Contents |
The third chapter starts when you return to Unatco. Alex sends an initial message that your mission was a success, which was the only bright side. Head inside Unatco and head to Manderly's office.
Be sure to collect the following items as desired:
A government official is in the office in discussion with Manderly. After the meeting, he will head downstairs to interrogate the prisoners (although you can cut the meeting short by moving away from the local area.)
After speaking with Manderly, you can head to NYC via helicopter.
As you start the level on Battery Park, go to the subway entrance. If you rescued the bum at Hell's Kitchen's basketball court:
If not:
Step up to the phone booth on the western side of the station. Enter the code and stay inside the booth until it stops moving. Continue through the underground tunnel, and climb up the ladder.
Your objective is to find the code to the mole people's hideout. There are two ways to accomplish this:
Enter the women's washroom on the western side of the station, and locate the keypad underneath the second sink from the left. Key in the code, proceed through the secret door to the southwest, and descend the ladder on the left. Go south while avoiding the NSF guards (the bums are friendly), and crouch along the median if necessary. (You will find bum behind a hole in the wall on the right, but talking to him is dangerous if patrols are conscious). Once you find a ramp on the right, take it and sneak to the southeast corner while being wary of the stationary guard at the northwest, as well as the patrol. In the corner, displace the smaller cardboard box against the western wall to reveal a protruding brick near the floor. Use it, and talk to the Terrorist Leader behind the secret door.
All of the NSF henchmen in the vicinity will become your ally, except for those who were attacking you prior to your conversation with the leader. Scavenge the room for supplies, and be sure to pick up the Molepeople bathroom key on the table. A crate outside of the room contains a lockpick. East of the median you passed earlier, there is a crate with thermoptic camo. Proceed north, turn left, continue along the path, up the ramp, and touch the western wall. Crouch underneath the rubble to the north and disable the LAM so that you can safely grab the medkit, bioelectric cell, EMP grenade, and four flares. Back on the main path, you'll find two washrooms. The women's contains a crate with a multitool, and the men's leads to the sewers of the airfield.
Just before reaching the water, you'll find an EMP grenade in the northern pipe. There are two paths to the next area: the left has lasers hooked up to a turret, and the right has heat hazards. In order to avoid taking damage or using a multitool, stack two of the nearby metal crates in such a way that you can jump on the lower one, then the upper one, and finally over the lasers, while being careful not to push or throw a crate onto the lasers (you may ignore center of gravity because the game physics are flawed).
| Amount | Task |
|---|---|
| 175 | Obtaining the code for the Mole People hideout from Curly or Filben. |
| Amount | Task |
|---|---|
| 100 | Giving a vial of zyme to the druggy in the Men's washroom. |
| 100 | Fixing the water supply |
| 100 | Obtaining the LAM from the Rooks by assassinating the dealer |
| 25 | Obtain the combination for the women's bathroom. |
| 100 | Entering the tunnel in the women's bathroom. |
| Amount | Task |
|---|---|
| 25 | Receiving information about the commander's key and secret passage. |
| 100 | Reaching the commander |
| 100 | Talking to the commander |
| 38 | Finding a secret alcove in the rubble containing a lam, medikit and bioelectric cell (right of the second men's washrooms) |
| 100 | Entering the second men's washroom. |
| Amount | Task |
|---|---|
| 50 | Entering the computer room past the two sentry bots. |
| 50 | Entering a storeroom behind a bookshelf (opened by a pinball machine) |
| 100 | Reaching the Airfield, either through the elevator or bay. |
| Amount | Task |
|---|---|
| 25 | In the building before the hangar, find a secret room. |
| 50 | Entering the hangar. |
| 100 | Finding the ambrosia on the 747. |
| 175 | Speaking with Lebedev. |
| +25 | Spoiler |

