A Change of Allegiance

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Escape

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You wake up in a cell. Anna Navarre comes to gloat.

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It won’t take long to realize you have no weapons, gadgets, or supplies. Approach the door to be contacted by a strange voice from someone named 'Daedalus`.

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Slip out when the door opens. This guard will start patrolling (away from you at first) as you approach. A baton is on a small crate to the left. The cell next to yours is open.

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Knock the guard out when he passes.

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The datacube on the left hints at a maintenance ladder in the armoury. The one on the right provides the code 4089 to the cell block and 4679 for all the cells. Only the bottom left drawer in the cabinet is locked. The top right one contains another datacube with the login MJ12/invader.

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Return to the cells where the doors respond to the code 4679. Search the body in the left one for a lockpick and heal at the medical bot. Speak to the other prisoner in the right hand cell. He’s sure there are other prisoners and want to make a run for it. I ask him to wait here until the coast is clear.

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Time to head out (the locked drawer has a multitool; I’d rather keep the lockpick). Duck under the camera and time your exit carefully, hugging the right hand wall.

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The cellblock door is open (no need for the code) and you’re awarded 250 skill points for escaping. Daedalus sends you a floor plan of the facility and tells you your stuff is stored in the Armoury to the South. Paul is alive, and held in a lab to the North. He also mentions that Tracer Tong can defeat the killswitch.

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The floorplan shows the facility is a warren of passages, but it’s not too hard to figure out. Head into the restrooms.

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In here you’ll find a medikit on a bench, and this left-most cabinet has a multitool.

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Time to head down to Robot Maintenance. Daedalus informs you that the armoury is on the far side of the main area. Sneak down to the piled boxes just beyond the camera.

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There are several patrols here, and on the gantry above. Head carefully up the stairs on the left.

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At the top, wait for a circling patrol to pass before following the guard into the passageway ahead. You can use a pillar near the inactive military robots on the right for cover. Catch up with the guard and knock him out. Find a lockpick hidden behind the pillar just ahead before continuing up the stairs. Another guard paces in the next room. Time your approach and knock him out. Read the datacube on the desk for information about the bots.

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Further along, use the credentials MJ12/INVADER to access the security console and disable a camera. You can also change the bots' AI to be hostile to UNATCO troops, but that’ll make a lot of noise, so I leave the bots alone.

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The seated guard in the final room can be a little tricky to knock out because you can be seen by the guards patrolling below through the window if you’re careless. A datacube on the desk reveals the code 2971 for the armoury. Hack the PC to read some emails and swipe the lockpick that’s on the desk, plus a pair of EMP grenades from a nearby table.

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The datacube in the adjoining room provides another code for the armoury doors: 8138. This room overlooks the cell block, and some nearby buttons open and close the cell doors. Perhaps this is where Daedalus opened your cell. Head back downstairs.

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Carefully shadow the patrolling guard round towards the staircase at the South end. The guy in orange won’t bother you if you don’t make any trouble, but will raise the alarm if you try to knock out the guard. If you’re lucky you’ll be able to recharge at a repair bot on the way.

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There’s our goal, at the bottom of the South stairs. Several guards are on patrol, making getting to the door a matter of timing. When the two nearest patrols' backs are turned, head for the door and use the code 8138 and slip inside.

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The armoury is up some stairs where two large military bots. Crouch-jump the triplaser and carefully shadow this one round.

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In the corner is a maintenance ladder. Climb on up.

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The gas leaking from the broken pipe can be avoided with care, saving you a lockpick on a nearby panel to turn off the gas. Head for the vent.

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Follow your nose until you drop down into here. Use the credentials MJ12/INVADER on the security console to disable both bots outside, and one camera. There are some supplies in here, but I’ll collect them later. Click a button next to the security console to open the door.

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The single guard down here alternates between sitting and patrolling so you definitely need to knock him out. Daedalus tells you you’ve found your equipment.

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When you’ve rounded everything up, read the datacube for the code 3512 to the door upstairs (that you’ve already opened), then hack the PC to learn the code 5239 to the suspension crate up there. It contains a plasma rifle. After collecting more supplies upstairs (including a range weaon mod for the crossbow) head back to Robot Maintenance.

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Getting to the stairs in Robot Maintenance is just as hard as getting to the armoury—​be patient and slip up the stairs to the right when the guards are facing away.

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Follow the circling guard, recharging at the bot on the way if you need to.

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Follow the passage all the way back to the detention area. Just ahead is a grate, so slip inside.

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Head East then North, and keep left. Daedalus tells you you’re beneath the Nanotech Lab. Time to find your brother.

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You should come out here. Mind the guard on the gantry above and sneak over to the boxes beyond the open doorway.

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Just as you go through the door a conversation starts with a doctor who turns out to have been researching you and Paul’s augmentations. He gives you the code 0199 to the medical area.

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Climb the nearby boxes (watching for the guards above and below). The crate contains a gas grenade, but you’re better of using the crate to climb to the upper ledge. Head into the grate. When the guard on the gantry goes right, slip out and knock him out. Return to the ground and head North up the corridor towards Medical R&D. Go right at the end for a lockpick hidden behind a piller, and a recreation room beyond with a single seated guard. Leave him be—​he’s not guarding anything interesting.

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Come back to this window to hear the guard flirting with the secretary. When the conversation is over he’ll patrol outside. Knock him out. Knock the secretary out too, or she’ll raise the alarm. Pepper spray works well for this. Hack the PC for some background emails, then head up the stairs to the North.

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Knock out the guard then use the login MJ12/INVADER on the security console to disable a camera. You can open a door here too which releases the Karkians in the cell below—​best avoided because they’re extremely dangerous to you as well as everyone else. Go back down the stairs you came up, and then up the stairs to the South of the secretary’s office.

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The datacube has a reminder of the security login. A button here also opens the Karkian’s cage below. Pick the lock of the grate in the wall and head on through.

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The vent comes out in the lab where Paul is being held. A short conversation reveals that that some UNATCO agents are on your side. Specifically he recommends you look up Alex Jacobson, which suggests, as you may have already figured out, that you’re deep below ground beneath UNATCO HQ. You also learn that the mechnically-augmented operatives—​Anna and Gunther—​have secret "killphrases" and that Anna’s is stored on 2 UNATCO computers, login with demiurge/archon. Daedalus contacts you to give you the code for the facility’s exit: 1125. Approach the guarded door for 500 skill points and read 2 datacubes before heading back through the vent.

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Return to the grate in the Nanotech lab. Our destination is the office at the end, but through the vents. Take the first right, then first left and keep left.

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You should arrive here. The MIB (or "Series P" agent, I guess, from the datacubes in the lab) is more easily taken down when standing.

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Use the prod on the upper-middle of the back for a one-hit takedown out of sight of the single guard patrolling outside.

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The MIB carries a cabinet key that opens 2 of the 3 locked drawers in the cabinet next to the grate. The drawer bottom right has a list of UNATCO passwords. We have most of them already. This list adds klloyd/squishy. The other drawer contains a multitool. Pick the lock of the remaining drawer (top right) for another datacube with the credentials psherman/Raven.

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Use the login psherman/raven on the nearby PC to drop the containment field around this augmentation canister (Aggressive defense/Spy drone). Leave the Greasel Release Control alone. Like Karkians, Greasels are a menace. You’ll also find a datacube detailing Walton Simons' augmentations, and another regarding Greasel dissection on various tables. Head back through the grate.

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Take the 1st left turn and come up here—​the bathroom opposite the detention block.

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Return to the medical bot to install your augmentation canister. I choose the Spy Drone. Go back outside and down the grate just outside the door to the cell block. This time keep West. Daedalus will call in to say you’re beneath the command center if you’re on the right track.

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Emerge carefully here. Sat facing away on the left is a female Black Suited operative (WIB). She’ll pay no attention if you’re quiet. Just off to the right I’ve already knocked out one guard who was seated. Watch out for a MIB who occasionally patrols, and head carefully down the right-hand passage. You’ll need to use Speed Enhancement to whizz past one camera.

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Slip into this alcove (unless the MIB is sat here). Log into the security console with the credentials MJ12/INVADER and disable the cameras, but leave the bots alone. Mindful of the patrols outside, head up some nearby stairs.

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2 guards are seated round to the right here. Using Speed Enhancement again, sneak behind the cabinets shown. Log into a second security console with MJ12/INVADAER and disable more cameras. You can also unlock the door to the medical wing. If you do, the MIB will head to the Medical area along with a second MIB outside, making escape just a little easier.

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The exit door is on the lower floor, due West, but there’s a camera covering the exit that can’t be disabled from any of the security consoles. Watch for the patrols (dogs and guards) and slip across just inside the passage.

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Time to play with the Spy drone, which has (at its current tech level) just enough to disable the camera for a short time. You’re close enough that the EMP blast will sap your own bioelectric energy, but with the camera disabled you can quickly enter the code 1125 into the keypad to open the door and slip through unnoticed.

A Change of Allegiance

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