Rifleman Bank Station

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1. A few days later…​
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2. ...you wake up. Pritchard contacts you to tell you you’re in Singapore, and you need to disable a signal jammer. Hack a nearby level 5 door for 450c and a nuke, and go into the room for a 200XP explorer bonus and an ammo capacity upgrade.
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3. In the opposite corner is a door to the outside. Carefully head through to hear these two guards chatting. It’s an easy double-takedown, and one of them carries a pocket secretary with the code 1385.
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4. Beyond them is the barracks. There are a couple of ways in, but the stealthiest is to head to the right and move a heavy dumpster away from the fence.
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5. Then slip through this window at the end.
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6. Inside, find credits and ammo in the lockers, then carefully open the door. Take down the prowling guard. In that room on the right he’s just left in this shot is a pocket secretary with the code 0111. Head down to the end of the corridor.
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7. Take out the guard watching telly, and raid the cabinets, then go into the room on the left.
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8. Hack the level 4 PC (left) for a nuke and a stop worm. The signal jammer you came for is the level 2 keypad (a nuke, or use the code 0111) next to the unlocked security hub.
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9. Disable the jammer, and Pritchard contacts you to say the GPL devices of 4 of the missing scientists just came online. Use the security hub to disable a camera, before hacking the level 5 door to the weapons closet for another nuke. Inside find a damage upgrade, a P.E.P.S. gun, and some ammo. Head out and back along the corridor.
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10. Next to the bunk room you used to get in is a level 4 door. It has the code 1385, but hacking it gets you a nuke. Inside is a reload speed upgrade, and some cabinets with Typhoon ammo and credits. When you’ve finished looting, carefully head out of the main doors on the left.
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11. The courtyard is crawling. 5 guards and a turret in this shot. Head right behind the fencing.
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12. Your goal is this door. Take out this nearest guard when no-one is looking, and hide the body. Then slip inside.
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13. Close the door behind you. Search under the desk for credits, and a carefully hidden pocket secretary with the login eblake/hndstuth which works on the level 2 PC. I hack it for 5c and a stop worm before heading through the other door.
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14. I pass through a decontamination room to emerge here. A camera overlooks the nearest guard, and another patrols in the background. More are on patrol on the upper levels. On the right-hand wall, behind the nearest pillar, is a vent. Cloak and make a dash for it.
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15. You come out here. Take down the seated guard when the guy prowling below has his back turned. He carries a pocket secretary with the login dfalk/topfrag.
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16. Hack the level 4 security console for a nuke and stop worm (or use the password topfrag) and disable 2 cameras. One of those is the nearby one, so you can safely knock out the other guard on patrol. A pocket secretary on the desk has the code 9992.
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17. Hacking a nearby level 5 alarm panel gets you 50c. At the foot of the stairs, go through the door on the right.
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18. Take out the guard in room G-12, then back up the corridor to hack the level 4 door to G-11 for a nuke and a stop worm. The code 9992 also works.
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19. Inside, move the cardboard boxes to reveal a vent. Go in, up a ladder and through another vent.
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20. You come out here to find Nia Colvin. Speak with her; it takes her a moment to recognise you. You cook up a plan to cause a distraction to allow you into a secured zone to find Megan Reed. Question her about the locations of the other scientists, and read the emails on her unlocked PC. Then head into the other office to read emails on another unlocked PC.
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21. The doors to both offices are locked from the outside, where a guard patrols under a camera. I use the other office door to knock the guard down while the camera isn’t looking, and drag his body back into the office, then go and hack the level 3 door to Colvin’s office for a nuke and a level 4 alarm panel for a nuke.
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22. At the other end of the corridor, this guard can be taken down quietly. He carries a pocket secretary with the login pwalts/ruckus. Hacking the level 4 door needs to be done when the camera is facing away. Your reward is a nuke virus and a stop worm.
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23. Inside, the room on the left has an XP eBook. "Delgado and the Stimoceiver [Volume 22]"
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24. Move the large crates to access an elevator, and head up to the supposedly closed-off 3rd level.
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25. In the room on the right is Eric Koss. Speak with him to update him with the plan, and then go into his office to read the emails on his unlocked PC.
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26. Use your cloak to slip past the lasers and take out the guard outside. A camera is right above this position looking down the left part of the corridor.
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27. At the far end of the right hand corridor are these two unlocked offices. Read emails on unlocked PCs in both. The further one has a drawer containing a pocket secretary with the code 2021.
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28. Slip past the guards (or take them out) and down the stairs to the left here back to the 2nd level.
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29. At the foot of the stairs, go through the door on the left.
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30. Inside, the level 4 PC gets you 100XP (or use the password ruckus). Disable 2 cameras, then take out the sleeping guard next door, who carries a pocket secretary with the code 1504.
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31. Just round the corner is the corridor to the high security area. I nip back upstairs and disable the level 3 laser array for a nuke before coming back here.
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32. Go carefully down the stairs at the end of the corridor. Two guards patrol the room ahead. Cloak and head right, up some stairs.
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33. At the top are these 2 offices. There are 2 guards in the unlocked room on the right, so ignore it for now and hack the level 4 door on the left for a nuke and a stop worm (or use the code 2021).
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34. Inside, the PC is unlocked. Search the drawer for hacking tools and ammo, then head into the vent which leads to the unlocked office next door.
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35. If you cloak, you can get the double-takedown on these 2. One of them carries a pocket secretary with the login aoconnor/keppler which works on the nearby level 2 PC (the one on the right of 2 - 200c for hacking it). Read the emails to learn another door code - 5377.
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36. This pocket secretary has the code 2535. The PC on the left is a level 3 hack (kdonato) for 15c. A weapons locker nearby has a tranquilizer rifle and ammo.
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37. Back outside, along the corridor and down some steps, you see a laser grid and two more corridors. Go left first.
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38. Room B12 is a level 3 hack for 150c.
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39. Inside, this pocket secretary has the login dabblett/monastic. 2 unlocked PCs have boring emails. Hunt around for credits and energy bars.
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40. In the other room (B11), find a pocket secretary in the drawer with the login ogomez/techsmex which works on the PC on the right (level 3 hack for a nuke). The PC on the right is a level 2 hack for a nuke, and has the password monastic.
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41. Back along the corridor to the other branch, B13 has a guard patrolling inside.
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42. Find an energy pack, stun gun and ammo, then head through the vent to the other office.
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43. Move a photocopier out of the way and read emails on the unlocked PC. Opening the door is liable to alert the guards patrolling in the other area you passed through earlier.
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44. Whatever, time to return to the laser grid. It’s a level 4 hack for 100c, 200XP and a nuke, or use the code 2535. Use the elevator.
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45. The medical bays contain little of interest - just some painkillers.
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46. Follow the corridor round, and take a left into the auditorium to meet with Declan Faherty. He gives you some malware to upload to the central security computer to jam the GPL trackers.
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47. Turn left out of the door and arrive at some kind of mortuary. Faherty’s PC is level 3, and gets you 100XP and a nuke. To the left is a weakened wall.
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48. Break through and turn off the gas, and play the clambering game over pipes and through vents.
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49. You come out here. The weakened wall ahead leads back into the main building.
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50. To the right is a level 4 security terminal guarded by 2 soldiers. It can be hacked for 400c to disable a turret, and a robot. A pocket secretary nearby has the code 2410.
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51. Back round the other way, the robot is easily avoided anyway. Hack the level 4 storage unit for a stop worm (or use the code 2410), and some serious heavy weaponry including a crossbow and laser rifle. Head behind the red container on the left here.
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52. In this unit, a weapons case contains a sniper rifle and shotgun. Explosives and a double-barreled shotgun are nearby.
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53. Keep on heading down the alley to this tunnel. Opposite the camera ahead is a turning on the right, leading to the security room.
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54. Hack the level 3 security terminal on the right first, for 50XP, and disable the camera. Credits and explosives are in the nearby cabinets. As soon as you use the disk reader next to the security hub, alarms will sound, troops will come running from the right, and another security bot will be activated.
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55. Keep your head down while the soldiers pass. Disable the bot at the console, then slip to the right through the now open door from which they came.
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56. Raid the storage room for various ammo before using the elevator down on the left.
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57. Enter the room for a cutscene with Jaron Namir. At this point, if I’d chosen a different path, my augs would be disabled, making the coming fight much harder!
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58. When the cutscene ends, cloak, then dart round to the left and ahead (what was originally to the right of the elevator), and up some steps to this room. Move the heavy crate on the top and hide in the vent.
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59. Namir is vulnerable to gas and EMP attacks. It just happens that I have one of each mine, so I chuck some out, and wait for him while cradling my awesomely upgraded combat rifle. Augmented vision helps track his movements. He’ll chuck frag grenades at you as soon as he knows where you are, so stay clear of those, and just repeatedly shoot him until he’s dead.
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60. An alternate strategy is to follow the vent to the end. In this room, avoid the camera and hack the level 4 security console for 450c, 350XP, a nuke and a stop worm. Disable the camera and set the robot to "Enemies". Be quick because Namir can see you in here, and start attacking you through the glass.
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61. It’s luck really whether the bots find him, but when they do, they’re pretty efficient.
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62. When it’s over, search the drawers of the statues for goodies, and hack the level 5 door to the security room for 300c, 250XP and a stop worm. You can call the bots off now.
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63. Up the stairs in the North-west corner is a laser rifle in a case. The keypad is a level 3 hack for 150XP. Behind the weakened wall is a ladder leading to some vents showing alternate ways round.
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64. When you’re done, head the Eastern side for the exit.
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65. You discover the truth about Megan. And about yourself.
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66. Play the gramaphone for some old-school memories. Hugh Darrow’s level 5 PC yields 500c and 300XP. The level 5 safe another 200XP and the last XP eBook for the "Doctorate" achievement. "Reimagining Retinal Implants: Doctor Dobelle’s Success [Volume 7]"
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67. Admire the furnishings before heading out in the another elevator to the hangar bay.
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68. It seems that some of the troops have been affected by the biochip signal. Press the button to open the hangar bay doors. At this point, if Malik hadn’t survived, I’d be on my own to deal with this lot.
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69. As it is, Malik drops an EMP bomb and takes out the guards. The scientists escape in the VTOL. Leave via a nearby door.
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70. At the foot of the stairs, move this crate to reveal a hole in the wall. Head in for a 100XP traveller bonus. Inside is a cooling system for the laser rifle, and a level 5 PC. Hack it for 400XP and read the email for the "Hangar 18" achievement.
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71. Use the control button to activate the shuttle, and then climb aboard.
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72. It’s a short flight, but ends with a less than perfect landing…​

Rifleman Bank Station

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