (left) from here. Don a thermoptic camo, activate your Speed Enhancement, and make a run for it.

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Sandra at the subway entrance gets the picture. Use the code 6282 on the keypad to enter the subway. Jock calls in to say he’s got to take off. Use the train.

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At the other end Anna comes running down the stairs. Activate your Speed Enhancement again if needed, and don some ballistic armour. You can’t run past her yet—​there’s a short conversation about loyalty first. As soon as it’s over make a run for it up the stairs, hoping not to take too much damage from Anna as you go.

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At the top, Gunther awaits. Capture is inevitable, so it’s time to give it up.

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Imprisoned