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The Ocean Lab

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Jock drops you off just NE of the sub base entrance. The gate is closed, but there 3 options to get in. First you can pick the lock of a control box on the right hand side of the gate to access a button.

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Just opposite the gate are some stacked storage containers. You can climb the forklift truck to access a dark cubby hole and smash boxes to find planks covering a flooded duct that leads inside. It ends up at a locked hatch also requiring lock picks. Third, far to the West and patrolled by a security bot is a hut. I opt for that solution.

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Follow the security bot into the smaller compound then duck behind the boxes and tankers on the right.

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At the Western end is a supply shed. The door is locked and covered by a camera, but on the right side of the building is a ladder. Climb up to find a roof hatch, and drop through.

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No lockpicks needed to open the control box and press the button. Slip through the nearby grate to knock out the mechanic who has a key to the door. Slip out the door, then keep left. Go back to the main entrance the way you came, evading the security bot.

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Head carefully through the gate. The underwater route would leave you behind the crates stacked just inside the gate. If you came through the gate, slip behind the crates. This is a good spot to disable the nearest bot with your Spy Drone.

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Behind the crates, along the Eastern wall, is this gully. Head all the way to the Southern end.

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This electrical hazard can be disabled with multitools, but I’m still wearing a hazmat suit from my encounter at Vandenberg. It’s low on charge now, but allows me through with no damage. Alternatively you can bypass the hazard by slipping around its right side.

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Whichever way your objective is the rear of the yellow shed beyond the hazard. Speed Enhancement will allow you to climb to the roof via the pipes on its rear wall. This is a good spot to send your Spy Drone after the other patrolling military bot. Drop through a hatch in the roof for 149 skill points. The crates contain ammo, but be careful not to alert a guard patrolling outside. The key on the shelf opens the door, but you’re not going to need it. Instead, slip into the grate in the ducting.

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You can’t go wrong down here, there is only 1 way you can go. Follow your nose out into another room. Find a medikit and ammo in the crates, then open the door for more crates with a gas grenade and ammo. Go up the stairs to the top.

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Gary Savage radios in to say that the scientists at the facility are not MJ12 sympathisers, and may be able to help you. Careful of the guard patrolling the gantry above, slip through the door ahead and up more stairs to reach him.

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Speak to Dr Corwell in the next room. She suggests swimming through the Karkian’s pool to a storage room to avoid the guards, and provides the code 1223 to the tank.

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Open the tank and use tranquilizer darts on the baby Karkian. 2 darts should be enough to put it out of action, then swim into the gap shown here, and through a small tunnel within it. You earn 50 skill points for entering the tank.

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You come out here. Climb quietly up to the gantry.

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Wait for the guard patrolling the room ahead to turn his back before knocking out the stationary guard, then take out the patrol.

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Drop to the level below and speak to Dr Pinkerton. He gives you the credentials APinkerton/antennapedia for the computers in the URV bay.

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He also provides an incomprehensible map of the Ocean Lab.

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Head back outside to the central stairwell, and go down. Knock out the guard at the bottom when his back is turned.

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Climb the boxes to bypass the EMP trap in the corridor.

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Another door, another guard to knock out. Going for a dive beneath the base via the pool here is cool, but beware—​there are armed SCUBA divers. Before leaving via the other exit, activate your cloak.

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One guard patrols the walkway, and there’s a sniper on the roof above you. Cloaked, sneak across to the other module.

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A guard patrols in here too. Knock him out and grab the sub base nanokey that he carries. The crates contain a biocell and ammo.

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The central column is an elevator. Ride it down.

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Gary Savage radios in to say you’re near the URV bay. A quick scan with Vision Enhancement reveals a machine gun bot patrolling beyond the door ahead. Note there’s also a camera above the door to the elevator, so when the bot starts moving away, dash through the door out of sight of the camera.

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Just beyond the door is a security console. Plant an EMP mine further along the hall to disable the bot, then hack the console to disable 3 cameras and 2 turrets.

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Enter this area quietly to avoid alerting the MJ12 troops in here. Speak to Dr Prinzler here and she provides the credentials tech/sharkman.

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Just beyond her, taking care not to alert a guard patrolling above, knock out this trooper and access the security console with the login tech/sharkman. Disable 2 cameras and open a door (it’s the door for the sub-bay). The crates at the rear contain a multitool and ammo.

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Still mindful of the patrolling guard, head up the stairs and activate your Cloak before heading left behind this guard in the corner to knock him out. You can access the PCs up here with the login APinkerton/antennapedia for some background emails.

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Access to the sub-bay itself is on the same level. Knock out the patrol, then down a short ladder to the lower level.

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Speak to mechanic who tells you one of the subs is out of action. The security console here is identical to the one we just used to open the doors, so all that remains is to use the sub. Make sure you choose the right one!

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The Ocean Lab