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The mission involves destroying 5 tri-hull weld points. The schematics provided by Dowd aren’t much help.

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Head down to the door and earn 40 skill points. Beware roaming patrols below you, and stay crouched. The engineering bridge is dead ahead, and in a lowerer position.

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The keypad to raise it is nearby. Use the code 9753 to raise the bridge, then cross it into a small room with a ladder going up to engineering.

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There are crew at the top of the ladder, so cloak and creep up to find a security console. Access it using the login root/reindeerflotilla to disable 3 cameras and open a door. Drop back down and out to the main area silently.

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Coming back across the bridge I spy a corridor ahead, with a door locked by a keypad, an open passageway, and an unlocked room. Hearing footsteps approaching (that works both ways) I duck into the unlocked room to find some darts. I end up waiting for 3 patrols to pass—​they’re on a long patrol all the way around the lower decks. When they’ve passed I head along the open passageway, and turn left at the end.

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I encounter this mechanic. Talk to him and he reveals he’s working to fix an electrical hazard in the room beyond, and the walkway above. There are 2 control panels that must be disabled, and they’re protected by a spider bot that has gone rogue. Collect the nanokey for the heli-bay ops room door, read the datacube for the code 2009 to the lower (lower-lower?) decks, and recharge at the bot. I retreat back up the corridor at the sound of more footsteps approaching.

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This alcove looks like a handy hiding place. Inside is a lockpick, and you can let the patrols pass without being seen in here.

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It’s a little awkward to get in here, but worth it. Find a lockpick and multitool at the back. I’ve gathered 3 augmentation upgrades to this point. I decide the Vision Enhancement is so good I upgrade it to Tech 4, enabling me to see further. The spider bot sounds like a job for the Spy Drone’s EMP attack, so I upgrade that to Tech 3—​the stronger EMP blast will increase its area of effect. Even though there’s the repair bot down the hall I upgrade Power Recirculator to Tech 4 to further conserve energy.

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Flying the Spy Drone takes a bit of practice, and manoevering out of the alcove is a little tricky but do-able. Fly into the room next to the engineer. Here’s the spider, and the electrical hazard is clearly visible. Detonate the EMP blast too close to the flooring and it’ll alert a bunch of guards. About this height shown should be good enough.

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A quick scan shows that I’ve not alerted anyone, although one patrol is about to come past. I wait for him to pass the alcove, then head into the room, recharging at the repair bot on the way.

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Make no noise in here. The first control box that needs deactivating is on the left, but covered by a camera. Up a short ladder just inside the door is a security console. You can just reach it from the top of the ladder and still avoid the electrified walkway. Use the login root/reindeerflotilla to disable 3 cameras, then climb down carefully. Use multitools on the control box. I considered upgrading the Electronics skill to Advanced, but I had plenty of multitools anyway. When that one’s done, drop down the nearby hatch in the floor.

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The second control box is around to the right. Disable the control box shown (1 multitool) to disable the laser—​tripping it will release another spider bot. Disable the 2nd control box to complete the secondary goal. Return quietly to the floor level.

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One of the tri-hull welds is in here, but blasting it will attract some attention. First of all, note there’s a floor grate immediately behind this position in a dark corner. Prepare the way by opening it. Up on the other end of the walkway is another security console. Sneak over and access it with the login root/reindeerflotilla and disable 2 more cameras. That done, chuck a LAM at the weld and head down the grate in the floor. You’re awarded 120 skill points.

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Note that the patrols above can see you through the floor grating, but they’re easily avoided with the Vision Enhancement. Head all the way to the end.

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A quick check shows there are 2 circling patrols, a repair bot, and a machine gun bot (which can see you even when you’re cloaked) that circles clockwise. Head up into the heli-bay when the coast is clear.

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After a quick check round I find a tri-hull weld against the East wall. I’ve used Cloak quite a bit so I recharge at the repair bot.

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In the centre of the hangar is a bunk room up some stairs. Keeping behind the machine gun bot, cloak and head inside.

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On a bunk is this datacube with the code 4453. Head back out, recharge at the repair bot, and when no patrols are near (duck back into the grate in the floor if you need to wait for them to pass), chuck another LAM at the weld (try to save the repair bot too, just in case!). You earn another 120 skill points. Duck back into the floor grate and head back towards the mechanic.

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Any troops alerted by the earlier explosion should have dispersed by now.

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Head out of the door by the grateful mechanic—​recharge while you’re there—​and turn left, keeping an eye out for patrols. In the passageway on the right are two crew that won’t notice if you scoot past silently. Ignore the door at the end, go into the door on the right.

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A datacube on the side has the credentials SecBottom01/ChineseFoodIsGood. Head down the stairs and use the code 2009 to open the door.

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Just inside is a camera above the door. Quickly duck into the opening on the left.

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Access the security console using the login SecBottom01/ChineseFoodIsGood to disable 2 cameras, then smash the grate in the floor with your sword and slip inside.

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Follow the vent a very long way in the dark (your Dragon’s Tooth sword provides enough light if you want to save bioenergy) to find this body. A nearby datacube has the login Jazz/suomiviina. Climb the ladder into a small room with some ammo and a reload weapon mod, then return the way you came back to the grate.

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Turn right along a windy corridor to find these two in a small room on the left. Cloak and swipe the nanokey on the shelf next to them, then return the way you came, all the way back to the mechanic.

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Recharge at the repair bot, then head East, then South. The turning on the right leads back to the upper level. Keep going South here. Two crew members are in a passageway on the left, and two more a little further ahead on the right. Neither will take any notice if you’re silent, but hug the right hand wall past the second set of guards.

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Turn West at the end (you’ve no choice, really) to find this locked office. Note the security console and another door a little further along. Your key unlocks this door. Go in for 150 skill points.

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The datacube has keypad codes for two tri-hull welds that have been locked away: 1735498 for (A) and 71541 for (B). That is worth noting! Grab the accuracy mod, and head to the security console.

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Use the security console with the login root/reindeerflotilla to disable 2 cameras and open a door. When the coast is clear open the door on the right, activate Cloak, and head in.

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There is a tri-hull weld in here, but I ignore it for now as there’s no time to wait for the 2 patrols nearby. Instead I head left from the door, still cloaked.

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When you approach the corner with the PC, Tong radios in to say you need to switch on the bilge pumps (the switch does that) and reverse the flow. Flick the switch, and log into the PC with the account root/reindeerflotilla to reverse the flow. If you’ve been quick you should have enough bioenergy left to sneak up the stairs on the right here still cloaked.

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I was lucky and ended up behind the patrol, but there are alcoves up here to hide in. At this point he turns to inspect another security console. When he moves on, use the login root/reindeerflotilla on it to disable 3 cameras, then hide in one of the alcoves until he comes back.

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Head left when the patrol goes right to come out here—​right above the grateful engineer.

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Load up at the repair bot, then head back down the corridor to the end. One thing I noticed is the lack of patrols now.

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The red corridor leads back to the helicopter pad. A nearby crate holds a biocell. Head up the ladder.

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You emerge in a vent with an up-draft strong enough to lift you off your feet! The trick is to land safely on the upper ledge by the railings beneath the camera (that you disabled earlier).

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On the ledge is a biocell. There are two vent exits, one to the North and this one South. Go South. There are a few long-ish drops with tiny ledges, but Speed Enhancement can break your fall.

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Eventually you reach the bottom. Go left to find ammo for the riot prod and a grate.

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Note the riot prod ammo on top of the box outside, and the patrolling guard. When he leaves, exit the vent and use multitools (3 for me) on the door to the left.

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Your prize: A Cloak/Radar Transparency augmentation canister and a new GEP gun. Make sure the guard outside is well away before breaking the boxes for a biocell and ammo.

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Follow the patrol as he leaves and duck into the dark alcove on the right because he about-turns at the end of the corridor.

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You’re back in the room with the bilge-pump switch and the third tri-hull weld (which is right below you in this position, if the time happens to be right). Cloak and get to the door in the SW corner. From outside the door you can wait until the 2 patrols are well away from the weld before chucking another LAM for another 120 skill points.

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That’s tri-hull weld 3/5. Head back to the engineer for a bioenergy top up before returning to the upper level the same way you came down.

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At the top of the ramp—​especially if you’re short of LAMs—​use the code 2009 on the keypad for the door ahead and head left down another ramp.

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At the bottom is this cabin. Pick the lock and use the login jazz/suomiviina on the PC to open a storage closet for a LAM and a medikit. Head back up the ramp to the keypad.

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Up here we’re on the lookout for the remaining two tri-hull welds locked inside cabinets with keypads. Ahead on the left is the exit—​pay attention because it’s your escape route. When the final weld goes the freighter is likely to become very unsteady.

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Heading West I find a supply crate with a biocell, and then secure cabinet (A), identifiable by its 7-digit keypad. I want to find cabinet (B) before destroying it to help ease my escape. Use the code 1735498 to open the door while you’re here, then jump to the roof of the cabinet to find a range weapon mod and biocell.

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Heading South I spy a blocked off corner.

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Speed Enhancement gets me over the barrier to find secure cabinet (B). After finding supplies on the roof of the other cabinet, I jump up to this one, but find nothing…​

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…​except that it’s near the stairs to the exit, a short was East. Tri-hull weld (A) is first, then. Again, open the cabinet with the code 71541 to open the door before heading back to the other weld.

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Note the sailor in the window above—​he’s safe enough from the blast but will raise an alarm if he sees you. Chuck a LAM and retreat to a crawl space nearby beneath a boiler. Another 120 skill points. The explosion attracts guards, so use Vision Enhancement to evade them.

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Back at the final weld, climb to the roof of the cabinet and from there to a red pipe nearby. Chuck the LAM and follow the pipe over the barrier. The main alarm goes off, and the ship starts to rock violently. Tong radios to confirm the destruction of the superfreighter.

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Cloak and Speed Enhancement can help get you back to the Exit. Head through.

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At the foot of the stairs to the upper decks Tong radios again to inform you of an air conditioning shaft accessed via a maintenance door at the West end of the dock. A quick check shows patrols above, so Cloak and Speed Enhancement activated, ascend the stairs. You have enough time to sneak to the upper floor to visit the medical and repair bots if you need to. I use the medical bot to upgrade Cloak to Tech 4 from the canister obtained earlier, and visit the repair bot for a recharge before heading back downstairs and out of the North exit door.

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Outside, no time for niceties, jump in the dock.

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Climb up at the Western end of the dock, cloaked. MJ12 troops are alerted further along the dock. Duck into the door on the right.

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Ascend the ladder inside, although beware: the whole dock area is shaking wildly.

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At the top of the ladder head right for a biocell. Your escape is blocked by a large spider bot in this rotating tunnel. Another spider is beyond it, and navigating the tunnel is extremely hard. Hack a nearby security console to open a door, and retreat back to the top of the ladder.

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The door you just opened is this grate. Looks like there are spiders here, too. Chuck a scramble grenade.

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It’s fun to watch the spiders fight it out, but unlikely that all 3 will be affected or destroyed, so keep an EMP grenade handy.

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Look around the central column for a multitool. The left hand door offers a very dangerous steam hazard. Instead, climb the ladder very carefully. Speed Enhancement will help you avoid the blades.

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At the top find a lockpick and an exit grate. Gratefully pass through it.

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Jock is waiting on the roof, as promised. You get 60 skill points for making it here. Interact with the chopper to take you to Stanton Dowd.

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