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Checklists
How creative can you get with your first free checklist?
Origins
Walk into the circular doorway you've just opened and look for a side office to the right. Inside the office and between some desks is the Interoffice Memo of Niles Samson. Go back to the main room and look around a bit until Marcus radios HQ and another doorway at the far end of the room opens up.
You'll go through a couple of rooms before reaching a hall that runs parallel to a room packed with wretches. Don't open the door to the wretches just yet and instead look to the right for a doorway that opens to a small security room. There's a switch on the control panel in front of a window that'll activate some security guns inside the room of wretches and lay waste to the little guys. Disable the security, then go back and kick in the door to enter the room.
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Go past the dead wretches and into a hall to the right which opens up to a larger hall that goes in two directions. To the left is a room with a security turret that'll kill you if you just step in front of it. Wait for the light of the turret to rotate to the right before running into the room and going through a doorway on your immediate left. You can hit a switch inside this room to deactivate the security system outside.
For what reason? We're not sure. Go back to the hall and follow it the other direction, looking for a door to the right that'll lead to a door you can kick down which, in turn, leads to a small room with the Memo of Dr. Doug Sato. Go back to the main hall, turn right and you'll hit a checkpoint.
Just around the corner to the left is a hall guarded by a security turret. Wait for it to turn to the right and then take cover behind a knocked-over filing cabinet. From this position, wait for the turret to turn right again before moving to the next piece of cover that's even closer to the turret. When the turret then turns to the left, dive into the doorway to the right and look for a switch just inside the room that'll disable the turret so Dom can join you.
There's nothing of interest in the room you're in but it does have a couple of doors that lead to the same locker room which has got a few wretches and, more dangerously, security turrets armed with flamethrowers. Take out the wretches if they manage to get near you, then sneak into the locker room when the turrets aren't looking. Take cover behind the low white desk that's in front of the turret to the left. When the turret turns right, jump over the desk and go to the left to hit the switch that disables the turrets.
Go to the next hall and as it winds right and then left you'll see a trio of security turrets crisscrossing the way. Wait for the furthest turret to turn all the way left and then dive sideways to kick in the door to the right and move into a shower room. At the other end of the shower room is another door to the turret-infested hall from which you can turn left and easily hit a switch to disable the security.
There's a checkpoint in the next room. Knock down a doorway and go into the rainy outdoors where you can expect a couple of wretches to deal with. Go right through the courtyard and you'll reach another door you can bust down. Behind this door is a much larger pack of wretches, so be ready with a flamethrower or shotgun to drop 'em.
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Go indoors and inside the first hall is a turret to the left. Wait for the turret to turn right so that you can scoot by it and into the adjacent room on the left where a switch will disable the turret and let you pass. Beyond the turret is a kitchen with two turrets at the far end. Stand around and let the turrets take out the few wretches scavenging the kitchen.
With the kitchen cleared of enemies, focus on the turrets. Wait for the closest turret to turn all the way to the right before running by it on the left and taking refuge in the blind spot between the turrets. When the second turret turns away, you can run out of the kitchen (disable the security with a switch just left through the next door if you wish). Follow the next halls a way until you hit another checkpoint.
The next room has security in just one section, with turrets overlooking a table in the center of the area. To the right of this area is a switch to disable the turrets, though we suggest leaving them on until a pack of wretches makes their way into the room. Behind the switch is a semi-hidden room on the floor of which is the New Hope Medical File for Ruth.
Go ahead and disable the security over the table when the wretches are gone, though you don't go far before seeing the next bit of security. There are two turrets scanning the center of the room, though you can easily circumvent them by turning left into the room and then hugging the back wall behind the view of the turrets. Continue past this room, downstairs and through some halls to reach a checkpoint.
A few wretches show you the danger of the end of the hall that's crowded with hospital beds. Take out any wretches that get through the torches and before worrying about how you'll get yourself down the hall. Take cover against the wall to the left and start sidling it down the hall. Marcus should automatically crouch under the line of sight of the turrets, letting you safely make it to the far end. Jack breaks through a gate just as Marcus radios Baird.
There's a checkpoint as you go downstairs and just before reaching a choice in paths. Tradition mandates we go right, so go right. Dom will disable the turret sights ahead, but only in small groups at a time. When one set of sights is disabled another turns back on, so wait for him to turn off the sights ahead of you and then quickly move into the space they vacate to avoid the sights that re-enable where you were standing.
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Once through the secure hall, use a switch to open up a door into the next room and simply run through it to a stairway (if you're too fast, the stairway may be gated but it'll open automatically). The stairs lead up to a pretty serious looking room. As Jack turns on the lights, flip a switch in the center of the room to end the chapter.