If The Templar Are Pure,
I Must Be Dirty
Secondary Goal: Save Klara
Crouch and wait for the guard to pass. Now go get 'em. Go UP the
ramp and mag rail the Armored Templar on your right. From up here
you can easily mag rail the turret and the Armored Templar below.
An ammo clip lays behind the two overturned couches. An ATM
is at hand though cash at this point is ... well, pointless. Sneak
west. Disable the two guards in the SSC Guard Station and collect
the goods. (two ammo clips on the desk, an ammo clip, increased
range mod and ammo scavenger mod in the locker, finally an increased
damage mod under the bunk in the holding cell.)
|
I just
don't know how to explain this one. |
At this point you could leave and enter Air Arcology or explore
a bit more. Make sure the Armored Templar and turret are disabled
down below. Head down the ramp and handle the guards. If they've
returned to their positions you'll find two right in front of you
talking. Another guard stands in the corner on your left. On your
right one guard stands by the ramp to the maintenance area, another
at the Templar kiosk, and one more by the entrance to the Tarsus
Academy. Start with two guards at by zooming with something in while
standing next to the elevator. Each guard you take down may act
as bait for the next one. If not, you can zoom from the base of
the ramp and handle most of the other guards from long range. Once
all the guards are napping raid the QueeQueg's safe (increased
range mon, scrambler grenade, and 100 credits). Note: the goal
may not mark itself as completed. Talk to NG Resonance.
Secondary Goal: NG Resonance: Trapped?
Inside the palm tree "forest" is an ammo clip.
Continue west and check out the Public Terminal. The Templar Recruiting
desk has 100 credits in the safe and an ammo clip
on the desk. Take the ramp down to maintenance. Make a left and
hop through the opening on your right. Among the remains of the
guard you can pickup a few things including the Widowmaker SMG.
|
When
you positively, absolutely have to kill every last mofo in
the room. Except no substitutes. |
Get back to the hall and head east to the end. Chat with the guard.
Its like this, Chairman Dumier will have Klara killed if you don't
agree with what he wants. Since you'll have a total of three conflicting
goals (Dumier's being one) when you reach Air Arcology its better
to keep ALL your options available without guilt. Baton the guard
then likewise his two friends inside. Talk to Klara, she'll give
you a range weapon mod. A nearby locker has two ammo clips.
Through the broken wall climb down the ladder. Walk west and look
under the rubble for some items (biomod canister, energy cell,
ammo clip, emp converter mod). Leave and take the elevator to
Air Arcology.
And If I'm Dirty, I Kinda
Like It
If you didn't fight the Elite he'll be waiting for you. Have a
short talk then go down the ramp. Half way down Saman will have
some words with you.
Primary Goal: Give Blood
|
The
screenshot speaks for itself. On my first visit to Cairo I
pretended to be a Templar sympathizer when I visited the Kiosk. |
Do NOT shoot the Armored Templar. They are being nice right now.
Check the Public Terminal for news. Hacking the ATM isn't worth
the trouble but its there for you if you have the urge. Head on
back to Bay23. Talk to the three guards. Pick up the two ammo
clips from the shelf. Talk to Dr. Nassif (if you didn't killer
her) and you'll receive a biomod canister. The repairbot
can help replenish your energy (and those of you with the remote
drone should just camp here). Talk to the SSC Chief, he's in the
northwest corner. Open the door and head in. Talk with the brat.
For some added insight, return to the Arcology and talk to the NG
Resonance kiosk (and if you kill the brat you do get a different
conversation). You could raid the travel trunks for a few things
(medkit, ammo clip, two 100 credits). Leave and proceed to
Bay24. Before you enter note that you pass a small hallway. On your
left you can pick up an ammo clip near the datacube and on
your right is a big box of boom near a vent shaft. Now, when you
enter Bay24 Dr. Todd will demand blood. Whether he gets the blood
or not a fight is going to break out. At this point you have to
pick one side to fight for. Here's what you get:
- Illuminati: Complete their objective by NOT giving blood and
destroying Paul. The Elite Troopers will side with you. The Templars
will not.
- Templars: Complete their objective by donating blood. When the
Elite Troopers appear you will have to fight them but you do get
the help of the Templars.
- Apostlecorp: This one is the hardest. Do NOT give blood and
then revive Paul. Problem is you will have to defeat the Elite
Troopers AND the Templars. The good news is that they will fight
one another. The bad news is that should you change your mind
in the last mission Paul will be armed and dangerous.
No matter which side you pick the SSC guards in Bay23 will help
until they are dead. Lets go with the third option to keep things
interesting. Open Bay24 up but do NOT step in. At this point you
can go to the end of the hall and fire guided rockets in. You could
also leave a present for them. Lay down some prox mines along the
hallway. Hide in Bay23 and remote drone your way to victory. Or
toss a grenade and run. The key part to many of these ideas is to
hide in the vent shaft. Pull out the mag rail and clean up. When
you return to Bay24 disable the turret if its activated on your
right and don't forget about the military bot. Watch out for the
one guard patrolling above, again on your right. If the assigned
Elite Trooper survived you might want to leave a few prox mines
by the entrance of Bay24 as he will come in to complete the Illuminati's
objectives. Stay clear when the Elite die. Don't allow any of them
to die near Paul as the gas they emit can hurt him.
|
Dr.
Todd? We have this delivery for you. Don't open it until I'm
behind a steel barrier about fifty yards away. |
Now, go revive Paul. After he's awake keep talking to him for more
info. Clear out Bay24 by claiming the two ammo clips and multitool
from behind the machine on the west end. Climb up the ladder in
the northeast corner. Paul's goodies are up here (two biomod
canisters, two ammo clips, an energy sword, and a glass destabilizer
mod). Leave Bay24 and turn left. Use the vent to get to the
ladder and climb up. Take out the Elite Commando if he's there (siding
with the Illuminati will cause him not to appear). Look north for
a desk with two medkits. Where the Holocomm Unit sits are
two spiderbombs in a locked cabinet. Now, before using the
beacon you might want to go back through Cairo collecting whatever
you need. Once you have everything use the beacon to depart.
Liberty Island Ahoy
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