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The Catacombs

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Jock drops you off at Lower East Side Cemetary, and says he’ll come and pick you up once you’ve spoken to Dowd. Press the button on the gate and a gate keeper appears. He tells you the Dowd family mausoleum is on the West side of the cemetary.

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In the SW corner is this chapel.

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The chapel is locked, but a key is tucked behind this garbage store in the NE corner. Grab it if you want an entirely optional Indiana Jones-esque diversion.

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Just outside the chapel is an open grave containing a biocell. That’s the Dowd mausoleum ahead.

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Go inside to find Stanton Dowd pacing inside. Speak to him, and he seems surprised at the presence of a gate keeper. Assuming you collected the vial of Ambrosia on the PRCS Wall Cloud you’ll hand it over. He tells you about the connections between the Illuminati, Majestic-12, Morgan Everett, and Bob Page. You need to find Nicolette DuClare, and Dowd suggests you find her with the French terrorist group Silhouette in the Paris catacombs.

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He hands over some images of the catacombs, which are about as useful as the PRCS Wall Cloud blueprints he gave you last time you met!

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Hack the PC to read an email from Tracer Tong. Behind the plaque on the wall labelled DOWD is a locked safe. It’s worth the 2 lockpicks (which you’ll get back shortly) for an augmentation upgrade canister.

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The 4 caskets in here can be opened. The 3rd from the left contains LAM, EMP, and gas grenades. The crate up the steps has a lockpick. This casket next to the safe leads to an exit. Head through for 20 skill points. A crate at the bottom contains another lockpick.

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Keep heading South, although there’s a medikit round a bend on the way. Eventually you reach this ladder that leads back to the graveyard. Jock radios in to say he can’t land due to interference from some kind of jamming device. Must be that bloody gate keeper. Head up quietly.

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Up top the place is crawling with MJ12 troops. Cloak and head East back to the gatehouse.

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The phony gate keeper is still here, but is now hostile. Stay cloaked, and get behind him to knock him out.

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A bit of a search turns up this keypad. I bet it opens that bookcase for a secret room.

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Ignoring the keypad, the bookcase succumbs to my Draqon’s Tooth sword to reveal what must be the source of Jock’s problems.

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I retreat to a safe distance and chuck in a LAM. It goes up with a bang, and Jock radios in to say he’s coming in to land. Head North from the gate house, cloaked.

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You’ll find Jock waiting for you in the NE corner of the cemetary (note that you can’t interact with Jock’s chopper when you’re crouched). After a short exchange he takes off for Paris. Your mission is to find the DuClare family by contacting members of the Silhouette terrorist organisation. Daedalus also wants you to find the leader of the Illuminati: Morgan Everett, who is rumoured to be in hiding in Paris.

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Jock drops you off on the roof of a derelict building, somewhere in Paris. Smash the door of the building on the left to find a book revealing the code 4003 to the elevator which is beyond it on the right. Take the elevator down.

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You come out here. Begin by going up the steps on the left.

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In this room you’ll earn 50 skills points and meet Aimee who gives you a secondary goal to deal with the Greasels in the sewers, and gives you the access code 0001. Find a biocell on a shelf, and climb the rafters for 55 more skill points, plus supply crates with a scramble grenade, medikit, and lockpick.

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Return to where the elevator dropped you. You can proceed down a series of ramps or the slightly riskier route down the abandoned shaft to get the hazmat suit on the way. It’s tricky but do-able.

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Whichever route you choose, grab the hazmat suit from here before heading round to the left of this shot to enter the code 0001 to open the doors into the contaminated room beyond.

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The contamination in here is very strong and even with a hazmat suit you’ll take damage so you need to be as quick as you can. The supply crates on the right contain a medikit and a multitool. Make a dash for the door in the NW corner (far left from where you came into the room).

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In there, thankfully, is a repair bot, so use the Regeneration augmentation to heal before recharging my energy. Note the openable grate next to the repair bot, then descend the nearby ladder. Another mysterious entity called "Icarus" (which rings a bell?) pops up on your infolink to say they have full access to your systems.

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Greasels. These critters are pesky, and spit poisonous bile at you that deals quite a bit of damage. There are 4 of them to deal with down here.

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Tranq darts work well—​it should take 3 darts each if your pistol skills are "Trained" and you wait for each dart to fully take effect before firing another. When all 4 are dead return to the grate near the repair bot and jump into it. Follow the dark duct all the way to the end (Tong radios in to inform you that Greasels are an MJ12 experiment in transgenics) and up a ladder to the collapsed lift shaft.

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Report back to Aimee at the very top of the stairs for 200 skill points and the knowldege that rockets are being stored by MJ12 in building 14—​opposite the entrance to the catacombs. Return all the way back down to the Greasels.

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At the foot of the ladder near the repair bot head North a little way and then West all the way to the end of the long sewer tunnel. On the way is a lockpick in a vent, and a crate with another lockpick a little further on.

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Tong radios in to tell you that the entrance to the catacombs is nearby.

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The hatch at the top of the ladder leads to a private courtyard. Head through the nearby door.

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Through another door you find yourself in a sunken entranceway. Paris, remember from Jock’s message on the building’s roof, is under martial law. Outside, two MJ12 commandos patrol.

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When they both have their backs turned follow one West. He pauses at the foot of the slope so you may need to cloak. 2 more commandos are here, and a military bot patrols (which can detect you even when cloaked). Your destination is a comms van in the NW corner of the area, best reached by working your way around the perimeter.

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A multitool will disable the lasers using the control box on the left of the van’s rear. Head inside and hack the PC to open 2 sets of gates.

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MJ12 commandos can be taken down non-lethally with the blackjack. If they’re patrolling it’s sometimes easier with the prod to the lower back. It takes a bit of practice, but it’s a worthwhile skill to have. This is a good place to practice, and makes moving around a bit easier. Don’t forget to hide the bodies from view.

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Head through the gates (that you opened in the comms van) to the North. No. 14 is on the West side. The door is locked but you can break in using the Dragon’s Tooth sword (make sure the patrolling commandos are out of ear-shot).

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Inside, head up the stairs.

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At the top is an office. The cabinet also succumbs to the sword for credits, a multitool, and a nanokey for the Warehouse. A datacube is also inside with the credentials rzelazny/shadowjack which work on the security console. Disable two cameras and open a door. Grab a biocell from the shelves and head all the way downstairs.

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The warehouse key from the room upstairs would also open the door to here. Another biocell is in the nearest crate, with an EMP grenade and anti-tank weapon in more crates further back. On top of a push-cart is another key to the office.

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The office is part way up the stairs. The door is around the corridor to the left.

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Beneath the desk is a datacube with the account number 2221969/dullbill. Answer the phone when it rings to receive a mysterious message (possibly from Icarus) about a "New Age". Head back outside.

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Keeping clear of the patrols and a nearby large military bot, head to the North of the area. Just inside the gates is a patrolling commando and steps down to the metro (he carries a key for the catacombs, but we aren’t going to need it).

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Tong radios to tell you that the metro is blockaded by MJ12. Inside on the left the Boulangerie proprietor will give you a discount on his wares in exchange for dealing with the 3 troops that have blockaded the metro.

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Opposite the boulangerie is the ATM, but it’s protected by a camera. Sneak beneath the camera to the small grate that’s opposite the door, and head in.

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At the junction, turn right, and open that grate carefully—​another MJ12 commando paces back and forth.

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Take out the commando. The right hand locker has a datacube with the credentials MetroSurv/Beaumont.

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Beware of the patrolling military bot outside. The unit on the right contains a prod charger and multitool. Don’t bother hacking the PCs—​they’re all empty—​but the middle desk conceals a biocell. Another biocell is in the crate. Head further right to find the second guard.

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Access the security console with the credentials MetroSurv/Beaumont and disable all the cameras. Heal at the medical bot if needed. There’s a locked door next to the bot that requires picking, so I head back through the vent and take the other exit.

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You come out behind these boxes. Disable the patrolling bot with an EMP grenade and slip into the area ahead where the bot has come from in this shot.

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The third and final guard is in the Gents' loo. Knock him flat, then return to the boulangerie proprietor.

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He will reduce his prices to 1/3, but still too steep. Question him repeatedly about the troop operations in the area before heading back outside.

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The entrance to the catacombs is in the building opposite the metro. Head round to the left of the building.

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There is a single patrolling guard here. When he’s out of ear-shot (or out cold) break through the planks on the rear of the building.

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Tong radios to say the entrance to the catacombs is at the base of the spiral steps. You’re awarded 250 skill points. Read a datacube from Chad in the small office beyond before heading down the steps.

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The Catacombs