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Area 51

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Jock drops you off on the East side of a fenced complex. Savage radios in with a possible keypad code: 8456 that may work on some doors. Doberman guard dogs roam outside the fence, so be cautious.

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A scan with Enhanced Vision shows a sniper in the nearby tower. Snipe him with a tranq dart then follow the dobermans to the South and West.

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Sneak behind a bin store and another hut to here. Disable the security bot with your Spy Drone and slip up the ramp to the roof this building.

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Take care of the dogs below, sneak over the walkway and through an unlocked door on the other side.

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Remain quiet because there are 3 troops downstairs talking about Bob Page and Howard Strong. On the table is the key for the front gate, but we’re not going to need it.

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Nearby here is a keypad which drops a ladder to the loft. The code is 12, and gets you a biocell, a LAM, a LAW, and a medikit. Head through the other door which opens onto a walkway that takes you inside the compound.

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Another bot roams inside the fence, and take note of the patrol on the left. Cloak and Speed jump onto the building, then knock out the patrol when the opportunity presents itself. Go through the unlocked door just visible beyond the walkway.

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For a bit of exploration that gets you a biocell and a medikit, knock out the single guard and head down the stairs. Beneath the stairs is a grate to the lower room where one guard paces and the other sits still. Knock them out to grab the trailer key from the shelves and smash the crates for a medikit and some ammo. Return upstairs.

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To the rear of the building is another walkway over the patrolling security bot. Note the sniper just visible on another water tower beyond—​he can see you in this position. Mindful of both, head over the walkway and through the door.

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Inside, go down a ladder to find a repair bot. Note the floor grate in the corner. Recharge, and head back up the ladder to deal with the security bot.

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If you grabbed the trailer key, it opens the doors of the trailer near the water tower. Inside is a crate with a biocell. Return to the repair bot when you’re done looting, and head through the floor grate.

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You come out on a stairwell. Head down.

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At the bottom is a blast door with a keypad. You earn 300 skill points. The code 8456 opens it and another blast door beyond it. The same code opens the 3rd blast door door to Launch Control. The door to the missile silo is also here, but is locked. Use multitools on the control box just inside the door here to disable the lasers at the far end of the tunnel.

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An MJ12 commando patrols there, so be ready to activate your Cloak. Knock out the commando and search him for the bathroom key, then go through the opening on the left.

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Your key opens the door. Speak to Dr Bernard to learn more about Howard Strong, then read the datacube for the credentials Elder/Armageddon. There are crates with ammo and a medikit accessed by climbing the crates here. They’re protected by a spider bot.

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Up the stairs, the control room is patrolled by 2 MIBs, and another is seated. Cloak before heading up. Remember that it’s possible to return to the repair bot past the blast doors and up through the vent up the other stairs if you need a recharge.

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Either remain cloaked or knock out the 3 MIBs (worth it for a handful of EMP grenades) then use the button in the middle of the room to abort the missile launch. Note (especially if you chose to remain cloaked) that the button has an almost invisible case to open before you can push the button.

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Once the launch has been aborted, the security console next to the seated MIB becomes available. Access it with the code Elder/Armageddon and initiate a new launch, targetting Area 51—​Bob Page’s current location. Disable 2 cameras before logging out. Gary Savage and Bob Page have a short conversation via your infolink before Savage tells you to go to the silo to prevent anyone interfering with the launch.

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Return to Dr Bernard in the bathroom who tells you the guards have set up an ambush, but there’s an underfloor vent that you might use to bypass them. The door to the missile silo itself is now open.

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Bob Page radios in to tell you to prepare to meet your end, and the alarms sound. Drop through the floor grate and let yourself glide down the slope.

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It comes out in the pool below. A quick scan of the floors above shows a couple of spider bots a couple of levels up. Send up your Spy Drone to disable them (if you’re lucky you’ll be able to get both with one EMP blast. Dive in and call the elevator with the underwater button, then ride it to level 3.

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With the bots disabled you can climb onto the railing to see Howard Strong trying to "interfere" with the missile. Drop him with a tranq dart. Bob Page calls in to say he’s moving to Plan C. Jock radios to say he’ll meet you topside. Note that Strong had booby-trapped level 2 with various grenades including this LAM right by the elevator. Go down to collect it along with 2 scramble and 2 gas grenades.

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Level 4 has a repair bot, but you’ll need to be careful of the troops on levels 5 and 6 who can see you through the gaps.

Level 5

Level 6

Hatch

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Cloak before riding the elevator up to level 6. Climb the ladder on the right of the elevator, still cloaked. The button near the top opens the hatch.

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Outside Jock awaits you to the East in the chopper.

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As you head off for Area 51 you get to see the missile bound for the same place appear from the silo…​

The Ocean Lab

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Area 51