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FAQ/Walkthrough by DomZ Ninja

Version: 1.1 | Updated: 03/09/18


------------------------------------------------------------------------------
           Winner of the GameFAQs FAQ of the Month for January 2018
------------------------------------------------------------------------------


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______________________________________________________________________________
==============================================================================

                                  THE SURGE
                                  ---------

                               FAQ/Walkthrough
                         Copyright (c)2018 DomZ Ninja

==============================================================================

 Author: DomZ Ninja
 E-mail: domzninja[at]hotmail[dot]com
 Updated: 3/08/18
 Version: 1.0

 NOTE: This guide does contain spoilers!


______________________________________________________________________________
==============================================================================

                              TABLE OF CONTENTS

==============================================================================

See that series of numbers to the right of each section? If you want to find 
a specific section in the FAQ, press CTRL + F to open a search box. Type in 
the series of numbers for the desired section that you're trying to find and 
press Enter. Whabam! The search function will take you there in an instant.


 [1] VERSION HISTORY.................................................. [0100]
 [2] CONTROLS......................................................... [0200]
 [3] THE BASICS....................................................... [0300]
 [4] WALKTHROUGH...................................................... [0400]
 
      Abandoned Production............................................ [0401]
      Central Production B............................................ [0402]
      Resolve Biolabs................................................. [0403]
      Central Production B (Part 2)................................... [0404]
      Research & Development.......................................... [0405]
      Central Production B (Part 3)................................... [0406]
      Executive Forum................................................. [0407]
      Intermission: Loose Ends........................................ [0408]
      Nucleus......................................................... [0409]

 [5] SIDEQUESTS....................................................... [0500]
 [6] INVENTORY........................................................ [0600]
 
      Weapons......................................................... [0601]
      Armor........................................................... [0602]
      Drone Modules................................................... [0603]
      Implants........................................................ [0604]
      Components...................................................... [0605]
      Consumables..................................................... [0606]
      Audio Logs...................................................... [0607]
      Comic Books..................................................... [0608]

 [7] BESTIARY......................................................... [0700]

      Enemies......................................................... [0701]
      Bosses.......................................................... [0702]

 [8] TROPHIES......................................................... [0800]

 ____________________________________________________________________________
 
 THE SURGE: A WALK IN THE PARK
 ____________________________________________________________________________

 [9] WALKTHROUGH...................................................... [0900]
 
      CREO World...................................................... [0901]
      CREO World (Part 2)............................................. [0902]

 [10] INVENTORY....................................................... [1000]
 
      Weapons......................................................... [1001]
      Armor........................................................... [1002]
      Drone Modules................................................... [1003]
      Implants........................................................ [1004]
      Audio Logs...................................................... [1005]
 
 [11] BESTIARY........................................................ [1100]

      Enemies......................................................... [1101]
      Bosses.......................................................... [1102]

 [12] TROPHIES........................................................ [1200]
 ____________________________________________________________________________


 [13] THANKS/CREDITS.................................................. [1300]


______________________________________________________________________________
==============================================================================

[1] VERSION HISTORY                                                     [0100]

==============================================================================

FAQ/Walkthrough #78
-------------------

 Version 1.0 (1/4/18) - FAQ/Walkthrough complete and submitted.
 
 Version 1.1 (1/13/18) - Added all content from the "Walk in the Park" DLC.


______________________________________________________________________________
==============================================================================

[2] CONTROLS                                                            [0200]

==============================================================================

.-----------------------------.----------------------------------------------.
|  D-Pad                      |  Cycle Drones/Weapons/Injectables/Gear Light |
|-----------------------------|----------------------------------------------|
|  Left Analog Stick          |  Move, Jump (L3 while sprinting)             |
|-----------------------------|----------------------------------------------|
|  Right Analog Stick         |  Move Camera, Aim, Target Lock (R3)          |
|-----------------------------|----------------------------------------------|
|  Touch Pad                  |  Inventory                                   |
|-----------------------------|----------------------------------------------|
|  Options                    |  Menu                                        |
|-----------------------------|----------------------------------------------|
|  Triangle Button            |  Drone Attack                                |
|-----------------------------|----------------------------------------------|
|  Square Button              |  Interact, Finishing Move                    |
|-----------------------------|----------------------------------------------|
|  Circle Button              |  Use Injectable                              |
|-----------------------------|----------------------------------------------|
|  X Button                   |  Dodge, Sprint (hold)                        |
|-----------------------------|----------------------------------------------|
|  L1 Button                  |  Block Attack                                |
|-----------------------------|----------------------------------------------|
|  R1 Button                  |  Horizontal Attack                           |
|-----------------------------|----------------------------------------------|
|  L2 Trigger                 |  Switch Enemy Target Lock                    |
|-----------------------------|----------------------------------------------|
|  R2 Trigger                 |  Vertical Attack                             |
'-----------------------------'----------------------------------------------'


______________________________________________________________________________
==============================================================================

[3] THE BASICS                                                          [0300]

==============================================================================

.-------------------.________________________________________________________
| Tech Scrap Basics |________________________________________________________|
'-------------------'

 What is Tech Scrap?
 -------------------
 If you have played Dark Souls, Bloodborne, or any similarly-structured game, 
 Tech Scrap can be compared to things like Souls and Blood Echoes: it is both
 experience points and a form of currency. Tech Scrap is earned by killing
 enemies, deconstructing certain items, completing optional quests, and other
 methods.
 
 Tech Scrap is used to level up your character as well as purchase and upgrade
 new equipment. It's the most important resource in The Surge. The only time
 you can use Tech Scrap is in an Operations base (there is one in each of the
 game's six main levels).
 
 There is a Tech Scrap multiplier built into the game that increases the
 amount of scrap earned as you kill enemies. Since the multiplier resets when
 visiting Ops, it's a good incentive to stay outside and fight the opposition
 for longer periods of time.
 
 
 What is Ops?
 ------------
 Operations (or Ops for short) are large bases that serve as a safe zone from
 enemies, as well as upgrading your character or obtaining new equipment.
 Enemies cannot follow you inside Ops, although sometimes Ops will not allow
 you inside if there are too many in the vicinity. Sometimes you may even run
 into friendly NPCs here. There are two main attractions inside Ops: the
 MedBay and Gear Assembly.
 
 MedBay is a restorative hub that replenishes your health and all Injectables.
 You can also equip your character with Implants (items that enhances your
 player with increased stats and abilities). You can also increase your Core
 Power (level up, in other words) by spending Tech Scrap. The Surge is more
 forgiving than other Dark Souls-esque games because you can bank Tech Scrap
 at MedBay for safe storage, just in case you don't feel comfortable carrying
 a large amount out into the dangerous world.
 
 Gear Assembly is where you can craft new weapons and armor. Any materials
 found from dismembering enemies are broken down into crafting components. Be
 aware that visiting MedBay or Gear Assembly will cause all dead enemies to
 respawn.


 What happens if I die?
 ----------------------
 If you die - whether it be at the hands of an enemy or an environmental death
 such as falling off a cliff - you will respawn at Ops (or the start of an
 area if you have not yet been to Ops) with zero Tech Scrap. Any Tech Scrap
 you had on your person will be at your place of death, in the form of a gold
 salvage pyramid.
 
 A timer also appears, set at 2 and a half minutes, and will start ticking
 down as you try to return to your lost belongings. The timer pauses when
 inside Ops and when you are riding an elevator or Exo-Rig. Killing enemies
 during your trip adds 20 seconds to the timer. If the timer runs out, or if
 you die before you can reclaim your stuff, the Tech Scrap will be lost
 forever.
 
 
 Wanna make a boatload of Tech Scrap?
 ------------------------------------
 A little known tip that goes widely unnoticed by players is that regaining
 lost Tech Scrap with 5+ minutes left on your timer will actually give you
 1.5x the amount you lost. I mention it late in the walkthrough, but this is
 a great tool to earn easy Tech Scrap.
 
 By the late stages in the game you can grab 50,000 Tech Scrap with relative 
 ease; all you have to do is return to Ops at the beginning of the game and 
 wait several minutes for one of the puny enemies to kill you. Before you
 regain the Tech Scrap, kill the weak enemy forces until you have over 5
 minutes built up on your timer before picking up the lost Tech Scrap. Go back
 to Ops to respawn everyone and repeat the process - you'll be sitting on over
 a million Tech Scrap in no time!
 

.------------------._________________________________________________________
| Character Basics |_________________________________________________________|
'------------------'

 How do I make my character stronger?
 ------------------------------------
 There's a number of ways to upgrade the protagonist Warren to make him more
 suitable for survival in these harsh post-apocalyptic lands. The first is to
 equip yourself with a weapon and some armor. The second is to use special
 Implants to buff stats and grant new abilities. The third, as mentioned
 before, is to level up.
 
 Spend Tech Scrap to level up your Rig's Core Power. Equipping weapons, armor,
 and Implants all consume Core Power, so the higher your level is the more
 (and better) equipment you can use.
 
 
 What are Implants?
 ------------------
 Implants are special items that can be given to Warren (equippable at Ops)
 to boost his stats and get some cool new perks. The Implants themselves are
 found as loot, dropped by enemies, or rewarded by NPCs. There are three
 types of Implants
 
 + Hardwired = grant passive abilities, such as increasing maximum health
 + Injectables = items that can be used by pressing Circle
 + Hot Swap = can be equipped and unequipped outside of Ops
 
 Implants range greatly between these three categories. You'll come across
 Injectables that restore health, Hot Swap Implants that let you see enemy HP, 
 and Hardwired Implants that slowly restore health when near death. Section
 6.4 covers Implants more specifically.


 How do I get equipment?
 -----------------------
 Equipment - weapons and armor pieces - must be crafted from Gear Assembly at
 Ops. But before you can craft something you must possess both the schematics
 and the proper materials (only armor requires schematics). Some weapons can
 be found as loot, but typically you must steal it from an enemy by removing
 their arm.
 
 The same goes for specific armor pieces: in order to get the schematics for a 
 helmet you must cut off that enemy's head. Once you have the schematic and
 the necessary amount of components (also obtained by cutting off specific
 body parts), you can craft it at Gear Assembly.
 
 + Cortical Processor = obtained by cutting off heads, used in crafting head
                        armor
 + Rig Armature = obtained by cutting apart torsos, used in crafting body
                  armor
 + Force Regulator = obtained by cutting off arms, used in crafting arm armor
 + Pneumatic Helix = obtained by cutting off legs, used in crafting leg armor
 + Tungsten Alloy = obtained by cutting off right arms, used in upgrading
                    weapons

 
 How do I upgrade equipment?
 ---------------------------
 Upgrading equipment is also performed at Gear Assembly and requires the same
 components and Tech Scrap. There are different levels regarding equipment,
 each represented by a specific color in in-game menus:
 
 + Mk.0 = grey
 + Mk.I = tan
 + Mk.II = green
 + Mk.III = blue
 + Mk.IV = red
 + Mk.V = purple
 
 Mk.V is the highest a piece of equipment can be leveled up to and is only
 attainable at the end of the game; these require special Nano Cores in order
 to be crafted to Mk.V.


.---------------.____________________________________________________________
| Combat Basics |____________________________________________________________|
'---------------'

 What are all these colored meters?
 ----------------------------------
 In the top left corner of the screen are three meters (the third appears
 after getting the Atlas Power Core).
 
 Health = red, represents your health points
 Stamina = green, will drain when attacking, dodging, or sprinting. Refills
           over time
 Energy = blue, fills up when landing successful hits. Used to perform certain
          actions, such as severing body parts
 
 The meter at the bottom of the screen is your Weapon Proficiency meter. The
 more you use a certain weapon type, the more proficient - and stronger - you
 become when using that type of weapon.


 How do I not get my ass kicked?
 -------------------------------
 Combat in The Surge (assuming this is your first foray into these types of
 games) needs to be patient and methodical. Your stamina meter is very
 important, since basically any performed action will drain your stamina; once
 you run out you cannot do much. Blocking enemy attacks with L1 will cause you
 to lose stamina rather than health, but again, you can only block if you have
 enough stamina. Stamina will recharge slowly in combat - another reason why
 you must be patient and deliberate with your decisions.
 
 Use different combat mechanics to create space between you and your target,
 in order to regain lost stamina and avoid close-range attacks. You have
 several basic offensive abilities:
 
 + Horizontal attack = R1. A quicker strike that drains less stamina.
 + Vertical attack = R2. A slower and stronger move that drains more stamina.
 + Block = L1. A successful block drains stamina instead of health. You can
           also follow up with a counter after a successful block.
 + Dodge = X. You can quickly sidestep or backpedal.
 + Jump Attack = Sprint, then jump with L3, then attack. It drains a lot of
                 stamina but it is quite powerful and can stun foes.
 + Slide Attack = Sprint, then press R1 or R2 to perform a sliding attack. My
                  personal favorite when initiating enemies.

 You can lock onto a enemy with R3 to target specific body parts (ie: head,
 body, right arm, left arm, right leg, or left leg for humanoid enemies). With
 targeting specific body parts, determine if they are armored or unarmored:
 armored parts are outlined in yellow and unarmored weak points are blue.

 Hitting unarmored parts deal more damage, but will not reward you with
 schematics or crafting components. If you want the rewards you must chip away
 at the target's armor, but doing so takes longer.
 
 Landing hits will fill up your Energy meter, and you can use energy to
 perform finishing maneuvers - this is how you lop off appendages. Severing a 
 body part isn't a guarantee and it depends mainly on how much damage you have 
 dealt to that specific part. Don't attack one's head for 90% of the time and 
 then expect to successfully cut off their leg! Pick one piece, whittle it 
 down, then go for the kill.

 Outside of combat, there is the risk factor of increased exploration.
 Sometimes you need to know when to turn back to Ops so you can heal or
 restock supplies. Carrying a lot of Tech Scrap when entering uncharted
 territories is always dangerous, but sometimes a necessary risk. Fortunately,
 this game (like most in the Souls series) features many hidden shortcuts that
 intertwine throughout levels and help you easily backtrack to your safe zone.
 Listen to your gut instinct in regards to turning back or pushing forward.


______________________________________________________________________________
==============================================================================

[4] WALKTHROUGH                                                         [0400]

==============================================================================

 The game begins with your character, bound to a wheelchair, on a train. After
 the cutscenes end, exit the train to the CREO facility. The two CREO security
 guards state that Job Registration is where you should go, so continue off
 the platform and down the hall.
 
 Once at Registation, you are give a choice between available work suits. The
 two options are the Field Technician's LYNX Rig (sleek style, low defense)
 and the Heavy Operator's RHINO Rig (bulky and more durable). Choose your 
 playstyle while also keeping in mind that the option you do not pick will 
 become available in the near future. Once you make your choice, enter the 
 booth to begin another scene.
 
 Welcome to The Surge.


.----------------------.____________________________________________.--------.
| Abandoned Production |____________________________________________| [0401] |
'----------------------'                                            '--------'

  Key Items: Audio Log (Golden Ticket), Atlas Power Core, Audio Log (Griper),
             Audio Log (Chavez), Reinforced Pipe, Shining Coin, Ironmaus #1,
             Audio Log (Gear Assembly), Audio Log (Incidents), Audio Log
             (Remain Vigilant!), Audio Log (Liberator - Arrest Warrant), 
             Volatile Scepter, P.A.X. Imperator

  Enemies: LYNX Rig, RHINO Rig, Welding Drone, Security Drone, Smelter Bot,
           P.A.X. (Boss)
  
 ____________________________________________________________________________


 Abandoned Production
 --------------------
 After being deemed defective, your character, Warren, is dumped in the
 wasteland and left for dead. You wake up heavily wounded and confronted by a
 Welder Drone. Due to your condition, you'll want to consume a Vital Injection
 to restore your health (press Circle).
 
 Defeat the Welder Drone in front of you. To begin, lock onto your target with
 R3, then approach the bot. Any action consumes stamina (the green bar), so
 time your movements carefully and exercise patience when in battle. The drone
 will go down after a couple hits. Destroy the next few up at the top of the
 hill. At the peak, facing the "Tech Scrap" message, go to the right to find a
 glowing golden pyramid. These are loot items known as salvage, so always pick
 up these things when you come across one. You obtain a [SMALL PILE OF RARE
 MATERIAL SCRAP].
 
 Go down the hill and there is a large silo to your right. Walk forward
 instead to find another salvage containing [FORCE REGULATOR MK.I x6] and
 [PNEUMATIC HELIX MK.I x6]. Enter the silo, destroy the Welder Drone, and go
 forward to enter the Rocket Yard.
 

 Rocket Yard
 -----------
 Immediately head to the right and enter the silo sloping upwards. Exit out
 the end to enter a fight against a Welder Drone and two Security Drones. The
 Security Drones are tough because they have a long range machine gun attack,
 and if you get too close they can deploy an energy field that drains your
 stamina.
 
 Focus on one at a time and remember to be patient when in combat - sometimes
 the best strategy is to land just one hit, jump back, and wait for an
 opening. You can press X for an evasive dodge or block with L1 (attacks will
 still harm you, but considerably less than normal). 
 
 After the battle, collect the [RIG ARMATURE MK.I x6] and [CORTICAL PROCESSOR 
 MK.I x6] from the ledge. Drop down to wind up at the starting point and make 
 your way back to the entrance to the Rocket Yard.
 
 To the left is a pair of Welder Drones guarding some salvage. Lock on and do
 battle (the note on the wall mentions that you can use L2 to switch between
 targets), then claim the [MEDICAL AUDIT] Implant. Enter the Operations base.
 
 Operations is a safehouse that allows you to level up by spending your Tech
 Scrap, as well as upgrade weapons and armor. Stop at the MedBay to replenish
 your health and healing items, and unfortunately these other perks are not
 available yet due to your defective Rig unit.
 
 The power comes on and a hologram appears near the front entrance. Interact
 with the terminal to speak with the holographic chick; you'll need to find a
 replacement Power Core to get back to 100%. Before exiting the Operations, go
 back to the actual MedBay chamber and equip your new Medical Audit Implant to
 now view enemy health.
 
 Head on outside to see a giant flying robot zoom off in the distance. This is
 the Firebug, a powerful enemy that you'll no doubt run into later on. Follow
 the balcony to the right and destroy the crates along the side of the Ops 
 building to discover the [AGGRESSION AMPLIFIER V.1] Implant. Now go down the 
 staircase at the front of Operations and proceed straight ahead.
 
 A LYNX Rig rises from the ground and stands in your way. When you lock onto
 enemy Rig units, you can further select a body part to target (head, body,
 each arm, and each leg are the available options). Armored parts appear in
 yellow and unarmored (more susceptible to damage) parts are in blue.
 Naturally, targeting unarmored body parts leads to victory faster, but you
 can sever armored body parts and take the schematics for yourself to use.
 
 You cannot do that with your busted Power Core, so target the unarmored body
 parts and defeat your foe. To the left of the LYNX Rig is a [VITAL BOOST V.1]
 Implant inside a storage container. Kill the next LYNX Rig and grab the
 [AUDIO LOG: GOLDEN TICKET] at the base of the yellow crane, then dispatch the
 next enemy inside the silo to the left and take the [SMALL PILE OF RARE
 MATERIAL SCRAP]. There is a [SMALL PILE OF METAL SCRAP] on the right side
 behind some random pieces of machinery.
 
 One final LYNX Rig is found banging his head on the giant metal door. Put him
 out of his misery to receive his fallen [ATLAS POWER CORE]. Return to
 Operations and access the MedBay to restore your Rig's full functionality.
 
 You can now bank your tech scrap and use it to level up your suit's Core
 Power. All equipment and Implants use up Core Power, so leveling up allows
 you to wear better and more equipment. You should have enough Tech Scrap to
 level up to Core Power 12, so go on ahead. Also equip the new Vital Boost v.1
 Implant that you found in order to boost your max HP.
 
 Go to the Gear Assembly station and turn in your Gear Voucher to receive the
 Rig Schematics you chose earlier in the prologue. As long as you have a
 schematic and the necessary materials, you can craft that specific gear
 piece.
 
 With the new Power Core installed, you're good to go. Here are a few tips
 before you go off adventuring:
 
 + You currently have no armor, so your first order of business is to craft a
   set of gear. You'll need schematics, material components, and Tech Scrap. 
 
 + You can get components by severing enemy body parts, so cut off their arms
   to receive the necessary materials needed to craft your own armored arms 
   (the same goes for head, leg, and body parts). This is where locking on
   and selecting specific body parts comes into play.

 + You now have a blue Energy meter below your stamina. Energy is built up by
   landing hits, and you can use energy to perform finishing maneuvers - this
   is how you lop off appendages. Severing a body part isn't a guarantee and
   it depends mainly on how much damage you have dealt to that specific part.
   Don't attack one's head for 90% of the time and then expect to successfully
   cut off their leg! Pick one piece, whittle it down, then go for the kill.

 + Targeting the right arm of an enemy will often yield a weapon drop. Lots of
   the LYNX Rigs here carry [ASTIR VIBRO-CUTTER] and [ASTIR SPECTREBITE]
   weapons, so make sure to collect new weapons on top of crafting materials.

 + Enemies always respawn after you use the MedBay or Gear Assembly. This
   allows for constant farming of components and tech scrap. Stay in this
   general vicinity and gather the resources needed to make your character
   more competent.

 + If you die, you drop all your Tech Scrap and it stays in your last living
   location. You are given a time limit to return and reclaim your goods. If
   you die before doing so, that Tech Scrap is lost forever. The Surge is more
   forgiving than the Souls series because it allows you to bank tech scrap at
   the MedBay so you aren't sweating bullets when carrying mad cash through a
   dangerous environment.

 Exit Operations and go right at the base of the stairs. Walk through the big
 silo to find [AUDIO LOG: CHAVEZ] on the ground near a door. The door can only
 be opened from the other side, so turn back. Hang a hard right and defeat the
 two Welder Drones. Here lies another locked door and an Exo-Lift (elevator).
 Ride the lift to locate a [SMALL PILE OF RARE MATERIAL SCRAP].

 Return to where you found the Power Core. You can open the large door by
 overpowering the power circuit nearby. You can overpower any power circuit
 like this one so long as your Core Power is higher than the number displayed
 on the terminal.
 
 
 Main Assembly Line
 ------------------
 There are many more enemy Rigs in the Main Assembly Line, so be careful not
 to bite off more than you can chew. There are a couple of unlockable
 shortcuts here as well, making it an ideal farming location. 
 
 There are about four or so LYNX Rigs in the first chamber. One very important
 survival technique is to bait enemies towards you to avoid fighting groups of
 baddies. Sometimes attacking an enemy or even getting close is enough for
 them to aggro, then you can retreat and have them pursue you to a more
 suitable fighting location. Try this out here to avoid 2-on-1 scenarios.
 
 Press Square next to the Exo-Lift in the back left-hand corner to ride up to
 a catwalk with a Level 11 Power Circuit. Overcharge it, then approach the
 edge near the Exo-Lift and jump off onto the metal crate below (press L3
 while sprinting to jump). Grab the [TUNGSTEN ALLOY MK.I x6] and go near the
 blue curtains near the center of the room. A LYNX Rig usually surprises you
 from the other side, so be on the lookout. Smash the wooden crate in the
 back corner for a [SMALL PILE OF RARE MATERIAL SCRAP], then go near the open
 doorway.
 
 Ignore the Level 55 Power Circuit, but open the unlocked door to find an
 [AUDIO LOG: GRIPER] and [SUSTAINING ARRAY V.1]. Exit and proceed into the
 hallway. To the right is a door you can open to create a shortcut leading
 back to Operations. Exploration and finding shortcuts is crucial to stress
 free survival in The Surge. If you feel the need you can return to Ops, but
 keep in mind that all enemies will respawn.
 
 In the second chamber, bait one of the two enemies here into the previous 
 room, then finish off the second. To the immediate right is a [PLASMIC
 REGENERATOR V.1] next to a zoned-out LYNX RIG. Follow the tracks to a Level
 10 Power Circuit. This opens the hatch doors here. Before exploring, go
 through the silo to the left and defeat the pair of LYNX Rigs. Pick up the
 [SMALL PILE OF HIGH-TECH SCRAP] before you leave.
 
 Also note that there is a giant pile of wooden boxes in the back of the room
 near the yellow crane. Destroying these boxes reveals a door leading into the
 Power Plant. Feel free to clear the path and open the door, but don't go down
 there just yet. Return to the tracks.
 
 To the immediate left is a door that creates possibly the most useless
 shortcut possible. On your right is another door that opens up a shortcut to
 Operations (in the Rocket Yard, where the two Welding Drones and the Exo-Lift
 are). Hug the wall to the right of the tracks (avoiding the toxic sludge) to
 enter an alcove. Loot the body for a [REINFORCED PIPE]. 
 
 Continue through the silos while navigating around the toxic sludge. Straight
 ahead is a dirt road that takes you to a gigantic robot - a Smelter Bot. Keep
 a mental note of this enemy, but know that you are severely undermatched.
 Turn back.
 
 + You should be at a good enough level to fight the Smelter Bot after
   beating the LU-74 "Firebug" boss in Central Production B. Hitch a train
   back here and destroy the Smelter Bot for a [SHINING COIN]. In addition,
   you can collect the [IRONMAUS #1] comic book, which is behind the Smelter
   Bot next to a large white cube. Comic books are rare items that are hard to
   find because they are not indicated by a golden salvage object.
 
 Walk down the tracks, only to be ambushed by a LYNX Rig and two Security 
 Drones. Pull the Rig away from the two bots for an easier challenge. Search 
 the crate behind the two drones for a [VANADIUM E-CELL V.1] Implant, then 
 ascend the stairs to the roof of the assembly line building. Destroy the lone
 LYNX Rig up here. Destroy the wooden boxes in the corner and travel down the
 catwalk to get [AUDIO LOG: GEAR ASSEMBLY]. From this catwalk you can traverse
 back down into the building's interior; here you can reach the [VITAL BOOST
 V.1] Implant on top of the metal crate.
 
 Back up on the roof, descend the other flight of stairs to resume following
 the assembly line track. Clear the area of drones, then comb the vicinity:
 behind the red and blue storage containers is a [SMALL PILE OF RARE MATERIAL
 SCRAP], and at the top of the stairs is a [PLASMIC REGENERATOR V.1] - just
 watch out for the ensuing sneak attack!
 
 Exit the area to the Rocket Assembly Station.
 
 
 Rocket Assembly Station
 -----------------------
 To the right is an Exo-Lift that takes you to the train platform. The Maglev
 travels to Central Production B (your next destination), but it is currently
 out of order. Stop at the terminal for the [AUDIO LOG: REMAIN VIGILANT!] and
 jump back down. Open the door to access the Power Plant.
 
 
 Power Plant
 -----------
 I highly suggest getting a full set of armor before exploring the Power
 Plant - it is very dark and body gear with working lights is essential. You
 will need a Core Power of at least 18 to equip an entire armor set plus some
 helpful Implants. Once you have met those requirements, you can continue.
 
 There are a couple LYNX Rigs roaming around the first room here. Defeat them.
 Don't worry about the staircase on the left leading deeper into the Power
 Plant; instead approach the door to the right. It should get knocked open by
 another enemy RIG. Jump back and take care of him, then go to the left of the
 door and squeeze underneath the catwalk back near the stairs to find a [SMALL
 PILE OF RARE MATERIAL SCRAP] here in the crawlspace.
 
 Go through the door to run into an Exo-Lift. Crash through the wooden crates
 nearby and kill the Welder Drone, then snag the [SMALL PILE OF HIGH-TECH
 SCRAP]. Ride the lift back to the Main Assembly Line.
 
 
 Main Assembly Line
 ------------------
 You're back up on the roof of the assembly line building, albeit on the other
 side. Take out the LYNX Rig in the crammed hallway and turn to the right once
 things open up. Make a carefully-timed jump onto the metal walkway and go to
 the end for a [VOLTAIC DYNAMO V.1]; if you fall you'll wind up in the
 building interior... a long way away!
 
 Jump back to the main part of the roof to encounter a RHINO RIG, usually
 wielding a Twin-rigged weapon. If you want a [YOSUKE BUTTERFLY] weapon, make
 sure to focus on one of his arms. Once he's defeated, go down the catwalk and
 make a left to spot a [VITAL INJECTION V.1] on the edge of the platform. Next
 head right to discover a shortcut taking you directly back to Operations.
 Quite useful!
 
 Stop back at Ops if you wish, but otherwise return to the Exo-Lift at the
 Power Plant and resume exploration there.
 
 
 Power Plant
 -----------
 Return to the staircase here and descend into the darkness (turn on your gear
 lights by pressing Down). At the bottom is a [SMALL PILE OF RARE MATERIAL
 SCRAP] behind some boxes. Continue to a very dark chamber inhabited by two
 LYNX Rigs. There's an [AUDIO LOG: INCIDENTS] down here as well. Pass through
 the open door into the control room and defeat the RHINO RIG, who drops a
 [MEDI-VOLTAIC INJECTION V.1] upon death. More importantly, you can overcharge
 the Level 10 Power Circuit to restore power to the plant!
 
 Now that the sector is online a few new passages open up; I'd stay down here
 to plunder if I were you. Exit the control room and follow the walkway down a
 flight of stairs. Ride the Exo-Lift down to the basement.
 
 It's still pretty dark down here, so keep those gear lights on and be wary of
 stealthy foes. Defeat the LYNX Rig/Welder Drone combo and approach the screen
 for [AUDIO LOG: THE LIBERATOR - ARREST WARRANT]. The locked door here
 requires a security ID, so ignore it (it'll be inaccessible for a long, long
 while).
 
 Continue up the ramp and clear the area of enemies. On the left is a [SMALL
 PILE OF HIGH-TECH SCRAP] behind some boxes, but otherwise continue straight
 until you hear a worker's distress call. Open the door to free him, only to
 find that he is a hostile RHINO RIG. Try to target his right arm for the
 [ENDAS RS3 'TITAN'] weapon. Pick up the [BLUE X-CABLES] from inside the small
 room that you just opened.
 
 + While you're down here, equip the ASTir SpectreBite weapon and kill an
   enemy with it for the "It's Blue Light" Trophy.

 On the right is a ramp leading down into a corrosive area. Ignore it for the
 time being and continue straight to find two LYNX Rigs guarding a [VITAL
 BOOST V.1]. The staircase here leads you back to the Main Assembly Line
 interior (another shortcut!).
 
 + Head back to Operations and use up/bank your acquire Tech Scrap, then run
   back to the corrosive zone in the Power Plant basement, ignoring all foes
   along the way. You'll have to go on a suicide run through the acidic sludge 
   to reach a nice weapon. Sprint through the passage - past all enemies - to
   a dead end where you can get the [VOLATILE SPECTRE]. It is possible to
   survive the ordeal by using up all injectables.

 Turning on the Power Plant also activates the Maglev taking you to the next
 zone. Head back to the Rocket Assembly Station, either via Main Assembly Line
 or Power Plant. Beware: a powerful boss lies here! Make sure you are
 sufficiently upgraded and have little or no Tech Scrap on hand if this is
 your first playthrough.
 
 
 Rocket Assembly Station
 -----------------------
 When you enter the courtyard of the Rocket Assembly Station, all exits will
 seal and a lifeless robot in the corner suddenly springs up to confront you.
 
 
   ________________________________________________________________________
.-|                                                                        |-.
|o|                            --[  P.A.X.  ]--                            |o|
|o|________________________________________________________________________|o|
|o|                                                                        |o|
|o| + P.A.X. will most commonly initiate an attack by swinging with its    |o|
|o|   left arm forwards. It is sometimes a single strike but other times   |o|
|o|   it follows up with its right arm for a two-hit combo.                |o|
|o|                                                                        |o|
|o| + P.A.X. uses its right arm and points it down towards its legs, then  |o|
|o|   reveals a chainsaw blade and sweeps its arm in an arc (either inward |o|
|o|   or outward, depending on where you are standing).                    |o|
|o|                                                                        |o|
|o| + If standing underneath the boss it may resort to a stomp attack. It  |o|
|o|   raises its foot up and stamps down, and alternates feet up to three  |o|
|o|   times total.                                                         |o|
|o|                                                                        |o|
|o| + P.A.X. can also deliver a nasty kick if you are standing directly in |o|
|o|   front in order to deal damage and create space between the two of    |o|
|o|   you.                                                                 |o|
|o|                                                                        |o|
|o| + Sometimes P.A.X. will jump away from you if you're crowding it. This |o|
|o|   move can damage you if you're standing underneath the boss when its  |o|
|o|   jet boosters go off.                                                 |o|
|o|                                                                        |o|
|o| + P.A.X. can also unleash a rocket barrage after inflicting a certain  |o|
|o|   amount of damage to it. Immediately run towards the base of its feet |o|
|o|   to avoid getting blown to bits.                                      |o|
|o| ______________________________________________________________________ |o|
|o|                                                                        |o|
|o| The Pacification Automation X (P.A.X.) machine is a giant bipedal mech |o|
|o| that has a number of weapons at its disposal. You cannot leave the     |o|
|o| area until there is a victor.                                          |o|
|o|                                                                        |o|
|o| There are actually two boss meters displayed: the first is P.A.X.'s    |o|
|o| actual health, and the empty one below must be filled by attacking the |o|
|o| big bot. Strike at the boss's feet to fill up the orange meter. In     |o|
|o| terms of positioning, you should stand directly under the boss and     |o|
|o| slightly behind so you are out of reach of its kick and swipe attacks. |o|
|o| You'll have to dodge P.A.X.'s deadly stomps, but it's pretty simple.   |o|
|o|                                                                        |o|
|o| Once the orange bar under the boss's health is filled, it will jump    |o|
|o| backwards and unleash its rocket attack. Immediately run towards the   |o|
|o| boss not only to avoid the rockets, but also in the hopes that P.A.X.  |o|
|o| gets hit with its own projectiles. The boss becomes stunned if that's  |o|
|o| the case.                                                              |o|
|o|                                                                        |o|
|o| You can deplete the boss's main health bar when it is overloaded and   |o|
|o| slumps to the ground. Make sure to lock on and swing away with your    |o|
|o| weapon until it gets up and the orange bar drains. During this phase   |o|
|o| of the fight, you can lock on and target three parts of P.A.X. - its   |o|
|o| side panels near the cockpit or a spherical device accessible from     |o|
|o| behind. When attacking the text should be blue to signify that these   |o|
|o| are unarmored weak points, and the red meter should begin dropping.    |o|
|o|                                                                        |o|
|o| Once P.A.X. gets up and the orange meter empties, the battle strategy  |o|
|o| repeats itself: you must overheat and stun the boss in order to truly  |o|
|o| damage it.                                                             |o|
|o|                                                                        |o|
|o| Aside from filling up the orange bar and waiting for its rocket        |o|
|o| attack, there is one other way to stun the boss. When it uses its      |o|
|o| stomp attack, target and strike the grounded foot to throw P.A.X. off  |o|
|o| balance and automatically send it to its stunned state. It is quicker, |o|
|o| but more dangerous as it leaves you susceptible to getting squished.   |o|
|o|                                                                        |o|
|o| Stun, then strike. That's the name of the game. Either fill up the     |o|
|o| orange bar completely and goad P.A.X. into hitting itself with         |o|
|o| missiles, or try to topple it over during its stomp attack.            |o|
|o| ______________________________________________________________________ |o|
|o|                                                                        |o|
|o| Every boss drops a special weapon upon defeat, but you can receive a   |o|
|o| rare upgraded "2.0" version by fulfilling secret requirements during   |o|
|o| the battle. Here is how to get the P.A.X. Imperator 2.0:               |o|
|o|                                                                        |o|
|o| + Defeat P.A.X. without having it damage itself with rockets           |o|
|o|                                                                        |o|
|o| You must defeat P.A.X. without tricking it into damaging itself with   |o|
|o| rockets. That means the only way to stun and render the boss           |o|
|o| vulnerable is by interrupting its stomp attack. As mentioned before,   |o|
|o| P.A.X. can stomp its feet up to three times if you're crowding it.     |o|
|o|                                                                        |o|
|o| After damaging and knocking the armor plating off its legs, you can    |o|
|o| further strike P.A.X. during its stomp (hit the grounded leg while the |o|
|o| other is in midair) to trip it up.                                     |o|
|o|                                                                        |o|
|o| Continue this process until P.A.X. is defeated. Using this method also |o|
|o| means that you do not have to completely fill the orange meter (doing  |o|
|o| so is discouraged because it runs the risk of the boss accidentally    |o|
|o| shooting itself).                                                      |o|
|o|                                                                        |o|
|o| + Rewards: 2,000 Tech Scrap, P.A.X. Imperator, Vital Boost v.3         |o|
'-|________________________________________________________________________|-'

 With P.A.X. defeated, you earn some real nice goodies along with the "P.A.X."
 Trophy (as you will for all bosses in the game). Ride the Exo-Lift to the 
 station and take the Maglev to Central Production B.


.----------------------.____________________________________________.--------.
| Central Production B |____________________________________________| [0402] |
'----------------------'                                            '--------'

  Key Items: Drone Module (Focused Infra-Blaster), Audio Log (Waiting For
             Help), Audio Log (FAILSAFE PROTOCOL 96:00:00), Audio Log (The
             Nightmare Begins), Drone Module (Concussive Module), Ironmaus
             #45, Audio Log (Fuck Ferguson!), Audio Log (Waiting In Vain),
             Audio Log (Implants - Side Effects), Shining Coin x2, Audio Log
             (The Butcher), Bloodhound, Audio Log (Official Announcement: 
             "Rampaging Drones"), Audio Log (Journey in the Dark), Reinforced
             Pipe, Audio Log (New Supplies), Firebug Throttle, Audio Log (Our
             Little Thief...), SERU HSS BioMaster

  Enemies: LYNX Rig, RHINO Rig, SCARAB Rig, Liquidator Rig, CREO Security
           Guard, Welding Drone, Security Drone, Watchdog Bot, ARC Welder,
           Smelter Bot, LU-74 "Firebug" (Boss)

 ____________________________________________________________________________


 Central Production B
 --------------------
 Walk up the stairs from the train platform. A TV featuring CREO executive
 Don Hackett is sounding off in the foyer. Continue ahead to Drone
 Registration.
 
 
 Drone Registration
 ------------------
 After fiddling with the computer screen, you receive your own personal
 companion drone! It comes with the [DRONE MODULE: FOCUSED INFRA-BLASTER],
 its own personal cannon. Chat it up and it assists you by unlocking an
 elevator.
 
 + Your drone can do much more than open randomly-specified doors; this
   friendly bot will assist you in combat by either attacking enemies or
   giving you defensive capabilities. You can select the drone's rollout in
   the gear tab, though right now you only have the Focused Infra-Blaster mod.
   Press Triangle to have the drone perform its selected function - doing so
   requires Energy.
 
 Before leaving, take the [PILE OF METAL SCRAP] near the base of the stairs.
 Enter the elevator and ride it down to the floor below. 
 

 Personnel Arrival
 -----------------
 Walk forward to spot a weakened Welder Drone. Lock onto your target and
 press Triangle to have your drone attack. You can technically have your drone
 attack targets with no Energy, though the attacks only deal 1 damage. Having
 your drone fire at enemies is a good way to separate individuals from a
 group for one-on-one battles.
 
 This zone's Operations is straight ahead. To the right is a pipe that leads
 down into a ventilation area, and at the bottom is [TUNGSTEN ALLOY MK.II x3]
 and a braindead RHINO Rig. There is a closed door here, but can only be
 opened from the other side.
 
 Stop inside Operations and investigate the MedBay and Gear Assembly: the base
 is running on emergency power and the MedBay is the only functioning
 terminal. Exit Operations and open the door to Material Depot.
 
 
 Material Depot
 --------------
 Hold Square to catch a glimpse of the Firebug robot disappear in a floor
 hatch. This is the area boss, and you must travel to the depths of Central
 Production B in order to encounter it. For now, overcharge the Level 10 Power
 Circuit to reboot Operations. Return to the Ops base.
 
 
 Personnel Arrival
 -----------------
 Interact with the mysterious female hologram next to the MedBay and exhaust
 all dialogue with her. Don't forget to pick up the [AUDIO LOG: WAITING FOR
 HELP] from the computer near the entrance. When you're ready, return to
 Material Depot.
 
 
 Material Depot
 --------------
 Return to the power circuit and continue forward.
 
 + Straight ahead is a security blockade occupied by two powerful CREO
   Security Guards. They are at a higher level than you, but it is possible to
   defeat them one-on-one. They drop a lot of Tech Scrap and some good armor
   schematics. There are four CREO Security Guards total in Central Production
   B, so it is possible to get an entire armor set with some careful planning
   and a little bit of luck. Beware: they do no respawn so you only have one
   attempt to get it right (they are common enemies later in the game though).
   
   Defeat the RHINO Rig to the right, then lock onto one of the guards. Use
   your drone to pull one away from the checkpoint and lure him back towards
   Operations (but not too far that he return to his original position). Try
   to focus on the right arm of one of your targets in hopes that he drops the
   [MG NEGOTIATOR] staff in addition to an arm schematic.
   
   If you are having difficulty defeating them you can always revisit and try
   again later - you'll be 'round these parts often.

 To the left of the security checkpoint is a pile of boxes covering up a
 broken Exo-Lift and a hidden passage. Drop down the passage and pick up the
 [AGGRESSION AMPLIFIER V.1], then speak with the man down here. The poor sap
 has run out of energy, so overcharge his Rig to get him going. Talk to the
 man - Dean Hobbs - and exhaust all dialogue with him. Interact with the
 terminal next to him for [AUDIO LOG: FAILSAFE PROTOCOL 96:00:00], then drop
 down.
 
 + Next time you return to Ops, Hobbs will be there. Speak with him to receive
   [FORCE REGULATOR MK.II x6], [RIG ARMATURE MK.II x6], [CORTICAL PROCESSOR
   MK.II x6], [PNEUMATIC HELIX MK.II x6], and [TUNGSTEN ALLOY MK.II x6]. A
   nice starter kit for upgrading your armor to the next level! This ends the
   short sidequest.
 
 There are several RHINO Rigs down here, though most are spaced apart so they
 won't gang up on you. Go to the left for an [AUDIO LOG: THE NIGHTMARE BEGINS]
 and proceed towards the blue storage container near the big TV monitor.
 Behind is is another enemy sneak attack, so be on your toes. Answer the
 cries of help coming from behind the sealed door: overcharge the Level 13
 Power Circuit and open the door to free Davey. Complete the conversation and
 exit the storage room.
 
 + Davey will be back at Operations the next time you are there. Initiate a
   conversation and agree to help retrieve his medication. This begins the
   next step in his sidequest.
 
 The staircase nearby takes you back up to the security checkpoint. At the
 base of the stairs is a Level 75 Power Circuit, so you won't be worrying
 about it for a long while. Across the hall from the Power Circuit, behind the
 stack of red containers is an Exo-Lift (and another ambushing RHINO RIG).
 The area at the top of the lift contains some very difficult enemies, so
 consider this another suicide run if you want to go exploring.


 Discarded Safety Equipment
 --------------------------
 The long catwalk up here is littered with discarded robots that come to life
 as you walk past. These Watchdog Bots are quick and powerful, and can easily
 take you down with one single jumping attack. Your best bet is to run down to
 claim the [MECHANIZED COUNTERWEIGHT V.2] Implant while ignoring all enemies.
 You'll most likely die before escaping, but if you banked all your Tech Scrap
 you won't have lost anything.
 
 
 Material Depot
 --------------
 From the bottom of the Material Depot, continue past the platform where Hobbs
 was and go straight ahead past the white storage container. You enter the
 Conveyor Hub.
 
 
 Conveyor Hub
 ------------
 Expect another ambush as soon as you go 'round the storage container; slay
 the RHINO Rig and note the second RHINO Rig down the hall on the mounted
 turret. He will fire bullets at you that travel somewhat slowly, allowing you
 to weave and zig-zag as you approach. Defeat the Rig and turn left to find a
 third enemy.
 
 At the staircase, look to the right to find a wandering RHINO Rig and a
 [PILE OF METAL SCRAP]. Now descend the stairs but pay attention to the RHINO
 Rig turret on the left balcony; try baiting the other RHINO Rig back up the
 stairs so you can fight him without any gunfire. Now go up the other set of
 stairs to reach the turret and take out the gunner. Watch out around here
 because it's easy to fall through the gaps to your death.
 
 Once the nuisance is taken care of you have a bit of free time to search the
 area. If you go back down the stairs and across the room you'll enter a room
 filled with vending machines marked with a sign reading "GOD". I'd hold off
 on it for now and stay here up on the balcony.
 
 From the turret, look for a bridge next to an Operations sign. Cross the
 bridge, pick up the [PILE OF METAL SCRAP], and take on the incoming RHINO
 Rig that bursts from the grate.
 
 
 Support Link 2
 --------------
 Explore the ventilation shaft ahead. Ride the Exo-Lift to discover a crucial 
 shortcut leading to the ventilation area underneath Operations. There is
 another path to the right but alas, they are blocked off.
 
 This is a really nice shortcut for the remainder of our Central Production B
 travels, so use it whenever possible. Regardless, exit the vents and go back
 across the bridge. 
 
 
 Conveyor Hub
 ------------
 From the turret, hang a right to go down a series of catwalks and stairs.
 Battling the RHINO Rigs can be tough due to the cramped space. Keep going
 down the stairs, past a Level 60 Power Circuit, and towards a SCARAB Rig.
 They are a middle-of-the-pack enemy: more durable than the LYNX Rigs, but not
 as slow and powerful as the RHINO Rigs. Past this Rig lies a [DRONE MODULE:
 CONCUSSIVE MODULE] and further down at the bottom is a [VITAL INJECTION V.1]
 next to the locked door.
 
 Climb back to the top and head towards the vending machine room opposite the
 turret. Along the way is an ARC Welder Bot.

 The ARC Welder look intimidating but are easy to defeat once you figure out
 their attack pattern. First you'll want to lock on and target their rear leg;
 their only unarmored weak point. Wait for the Welder Bot to attack, then get
 behind it and attack its back. This is easy during its swiping attack or when
 it gears up to use its embalming attack. You can also block with L1 and use
 the Right Analog to perform some evasive maneuvers.
 
 Continue up to the vending machine room to find a group of four SCARAB Rigs.
 Use your trusty drone to lure them individually to the other side of the room
 so you can divide and conquer (farm for SCARAB schematics too). Defeating all
 four randomly earns you the "Infidel" Trophy.
 
 Here comes a tricky platforming section; remember you can jump while
 sprinting by pressing L3. If you want to make short jumps begin to sprint and
 immediately hit L3 once more. Jump on top of the tarp to the right from
 where you entered and then onto the storage container in the corner. On top
 is the [IRONMAUS #45] comic book, a special collectible item. Below is an
 [ENERGIZED POWER CELL V.1] inside one of the containers. Exit the vending
 machine chamber the same way you came in and go back to the turret.
 
 Return to the top and go straight past the bridge leading to Ops. To your
 immediate right is a staircase leading to another train platform, the room
 to the right contains a Welder Bot, and straight ahead is another hallway.
 Head down the stairs to encounter a woman mumbling to herself. 
 
 
 Central Station
 ---------------
 Stop and talk to Irina Beckett.
 
 + Irina is a mysterious woman decked out in some sweet gear. She appears to
   be a survivor just like Warren, and is looking for a powerful staff. If you
   managed to kill and capture one of the CREO Security Guard's MG Negotiator
   staff you can fork that over, but for now hold onto it because you can give
   her a worse weapon later on for the same results. For now exhaust all
   dialogue and agree to help find her a suitable weapon.

 + Below Irina are two more CREO Security Guards down on the platform. That
   brings the total to four; again, they do not respawn, so if you are trying
   to complete an armor set then be careful and focus on the appropriate body
   parts. Additionally, killing the security forces will net you the "Most
   Wanted" Trophy.
 
 Aside from Irina and the two guards, these is nothing of worth down here.
 Return to the top of the stairs.
 
 
 Conveyor Hub
 ------------
 For now you can stick to this wing of the Conveyor Hub. Go down the hallway
 on the far end to find a couple RHINO Rigs. Defeat them both, all to the tune
 of a guy named Benjamin Burke over the intercom. To the left is a bridge with 
 an ARC Welder and some more Rigs; since the door at the end is closed there
 is no need to go down here yet. Continue down the hallway to run into a RHINO 
 Rig that flees to a turret in the back. Chase after and kill him and his 
 partner. Grab the [PLASMIC REGENERATOR V.1] and ride the Exo-Lift above.
 
 Up here in the vents, grab the [FORCE REGULATOR MK.II x6] and [PNEUMATIC
 HELIX MK.II x6] to your right and go through the shaft, taking the first
 right (continuing straight ahead leads you back to where Irina was). You end
 up on a walkway above the bridge with the locked door.
 
 Step off onto the pipe and take the [SMALL PILE OF RARE MATERIAL SCRAP]
 before making your descent down the stairs. A hole in the wall takes you to
 the next area.
 
 
 Recycling
 ---------
 Defeat the RHINO Rig here in the disturbing workshop and loot the [SMALL PILE
 OF RARE MATERIAL SCRAP] off the shelf. Open the door using the button and
 step out. To the left is a large, fiery forge and to the right is a hallway
 leading to a locked door.
 
 Search the side rooms for now and clear out all the enemies, then have a look 
 around. View the [AUDIO LOG: FUCK FERGUSON!] from the computer screen and
 [TUNGSTEN ALLOY MK.I x3] from the table. At the opposite end of the room, in
 the corner atop the stairs is a [TACTILE OMNI-BOOST V.1] Implant. Flip the
 two switches to open some hatch doors, including the door at the bridge I
 mentioned earlier. You can also find a [SMALL PILE OF HIGH-TECH SCRAP] behind
 a circular piece of machinery across the hall.
 
 For now your destination is the forge room, but if you wish you can use this
 shortcut to return to Ops. Either way, there is a [VOLTAIC DYNAMO V.1] on the
 bridge that may interest you.
 
 Otherwise, chug along into the giant forge room. Stay on the high ground for
 now and use the Exo-Lift to the right. Go across the catwalk to find yourself
 in a passage with two more door switches. Open both; the one on the right is
 an office and the one to the left is a shortcut that brings you back to
 Support Link 2; get the [AUDIO LOG: WAITING IN VAIN] and return to Ops base
 if you wish.
 
 Enter the office and slay the pair of SCARAB Rigs. Hit the switch to the
 left to open a door down below in the forge and look at the other two panels
 near the windows. Use the left terminal to extend the bridge, then the right
 terminal to separate the two Smelter Bots below. Additionally there is an
 [AUDIO LOG: IMPLANTS - SIDE EFFECTS] in the corner.
 
 If you need to refill your injectables interact with the Medstation on the
 wall. Next, ride the elevator down to the forge. There are a pair of Smelter
 Bots working in the forge, and they should be separated after fidgeting with
 the terminal upstairs.
 
 Smelter Bots are large and tough to take down. Their main offensive weapon is
 the crane attachment in front, so try and avoid the mechanical appendage
 while strafing around/behind it. Target the vents on all four sides of the
 robot, as you can deal increased damage when the vents open. Aside from the
 crane arm, dodge its slam attack and step away when it releases white gas to
 preserve your health and stamina.
 
 Killing the two Smelter Bots earns you [SHINING COIN x2]. Collect all Shining
 Coins to receive a special reward... but that's not for a while. For now,
 search the forge for a [KINASTHETIC AMPLIFIER V.1] in the back near a stack
 of crushed metal cubes.
 
 Go through the door you opened earlier and defeat the RHINO Rig who makes a
 run for the turret, then the ARC Welder. In here you'll find an [AUDIO LOG:
 THE BUTCHER] under the stairwell and a [BLOODHOUND] weapon on a shelf. Go up
 the stairs and clear out the Rigs, then go on the walkway; up here is a door
 leading back to Support Link 2 (another handy shortcut!). On the opposite
 end, you can drop down on a stack of crates from up here to reach a
 [RECLAMATION BUDDY V.1] Implant.
 
 When you are ready to move on, take the doorway on the ground level and head
 down the stairs. At the bottom, under the stairs is an [ENDURANCE ENHANCER
 V.1]. Kill the Rigs, including the one on the walkway near the Level 10
 Power Circuit and subsequently overcharge it to give you access to the exit.
 Before you open the door, look behind the spherical device for a [VANADIUM
 E-CELL V.1].
 
 
 Toxic Waste Disposal
 --------------------
 A disembodied voice calls for you as soon as you pass through the doorway
 into the Toxic Waste Disposal. A woman named Jo is calling from inside the
 piping, and she needs a bit of help.
 
 + Jo wants you to fork over 5,000 Tech Scrap for undisclosed reasons. It
   sounds ludicrous, but this is the first step in an expensive sidequest. If
   you don't have the cash, I suggest scrounging around until you meet the
   desired amount. If you beat the zone's boss before giving Jo the Tech Scrap
   she will disappear forever and the sidequest will end.

 The name of the area gives away the fact that it's littered with damaging
 toxic waste. Avoid the green gas and sludge on the ground as you make your
 way through. This is also home to Liquidator Rigs that wear elemental-
 resistant armor. In addition to schematics, they also wield the Single-
 rigged [KLINGE POWER GRIP].
 
 
 Toxic Waste Maintenance
 -----------------------
 Surprise the Liquidator Rig on the left and download the [AUDIO LOG: OFFICIAL
 ANNOUNCEMENT: "RAGING DRONES"] from the computer. Enter the next hallway and
 do battle with the Liquidator Rig and ARC Welder. Before exiting make sure to
 grab the [PILE OF RARE MATERIAL SCRAP]. The door to your left is locked, so
 stick to the hallway and move through the darkness.
 
 At the fork, go straight ahead for an ARC Welder ambush. Dispose of it and
 then enter the closet where the bot came from to discover a [MECHANIZED
 COUNTERWEIGHT V.1] inside a box. Exit and grab the [AUDIO LOG: JOURNEY IN THE
 DARK] on the balcony. Go back down the stairs and head the other way at the
 intersection.
 
 In the large generator room, kill the lone Rig and collect the loot: a [PILE
 OF RARE MATERIAL SCRAP] near an unmanned turret and a [REINFORCED PIPE] in a
 green-tinted room (you cannot collect two of the same weapon, so any
 duplicates automatically become Tungsten Alloys). Near the exit is a [SMALL
 PILE OF RARE MATERIAL SCRAP] and and [AUDIO LOG: NEW SUPPLIES].
 
 Pass by the security access door and drop down to do battle with a Liquidator
 Rig hiding behind some boxes. Look around the corner to spot an Exo-Lift, and
 ride it to enter a duct containing a [BLUE X-CABLES]. Ride back down the lift
 and get on the main path. The elevator on your left takes you back to the
 Material Depot - the most handy and accessible shortcut so far. Just
 overcharge the Level 10 Power Circuit and it'll be up and running!
 
 When you are ready to continue, move down into the sludge-filled hallway.
 
 
 Decontamination Access
 ----------------------
 Watch your step as you slay the Liquidator Rigs. At the end is a pair of 
 locked doors, so proceed down the ramp and hold off on entering the giant 
 arena ahead. The voice of Burke lures you into the square-shaped area... if 
 you're getting a bad feeling in your stomach... it's because the boss lies 
 ahead in this room. Unless you are absolutely ready and have nothing to lose, 
 stay outside for now. Look behind the storage container for an [ENDURANCE 
 ENHANCER V.1] and overcharge the Level 10 Power Circuit on the wall.
 
 This Power Circuit unlocks one of the doors at the top of the ramp; a minor
 shortcut taking you back to Recycling. If you enter this area you can find a
 ventilation shaft and an Exo-Lift that brings you to a [VITAL BOOST V.1].
 
 Stick around in the Toxic Waste Maintenance and build up some income and
 materials before fighting the boss (using the handy elevator shortcut here
 in the hallway). Having a Liquidator armor set is probably in your best
 interest for the upcoming skirmish, so you'll need a bunch of schematics and
 crafting materials.
 
 Enter the room at the bottom of Toxic Waste Maintenance to go face-to-face
 with the flying robot you have been pursuing since the start of the game.
 
 
 Waste Decontamination
 ---------------------
 The showdown between Warren and the Firebug takes place in its lair deep down
 in Decontamination Access.


   ________________________________________________________________________
.-|                                                                        |-.
|o|                        --[  LU-74 "FIREBUG"  ]--                       |o|
|o|________________________________________________________________________|o|
|o|                                                                        |o|
|o| + Phase 1: When the LU-74 "Firebug" is grounded, it may extend one of  |o|
|o|   its legs and slam it downwards like a hammer. It pauses for a split  |o|
|o|   second before initiating the attack.                                 |o|
|o|                                                                        |o|
|o| + Phase 1: Like P.A.X. before, the Firebug will use a jumping slam to  |o|
|o|   try and smother you if you are keeping your distance. This move is   |o|
|o|   easy to dodge as long as you are locked on to the boss.              |o|
|o|                                                                        |o|
|o| + Phase 1: You may see the boss hover and begin spinning all its legs. |o|
|o|   At this point back up immediately as it spins like a buzzsaw and     |o|
|o|   slowly pursues you. This'll persist for several seconds. In Phase 2  |o|
|o|   this attack is much more dangerous, as it last longer and the boss   |o|
|o|   is faster and more relentless is chasing you. Spam the dodge and     |o|
|o|   backpedal to get away.                                               |o|
|o|                                                                        |o|
|o| + Phase 1: If you are too far away from the boss it'll shoot blue      |o|
|o|   projectiles from its jet wings.                                      |o|
|o|                                                                        |o|
|o| + Phase 2: Similar to the leg slam attack, the Firebug slams one of    |o|
|o|   its remaining legs down and subsequently spins it to cover a wider   |o|
|o|   area. Don't get swept!                                               |o|
|o|                                                                        |o|
|o| + Phase 2: When the Firebug aims its jet wings at you, it is getting   |o|
|o|   ready to use a diagonal flamethrower attack.                         |o|
|o|                                                                        |o|
|o| + Phase 2: The boss's legs curl in as its jet wings shoot a stream of  |o|
|o|   fire on the floor, then rapidly spins to create a ring of fire. Try  |o|
|o|   to jump backwards so you don't get caught inside the ring.           |o|
|o|                                                                        |o|
|o| + Phase 2: The boss will deter you from attacking its weak point by    |o|
|o|   hovering in the air and performing a viciously body slam. Don't      |o|
|o|   spend all day underneath the Firebug unless you want to get turned   |o|
|o|   into a pancake.                                                      |o|
|o|                                                                        |o|
|o| + Phase 2: Occasionally the boss charges at you; sometimes twice in    |o|
|o|   succession.                                                          |o|
|o| ______________________________________________________________________ |o|
|o|                                                                        |o|
|o| Phase 1                                                                |o|
|o| -------                                                                |o|
|o| The LU-74 "Firebug" is the orange mechanical monstrosity first seen    |o|
|o| flying overhead Abandoned Production when your adventure began. This   |o|
|o| boss is not only threatening due to its six javelin-like legs, also    |o|
|o| due to its ability to fly.                                             |o|
|o|                                                                        |o|
|o| Fortunately, this boss battle isn't as gimmicky as the previous one.   |o|
|o| There's only one health bar, and it follows a traditional two-stage    |o|
|o| battle. Once you meet a certain criteria, the second phase begins.     |o|
|o|                                                                        |o|
|o| As for the boss itself, the LU-74 "Firebug" is a dome-shaped insectoid |o|
|o| mech with two jet "wings" and six legs that are built on a track and   |o|
|o| can spin and rotate. Due to the boss's makeup, locking on and          |o|
|o| targeting can be disorienting.                                         |o|
|o|                                                                        |o|
|o| The strategy for the first phase is to stay near the Firebug, waiting  |o|
|o| for its leg slam attack. After a while you'll begin to recognize its   |o|
|o| slight setup; a brief pause as the attacking limb slightly lifts off   |o|
|o| the ground before slapping the turf like a flyswatter. The target      |o|
|o| lock-on system is wonky at times, so wait until after the attack       |o|
|o| before targeting that leg and retaliating.                             |o|
|o|                                                                        |o|
|o| Keep baiting this attack out of the boss and countering to destroy the |o|
|o| legs entirely. Once you have ripped off three legs, the transition to  |o|
|o| Phase 2 begins.                                                        |o|
|o|                                                                        |o|
|o| Phase 2                                                                |o|
|o| -------                                                                |o|
|o| During Phase 2, the Firebug begins using flame-based moves and overall |o|
|o| becomes more aggressive with its leg slams and buzzsaw spins (the      |o|
|o| latter being a backbreaker if you get caught in the attack). The       |o|
|o| second half of this battle is mainly why I recommend the Liquidator    |o|
|o| armor set.                                                             |o|
|o|                                                                        |o|
|o| The Firebug's legs no longer become your primary target: The Firebug   |o|
|o| inverts itself as its camera head now lies on its underside. This      |o|
|o| black box is Firebug's weak point and hitting it will greatly deplete  |o|
|o| the health bar. It's easier said than done, however, since the boss's  |o|
|o| new attacks prevent you from getting close to it for long periods of   |o|
|o| time.                                                                  |o|
|o|                                                                        |o|
|o| Stringing together combos on the Firebug's core is difficult because   |o|
|o| it makes you a sitting duck for boss attacks. There are no great       |o|
|o| moments where the boss is left open to attack; its leg slam/spin combo |o|
|o| is a so-so opportunity.                                                |o|
|o|                                                                        |o|
|o| You'll definitely have to exercise patience during the second stage    |o|
|o| since there are no opportunities to just unload on the Firebug for     |o|
|o| extended periods of time. More like "approach, hit twice, retreat" and |o|
|o| repeat ad nauseam. It drains your stamina quickly, but I like the      |o|
|o| quick running slide attack (press R1 when sprinting); you get a fast   |o|
|o| hit or two in, then you can jump back from harm's way.                 |o|
|o| ______________________________________________________________________ |o|
|o|                                                                        |o|
|o| Every boss drops a special weapon upon defeat, but you can receive a   |o|
|o| rare upgraded "2.0" version by fulfilling secret requirements during   |o|
|o| the battle. Here is how to get the Firebug Throttle 2.0:               |o|
|o|                                                                        |o|
|o| + Destroy all six of Firebug's legs prior to beating the boss          |o|
|o|                                                                        |o|
|o| Phase 2 of the battle begins after removing three of the Firebug's     |o|
|o| legs, so all you have to do is sever the rest of 'em before defeating  |o|
|o| the big mech. You can still lock onto the individual limbs when        |o|
|o| targeting, which makes your job easier.                                |o|
|o|                                                                        |o|
|o| Removing the final leg that stays firmly behind the boss is certainly  |o|
|o| the toughest, but a good maneuver is to run and slide under the        |o|
|o| Firebug, then get a hit or two in on the leg. Once there are none      |o|
|o| left, resume the fight as normal and you'll get the improved weapon.   |o|
|o|                                                                        |o|
|o| + Rewards: 6,000 Tech Scrap, Firebug Throttle                          |o|
'-|________________________________________________________________________|-'

 In addition to Tech Scrap, you get a nice Twin-rigged weapon for dismantling
 the LU-74 "Firebug". Take the Exo-Lift to the upper balcony overlooking the
 arena.
 
 Directly underneath where you stand is a [PILE OF RARE MATERIAL SCRAP],
 accessible by the nearby staircase, and further to the right is a door that
 takes you back to Toxic Waste Maintenance (watch out for the dang RHINO Rig
 that surprises you from the other side!). Don't take the shortcut and instead
 enter the vent above the Exo-Lift and ride another lift in here. Below you'll
 find the [SERU HSS BIOMASTER] Staff and the [AUDIO LOG: OUR LITTLE THIEF...].
 
 
 Support Link 1
 --------------
 Exiting the ventilation shaft brings you to a large bridge leading to the
 Circulation Tower. The entrance is closed, so disregard it for now. Head left
 and open the door at the top of the ramp to create a shortcut right before
 the boss room in Decontamination Access.
 
 + Make sure to give the Tech Scrap to Jo back at Toxic Waste Disposal; you
   will fail the quest by leaving Central Production B without making a
   donation!

 + Make sure to return to Central Station to give Irina a Staff weapon (either
   the SERU HSS BioMaster you just found or an MG Negotiator pillaged from
   one of the CREO Security Guards). If you take the Maglev to Resolve Biolabs
   without giving her anything the you will fail the quest.
 
 Now take a right back at the bridge to reach a train station departing for
 the Resolve Biolabs.
 
 
 Outbound Train Station
 ----------------------
 Run down the walkway and past the television ad to reach the train platform.
 Before hopping on the Maglev, make sure to snag the [PILE OF METAL SCRAP].


.-----------------._________________________________________________.--------.
| Resolve Biolabs |_________________________________________________| [0403] |
'-----------------'                                                 '--------'

  Key Items: Audio Log (RE: What's Going On??), Audio Log (Resolve Waste),
             FENRIS-A7, Corroded Butterfly, Audio Log (Autopsy Excerpt - 
             Victim #7), Drone Module (Industrial Electromagnet), Audio Log
             (Dr. M. Chavez, Log #784), Audio Log  (Concerning Ed...),
             Ironmaus #9, Audio Log (Help!), Audio Log (Dr. M. Chavez, Log 
             #987), BOTECS Power Core, Encrypted Data Chip

  Enemies: LYNX Rig, RHINO Rig, SCARAB Rig, Liquidator Rig, Welding Drone, 
           Security Drone, Hazard Response Bot, Watchdog Bot, Smelter Bot
  
 ____________________________________________________________________________


 Blue Sky Station (Decommissioned)
 ---------------------------------
 Once you reach your stop, grab the [PILE OF RARE MATERIAL SCRAP] from the
 rubble on the left and start searching for your next home base. Lucky for
 you; the Ops base in question is in this area, just beyond the barricade and
 up the stairs. Frankly put, it's a mess and it appears someone has been using
 it as their own shelter (though it is currently vacant). Take the [PLASMIC
 REGENERATOR V.3] lying inside and the [AUDIO LOG: RE: WHAT'S GOING ON??] next
 to it, then do some spending at the MedBay and Gear Assembly.
 
 Exit Operations to the left, where you'll run into a locked door. The only
 option is descending into the sewers.
 
 
 Outer Sewers
 ------------
 At the bottom of the stairs, a Hazard Response Bot scoots by and scoops up
 some trash. Lock on and target its sensor arm to destroy its main offensive
 weapon. Finish off the robot, then destroy the stack of boxes on your right
 to find a [VANADIUM E-CELL V.1]. Go across the walkway to the dead end on the
 opposite end and pick up the [PILE OF RUSTY METAL SCRAP].
 
 Be careful on the walkways to avoid falling off the edge to an immediate
 demise, especially when fighting enemies like the Hazard Response Bot ahead.
 Straight ahead is a staircase leading down to a locked door, so disregard and
 go right and overcharge the Level 14 Power Circuit. This opens said door; go
 down the stairs and make sure to jump across the hole in the middle of the
 path. Beyond the door lies an [AUTO-AID V.2].
 
 Back at the Power Circuit, continue forward towards a Hazard Response Bot
 surprise attack. Defeat it and claim the [SMALL PILE OF HIGH-TECH SCRAP]
 where it lied in wait, then ascend the stairs to the next room.
 
 A trio of Security Drones and a Hazard Response Bot lies ahead. Destroy the
 latter first, then lock onto a Security Drone and exercise extreme caution
 here; don't chase the flying drones and let them come to you otherwise you
 risk falling to your death. The winding staircase here only leads to a locked
 door. If you're feeling risky, you can attempt a perilous platforming chore
 in order to get an [IMPLANTED ELECTRODES V.2] Implant; go down the stairs
 until you reach a portion with a missing handrail, then jump onto the pipes
 against the wall. Jump across the pipework to reach a platform with the
 Implant. You can then leap back across to the locked door at the bottom.
 
 Further ahead (back at the top of the staircase) is an elevator that can be 
 powered up via the Level 10 Power Circuit. Kill the SCARAB Rigs and grab the
 [PILE OF RARE MATERIAL SCRAP] before riding the elevator.
 
 A RHINO Rig is waiting for you as soon as you reach your stop, so watch out.
 There are two Security Drones hovering behind the wooden crates; you can
 leave them be or sniff 'em out. On the wall here is a Medstation to refill
 your injectables - I'd leave it be if you still have a fair amount in your
 inventory.
 
 
 Resolve Biolabs
 ---------------
 You get a wonderful view of the Resolve Biolabs from this balcony. Start
 going down the stairs and hop onto the storage container halfway down; leap
 to the next one for an [ENERGIZED POWER CELL V.2]. There are some RHINO and
 SCARAB Rigs waiting for you when you drop down to the floor, so get ready for
 some combat. Once the dust settles, look for a [PILE OF METAL SCRAP] inside a
 box across from the turret and head the opposite way to find a second [PILE
 OF METAL SCRAP] near the base of the stairs.
 
 The main area here is littered with several Watchdog Bots. You may have had
 the unfortunate pleasure of encountering them early in Central Production B,
 but now there's no running from these dog-like mechs.
 
 The best way to fight these enemies is to first sever their tail. Let them
 initiate an attack and deliver a counterstrike. Their most common attack is a
 lunge that is preceded by a long pause. Keep your distance, wait for the
 momentary pause, then sidestep their swift pounce. From then you can lay a
 few hits and try again.
 
 Steer to the left side of the area near the pools of toxic waste (this should
 be no problem if you're wearing the Liquidator armor set). Try to separate
 the Watchdog Bots and Liquidator Rigs to have an easier time fighting. Expect
 an ambush by a Liquidator Rig when you pass the open storage container.

 Lastly, interact with the Level 10 Power Circuit next to the row of orange
 vats to unlock a door you just passed. Open it and take the [AUDIO LOG:
 RESOLVE WASTE] before riding the Exo-Lift down to the Blue Sky Station.
 
 + This is a great shortcut due to the amount of enemies here at the Resolve 
   Biolabs area and makes for a great farming location. Not only will you rack 
   up a lot of Tech Scrap with an area run, you can also collect [ANCILLARY 
   CORE] Implants from the Watchdog Bots - provided that you cut off their 
   tails. Ancillary Cores are nice assets in the sense that they increase your
   overall Core Power by 6. But maybe more important is the fact that they are
   easily farmable and can be disassembled for 1,000 Tech Scrap. 
 
 If you feel too frail, then level up and upgrade your favorite gear to a
 reasonable amount. Even grinding to Core Power 45 to unlock the last Implant
 slot isn't that farfetched.
 
 Now back to exploring! Jump onto the stage near the middle of the area to
 find a [VOLTAIC DYNAMO V.2] near the projector screen. If you're craving a
 new weapon you can find a [FENRIS-A7] to the left of the stage, directly
 underneath the turret.
 
 Next to this is an extremely caustic area that is only hospitable if you have 
 a full Liquidator armor set on. In here is a Smelter Bot flanked by two 
 Security Drones. Defeat the two drones first before taking on the big boy and 
 earning another [SHINING COIN]. After the battle, claim the [CORRODED
 BUTTERFLY] here in the back.
 
 Walk back towards the orange containers and approach the building's front
 door; interact with the intercom to meet Dr. Melissa Chavez, a biolabs
 worker and scientist. She enlists Warren's help to lower the quarantine and
 free her from deep inside the zone. Agree to help her, then step away. To the
 right of the building is a [VITAL BOOST V.1] and to the left is a second
 [VITAL BOOST V.1] guarded by a "sleeping" Watchdog Bot. Look for a hole in
 the ground near the open storage container and drop down into another branch
 of the Outer Sewers.
 
 Proceed forward and down the stairs, collecting the [AUDIO LOG: AUTOPSY
 EXCERPT - VICTIM #7] on the side. At the end of the path, look to the right
 to spot a partially broken piece of railing. If you jump over the railing
 onto the metal support beam below, you can find a [DRONE MODULE: INDUSTRIAL
 ELECTROMAGNET] in a hidden cache. Continue dropping down to return to the
 Blue Sky Station (Decommissioned), during which you can backtrack to your
 previous location.
 
 
 Outer Sewers
 ------------
 Defeat the RHINO Rig lying on the ground, and go up ahead to spot a locked
 security access door. There are some Security Drones floating around,
 including one on a platform accessible by jumping (over here is a [PILE OF
 METAL SCRAP] as well). Destroy the Hazard Response Bot en route to the
 Laboratories.
 
 
 Laboratories
 ------------
 Up ahead is a pair of ambushing Rigs guarding an [AGGRRESSION AMPLIFIER V.2]
 Implant. Next, enter the room on the right and climb the stairs for a [RIG
 CAPACITOR] Implant. Down here you will come across the [FENRIS A-7], which
 automatically becomes Tungsten Alloy if you already acquired the weapon
 earlier.
 
 There are some more Hazard Response Bots wandering around down here, just as
 a heads up. You will come to a busy greenhouse area. Slay all the enemies
 first before combing the room; you'll find an [AUDIO LOG: CONCERNING ED...]
 on a desk in the back, an [IRONMAUS #9] comic book on a desk next to the
 audio log, and a [PILE OF RUSTY METAL SCRAP] next to a Level 10 Power
 Circuit. Overcharge the circuit, then enter the elevator (the stairs in the 
 back only leads to another locked security door).
 
 
 Greenhouse Facility
 -------------------
 This colorful area is home to many abandoned flora types. Collect the [PILE
 OF RARE MATERIAL SCRAP] behind the blue tarp and open the door next to the
 TV monitor.
 
 
 Savannah Climate Zone
 ---------------------
 Immediately you are ambushed by a RHINO Rig to your left, so counterattack.
 Defeat him and the Liquidator Rig, then exit to the Eurasian Climate Zone.
 
 
 Eurasian Climate Zone
 ---------------------
 Upon your arrival, smash through the pile of boxes on the right to discover
 a hidden closet. Kill the Liquidator Rig inside and pick up the [VITAL
 INJECTION V.3]. The main room is crawling with enemies, including two dormant
 Watchdog Bots that should be left alone until the other foes are dealt with.
 Afterwards, grab the [AUDIO LOG: DR. M. CHAVEZ, LOG #784] from the computer
 screen on the left side. 
 
 Fiddle with the other computer terminal to lower the lockdown and reactivate
 all locked doors, including the one nearby that leads back out to the Resolve
 Biolabs main area.
 
 
 Resolve Biolabs
 ---------------
 I suggest either going up the stairs to the Medstation or returning to Ops if
 you need a quick break. When ready, return to the door where you first spoke
 with Dr. Chavez to find that it is now open. Interact with the computer for
 an [AUDIO LOG: HELP!]. Go through the doorway.
 
 
 Tropical Climate Zone
 ---------------------
 In the back right corner of the room lies a [SERU HSS BIOMASTER], which may
 be useful if you did not obtain it earlier in the game. Take down the
 Security Drone and Watchdog Bot, then exit the room and go up the staircase.
 Kill the RHINO Rig and pick up the [SMALL PILE OF HIGH-TECH SCRAP], then
 trigger the Level 22 Power Circuit to unlock a door in the previous room
 (which contains a [RECLAMATION BUDDY V.2] Implant).
 
 Afterwards, go down the shaft to enter another series of underground tunnels.
 
 
 Supply Tunnels
 --------------
 Flip on your Rig lights and follow the walkway, and defeat the Hazard
 Response Bot next to the [ENDURANCE ENHANCER V.3] Implant. Up ahead lies the
 Pump Station.
 
 
 Pump Station
 ------------
 A pair of flamethrower-wielding Liquidator Rigs are trying to get into the
 room Dr. Chavez barricaded herself in. Bait them into using their weapons,
 then attack while they are reloading. She will let you in after coming to her
 rescue. Before going through, look for a [PILE OF METAL SCRAP] nearby.
 
 Inside the office, take the [AUDIO LOG: DR. M. CHAVEZ LOG #987] and the
 [BOTECS POWER CORE] before speaking with the doc. After agreeing to her
 proposal, she hands over the [ENCRYPTED DATA CHIP]. The BOTECS Power Core
 allows your drone to access distant Power Circuits, like the one outside in
 the Pump Station. While aiming the camera at the circuit above the door, hit
 Triangle to have your robot pal overcharge it.
 
 This creates a convenient shortcut leading back to the entrance.
 
 
 Blue Sky Station (Decommissioned)
 ---------------------------------
 With that, your quest in the Resolve Biolabs is completed. There are still a
 couple important odds and ends you can participate in here, now that you have
 the BOTECS Power Core.
 
 + From here, go through the Outer Sewers until you reach a room with a 
   winding staircase and some Security Drones. Have your drone bypass the
   Power Circuit, then open the door at the bottom of the stairs to find a
   [MEDI-VOLTAIC INJECTION V.3].

 + Return to the Eurasian Climate Zone to find another drone Power Circuit.
   This allows you to claim the [MODAXINOL INJECTOR], an Implant that can be
   used for personal benefit but, more importantly, is a key item in an NPC
   sidequest.

 Once you're done with these two tidbits, take the train back to Central
 Production B.


.-------------------------------.___________________________________.--------.
| Central Production B (Part 2) |___________________________________| [0404] |
'-------------------------------'                                   '--------'

  Key Items: Audio Log (Chaos Theory), Audio Log (Payload Irregularities),
             Audio Log (Happy Birthday!), Drone Module (Emergency Coolant 
             Vent), Audio Log (Reminder), Audio Log (RE: Conspiracy Theory), 
             CREO ex02 Prototype Rig, Spitfire Rod

  Enemies: LYNX Rig, RHINO Rig, SCARAB Rig, Liquidator Rig, CREO Security
           Guard, Welding Drone, Security Drone, Watchdog Bot, ARC Welder,
           Smelter Bot, Big SISTR 1/3 (Boss)

 ____________________________________________________________________________
 
 
 Outbound Train Station
 ----------------------
 Follow the path out of the station and towards Support Link 1. Up ahead, a
 flamethrower-carrying Liquidator Rig duels with a LYNX Rig. Watch the battle
 commence and take on the victor (probably the flamethrower guy). Defeat a
 second Liquidator Rig further down the catwalk near the large door. With your
 new ability you can overcharge the elevated Power Circuit and explore a new
 region of Central Production B.
 
 It is not a bad idea to return to the Ops base before you embark on a new
 adventure. The base has a new [AUDIO LOG: CHAOS THEORY] for you to listen to.
 
 + Give the Modaxinol Injector to Davey to complete the sidequest and receive
   a [VITAL INJECTION V.3] Implant, as well as a Trophy.
 
 
 Circulation Tower
 -----------------
 You encounter a grenadier Liquidator Rig on the other side of the open door.
 These brutes can fire caustic grenades that slowly damage over time. Just
 beyond him is a Smelter Bot - the fifth and final one of its kind - in a 
 defenseless posture. Bludgeon it for another [SHINING COIN], then look behind
 the rubble for an [ENDURANCE ENHANCER V.3] in the corner.
 
 + If you destroyed all five Smelter Bots, you will earn the "Melting Down"
   Trophy.
 
 Defeat another Liquidator Rig patrolling the staircase, then a SCARAB Rig in
 the room atop the stairs. The salvage here contains [RIG ARMATURE MK.III x6]
 and [CORTICAL PROCESSOR MK.III x6]. Continue up another flight of stairs and
 watch out for the ambushing SCARAB Rig. Next, smash the boxes next to the TV
 screen to discover a [RIG CAPACITOR].
 
 Go up another set of stairs, then turn left for a [PLASMIC REGENERATOR V.3]
 at the dead end. Turn back 'round and go down the hallway. An entrance to a
 blue-tinted room lies nearby, but ignore it and kill the Liquidator Rig.
 
 The blue room is crawling with baddies, and going in guns blazing is a tough 
 hill to climb. Instead, interact with the Level 20 Power Circuit to open the 
 back door, allowing you to isolate enemies and eliminate them, one at a time. 
 Search the room once the coast is clear for an [AUDIO LOG: PAYLOAD
 IRREGULARITIES] and a [RECLAMATION BUDDY V.2]. Exit to the next area.
 
 
 Resolve Chemical Refinery
 -------------------------
 Begin by picking up the [AUDIO LOG: HAPPY BIRTHDAY!] at the entrance and
 squaring off with the flamethrower Liquidator Rig. Kill the grenadier
 Liquidator Rig with his back to you, then the rest of the foes on this floor
 (mainly flamethrowers and grenadiers). Break the blue crates for a [LARGE
 PILE OF RUSTY METAL SCRAP]. If you are in need of health you can visit the
 MedStation near the second floor staircase, but otherwise descend into the
 basement.
 
 The smoke and steam can cloud your vision here, leading to potential enemy
 sneak attacks. Be on your guard when clearing out the SCARAB and Liquidator
 Rigs. Grab the [LARGE PILE OF METAL SCRAP] and bypass the Level 11 Power
 Circuit. This opens a door on the other side of the room (near this door is
 a [DRONE MODULE: EMERGENCY COOLANT VENT] inside a box). Use the exit.
 
 
 Circulation Tower
 -----------------
 In the next room, get the [AUDIO LOG: REMINDER] from the terminal and grab
 the [IMPLANTED ELECTRODES V.2] a little further up. Take on the flamethrower 
 Liquidator Rigs on the walkway, preferably waiting until they are on opposite
 ends. Kill another pair of baddies further down, reaching a set of stairs.
 Break the box underneath the glitching television screen for an [ENERGIZED
 POWER CELL V.2].
 
 You are currently on a catwalk above the Circulation Tower entrance; you can 
 drop off the broken railing to return to the foyer, but the optimal route is 
 to open the door in front of you to create a shortcut to the bottom of the 
 Conveyor Hub. Truth be told, it's not the most valuable shortcut.
 
 Return to the Resolve Chemical Refinery.
 
 
 Resolve Chemical Refinery
 -------------------------
 Return to the first floor and enter the side room with the MedStation. Lying
 against a blue storage bin is a [CORRODED BUTTERFLY] set. Continue up to the
 second floor, destroying the enemies and collecting the [FORCE REGULATOR
 MK.III x6] and [PNEUMATIC HELIX MK.III x6] along the way.
 
 The second floor is more of the same: narrow walkways hosted by grenadiers
 and flamethrowers. To your immediate right is one of each, guarding a [VITAL
 INJECTION V.3] Implant. Go down the main walkway to find an ARC Welder in the
 corner - fighting it is difficult due to the confined space and the presence
 of a hole in the floor in the back corner. After defeating it, drop down the
 hole to wind up on a little platform with a [SUSTAINING ARRAY V.2]. Fall
 down to the first floor and climb back up to the second floor.
 
 Defeat one more flamethrower Liquidator Rig to clear the floor. The exit is
 straight ahead, but there's some extra stuff to your left, including an
 [AUTO-AID V.2] and an [AUDIO LOG: RE: CONSPIRACY THEORY]. The door here
 cannot be opened just yet.
 
 
 Circulation Tower
 -----------------
 You are now in the upper portion of the Circulation Tower. You can find
 Irina Beckett at the top of the stairs.
 
 + Irina only appears here if you gave her a staff during your first visit to
   this zone. If she is present, speak with her and exhaust all dialogue to
   trigger the next part of this quest chain.

 From where Irina is standing, turn around and jump over the yellow railing
 onto the pipe. Follow it into a small grate to discover a [TACTILE OMNI-BOOST
 V.3]. Return to the balcony.

 Enter the tunnel behind Irina and kill the flamethrower Liquidator Rig. Make
 a right, take the [DRONE POWER CIRCUIT V.3] and then open the door. This room
 is crawling with two flamethrowers and one grenadier, so be careful. Once
 you're safe and sound, look for a display case tucked away in the corner and
 break the glass; you can subsequently steal the [CREO EX02 PROTOTYPE RIG].
 You can equip this new Rig the next time you're at a MedBay. 
 
 Use your drone to bypass the Power Circuit on the wall, opening a garage door
 leading back to the vending machine gang's hideout in the Conveyor Hub. Don't
 bother going through and instead return to the hallway, taking the other
 route.
 
 
 Builder Service Access
 ----------------------
 Note the lack of railings and barricades in this section and don't wander too
 close to the edge. Start going up the stairs to be greeted by a familiar
 voice.
 
 + You'll run into Jo here if you managed to pay her off earlier on. Her Tech
   Scrap demands increases to 10,000 - a bit steep, but an amount you can make
   during one run of the Circulation Tower.

 Ascend the stairs and at the top will be an Exo-Lift. Instead, carefully walk
 across the bridge and break down the two gates to return to Material Depot...
 practically right next to Operations! The Exo-Lift here turns on, creating an
 awesome shortcut. Up here on the balcony is a [VELOCITY ARRAY V.3] on some
 piping that you need to jump onto.
 
 Stop at Ops and make any modifications to your character in preparation for
 an upcoming boss battle (most importantly, upgrade your Rig for 2,500 Tech 
 Scrap to increase the amount of Implants you can equip to 12).
 
 By now you should totally be able to bump your Core Power up to at least 45,
 and your equipment should be Mk.II or higher. Due to the large number of
 shortcuts and side branches you can make scrap-farming runs at a much more
 reliable pace.
 
 + As a side note, the CREO Security Guards have respawned and you can find a
   pair at the Material Depot. If you want to complete your MG Gorgon set, you
   have a second chance at doing so.

 When you are ready, use the Exo-Lift in Builder Service Access to encounter
 the boss overlooking the Circulation Tower.


   ________________________________________________________________________
.-|                                                                        |-.
|o|                        --[  BIG SISTER 1/3  ]--                        |o|
|o|________________________________________________________________________|o|
|o|                                                                        |o|
|o| + Phase 1: Big SISTER's long pincer arm will spin in the air above you |o|
|o|            before slamming down onto the platform. The arm can slam    |o|
|o|            anywhere from one to three times in succession.             |o|
|o|                                                                        |o|
|o| + Phase 1: When Big SISTER's arm lowers to the ground and rears back,  |o|
|o|            it is preparing to lunge forward in a stabbing motion.      |o|
|o|                                                                        |o|
|o| + Phase 1: Big SISTER lowers one of its arms to the platform and       |o|
|o|            sweeps it across from side to side in an attempt to trip    |o|
|o|            you up.                                                     |o|
|o|                                                                        |o|
|o| + Phase 1: The boss occasionally fires a blue laser beam from its core |o|
|o|            and moves up, down, and around.                             |o|
|o|                                                                        |o|
|o| + Phase 2: When the boss's welder arm lowers to the ground and flame   |o|
|o|            points horizontally, it is readying to use a stab attack    |o|
|o|            similar to the last phase.                                  |o|
|o|                                                                        |o|
|o| + Phase 2: Like in the previous phase, when you see an arm raise high  |o|
|o|            in the air you should prepare for a downward strike.        |o|
|o|                                                                        |o|
|o| + Phase 2: Big SISTER's core lunges forward and can knock you back     |o|
|o|            onto the electrified platform behind you.                   |o|
|o|                                                                        |o|
|o| + Phase 2: The core positions itself either to the left or right side  |o|
|o|            of its base, then strikes in the direction it's facing      |o|
|o|            (either from left to right, or right to left). Stand behind |o|
|o|            the core so it zooms right past you.                        |o|
|o|                                                                        |o|
|o| + Phase 2: The core dangles above the center of the edge and swipes    |o|
|o|            repeatedly with its sharp tentacles.                        |o|
|o|                                                                        |o|
|o| + Phase 2: The core may rise offscreen, then smash down on the center  |o|
|o|            of the platform.                                            |o|
|o|                                                                        |o|
|o| + Phase 2: If you see the boss descend to your level and stretch its   |o|
|o|            tentacles, step backwards before it grabs and puts the      |o|
|o|            squeeze on you.                                             |o|
|o| ______________________________________________________________________ |o|
|o|                                                                        |o|
|o| Phase 1                                                                |o|
|o| -------                                                                |o|
|o| The Big SISTER 1/3 is a mechanized monstrosity composed of multiple    |o|
|o| working, moving parts (all equally deadly). The fight begins when you  |o|
|o| drop down onto the floating platform. At this point you are far away   |o|
|o| from the boss's "head", and it primarily uses its two long appendages  |o|
|o| to do damage. These two arms are equipped with blunt pincers and are   |o|
|o| incredibly mobile and powerful.                                        |o|
|o|                                                                        |o|
|o| Despite the small size of the platform and the boss's powerful moves,  |o|
|o| this is the easiest phase to telegraph and subsequently remain unhurt. |o|
|o| Each of the arm attacks can be simply scouted:                         |o|
|o|                                                                        |o|
|o| If one of its arms hovers above you, roll to the opposite side before  |o|
|o| it crushes you. If an arm cocks back, then get ready for a stabbing    |o|
|o| attack and also dive to the side. The boss's sweeping attack really    |o|
|o| only happens if you are on the front half of the platform, so stay     |o|
|o| near the back to completely phase out this attack. After each blow,    |o|
|o| you can quickly counterattack (a sliding attack is the quickest and    |o|
|o| arguably most successful option).                                      |o|
|o|                                                                        |o|
|o| Generally speaking, the two arms alternate in trying to murder you, so |o|
|o| you can further deduce that the right arm will attack after the left   |o|
|o| one's failed attempt. Now during all of this, Big SISTER 1/3 will be   |o|
|o| firing a laser beam that swipes upward like an uppercut. It's another  |o|
|o| added layer to the fight, but the beam usually penetrates just the     |o|
|o| center of the fighting arena.                                          |o|
|o|                                                                        |o|
|o| Alternate between the two back corners of the platform to minimize     |o|
|o| oncoming damage. Keep in mind that this is the easiest part of the     |o|
|o| boss fight, so ideally you shouldn't have to use any healing items     |o|
|o| here. No pressure.                                                     |o|
|o|                                                                        |o|
|o| Once you destroy both pincer arms, the platform extends closer to the  |o|
|o| squid-like robot; immediately run onto the extension before the first  |o|
|o| platform becomes engulfed in electricity. If you thought two arms were |o|
|o| bad, well, now you have to do battle against four welder arms!         |o|
|o|                                                                        |o|
|o| Phase 2                                                                |o|
|o| -------                                                                |o|
|o| The welder arms are much tinier and, as a result, are quick and have   |o|
|o| catlike reflexes. There are two arms on each side of the rectangular   |o|
|o| platform, so it is common to feel absolutely swarmed during battle.    |o|
|o|                                                                        |o|
|o| Technically you can target Big SISTER's core, but doing so without     |o|
|o| eliminating the welder arms is pure insanity. Focus on the four limbs  |o|
|o| because they are the heavy hitters and will shred you in seconds if    |o|
|o| left unattended.                                                       |o|
|o|                                                                        |o|
|o| This is the trickiest part of the overall boss fight simply due to the |o|
|o| level of chaos. The pincer arms were predictable and the boss's head   |o|
|o| follows a pattern, but these four arms (even with only two attacks),   |o|
|o| can gang up and mug you without hesitation.                            |o|
|o|                                                                        |o|
|o| Focus on one at a time and, again, stay in the back corners of the     |o|
|o| platform since the arms have trouble reaching those two spots. Your    |o|
|o| best bet is to use sliding attacks, one at a time, and then retreating |o|
|o| back to the corners to repeat. When an arm is destroyed the next one   |o|
|o| slide into the previous one's spot, meaning you don't have to leave    |o|
|o| your little nook - they will come to you.                              |o|
|o|                                                                        |o|
|o| Damaging and destroying the welder arms will not drain the boss's      |o|
|o| health bar, but it certainly makes the overall fight less stressful.   |o|
|o| Big SISTER 1/3's core can attack you during this phase if you venture  |o|
|o| out too far - another reason to stay way in the back.                  |o|
|o|                                                                        |o|
|o| The floor becomes electrified after the welder arms are taken out,     |o|
|o| forcing you onto a very small edge underneath the Big SISTER's core.   |o|
|o| This adds a new depth of challenge to the boss fight because your      |o|
|o| movement is restrained and backpedaling only results in electrocution. |o|
|o|                                                                        |o|
|o| Big SISTER's core uses five new attacks, in addition to rehashing the  |o|
|o| laser beam attack from Phase 1. Fortunately, there is only one target  |o|
|o| you have to focus and as a result the fight isn't as fast-paced as     |o|
|o| before.                                                                |o|
|o|                                                                        |o|
|o| Look for the telltale signs before each attack. For example, if the    |o|
|o| core rests itself on either side of its circular base, stand behind    |o|
|o| it, as it is readying to lunge diagonally to the opposite side. If you |o|
|o| see its tentacles outstretched, jump backwards before they can ensnare |o|
|o| you. You can step onto the electrified platform behind you to avoid    |o|
|o| Big SISTER's attacks, just don't set up shop there: taking 6-9 damage  |o|
|o| from the electricity is better than getting pummeled for 80-90 damage. |o|
|o|                                                                        |o|
|o| You must directly attack the core to deal damage; striking the base or |o|
|o| column does nothing. Revisit old techniques and use swift hits, opting |o|
|o| out of long combos that can get you in hot water. Sometimes the boss   |o|
|o| covers up and renders your attacks useless, so cease attack when the   |o|
|o| tentacles shield its "face".                                           |o|
|o|                                                                        |o|
|o| For what it's worth, this is the biggest bitch of a boss in the game,  |o|
|o| so if you can beat it without much headache then you should be square. |o|
|o| ______________________________________________________________________ |o|
|o|                                                                        |o|
|o| Every boss drops a special weapon upon defeat, but you can receive a   |o|
|o| rare upgraded "2.0" version by fulfilling secret requirements during   |o|
|o| the battle. Here is how to get the Spitfire Rod 2.0:                   |o|
|o|                                                                        |o|
|o| + Defeat the Big SISTER 1/3 with at least two welder arms in tact      |o|
|o|                                                                        |o|
|o| Despite mentioning earlier that breaking all of the boss's welder arms |o|
|o| was the way to go, this method requires you to leave at least two      |o|
|o| unharmed.                                                              |o|
|o|                                                                        |o|
|o| When you reach Phase 2, feel free to destroy two of the welder arms.   |o|
|o| The remaining two move down a conveyor belt to take their place at the |o|
|o| end of the line. With the arms shifted back, you can run up and devote |o|
|o| the rest of your attention to Big SISTER's core. The arms, for the     |o|
|o| most part, won't get in your way for the rest of the fight. In a way,  |o|
|o| this is the easier strategy because it does not cause the platform to  |o|
|o| become electrified.                                                    |o|
|o|                                                                        |o|
|o| + Rewards: 10,000 Tech Scrap, Spitfire Rod                             |o|
'-|________________________________________________________________________|-'
 
 Make sure you are standing on the edge near the core's base, because the
 remaining platforms disassemble and plunge into the depths. Once the rumbling
 commences, look for a sign on the right and jump down onto the ledge. Proceed
 through the vents, picking up the [PILE OF RARE MATERIAL SCRAP], until you
 reach an Exo-Lift. In the second ventilation shaft you can find a second
 [DRONE MODULE: EMERGENCY COOLANT VENT] - a backup in case you missed the
 first one. Continue until the floor collapses underneath you.
 
 
.------------------------.__________________________________________.--------.
| Research & Development |__________________________________________| [0405] |
'------------------------'                                          '--------'

  Key Items: Audio Log (Dear Micky...), CREO IP-75 'Inducer', Key Card - ID 
             #RD-23941001, Audio Log (Dr. Lawrence Murphy, Log #2), Audio Log
             (Reservations), Drone Module (Flamethrower Tank), Audio Log (Homo
             Machinalis), Audio Log (Black Project), Audio Log (Nanite 
             Protocols), Audio Log (Behind the Curtain), Audio Log (Dr. 
             Lawrence Murphy, Log #1), Audio Log (FW: Michael Shaw), Audio Log 
             (RE: Michael Shaw), Ironmaus #44, Audio Log (RE: New Subjects),
             MG Legionnaire

  Enemies: LYNX Rig, Liquidator Rig, Elite Hazard Rig, PROTEUS Module,
           Bloodied PROTEUS Module, CREO Security Guard, Shield Drone, Hazard
           Response Bot

 ____________________________________________________________________________
 
 
 Research & Development
 ----------------------
 Once you regain your composure from the fall, investigate your surroundings.
 The door in front of you is sealed shut, so take the stairs. Turn on your
 Rig lights, because otherwise you could easily miss a secret passage in the
 corner atop the stairs.
 
 
 Pressure Control
 ----------------
 Jo's voice blares over the intercom and activates a toxic gas defense
 mechanism (scoff at this attempt if you're wearing the Liquidator set). Have
 your drone bypass the Power Circuit and open the nearby door. Enter Jo's
 chambers. She once again shouts over the speaker system, imploring you not to
 touch anything.
 
 + Heed her advice and DO NOT take the salvage off the desk. While doing so
   nets you a nice weapon, you will fail Jo's sidequest as a result and lose
   out on a Trophy (plus you can just find the same weapon later on in the
   game). You can, however, interact with the computer screen to receive the
   [AUDIO LOG: DEAR MICKY...] without consequence.

 After learning a bit more about the mysterious Jo, leave her hideout and
 return to the main hallway.
 
 
 Research & Development
 ----------------------
 Pummel the Hazard Response Bot and Welding Drone en route to the Exhibition
 Floor.
 
 
 Exhibition Floor
 ----------------
 The scenic view is a stark contrast from the more desolate environments you
 have been roaming through. Trees, elegant statues, TV screens, display cases,
 and, of course, Don Hackett rambling over a giant projector. Run along the
 right side and grab the [MECHANIZED COUNTERWEIGHT V.3] behind the two glass
 displays.
 
 The door nearby and the one straight ahead atop the stairs are both locked;
 go up the stairs anyways and look behind the single vending machine for a 
 [PILE OF METAL SCRAP]. Get a running start and jump over the railing to wind
 up on top of the Ops base; take the [PILE OF HIGH-TECH SCRAP] and drop to the
 floor. Look for a display case near Ops containing two green pieces of
 equipment. Shatter the glass to retrieve the [CREO IP-75 'INDUCER']!
 
 Enter Operations. Contact Sally from the coms terminal for a little chat,
 then have a look around. Grab the [AUDIO LOG: DR. LAWRENCE MURPHY, LOG #2]
 and then talk to the sad sap in the corner. Alec Norris is distraught over
 the disappearance of his little girl Maddy. Pry some more info out of him,
 then agree to help to receive the [KEY CARD - ID #RD-23941001].
 
 Exit Operations and look for a staircase near the rear of the building which
 leads to an open door. Through the door is a flamethrower Liquidator Rig
 aided by a Shield Drone. When active, the Shield Drone creates a protective
 barrier around its closest ally. Defeat the Shield Drone to lower the shield,
 then take care of the enemy Rig. Open the door and proceed.
 
 
 Applied Nano Research
 ---------------------
 Avoid breaking the glass displays, or else you'll release toxic gas into the
 room. You are confronted by Dr. Gene Barett, a worker in the R&D department.
 You won't be able to enter the room he's in, but next to the door is a crate
 containing an [ADRENALINE SHUNT V.1]. Exit through the other door.
 
 
 Restricted Area: Utopia Project
 -------------------------------
 An Elite Hazard Rig is directly through the doorway. He is basically a buffed
 up version of the flamethrower Liquidator Rigs. They carry a new equipment
 set, so make sure to butcher him for a new Schematic. An easy way to kill the
 flamethrower variants is to target the canisters on their back. 
 
 Be careful as you descend the stairs to confront the other Elite Hazard Rigs;
 they sometimes purposefully destroy the toxic display chambers with their
 flamethrowers to create gigantic explosions. Clear the room of Elite Hazard
 and Liquidator Rigs.
 
 Take the [AUDIO LOG: RESERVATIONS] from the computer station and approach the
 balcony. Overcharge the Level 27 Power Circuit to open a door on the far end
 of the room - inside is an Elite Hazard Rig and a [PLASMIC REGENERATOR V.3].
 Next, return to the Power Circuit and look above the desk to spot a
 ventilation duct. If you jump on the desk and leap towards the duct, you can
 break the panel on the front and ultimately get inside. It's an uncoordinated
 jump, but definitely doable.
 
 Inside you'll find a [DRONE MODULE: FLAMETHROWER TANK]. Open the door and
 continue through the vent, taking a left and breaking the gate to wind up on
 the upper floor of the previous room. Slay the Elite Hazard Rig, then break
 the glass surrounding the tables to spot a [VANADIUM E-CELL V.3] underneath.
 Return to the vent and go down the other path leading to an Exo-Lift.
 
 Go through the dark shaft until you drop down into a hallway. Take care of
 the pair of Liquidator Rigs. The door closest to you is locked, but you can
 open the one at the opposite end near the vending machines.
 
 
 Bio Impact Research
 -------------------
 This chamber is filled with toxic display cases and Liquidator Rigs, meaning
 that you'll have to be careful in combat (unless you're wearing the
 aforementioned set, which in case you can be as reckless as you want).
 
 At the far end of the room is a three-way intersection. Start by taking the
 right path out onto a balcony.
 
 
 Exhibition Floor
 ----------------
 Approach the Level 27 Power Circuit and overcharge it. Return to the other
 room.
 
 
 Bio Impact Research
 -------------------
 The door on the left will now be unlocked. Don't use it and instead head
 straight instead, entering the dark vent. Kill the resting Liquidator Rig
 and use the Exo-Lift on the right to unlock a shortcut leading back to Ops.
 Pick up the [VITAL BOOST V.3] and exit to reach the floor level of the
 Exhibition Floor, right next to Operations.
 
 Return to the intersection and now take the door on the left. Take the Exo-
 Lift.
 
 
 Applied Nano Science
 --------------------
 You will drop down into the room that Dr. Barrett was earlier. Searching the
 area results in a skeletal android bursting out of a display case. This is a
 PROTEUS Module, a primitive-looking model that is deceptively strong and has
 the power of revival. A PROTEUS Module will come back to life - albeit in a 
 weaker state - once initially defeated, so don't celebrate prematurely! For
 this fella, target his left arm for the [CODENAME: PARSIFAL].
 
 You can find an [AUDIO LOG: HOMO MACHINALIS] from a computer terminal and a
 [TOXIC AUTOFILTER] Implant on the opposite side. You can open the door from
 this side for another quick shortcut.
 
 Backtrack to Bio Impact Research via the shortcut behind Ops.
 
 
 Bio Impact Research
 -------------------
 Once in the central ventilation duct, proceed through to reach the Nano
 Production Hall.
 
 
 Nano Production Hall
 --------------------
 You can see Dr. Barrett through the window, who begins talking gibberish
 again. To the right of the window is another [DRONE MODULE: FLAMETHROWER
 TANK], and on the left is a Liquidator Rig giving himself a concussion. Put
 him out of his misery and ride the Exo-Lift outta there.
 
 The ventilation duct is pitch black, so use your lights to see where you're
 going. Kill the LYNX Rig and approach the switch to open a pair of doors,
 releasing some Hazard Response Bots. Destroy them, then search the nook they
 emerged from for a [VITAL INJECTION V.3]. Drop down to the room below.
 
 There is a Level 25 Power Circuit on a ledge across from you; it seems
 impossible, but you can jump onto here from the step below where you fell
 from. The jumping system in The Surge is clunky at best, but from the ground
 you can first jump onto the step, then face the Power Circuit and leap to it.
 It's a pain in the ass, but your reward is a [MEDI-VOLTAIC INJECTION V.3] and
 an [AUDIO LOG: BLACK PROJECT]. Exit the room.
 
 An Elite Hazard Rig begins launching grenades as soon as you enter. Deal with
 him and look for a small crate near where you came in for an [ENERGIZED POWER
 CELL V.3]. Up on the wall on the opposite side of the room lies a Power
 Circuit; send your drone up there to open the righthand door. Before going
 through, look to the left to spot a crawlspace.
 
 
 Future of Earth Room
 --------------------
 This historical chamber contains many more glass cases filled with poison
 gas, and several flamethrower Elite Hazard Rigs. On the right end is a [PILE
 OF RARE MATERIAL SCRAP], and in the left corner is a dormant Hazard Response
 Bot. Proceed through the room, defeating all enemies (kill any accompanying
 Shield Drones first). Open the door at the end to wind up in the Exhibition
 Floor, on the balcony overlooking the Ops base.
 
 Make a pit stop if you'd like, but at some point backtrack through the room
 to Nano Production Hall and go through the door back near the Power Circuit.
 
 
 Nano Production Hall
 --------------------
 Wrap around the path towards a computer containing an [AUDIO LOG: NANITE
 PROTOCOLS]; a [PILE OF HIGH-TECH SCRAP] can be found here on a ledge near a
 display case. There are more Elite Hazard Rigs present, along with a Security
 Drone. The door on the bottom floor must be unlocked with the Level 10 Power
 Circuit on the upper deck, which is guarded by a pair of Elite Hazard Rig/
 Shield Drone combos. Once you open the door, bait the Elite Hazard Rig on the
 other side into the room so you can finish him off.
 
 Walk down the perilous path and ascend the stairs.
 
 
 Utopia Loading Bay
 ------------------
 The dimly-lit room is filled with standard Liquidator Rigs. Behind one of the
 cylindrical structures lies a [RIG CAPACITOR XL] for the taking. Look for a
 vent you can enter on the back wall and watch out for stealthy Hazard
 Response Bots cruising around. The vent will bring you back to the Nano
 Production Hall.
 
 
 Nano Production Hall
 --------------------
 A PROTEUS Module will surprise you as soon as you enter the room, so be on
 the defensive. Defeat it (remember that it'll reanimate after its initial
 demise) and look for an exit... the only door here is locked tight, so
 instead jump through the hole in the window.
 
 It's a long way down to the bottom, so stay on the catwalks as you navigate
 the inside of the tower. There are a couple ways to go, and the easiest path
 is with the Exo-Lift right next to you. Despite this, pass by the lift and
 tiptoe along the scaffolding towards the salvage, earning you a [VITAL BOOST
 V.3]. Continue clockwise around the room and jump through another hole in a
 window. 
 
 Kill the Shield Drone and Elite Hazard Rig, then claim the [VITAL INJECTION
 V.3] from inside the glass case. Enter the hallway and do battle with one
 more Elite Hazard Rig, then open the door at the end to return to the room
 with the PROTEUS Module.
 
 + If you talked to Alec Norris back at Ops, you can use his ID badge to open
   the second door in the hallway. Inside you'll find a damaged ARC Welder
   with a magenta paint job. Talk to the bot to learn that it is Maddy, Alec's
   "daughter". Continue the conversation and she'll get back on her feet; the
   next time you return to Ops you can share the good news.

 + Whenever you return to Operations, Maddy will be there with Alec. He still
   needs your assistance; agree to help patch up Maddy's broken leg to
   continue the quest. ARC Welders (commonly found in Central Production B)
   drop the [ROBOTIC LEG] when targeting it. Retrieve one for Maddy and hand
   it over to move onto the final step of the sidequest. 
 
 Return to the Exo-Lift in the tower and take a ride and subsequently get
 ambushed by an armored PROTEUS Module. These models can already pack a punch,
 but this one is much harder to take down. Select a body part and dismember it
 for the appropriate schematic and get ready for round two (you can only cut
 off one body part per individual, despite reanimation). 
 
 Here at the fork, hang a right and deal with another Hazard Response Bot.
 The room here at the end contains an [ENDURANCE ENHANCER V.5]. Be careful not
 to fall down the hole in the middle and return to the vents. An Ops sign 
 provides a welcome sight, so follow it to the left. Kill the Hazard Response
 Bot and take the [AUDIO LOG: BEHIND THE CURTAIN], then exit.
 
 
 Exhibition Floor
 ----------------
 You are now on the upper balcony, towering high above the Exhibition Floor.
 Unfortunately there is no easy shortcut to the Ops, but from the doorway you
 can jump over the railing on the right and navigate down the pipes to reach
 a balcony from earlier (back in Bio Impact Research). 
 
 Overall it's kinda risky and only if you're crazy desperate (along the way
 you can collect an [SNS DISINHIBITOR V.3] on the  pipes), but fortunately 
 there's a MedStation nearby for anyone low on items. 
 
 Your journey crosses paths with that of another PROTEUS Module; defeat it and
 claim another body part. At the end of the walkway is a door, and just beyond
 it is a MedStation hidden behind a stack of crates. Past the door you will 
 find Jo for a third and final time. Next to the vent is a [PILE OF HIGH-TECH 
 SCRAP].
 
 + Provided that you paid off Jo twice before (and didn't loot her hideout),
   she will ask for another lump sum. Give her 15,000 Tech Scrap to earn her
   sincerest thanks and finish the sidequest (giving you the "Repeat Customer"
   Trophy).
 
 Break open the gate and destroy the Hazard Response Bot in front of the Exo-
 Lift. On the left is a door you cannot get through, so continue riding
 further and further down.
 
 
 Unmapped Area/No Records Found
 ------------------------------
 You have descended so far down below the CREO facility that the organization
 has no official records of this location. Interesting! You will soon enter a
 room almost completely pitch black. Down here resides another PROTEUS Module
 as well as two LYNX Rigs. Defeat the big boy first; it may even accidentally
 kill the pair of LYNX in the process. Read the [AUDIO LOG: DR. LAWRENCE
 MURPHY, LOG #1] from the computer.
 
 The door near the computer is for security personnel only, so go down the
 dark passage instead... get ready for a PROTEUS Module ambush at the end! Fit
 into the vent and ride the Exo-Lift outta this creepy corridor.
 
 
 Exhibition Floor
 ----------------
 Open the door to create a shortcut bypassing the Unmapped Area, then hang a
 right.
 
 
 Restricted Projects
 -------------------
 Some Elite Hazard Rig/Shield Drone pairs roam the hallway here, so deal with
 'em accordingly. The door on the left leads directly to the Exhibition Floor
 entrance, providing arguably the best shortcut this zone has to offer at this
 point. Stop at Ops or continue down the hall and through the doorway at the
 end (taking the [PILE OF METAL SCRAP] from the crate here).
 
 Dr. Gene Barrett has holed himself in his office in a paranoid state. This
 area is challenging due to the amount of PROTEUS Modules, and by now you are
 probably well acclimated to their destructive nature.
 
 Enter Lab 12 on the left and kill the PROTEUS Module inside. Snag the [LARGE
 PILE OF RUSTY METAL SCRAP] inside the toxic gas chamber and the [AUDIO LOG:
 FW: MICHAEL SHAW]. The Exo-Lift next to the computer is out of order, so
 instead go through the vent on the opposite end and take the Exo-Lift down.
 
 Kill the PROTEUS Module in Lab 02 and watch out for the two roaming around in
 the central chamber (plus one behind a glass display that'll eventually break
 out if you get too close). 
 
 You can use the baiting method to try and pull one at a time into an isolated
 room or area so you can eliminate the numbers disadvantage. At some point
 you are going to have to clear out the central area, FYI. Lab 01 contains
 more display models, a [PLASMIC REGENERATOR V.3], an [AUDIO LOG: UTOPIA], and 
 a Level 10 Power Circuit.
 
 A door marked "C" in the central area unlocks. Upon opening it, a Bloodied
 PROTEUS Module comes charging out at you. This is a special, more powerful
 version that has all new armor and weapon Schematics.
 
 + Bloodied PROTEUS Modules are a rare commodity. In fact, this is the only
   individual found in the entire game. Again, the Bloodied PROTEUS is in fact
   a unique gear set and you can also get the [CODENAME: PARSIFAL V2.0] from
   it as well. If you are a completionist or really want this cool-looking
   armor, revisit this area and farm this respawning enemy.
 
 Enter the red tinted room and use the Exo-Lift to reach Dr. Barrett. Talk to
 him and exhaust all dialogue, then search his office for an [AUDIO LOG: RE:
 NEW SUBJECTS] and a [PILE OF RARE MATERIAL SCRAP].
 
 With that, your stay in Research & Development is just about over. Before you
 leave Restricted Projects, however, you can now use the two Exo-Lifts that
 were previously out of order. First take the one in the vent between Labs 01
 and 02 to reach Lab 11. Defeat the lone PROTEUS Module and pick up the [VITAL
 INJECTION V.3] off the balcony, then scour the actual laboratory for an
 [IRONMAUS #44] on the central desk. Take the Exo-Lift to reach a ventilation
 shaft containing [AUDIO LOG: RE: MICHAEL SHAW], then return to Operations.
 
 
 Exhibition Floor
 ----------------
 Due to the security break activated by Dr. Barrett, the grounds are filled
 with PROTEUS Modules and CREO Security Guards. Quickly make a beeline for
 home base, then assess the current situation.
 
 Security Guards roam the area along with some dismembered PROTEUS Modules.
 This is the first time you can actively farm these enemies, so spend a little
 time here if you wish to complete the MG Gorgon set or acquire an MG
 Negotiator. There is an [MG LEGIONNAIRE] lying on the ground underneath the 
 balcony leading to Restricted Projects, so make sure not to miss it amidst
 the pandemonium. 
 
 There is a large garage door not too far from Ops - you can't miss it. Open
 it to return to Central Production B.
 
 
.-------------------------------.___________________________________.--------.
| Central Production B (Part 3) |___________________________________| [0406] |
'-------------------------------'                                   '--------'

  Key Items: Equalizer, Audio Log (RE: Echelon 9), Audio Log (Farewell)

  Enemies: LYNX Rig, RHINO Rig, SCARAB Rig, Liquidator Rig, CREO Security
           Guard, Welding Drone, Security Drone, Shield Drone, Watchdog Bot,
           ARC Welder

 ____________________________________________________________________________
 
 
 Conveyor Hub
 ------------
 The security announcement made by the dastardly doc echoes throughout all of
 Central Production B, meaning that some shortcuts (such as the one leading to
 the Circulation Tower) are closed down and the region is combed by CREO
 Security Guards. Fortunately your stay here in Central Production B will be
 much, much shorter than previous visits.
 
 + Provided that you have all 5 Shining Coins, you can insert them into one of
   the vending machines here to open a secret chamber containing the fabled
   [IRONMAUS GEAR SET]! For your troubles, you also unlock the "It Lives! It
   Sniffs! It Conquers!" Trophy. Despite its comical appearance, the Ironmaus
   gear set actually isn't half bad: it costs ZERO Core Power to equip (you
   cannot equip individual parts) and the gear set bonus is nice too.

 Kill the SCARAB Rig near the vending machines and take care of the CREO
 Security Guard and Shield Drone just beyond. In addition to the security,
 Watchdog Bots commonly roam the zone as well. You'll find some at the bottom
 of the stairs. After the fight, look behind one of the storage containers
 for a [CONCUSSIVE ARRAY V.3].
 
 Take the long way back to Ops (through the Conveyor Hub and Material Depot);
 go up the stairs past the turret guy and pick up the [OMNI-AUDIT] at the top,
 then take on the two CREO Security Guards. Near the other turret here is a
 [PLASMIC ARRAY V.4], and further down the hall towards Material Depot lies a
 [REINFORCED PIPE]... if you're looking for one...
 
 
 Material Depot
 --------------
 There are more Watchdog Bots here in place of any enemy Rigs that were here
 previously. As seen earlier, these ones are much tougher than in past areas
 and will drop [ANCILLARY CORE XL] Implants instead of the regular type. Up
 the stairs near the security barricade is an [MG LEGIONNAIRE], and further
 up near Personnel Arrival you'll find Irina Beckett once more.
 
 + Irina only appears if you have successfully completed each step in her
   quest chain. This time she reveals that she is a CREO Security Guard, and
   is in need of an MG Gorgon set; she is in need of everything but the arms,
   so craft one leg, a body, and a head, then hand 'em over. It's 
   conflicting to help a friend who happens to side with the enemy...

 
 Personnel Arrival
 -----------------
 Stop at Operations and take the [AUDIO LOG: RE: ECHELON 9] from the terminal,
 then feel free to spend time at Gear Assembly or the MedBay. Exit when you're
 ready and pick up the [EQUALIZER] resting just outside the door. Further down
 the hall is a Watchdog Bot and a [DRONE POWER CIRCUIT V.3] near the vending
 machines. Take the elevator to Drone Registration.


 Drone Registration
 ------------------
 Pass through towards the train station.
 

 Central Production B
 --------------------
 Clear out the security forces in the train station, then have a look around:
 on the far left side is a [VITAL BOOST V.3], and close by near a garage door
 is a [KINASTHETIC AMPLIFIER V.3]. Lastly, pick up the [AUDIO LOG: FAREWELL]
 next to the corpse next to the outbound train.

 Return to Ops and restock on supplies, then go back to Material Depot.
 
 
 Material Depot
 --------------
 Enter the security checkpoint and kill the CREO Security Guard and Shield
 Drone, then ride the elevator.
 
 + Make sure you helped Irina Beckett before you leave for the Executive Forum
   or else she disappears forever!


.-----------------._________________________________________________.--------.
| Executive Forum |_________________________________________________| [0407] |
'-----------------'                                                 '--------'

  Key Items: Drone Module (Anti-Kinetic Shield), Audio Log (Dangerous Game),
             MG Judge, Audio Log (Intercepted Transmission 82-3856945), CREO
             ex06 Security Rig, Audio Log (Missing Office Supplies), Audio
             Log (Deeper in the Burrow), Audio Log (Operation Ferguson),
             Audio Log (RE: RE: Decision Still Pending?!), Audio Log (Legacy),
             Ironmaus #103, Audio Log (Alone), Audio Log (Part of the
             Machine), Audio Log (FAILSAFE PROTOCOL 00:03:12), Audio Log
             (Singularity), Audio Log (The Liberator - Interrogation
             Excerpt), MG Centurion

  Enemies: CREO Security Guard, Cerberus Guard, Security Drone, Shield Drone, 
           Detonator Drone, Watchdog Bot, Black Cerberus (Boss), P.A.X. (Boss)

 ____________________________________________________________________________


 Unmapped Area/No Records Found
 ------------------------------
 Step out of the elevator and navigate around the walkway to Operations.
 Communicate with Sally at the Communication Terminal, then leave and open the
 door next to you.
 
 
 Towering Eye
 ------------
 A CREO Security Guard welcoming committee is right on the other side of the
 door. Once you survive the mugging, go down the ramp on the right and look
 underneath it for a [DRONE MODULE: ANTI-KINETIC SHIELD]. Break the gate and
 go inside a vent, taking the [AUDIO LOG: DANGEROUS GAME] hidden behind the
 crates. Demolish the Hazard Response Bot and go the rest of the way to sneak
 behind a CREO Security Guard in the upper part of the foyer. Enter the vent
 up here en route to the Armory.
 
 
 Armory
 ------
 Push your way through the Hazard Response Bot, then make a right for a
 [LARGE PILE OF RUSTY METAL SCRAP]. You cannot use the Exo-Lift right here,
 so instead follow the main path through the shaft for a second [LARGE PILE
 OF RUSTY METAL SCRAP] and an exit.
 
 You unknowingly witness a meeting issued by The Black Cerberus, commander of
 Echelon 9: CREO's security force. You're going to have to fight this guy, but 
 wait for the other enemies to leave before stupidly jumping down into the 
 fray. Once the minions scatter, take the Exo-Lift down to the giant arena.


   ________________________________________________________________________
.-|                                                                        |-.
|o|                      --[  THE BLACK CERBERUS  ]--                      |o|
|o|________________________________________________________________________|o|
|o|                                                                        |o|
|o| + The Black Cerberus has a standard melee chain attack that lasts      |o|
|o|   anywhere from 2 to 4 hits, and sometimes chains together different   |o|
|o|   attacks in succession.                                               |o|
|o|                                                                        |o|
|o| + The boss leans back and swings his giant battle axe around and       |o|
|o|   around, creating a a tornado effect. It has a wide range, so back    |o|
|o|   away repeatedly.                                                     |o|
|o|                                                                        |o|
|o| + He can use a running baseball slide to close in on you, usually      |o|
|o|   followed by an overhead slam.                                        |o|
|o|                                                                        |o|
|o| + The boss can quickly step forward, then swing his axe to uppercut    |o|
|o|   you.                                                                 |o|
|o|                                                                        |o|
|o| + If you are far away the Black Cerberus may shoot an electric arc to  |o|
|o|   stun you - identical to the attack seen by Watchdog Bots.            |o|
|o|                                                                        |o|
|o| + The Black Cerberus can also shoot a pair of missiles at you. Again,  |o|
|o|   it is really only used if you and the boss are at a considerable     |o|
|o|   distance from each other.                                            |o|
|o|                                                                        |o|
|o| + The Black Cerberus will call upon a P.A.X. before retreating into    |o|
|o|   his quarters. The P.A.X. attacks and operates the same as the one    |o|
|o|   fought in the beginning of the game.                                 |o|
|o| ______________________________________________________________________ |o|
|o|                                                                        |o|
|o| It would be inaccurate to claim that The Black Cerberus is just a      |o|
|o| beefier version of the CREO Security Guards. He may be a human-type    |o|
|o| enemy just like the countless numbers slain on your quest, but he is   |o|
|o| exceedingly powerful and can kill you in a matter of seconds if you    |o|
|o| are not properly defending yourself. Plus, the battle is interrupted   |o|
|o| by P.A.X. enemies, which are a boss in itself, which the commander     |o|
|o| retreats to heal himself. This can be a doozy of a fight.              |o|
|o|                                                                        |o|
|o| The Black Cerberus carries a heavy-duty weapon and therefore has a     |o|
|o| slow attack speed, but don't get goaded into stringing together combos |o|
|o| or else he'll shred you: all it takes is two or three successive hits  |o|
|o| to kill you, so you don't want to get tangled up in his move set. Hit  |o|
|o| him once - maybe twice - after he completes a move or combo, then back |o|
|o| up and wait for the next attempt.                                      |o|
|o|                                                                        |o|
|o| I suggest keeping a little bit of distance between you and him, but    |o|
|o| not so far that he resorts to his electric shockwave or missiles. He   |o|
|o| may end up using his slide attack, but that is usually one slide       |o|
|o| followed by an overhead smash. As far as your drone companion, using   |o|
|o| your new Anti-Kinetic Shield module is the most beneficial choice.     |o|
|o|                                                                        |o|
|o| After taking out a quarter or so of his health, The Black Cerberus     |o|
|o| pushes you back and flees the scene, calling a P.A.X. to finish the    |o|
|o| job. During your duel with the P.A.X. he will slowly regenerate his    |o|
|o| health, so don't waste a lot of time with the big bot. It's a tricky   |o|
|o| line to maneuver - be quick, but not reckless and/or careless.         |o|
|o|                                                                        |o|
|o| The P.A.X. has the same mannerisms as the one you destroyed earlier in |o|
|o| the game, so use a similar strategy. The main difference is that you   |o|
|o| MUST trip it up during its stomp attack to stun it and deplete its     |o|
|o| health bar.                                                            |o|
|o|                                                                        |o|
|o| Fighting P.A.X. should be considered fairly easy even though it's been |o|
|o| a while, so ideally you don't want to consume many injectables when    |o|
|o| fighting it. Destroy the P.A.X. to bring the boss man back out.        |o|
|o|                                                                        |o|
|o| The Black Cerberus returns and resumes your one-on-one brawl with a    |o|
|o| bit more health than you left him at. Simply repeat the first portion  |o|
|o| of the fight and he brings in another P.A.X. This process will repeat  |o|
|o| itself until The Black Cerberus is slain.                              |o|
|o|                                                                        |o|
|o| ...Now there is an alternate battle strategy that is tedious, but      |o|
|o| overall can be considered an easier choice than the traditional method |o|
|o| of battle. It involves two things: a P.A.X. and the two white silos    |o|
|o| found on the outskirts of the arena.                                   |o|
|o|                                                                        |o|
|o| These white silos can be destroyed with the P.A.X.'s missile attack;   |o|
|o| the hard part is getting into position and baiting the attack out of   |o|
|o| it. One silo is in the corner near the boss's office and the other one |o|
|o| is on the opposite side of the room.                                   |o|
|o|                                                                        |o|
|o| The best advice I can offer is to fill up P.A.X.'s orange bar and then |o|
|o| run away; it'll only use the attack at a distance and I found it used  |o|
|o| it more frequently when the orange bar was filled or completely full.  |o|
|o|                                                                        |o|
|o| At this time, stand behind one of the white silos and wait for the     |o|
|o| barrage while locked onto your target, then sidestep. You are in luck  |o|
|o| if you see the silo up in flames. Let the P.A.X. approach you, then    |o|
|o| sprint away towards the other silo and stand in front. Dodge another   |o|
|o| set of volleys to blow up the second silo.                             |o|
|o|                                                                        |o|
|o| Just getting the P.A.X. to perform the attack takes some patience and  |o|
|o| trial and error, so stay as far away from it as possible to encourage  |o|
|o| the long-range attack. Once the two silos are rubble you can commence  |o|
|o| destroying the P.A.X.                                                  |o|
|o|                                                                        |o|
|o| The downside to this strategy is that in the time it took you to       |o|
|o| complete that task The Black Cerberus likely restored almost all of    |o|
|o| his health. On the plus side, The Black Cerberus will not be able to   |o|
|o| summon any more P.A.X. machines if the two silos are destroyed. So     |o|
|o| that means you can resume the fight uninterrupted.                     |o|
|o|                                                                        |o|
|o| The main upside, however, is that you subsequently earn the entire     |o|
|o| Black Cerberus gear set following your victory! Unless you want to     |o|
|o| replay the game multiple times to earn the set piece by piece, this is |o|
|o| the most convenient way of getting his gear. It's a very tedious       |o|
|o| process (especially if you die midway and have to redo it all), but    |o|
|o| worth it in the long run.                                              |o|
|o|                                                                        |o|
|o| Regardless of your option, keep in mind the The Black Cerberus is in   |o|
|o| fact an armored human and you can target specific body parts. There    |o|
|o| have been repeated reports of arm schematics not dropping upon         |o|
|o| successfully damaging the two silos, so it's a good idea to target one |o|
|o| of his arms for the entire duration (stick with one arm and don't flip |o|
|o| flop).                                                                 |o|
|o|                                                                        |o|
|o| I actually messed it up my first playthrough because I was using a     |o|
|o| Staff, which hit multiple body parts per swing and therefore did not   |o|
|o| weaken the targeted arm enough to perform a finishing maneuver. Keep   |o|
|o| that in mind: you may need to use an extra precise weapon.             |o|
|o| ______________________________________________________________________ |o|
|o|                                                                        |o|
|o| Every boss drops a special weapon upon defeat, but you can receive a   |o|
|o| rare upgraded "2.0" version by fulfilling secret requirements during   |o|
|o| the battle. Here is how to get the MG Judge 2.0:                       |o|
|o|                                                                        |o|
|o| + Have the P.A.X. destroy the two silos, then cut off The Black        |o|
|o|   Cerberus's right arm                                                 |o|
|o|                                                                        |o|
|o| The aforementioned strategy involving the P.A.X. wreaking destruction  |o|
|o| is how to obtain the upgraded boss weapon. Once the two white silos    |o|
|o| are kaput, destroy the P.A.X. and resume your duel. Remember to lock   |o|
|o| onto and only target the boss's right arm in order to weaken it enough |o|
|o| for a finishing maneuver. The silo method will earn you all armor      |o|
|o| pieces EXCEPT for the arm, so you must cut off his right arm to get    |o|
|o| the arm schematic and the special weapon.                              |o|
|o|                                                                        |o|
|o| + Rewards: 15,000 Tech Scrap, MG Judge                                 |o|
'-|________________________________________________________________________|-'
 
 The "Guard Dog" Trophy will pop along with "The Black Cerberus" Trophy if you
 managed to get his entire gear set and the MG Judge in one go. If not, don't
 fret: you can always try again in New Game+ (you actually have multiple
 chances in NG+, but that's a conversation for another time).
 
  + Author's Note: Thanks to user "Skompenso" for correcting me in that you
    need to actually make the armor in order to unlock the "Guard Dog" Trophy.
 
 Enter The Black Cerberus's quarters and go up the stairs for a [PILE OF RARE
 MATERIAL SCRAP] and an [AUDIO LOG: INTERCEPTED TRANSMISSION 82-3856945].
 Another [PILE OF RARE MATERIAL SCRAP] lies in a box near the vent leading
 back to Ops. Overcharge the Level 10 Power Circuit along the way and proceed
 through to Operations.
 
 
 Unmapped Area/No Records Found
 ------------------------------
 A metal display case opens, revealing a shiny new Rig. Smash the glass and
 pick up the [CREO EX06 SECURITY RIG]. Equip it at the MedBay for the
 "Watchman" Trophy. In addition to an extra four Implant slots, you can now
 bypass the security doors throughout the CREO facilities! With this handy
 tool at your disposal, go back to the Armory.
 
 
 Armory
 ------
 Back at the boss room, ride the Exo-Lift and open the security door. Search
 the right side of the dim hallway for an [AUDIO LOG: MISSING OFFICE SUPPLIES]
 and call the elevator. Surprise! A Cerberus Guard is waiting on the other
 side! This guy is similar to The Black Cerberus (hence the similarities in
 name), but understandably not as difficult. He wears a similar armor set and
 has a heavy-duty weapon - the [MG ADJUDICATOR] - that you should try to claim 
 as your own.
 
 You'll be seeing more Cerberus Guards throughout the Executive Forum, so
 consider this a head start. Ride the elevator.
 
 Grab the [LARGE PILE OF METAL SCRAP] from inside the box and pick up the
 [AUDIO LOG: DEEPER INTO THE BURROW] next to the vent. Go through, finish off
 the CREO Security Guard, then open the door.
 
 You enter a room that exudes a corporate aura. Welcome to the CREO Executive
 Forum! The area is patrolled by another Cerberus Guard accompanied by a
 Shield Drone. Exercise caution with these brutes and definitely prioritize
 the Shield Drone. To the right of where you enter is a [VITAL INJECTION V.5]
 inside a box. Open the door past the Cerberus Guard to reach the next area.
 
 
 CREO Executive Forum
 --------------------
 This entire area looks like the interior of an office building, which is a
 nice contrast to the desolation and destruction. Walk forward until you reach
 a yellow barricade and kill the Watchdog Bot that jumps over. You cannot
 pass, so go around the corner and follow the walkway (pick up the [LARGE PILE
 OF RARE MATERIAL SCRAP] behind the tree).
 
 Watch out for a Cerberus Guard ambush not too far from here. Deal with him,
 then take the [LARGE PILE OF MATERIAL SCRAP] behind the potted plant and
 descend onto the pebbles to find [RIG ARMATURE MK.IV x6], [CORTICAL
 PROCESSOR MK.IV x6], and an [AUDIO LOG: OPERATION FERGUSON] amongst the
 garden.
 
 + This is the last "Raging Drones" Audio Log, so if you collected all five
   you get the aptly-titled "Raging Drones" Trophy.
 
 Back on the walkway, pass the blockade and take on the CREO Security Guard
 behind it. Further down is a locked door with another guard sleeping on the
 job. Punish him, then walk down into the garden. Behind the rocks on your
 left is a [LARGE PILE OF METAL SCRAP]. 

 Detonator Drones hover around the garden, waiting to dive bomb you. Like
 defense-altering Shield Drones, Detonator Drones can fire an electrical beam
 to raise an ally's attack. Also try not to stay too close to one or you may
 risk getting hit by a kamikaze attack.
 
 Quickly dispatch them and the CREO Security Guard, then walk along the 
 pebbles to the end of the garden and snag the [PILE OF RARE MATERIAL SCRAP].
 Now return to the walkway and go in the same direction to reach a door.
 
 Enter the vent past the door to reach an intersection. What a dilemma. Go
 right. Open the box at the end for a [PLASMIC REGENERATOR V.5] and ride the
 Exo-Lift. Smash the Hazard Response Bot and ride one more Exo-Lift to wind up
 on a balcony overlooking the main Executive Forum entrance (the elevator
 leading to Central Production B). Pick up the [RECLAMATION BUDDY V.4] and use
 the Exo-Lift to wind up back at Ops.
 
 When ready, go back through the shortcut and proceed left at the earlier
 intersection. You'll bump into a CREO Security Guard along the way, and then
 a Cerberus Guard upon reaching a more spacious section of the vent. Once the
 dust settles, sniff around for a [LARGE PILE OF RARE MATERIAL SCRAP] and an
 [AUDIO LOG: BETRAYED]. Exit the vent ahead.
 
 You enter another corporate room. Read the computer screen for an [AUDIO LOG:
 RE: RE: DECISION STILL PENDING?!]. There is a door at the top of the stairs
 and a side room next to the entrance.
 
 + Irina Beckett will be here in this room, provided you followed all the
   necessary steps throughout the game. In a bittersweet moment, she demands
   you leave the restricted area and ultimately spars with Warren. Irina acts
   like your typical CREO Security Guard, but she carries a unique weapon:
   the [PEACEKEEPER] Staff. Focus on her right arm and perform a finishing
   maneuver to receive the weapon. Unfortunately, this leads to your friend's
   untimely demise. You unlock the "Duty-Bound" Trophy by executing Irina and
   completing the sidequest.
 
 Use the MedStation for a quick refill after the battle and also make sure to
 get the [LARGE PILE OF RUSTY METAL SCRAP] in the corner. Open the door Irina
 was guarding, then pass through the shaft and open the second door to create
 a mini shortcut connecting through the CREO Executive Forum. 
 
 Go through the other door atop the stairs near Irina's post. First head to
 the end of the balcony on your right for a [MEDI-VOLTAIC INJECTION V.5] and
 a napping Security Guard. To the left you bump into a Cerberus Guard flanked
 by a Shield and Concussive Drones. Once you take care of business, pass the
 TV monitor and ascend the staircase.
 
 The path straight ahead at the end is blocked off, so you can either go left
 or right. Head right for now and through the blockade. Two Cerberus Guards
 are itching for a fight, so do your best to isolate them and try to use the
 blockade to funnel them through individually. Before going through the door,
 make sure to collect the [MECHANIZED COUNTERWEIGHT V.4] behind the trees.
 
 You enter a very nice office with an even nicer view. This is the office of
 CREO's very own CEO and Executive Director: Jonah Guttenberg! Pick up the 
 [AUDIO LOG: LEGACY] from off the desk and the [IRONMAUS #103] from off the 
 bookshelf. Return to the blockade and start making your way down the left 
 path, but not before walking down the pebbles trail for an [AUDIO LOG:
 ALONE].
 
 Once again you are presented with a number of routes: straight ahead up the
 flight of stairs to the important-looking door, the less important door to
 the side, or the hallway on the other end. Ideally the two Cerberus Guards
 will stay at their posts atop the stairs, so you should only have to worry
 about the one on patrol.
 
 Open the side door first and proceed through the ventilation duct.
 
 
 Server Room
 -----------
 Judging by appearance, this looks to be a very valuable room from a 
 technological standpoint. Operate the terminal at the front of the room for
 an [AUDIO LOG: FAILSAFE PROTOCOL 00:03:12], and pick up the [AUDIO LOG: PART
 OF THE MACHINE] off the ground near the dead body.
 
 + This is the 11th and final "Into the Rabbit Hole" Audio Log. If you managed
   to complete the set you'll unlock the "Follow the White Rabbit" Trophy.
  
 Walk to the other end of the room and overcharge the Level 10 Power Circuit
 near the mess of gadgets in the room's center - this removes the security
 lockdown. Proceed to the far end of the Server Room to find [FORCE REGULATOR 
 MK.IV x6] and [PNEUMATIC HELIX MK.IV x6] near some canisters. Across the way 
 is a Level 85 Power Circuit.
 
 + The Level 85 Power Circuit should not be of any interest right now, but
   stand near it and look around until an icon appears on screen (it appears
   when standing near the leftmost circle on the floor). Doing this gets you
   the "Turing Test" Trophy for apparently finding Sally. Good hiding spot!


 CREO Executive Forum
 --------------------
 Back outside, take the main stairs and duel against the pair of Cerberus
 Guards. Next, open the oh so important double doors.
 
 
 Board Room
 ----------
 Watch the scene that commences inside the Board Room to receive the "Who's
 In Charge Here?" Trophy. There is nothing else of worth here, so leave.
 
 
 CREO Executive Forum
 --------------------
 Lastly, enter the hallway. There are several baddies here, including a
 Watchdog Bot at the far end of the hall that should be left undisturbed. Slay
 the CREO Security Guard and various drones first. Afterwards, enter the room
 on the right.
 
 Here you will be able to watch Don Hackett's swan song; his body hangs in
 front of the green screen you have become so accustomed to seeing. Tune out
 the grim scene and look for a switch on the back wall; hitting it opens a
 side room containing a [PNEUMATIC CALIBRATOR V.4]. An [AUDIO LOG:
 SINGULARITY] rests at Don's feet. Exit the studio.
 
 + For finding Don Hackett's body, you earn the "CREO Killed the Video Star"
   Trophy.
 
 Open the door on the left this time and continue through the ventilation
 shaft. Up ahead is a very useful Operations shortcut. A Cerberus and Security
 Guard reside in here, so it's not a bad idea to make a beeline for the Exo-
 Lift on the right to save yourself the agony of potentially dying (we'll be 
 returning through here anyways). Enter the room up ahead.
 
 
 Re-education Camp
 -----------------
 The tiny room's tranquility is interrupted when you approach the exit: a
 Watchdog Bot rises from a dark corner and lunges for you. Pound the robot and
 retrieve the [DRONE MODULE: ANTI-KINETIC SHIELD] from where it sat, then
 trip the Power Circuit with your drone. Next, look on the right side of the
 room where you entered to spot an [AUDIO LOG: THE LIBERATOR - INTERROGATION
 EXCERPT] behind a piece of sheet metal (very easy to miss!).
 
 Lastly, open the door to wind up in front of Ops. If you lifted the security
 lockdown in the Server Room, a second display case in Ops will open to reveal
 the [MG CENTURION] One-handed weapon. 
 
 + Collecting all four "Liberation" Audio Logs nets you the "Liberation"
   Trophy.
 
 + This is one of the best shortcuts in the game. Mainly for convenience, but
   it's also good when farming resources from enemies; this shortcut delivers
   you right to a ton of Cerberus Guards, who offer good armor and a lot of
   Tech Scrap per individual kill.

 Once you're done at Operations, go back up the Exo-Lift.
 
 
 CREO Executive Forum
 --------------------
 If you didn't get it earlier, take the [PILE OF HIGH-TECH SCRAP] from inside
 the vent. Wipe out the opposition here on the floor and make your way
 towards the exit near Jonah's office, which opened after lowering the
 security lockdown.
 
 The elevator at the end is heavily guarded: two CREO Security Guards, a
 Security Drone, two Detonator Drones, a Watchdog Bot, and a special Echelon
 9 Guard (a Cerberus Guard carrying an MG Judge). This Watchdog Bot and
 Cerberus Rig are passive until directly assaulted, so naturally leave them 
 for last. While fighting these two, retreating towards the blockade may make 
 them return to their post and expose their backs to you. Sneak attacks
 galore!
 
 This enemy does not respawn when killed. You receive an [SNS DISINHIBITOR
 V.4] and the "Shall Not Pass" Trophy once victorious.
 
 + The aforementioned elevator takes you to the final zone: Nucleus. You are 
   more than welcome to see what it's like down there, but I recommend going
   back to the other areas with your new Security Rig to gather up some final
   collectibles.

 + Going down the elevator before finishing the Alec Norris sidequest up to
   this point (replacing Maddy's leg) will cause you to fail the entire quest. 


.--------------------------.________________________________________.--------.
| Intermission: Loose Ends |________________________________________| [0408] |
'--------------------------'                                        '--------'

  Key Items: Audio Log (FAILSAFE PROTOCOL 00:00:19), Audio Log (FAILSAFE 
             PROTOCOL 97:17:04), MG Negotiator, Audio Log (FAILSAFE PROTOCOL 
             20:51:40), Audio Log (Dr. Lawrence Murphy, Log #17), Audio Log
             (Dr. Lawrence Murphy, Log #14), Codename: Carmina, Sunglasses,
             Codename: Valkyrie, Nano Core x12

  Enemies: idk like all of them lol

 ____________________________________________________________________________
 
 From leftover Power Circuits to old security doors, there are a number of
 activities in previous levels that can be completed before entering the final
 area of the game. This will be a quick section recapping everything that you
 missed during your playthrough, and remember that it is all completely
 optional.


.----------------------._____________________________________________________
| Abandoned Production |_____________________________________________________|
'----------------------'
 
 Main Assembly Line
 ------------------
 In the first part of the Main Assembly Line, not far from Ops, is a Level 55
 Power Circuit. Your Core Power should be that or higher, allowing you to
 overcharge it. Doing so earns you [NANO CORE x2]. Nano Cores are located in
 these burly Power Circuits and help upgrade your equipment to unprecedented
 levels.
 
 
 Power Plant
 -----------
 Enter the Power Plant from the Rocket Assembly Station and go down the stairs 
 to reach the basement. Here you can use your drone to toggle the Power
 Circuit and unlock the door. Inside the room are a couple RHINO Rigs and a
 computer containing an [AUDIO LOG: FAILSAFE PROTOCOL 00:00:19]. 

 Proceed through the Power Plant until you reach a security door. Now that
 you are authorized to proceed, you can claim the [VITAL BOOST V.5] that is
 inside.


.----------------------._____________________________________________________
| Central Production B |_____________________________________________________|
'----------------------'

 Material Depot
 --------------
 Look for a Level 75 Power Circuit at the bottom of the staircase leading
 from the security checkpoint (which takes you to Executive Forum). Bypass it
 for [NANO CORE x2]. 
 
 
 Conveyor Hub
 ------------
 There are two more Power Circuits in this area: the first is a Level 60 Power
 Circuit found midway down a long flight of stairs. From Ops, you can cut
 through Support Link 2 and hang a right after the bridge. Pass the turret and
 take the stairs here to eventually reach it and the [NANO CORE x2] inside.
 
 + If you have not done so already, find an destroy an ARC Welder here in the
   Conveyor Hub to receive a [ROBOTIC LEG] for the Alec Norris/Maddy quest.
 
 The second is near the main entrance to Research & Development, where the
 vending machine gang (and IRONMAUS gear set) is. This is a Level 70 Power
 Circuit, also containing [NANO CORE x2].


 Toxic Waste Maintenance
 -----------------------
 From the Ops base, you can take the elevator at Material Depot down to this
 area. Make a right and open the security door to enter an office containing a
 [VITAL BOOST V.5] and [AUDIO LOG: FAILSAFE PROTOCOL 97:17:04].
 
 
 Resolve Chemical Refinery
 -------------------------
 The room in question is near the top of the Circulation Tower, close to where
 you met up with Irina Beckett for a second time. Once on the second floor of
 the refinery, look for a security door on the left side. Inside the lab is an
 [MG NEGOTIATOR] and a [VANADIUM E-CELL V.3].


.-----------------.__________________________________________________________
| Resolve Biolabs |__________________________________________________________|
'-----------------'

 Outer Sewers
 ------------
 Enter the Outer Sewers from Operations and proceed through until you get to
 the Resolve Biolabs elevator. Turn to the left and clear out the enemies,
 then open the security door.
 
 Kill the Cerberus Rig near the entrance and continue up the ramp to a square
 room. This small area is packed to the brim with baddies: two more Cerberus
 Rigs, about four CREO Security Guards, a pair of Detonator Drones, and a
 Watchdog Bot. It's a ridiculous number compared to how small the room is, so
 back down the ramp once you get their attention; usually at the bottom of the
 ramp is when they turn back around, so try to single them out here.
 
 Once everyone is dead, explore the chamber to collect a [PNEUMATIC CALIBRATOR
 V.2]. Head down the hallway on the other side and look for a [VITAL BOOST XL
 V.4] behind the blue crate in the corner. Turn to the right and destroy the
 barrels to reveal a [RED X-CABLES] inside a cage. Ahead lies an intersection:
 down the stairs is a security door bringing you back to Laboratories and up
 the stairs is another security door leading to the upper portion of the
 Outer Sewers.
 
 
 Laboratories
 ------------
 From the previous area, go down the stairs into Laboratories; in this room
 you can find a Level 80 Power Circuit containing [NANO CORE x2]. You likely
 aren't at that high of a level and probably won't by the end of the game, so
 you can always save this for New Game+. 


.------------------------.___________________________________________________
| Research & Development |___________________________________________________|
'------------------------'

 Restricted Area: Utopia Project
 -------------------------------
 You can easily return here from Ops by passing through Applied Nano Science.
 Inside is a Level 65 Power Circuit that contains - you guessed it - [NANO
 CORE x2].
 
 
 Restricted Projects
 -------------------
 Return to Dr. Gene Barrett's office in Restricted Projects. The doc sure has
 been busy: he somehow managed to turn himself into a PROTEUS Module! Despite
 his obvious indifference towards you, attack him to trigger a battle. He is
 much more nimble than other PROTEUS Modules and also has a nifty Twin-Rrgged
 weapon. Watch out for his hurdles and swift strikes, and sever one of his
 arms for the [CODENAME: VALKYRIE]. Putting Dr. Barrett out of his misery also 
 nets you the "Homo Machinalis" Trophy.
 
 
 Pressure Control
 ----------------
 From the Exhibition Floor, head down the side tunnel leading back to where
 you landed after the Big SISTER battle, and make a pit stop at Jo's hideout.
 If you completed her sidequest, a pair of [SUNGLASSES] are on the desk where
 the Equalizer was. Purely a cosmetic equipment piece, but you also get the
 "Sunglasses At Night" Trophy.
 
 Exit her hideout and continue down the stairs to spot a security door. There
 are two other security doors in Research & Development (one is in Applied
 Nano Research and the other is deep down in Unmapped Area/No Records Found).
 They are all interconnected and lead to the same place, so get started since
 you're right here.
 
 
 Unmapped Area/No Records Found
 ------------------------------
 The security door takes you to another unmapped region. You will encounter
 odd looking creatures down here called Chrysalis. Made almost entirely of a
 crystalline material, Chrysalis have a very alien image and can contort their 
 body to dish out damage, such as spinning around like a tornado. They are
 very agile and can string together combos effortlessly.
 
 These enemies are incredibly powerful one-on-one, and getting ganged up is 
 definitely not a good idea at all. Try to isolate one and bring it outside
 the doorway to safely fight.
 
 Have a look around after killing the two Chrysalis. A ramp on the right leads
 down to the security door leading back to the other side of the Unmapped
 Area/No Records Found. In the main chamber is a couple terminals holding an 
 [AUDIO LOG: FAILSAFE PROTOCOL 20:51:40] and [AUDIO LOG: DR. LAWRENCE MURPHY,
 LOG #17].
 
 A third Chrysalis is down the poisonous passage, as is an [AUDIO LOG: DR. 
 LAWRENCE MURPHY, LOG #14]. Next door is a vent leading to the third security 
 door, taking you to Applied Nano Science. Left of the computer is a Level 30
 Power Circuit, tucked away in a mass of crystals. An announcement shouts that
 several lobby exhibits in Exhibition Floor have unlocked - the one in front
 of Ops contains [CODENAME: CARMINA]. 
 
 + Chrysalis are rare enemies that offer a really nice gear set at this point
   in the game, as well as the [METAMORPHING TALONS]. Make a couple stops here
   between Operations visits to farm all the equipment.
 
 
.---------._________________________________________________________.--------.
| Nucleus |_________________________________________________________| [0409] |
'---------'                                                         '--------'

  Key Items: Audio Log (Rendezvous), Audio Log (Rendezvous - Update), Audio
             Log (Dr. Lawrence Murphy, Log #5), Audio Log (Dr. Lawrence
             Murphy, Log #11), Audio Log (Dr. Lawrence Murphy, Log #8), Audio
             Log (Stay Tuned!), A Girl's Necklace, Audio Log (FAILSAFE
             PROTOCOL 14:32:57), Ironmaus #23, Audio Log (Package Delivery),
             Audio Log (Intercepted Transmission 83-1266548), Audio Log (Dr.
             Lawrence Murphy, Log #23), Codename: Gotterdammerung

  Enemies: CREO Security Guard, Cerberus Rig, PROTEUS Module, Chrysalis, 
           Shield Drone, Watchdog Bot, Hazard Response Bot, Nanite Blob,
           Rogue Process (Boss)

 ____________________________________________________________________________
 

 Nucleus - Launchpad 01
 ----------------------
 Immediately at the start is a Level 80 Power Circuit. This leads to an 
 optional area with some PROTEUS Modules and a [VITAL INJECTION V.5], so don't
 panic if you aren't there yet. Otherwise pick up the [AUDIO LOG: RENDEZVOUS]
 and exit onto the catwalk.
 
 
 Floor 1 - Cargo
 ---------------
 Continue on the catwalk and take the side stairs down to a [PLASMIC
 REGENERATOR V.5] inside a box. Return to the main path and fiddle with the
 computer to call a freight elevator to the first floor. This freight elevator
 is the focal point of Nucleus and will be used to move between the various
 floors. What's so important about the elevator is that Operations is located
 on it, meaning that you have a moving Ops!
 
 Inside Ops is an [AUDIO LOG: RENDEZVOUS - UPDATE], and the essentials. 
 
 + If you have kept up with the Alec Norris sidequest, he will be here at Ops.
   Agree to help find Maddy one more time.

 The path outside of Operations is blocked by a strange electrical field, so
 take the stairs towards the second floor (the stairs on the right lead to a
 [LARGE PILE OF RUSTY METAL SCRAP]). A Chrysalis attacks from behind a stack
 of boxes, so prepare for the sneak attack. Defeat it and open the door.
 
 Kill the zombified Security Guards in the stairwell and head on up, grabbing
 the [LARGE PILE OF METAL SCRAP] along the way. PROTEUS Modules and Security
 Guards scour the stairwell, so fend for yourself and open the first
 available door.
 
 Pass through the vents inhabited by a Hazard Response Bot, then drop off the
 balcony to end up on the roof of Ops. Take the [SNS DISINHIBITOR V.4], then
 drop down the rest of the way and return to the stairwell. Climb to the top
 and pick up the [AUDIO LOG: DR. LAWRENCE MURPHY, LOG #5] before going through
 the door.
 
 
 Floor 2 - Refueling
 -------------------
 A Chrysalis confronts you on the platform. Look around after taking it down;
 you will find several routes: a path behind the red cargo container and a red
 catwalk. Go for the catwalk and use the terminal on the right to raise the
 freight elevator to this location. Now you can return to Ops without having
 to backtrack. Talk about service!
 
 Out of all the different paths to take, enter the room behind the red cargo
 container first. There are two Chrysalis in here, so definitely single them
 out, one at a time. Search the room for an [AUDIO LOG: DR. LAWRENCE MURPHY,
 LOG #11] and a [VITAL INJECTION V.5]. The vent in here only leads to a locked
 door, so turn back.
 
 Return to the red catwalk and hang a left this time to run into some PROTEUS
 Modules, a doorway, and a set of stairs. Take the stairs to reach a dead end
 with a [LARGE PILE OF METAL SCRAP] and then go through the doorway. Doing so
 causes all the exits to lock as the room fills with toxic gas. Ignore the
 Chrysalis here and sprint for the Exo-Lift at the opposite end.
 
 
 Floor 3 - Rapid Launch Control
 ------------------------------
 Proceed along the walkway to find a [LARGE PILE OF RARE MATERIAL SCRAP] in a
 yellow box. Kill the PROTEUS Module and use the Level 50 Power Circuit to
 receive [NANO CORE x2]. You cannot do anything else up here, so either
 backtrack to Floor 2 (the doors in the previous room will unlock) or leap 
 over the barricade back down to Ops.
 
 
 Floor 2 - Refueling
 -------------------
 Continue past the elevator controls to find a PROTEUS Module guarding an
 [ENDURANCE ENHANCER V.5], then move onward to find a Chrysalis and some
 zoned-out Security Guards. Enter the next area.
 
 
 Nitrogen Pump Station
 ---------------------
 Go down to the bottom of the stairs, where a zombified Security Guard is
 bumbling around. Destroy the slew of crates to find a [VANADIUM E-CELL V.5]
 and sidestep the acid on the ground towards the door - opening this creates a
 shortcut to the Floor 1 stairwell.
 
 Approach the broken railing and jump below onto the platform. Pick up the
 [LARGE PILE OF RARE MATERIAL SCRAP] and work your way down to reach a
 passage covered in sludge. The zombie CREO Security Guards down here carry
 [FRACTAL REAVER] Single-rigged weapons.
 
 The fork ahead provides you with several options. First go straight ahead
 into the room. Ride the Exo-Lift to find a [VITAL INJECTION V.5] on the
 balcony. Go back down and enter the toxic room; the flamethrower Elite Hazard
 Rigs can create huge explosions here due to the gas. Turn back after you have
 defeated them.
 
 At the intersection, go to the right and ride the Exo-Lift into the vent.
 Grab the [AUDIO LOG: DR. LAWRENCE MURPHY, LOG #8] and head to end to find a 
 room filled with dismembered PROTEUS Modules. Put 'em out of their misery and
 take the [LARGE PILE OF MATERIAL SCRAP] before taking the Exo-Lift.
 
 
 Escape Assembly Point
 ---------------------
 There is a giant living blob of crystalline matter up ahead, and it is mean. 
 This Nanite Blob packs a bigger punch than even the Chrysalis monsters, so if 
 you want to run and open the security door behind it that is perfectly fine. 
 One reason to do this is because through the security door is a second door 
 that creates a shortcut right back to Ops.
 
 Nanite Blobs are the most ridiculously dumb enemies in the game. They are
 super strong (their long-range blade attack can kill you in one combo), when
 damaged they can split into smaller individuals, and the only way to kill one
 is to weaken it until you can hold Square to overcharge it.
 
 Behind the Nanite Blob is an [MG CENTURION]. Through the security door, next
 to the shortcut, is a computer with an [AUDIO LOG: STAY TUNED!]. Take the
 elevator to a higher floor.
 
 A CREO Security Guard (alive!) and Watchdog Bot patrol the room - deal with
 them and check the wall for a MedStation if you're hurtin'. Behind the boxes
 in the corner is a [LARGE PILE OF HIGH-TECH SCRAP]. Go up the stairs to find
 a Cerberus Rig and Shield Drone.
 
 + Surprisingly, you'll find a Maglev here. You can ride it to return to 
   Central Production B if you so desire. You will be brought to a hidden
   train station beneath Central Station (near Conveyor Hub).
 
 Head down the ramp and drop down the hole, then sneak up on the unsuspecting
 Chrysalis. Go in the ventilation duct, take the [LARGE PILE OF METAL SCRAP],
 and use the Exo-Lift. At the top, fall down the hole to wind up on a ledge
 with a [LARGE PILE OF HIGH-TECH SCRAP]. Down below is the third floor. DO NOT
 jump down yet! Pan the camera and assess the situation below.
 
 
 Floor 3 - Rapid Launch Control
 ------------------------------
 In this area you have a Level 10 Power Circuit directly across from your
 location, and two asshole Nanite Blobs. Your goal is to haul ass an bypass
 the Power Circuit here (you cannot get hurt or be interrupted while in the 
 process of overcharging, which is a big relief), then turn around and run
 past the closed door. You will have activated the Exo-Lift here, which takes
 you to the freight elevator control. Bring that bad boy up here and hide in
 Operations.
 
 You'll come to learn that Nanite Blobs are such a pain in the ass that they
 really aren't worth the trouble of fighting. Run past the two outside of Ops
 and open the door. Ignore the third inside and climb the stairs, overcharging
 the Level 10 Power Circuit on the dashboard. Enter the ventilation duct
 behind you and ride the Exo-Lift.
 
 Nearby in the vent is a [FORCE REGULATOR MK.IV x6] and [PNEUMATIC HELIX
 MK.IV x6]. Follow the winding vent to end up back at Floor 2 - Refueling.
 
 
 Floor 2 - Refueling
 -------------------
 Collect the [AUDIO LOG: DR. LAWRENCE MURPHY, LOG #6]. Here you'll find a
 shortcut back to the room with the locking doors and poison gas. Go inside
 and use the Exo-Lift to return to the catwalk on Floor 3 from earlier.
 
 
 Floor 3 - Rapid Launch Control
 ------------------------------
 Defeat the PROTEUS Module and go to the end of the walkway. With the freight
 elevator moved, a new platform will be here for you to explore; an [AUTO-AID
 V.4] rests smack dab in the center.
 
 + The following area is really only important if you are participating in the
   Alec Norris sidequest, otherwise it yields little rewards.
 
 Pass along the storage containers to a room with a hidden Chrysalis. Drop
 along the broken ledges down the shaft to the Nitrogen Pump Station.
 
 
 Nitrogen Pump Station
 ---------------------
 Break the gate and go inside the vent here.
 
 + If you continue dropping down you can get another [VITAL BOOST V.5], but
   you'll wind up at the bottom of the pump station and have to retrace your
   steps.

 Go through to reach a spacious area with a Chrysalis and Detonator Drone. The
 Exo-Lift takes you back to the earlier platform, though on the other side of
 the storage containers.
 
 
 Floor 3 - Rapid Launch Control
 ------------------------------
 Assuming you have been following the walkthrough up to this point, you will
 find a deceased Maddy. Inspect her body for [A GIRL'S NECKLACE]. A [MEDI-
 VOLTAIC INJECTION V.5] is also found here.
 
 + Give Alec Norris the necklace. You can either inform him of Maddy's death
   or opt to keep it a secret (you earn a [VITAL BOOST V.5] for telling the
   truth). Either way you unlock the "Ghost in the Machine" Trophy.
 
 
 Nitrogen Pump Station
 ---------------------
 Back inside the vent, take a side path through a darkened portion and slide
 onto the island for a [LARGE PILE OF HIGH-TECH SCRAP]. Drop down. I suggest
 returning to Floor 2 - Refueling and calling the freight elevator. After,
 use the shortcut back to Escape Assembly Point.
 
 
 Escape Assembly Point
 ---------------------
 Ignore the Nanite Blob and immediately sprint up the stairs and take the
 [LARGE PILE OF RARE MATERIAL SCRAP] as you burst through the gate into the
 the vent. It takes you right back to the Nitrogen Pump Station.
 
 
 Nitrogen Pump Station
 ---------------------
 This caustic room can be very dangerous due to the Elite Hazard Rigs in here
 (especially the flamethrower one). Overcharge the Level 10 Power Circuit on
 the white silo. The Exo-Lift brings you back down to the intersection, so
 instead go down the hallway. Pick up the [LARGE PILE OF MATERIAL SCRAP] and
 open the security door.
 
 
 Utopia Preparation Classified
 -----------------------------
 First order of business is executing the Chrysalis on the first floor. Next,
 go straight ahead and interact with the computer for an [AUDIO LOG: FAILSAFE
 PROTOCOL 14:32:57]. Next to the computer is an [IRONMAUS #23] comic book on
 the metal box.
 
 + This is the sixth Ironmaus comic book. Collecting all six nets you the
   "Sniffing Around" Trophy.

 There are two Security Guards and a Cerberus Rig atop the stairs nearby, as
 well as an [AUDIO LOG: INTERCEPTED TRANSMISSION 83-1266548]. Enter the vent
 and continue to reach a dead end. Interact with the Level 30 Power Circuit
 and return to the previous room. Opening the door here leads to a balcony
 with a Nanite Blob and a [LARGE PILE OF HIGH-TECH SCRAP].
 
 Return to the first floor and approach the big silo. Defeat the two CREO
 Security Guards and Nanite Blob, then pick up the [AUDIO LOG: PACKAGE
 DELIVERY]. Approach the switch next to the silo.
 
 + There are two different endings to The Surge, and are dependent on this
   control panel. By interacting with the control panel next to the missile,
   you will insert a virus that corrupts the Utopia protocols. Or you can
   leave it alone and let Project Utopia unfold.

 Go down the stairs next to the missile silo, take the [PILE OF HIGH-TECH
 SCRAP], and enter the area.
 
 
 Nucleus - Launchpad 02 (Restricted Access)
 ------------------------------------------
 The environment here is heavy on purple crystal and metal, making for a
 strange setting. Hang a left through the tunnel, leading you to a walkway
 with an [AUDIO LOG: DR. LAWRENCE MURPHY, LOG #23]. Carefully walk out onto
 the edge of the cliff and grab the [CODENAME: GOTTERDAMMERUNG]. Return to the
 entrance and go straight, then to the right.
 
 + This is the final audio log from Dr. Lawrence Murphy. You'll get the
   "Evolution Theory" for obtaining all nine of 'em.
 
 
 //Data Checksum Fail
 --------------------
 Enter the vent below the stairs for [RIG ARMATURE MK.IV x6] and [CORTICAL
 PROCESSOR MK.IV x6]. Atop the staircase is a Nanite Blob guarding a [LARGE
 PILE OF HIGH-TECH SCRAP] and another [CODENAME: GOTTERDAMMERUNG]. Continuing
 down the path brings you back to Floor 1 - Cargo. You can bring Ops back down
 to this level for a pit stop before returning to Launchpad 02.
 
 
 Nucleus - Launchpad 02 (Restricted Access)
 ------------------------------------------
 Up ahead is a staircase leading down into a large arena. That is where the
 final boss battle takes place. Make sure you have completed every sidequest,
 scrounged all collectibles, and are at an adequate enough Core Power before
 confronting the boss. 
 
 + If you are looking to level up quickly with virtually no heavy lifting,
   then look no further! There is a very cheap and exploitable (completely
   legal!) strategy for farming easy Tech Scrap simply by following a little-
   known rule: if you collect dropped Tech Scrap with 5+ minutes left on your
   timer, you will earn roughly 1.5x the amount you dropped.
   
   Here's what you do: fight enemies and farm a nice chunk of Tech Scrap (best
   place is Executive Forum) until you have a solid 40,000 or so. Travel to
   Abandoned Production and use the MedBay at Operations (don't bank any of
   the Tech Scrap) so that you respawn here after dying. Go to Assembly Halls
   and let one of the pitiful Lynx Rigs kill you. It'll take a few minutes for
   the scrub to finish you off, but it's worth it.
   
   When you respawn, exit right from Ops and do a lap around the area, killing
   enemies until you have amassed over 5 minutes on your Tech Scrap timer.
   This should prove simple since everyone here will die after one or two
   hits. It should only take one lap through Main Assembly Line to earn enough
   time; after that, return to where you died and collect the extra scrap.
   
   Respawn the enemies and repeat the process. 40k turns to 60k turns to
   90k... do this long enough and you'll be carrying over a million Tech
   Scrap! Level up until you're down to a decent chunk and repeat the process.
   You can easily get to Core Power 105 after about 30 minutes!

 Whenever you are ready to take on the challenge, enter the rectangular arena
 and overcharge the Level 10 Power Circuit at the far end to begin the fight.


   ________________________________________________________________________
.-|                                                                        |-.
|o|                        --[  ROGUE PROCESS  ]--                         |o|
|o|________________________________________________________________________|o|
|o|                                                                        |o|
|o| + Phase 1: The boss turns its right arm into a claw and performs an    |o|
|o|            uppercut, followed by a slam with the same arm. The ensuing |o|
|o|            slam covers a large area in front of the boss.              |o|
|o|                                                                        |o|
|o| + Phase 1: Rogue Process turns its right arm into a blade and uses a   |o|
|o|            sweeping attack that covers the entire front of its body.   |o|
|o|                                                                        |o|
|o| + Phase 1: The boss will launch its tail over its head and straight    |o|
|o|            towards you, like a stinging scorpion. It can also perform  |o|
|o|            another sweeping attack just like with its blade arm.       |o|
|o|                                                                        |o|
|o| + Phase 1: If you get too close to the boss, it may quickly curl up    |o|
|o|            and immediately create an outward burst of crystal spikes.  |o|
|o|            Used as a defensive knockback move if you're crowding it.   |o|
|o|                                                                        |o|
|o| + Phase 1: However, keeping a wide berth between you and Rogue Process |o|
|o|            causes it to leap in the air, rather ungracefully, in an    |o|
|o|            attempt to flatten you. Having it land on you means near-   |o|
|o|            certain death.                                              |o|
|o|                                                                        |o|
|o| + Phase 1: If standing far away, Rogue Process can shoot two different |o|
|o|            projectiles. The first are globs of purple goo surrounded   |o|
|o|            by red electricity that slowly follow you. The other is a   |o|
|o|            a row of blue crystal missiles that rain down from above.   |o|
|o|            Strafe non stop until you outmaneuver them.                 |o|
|o|                                                                        |o|
|o| + Phase 2: The Rogue Process has various basic combos in its humanoid  |o|
|o|            form, anything ranging from 2 to 6 hits and ending in an    |o|
|o|            x-slash with its arms slashing outwards.                    |o|
|o|                                                                        |o|
|o| + Phase 2: When the boss raises its arms above its head, sidestep or   |o|
|o|            back away to dodge the ensuing shockwave pulse.             |o|
|o|                                                                        |o|
|o| + Phase 2: Like Chrysalis enemies, sometimes the boss chains together  |o|
|o|            a rapid whirlwind spin that covers a lot of ground as well  |o|
|o|            as cause damage.                                            |o|
|o|                                                                        |o|
|o| + Phase 2: While not an attack, the boss is very nimble and has the    |o|
|o|            ability to briefly teleport to either gain the upper hand   |o|
|o|            or to take a breather.                                      |o|
|o| ______________________________________________________________________ |o|
|o|                                                                        |o|
|o| Phase 1                                                                |o|
|o| -------                                                                |o|
|o| The Rogue Process materializes and immediately confronts Warren in the |o|
|o| form of a quadrupedal creature with a jagged tail that hangs over its  |o|
|o| left shoulder. This is a very large, sturdy target with sweeping blows |o|
|o| that cover a wide range (horizontally and vertically). Rogue Process   |o|
|o| is a towering brute in this phase and one hit can take out at least    |o|
|o| half of your total health if you aren't careful.                       |o|
|o|                                                                        |o|
|o| All of Rogue Process's attacks are devastating, but its long-range     |o|
|o| moves are arguably the most problematic; try to stay relatively close  |o|
|o| to your opponent so you don't have to try and dodge homing missiles    |o|
|o| and such. A lot of its physical attacks cover a wide berth in front,   |o|
|o| so try to position yourself near its sides or back.                    |o|
|o|                                                                        |o|
|o| You'll be spending a lot of time dodging and evading the boss's        |o|
|o| catastrophic moveset. Due to this, equipping Implants that help buff   |o|
|o| your stamina (Endurance Enhancer) or reduce stamina consumption        |o|
|o| (Pneumatic Calibrator) are good options. As with most bosses, you want |o|
|o| to execute quick, short (1-2 hit) combos before retreating.            |o|
|o|                                                                        |o|
|o| Your targets for Phase 1 are its two tree trunk-like front legs. Lock  |o|
|o| onto either one and direct your attacks towards it - another reason    |o|
|o| why you should stay behind the boss or near its sides. Getting too     |o|
|o| greedy will only lead to getting impaled by its crystal burst, so hop  |o|
|o| back after a couple swings. The most dangerous close-range move is     |o|
|o| probably its uppercut/slam combo, so be on the lookout for the boss's  |o|
|o| right arm to wind back before stabbing upward.                         |o|
|o|                                                                        |o|
|o| As you chip away at the boss's health, you will no longer be able to   |o|
|o| damage certain parts of its body (red limbs become invulnerable to     |o|
|o| your attacks). Once Rogue Process's two front limbs take enough        |o|
|o| punishment, you'll have to work on its comically tiny hind legs so     |o|
|o| fully flank the big monster before working on its back.                |o|
|o|                                                                        |o|
|o| Just like the Nanite Blob enemies, you cannot fully drain Rogue        |o|
|o| Process's health bar. Once about a quarter remains, the Power Circuit  |o|
|o| at the arena reactivates and you can overcharge it to shift the tide   |o|
|o| in your favor. Once you fail to damage Rogue Process or even lock on,  |o|
|o| you know it's time to run over to the panel.                           |o|
|o|                                                                        |o|
|o| Phase 2                                                                |o|
|o| -------                                                                |o|
|o| Rogue Process morphs into a humanoid enemy, which, in some ways, makes |o|
|o| this phase easier than the first. The boss uses Twin-rigged weapons,   |o|
|o| so expect a lot of fast, choppy combos that almost always end in an    |o|
|o| overhead smash (dodge the ensuing shockwaves).                         |o|
|o|                                                                        |o|
|o| Like The Black Cerberus, wait for the boss to use its melee combos     |o|
|o| before retaliating. More often than not it concludes a chain with the  |o|
|o| overhead smash attack or a crossing x-slash. This phase is similar to  |o|
|o| Chrysalis enemies in the sense that the boss is very fast and has      |o|
|o| long combos (up to 6 or 7 hits), so you'll be spending most of the     |o|
|o| time backpedaling before an opening appears.                           |o|
|o|                                                                        |o|
|o| The reality is that Rogue Process is a human-sized target and thus     |o|
|o| nearly identical to any other enemy you have faced when it comes to    |o|
|o| battle strategy. Keep a healthy but close gap and pepper in one or two |o|
|o| hits before patiently retreating. As always, focus on one body part    |o|
|o| throughout (ideally its right arm if you want a special weapon) and    |o|
|o| chip away until you're able to perform the finishing blow.             |o|
|o| ______________________________________________________________________ |o|
|o|                                                                        |o|
|o| Every boss drops a special weapon upon defeat, but you can receive a   |o|
|o| rare Twin-rigged "Claws of the Gestalt" by fulfilling secret           |o|
|o| requirements during the battle. Here is how to get the Claws of the    |o|
|o| Gestalt:                                                               |o|
|o|                                                                        |o|
|o| + Cut off Rogue Process's right arm during Phase 2                     |o|
|o|                                                                        |o|
|o| That's the only requirement for obtaining the Claws of the Gestalt.    |o|
|o| There is no need to go into explicit detail because by now you know    |o|
|o| how to isolate and dismember body parts, so make sure to hone in on    |o|
|o| the boss's right arm and go to town. The weapon will be in your        |o|
|o| inventory once New Game+ loads.                                        |o|
|o|                                                                        |o|
|o| + Rewards: 20,000 Tech Scrap, Mimetic Edge                             |o|
'-|________________________________________________________________________|-'

 Watch the ending cinema immediately following the conclusion of the duel.

 + If you installed the virus back at Utopia Preparation Classified you will
   get the "For the Good of Mankind" Trophy. If you did not interfere with
   Project Utopia, you instead earn the "Brave New World" Trophy.

 Once the credits roll, you are brought back to the main menu and your save
 slot begins back at the start of the game in New Game+!
 
 + In New Game+ you can replay The Surge with all your current equipment and 
   Core Power, with upgraded gear and stronger enemies. Everything is scaled
   to your current level - equipment can be upgraded starting at Mk.VI up to
   Mk.X and the baddies are appropriately buffed to compensate for your high
   level. In addition you can find rare Randomized Rig enemies - hodgepodge
   Rig zombies that are made up of random equipment pieces. They sometimes
   carry unique boss weapons, giving you a second chance if you miss out on
   these one-time weapons.


______________________________________________________________________________
==============================================================================

[5] SIDEQUESTS                                                          [0500]

==============================================================================

 During your travels you will come across fellow survivors. Some of them are
 friendly and require your help to complete tasks ranging from the mundane to
 expensive to life-threatening. Requirements for these sidequests are vague at
 times and can lead to permanent failure (leading to missable rewards and
 Trophies), so this section should document these optional quests from head to
 toe.

 
.--------------._____________________________________________________.-------.
| Rescue Hobbs |_____________________________________________________| Hobbs |
'--------------'                                                     '-------'

 Central Production B, Material Depot
 ------------------------------------
 Enter the Material Depot and make your way towards the security checkpoint at
 the end of the hall. Across from the defunct elevator is a hole in the wall
 leading to an alcove. Drop down to find Hobbs, whose Exo-Rig has run out of
 juice. Stand behind him and overcharge the Level 10 Power Circuit to get him
 up and running again.
 
 Next time you are back at Ops Hobbs will be waiting for you. He rewards you
 with Cortical Processor Mk.II x6, Rig Armature Mk.II x6, Force Regulator
 Mk.II x6, Pneumatic Helix Mk.II x6, and Tungsten Alloy Mk.II x6.


.------------._______________________________________________________.-------.
| Pusher Man |_______________________________________________________| Davey |
'------------'                                                       '-------'

 Central Production B, Material Depot
 ------------------------------------
 The start of the next NPC sidequest is very close by to where you found
 Hobbs. Past the security checkpoint and down the stairs is an area with a
 couple storage containers. There is a locked door behind one of them; unlock
 it via the Level 10 Power Circuit to free Davey (you'll hear his cries for 
 help when you get close to the door). Exhaust all dialogue with Davey and he
 will wind up back at Operations.
 
 Speak with him at Ops and agree to help find his meds.
 
 
 Resolve Biolabs, Eurasian Climate Zone
 --------------------------------------
 You must progress through all of Resolve Biolabs and obtain the BOTECS Power
 Core from Dr. Chavez before you can resume the sidequest. With the quest item
 in hand, you can use your drone to unlock the door in the Eurasian Climate
 Zone; a Modaxinol Injector lies in the closet here.
 
 
 Central Production B, Personnel Arrival
 ---------------------------------------
 Back at Operations, give Davey the Modaxinol Injector to complete the
 sidequest, earning you a Vital Injection v.3 and the "Pusher Man" Trophy.


.------------._______________________________________________________.-------.
| Duty-Bound |_______________________________________________________| Irina |
'------------'                                                       '-------'

 Central Production B, Central Station
 -------------------------------------
 Irina Beckett is a mysterious woman first found in Central Station at Central
 Production B, which can be accessed at Conveyor Hub near the Supply Link 2
 Ops shortcut. You learn that she is in need of a Staff weapon; only certain
 ones apply (so a weak-ass Reinforced Pipe won't cut it).
 
 Your best two options are obtaining an MG Negotiator from one of the nasty 
 CREO Security Guards nearby, or waiting until after defeating the area's boss 
 to eventually find a SERU HSS BioMaster; the second option is much less of a
 hassle. Return to Irina and give her either one of the staves to begin the
 next step of the quest.
 
 + Make sure to give her an appropriate staff before leaving for Resolve
   Biolabs or else she disappears and you fail the quest.


 Central Production B, Circulation Tower
 ---------------------------------------
 The next time you run into Irina is during your second trip through the zone,
 at the top of the Circulation Tower after passing through Resolve Chemical
 Refinery. All you have to do is talk to her and exhaust all dialogue to move
 along with the sidequest.


 Central Production B, Material Depot
 ------------------------------------
 You meet up with Irina once again during your third visit, after completing
 the Research & Development zone. She is found on the balcony at Material
 Depot right next to Ops, and it is revealed that she is a CREO Security
 Guard.
 
 This time she needs some of her MG Gorgon armor replaced, specifically: a
 head piece, a body piece, and one leg piece. Despite her allegiance, you
 cannot abandon her in a time of need: slay some CREO Security Guards for
 their schematics and parts, then craft the necessary pieces for Irina. 
 
 + Give Irina the necessary gear parts before exiting to Executive Forum, or
   else the quest will become inactive.


 Executive Forum, CREO Executive Forum
 -------------------------------------
 Warren and Irina meet up for one final encounter at the CREO Executive Forum,
 in a small side room midway through (the room with the MedStation).
 Philosophies finally clash and Irina challenges you to a duel after a
 conversation. She behaves like any other Security Guard, but possesses a
 unique Peacekeeper Staff. Begrudgingly kill Irina (cut off her right arm for
 the weapon) to end the sidequest and get the "Duty-Bound" Trophy.
 

.-----------------._____________________________________________________.----.
| Repeat Customer |_____________________________________________________| Jo |
'-----------------'                                                     '----'

 Central Production B, Toxic Waste Disposal
 ------------------------------------------
 As you enter the area, you hear a strange voice emerging from the ventilation
 system. Approach the vent to hold a conversation with an odd woman seemingly
 setting up shop inside the ventilation duct. She asks for a donation of
 5,000 Tech Scrap. Sounds insane, I know. Give her the Tech Scrap to send her
 packing after a quick "thank you".
 
 + Give Jo the Tech Scrap before leaving for Resolve Biolabs or else you'll
   fail the quest.


 Central Production B, Builder Service Access
 --------------------------------------------
 Jo can be found in the ventilation duct just before reaching the Big SISTER
 1/3 boss. This time her price increases to 10,000 Tech Scrap. Hand over the
 cash or obtain enough for her before beating the boss.
 
 + Give Jo the Tech Scrap before defeating Big SISTER 1/3 and leaving for
   Research & Development or else you'll fail the quest.


 Research & Development, Exhibition Floor
 ----------------------------------------
 Jo's final location is at the top level of the Exhibition Floor, inside a
 small room. She asks for a hefty 15,000 Tech Scrap, which is easily
 manageable at this stage in the game. Make this final payment to complete the
 quest and unlock the "Repeat Customer" Trophy.
 
 + Explorers may stumble inside Jo's secret hideout at the entrance of
   Research & Development. Breaking into her pad is fine, but stealing the
   Equalizer weapon off the desk causes Jo to become hostile and subsequently
   fail the quest.


.----------------------._______________________________________.-------------.
| Ghost in the Machine |_______________________________________| Alec Norris |
'----------------------'                                       '-------------'

 Research & Development, Exhibition Floor
 ----------------------------------------
 Alec Norris can be found in the Operations base in Research & Development.
 He is distraught over the disappearance of his daughter Maddy, and you have
 the option to help find her. You obtain the Key Card - ID #RD-23941001 for
 helping out.
 
 
 Research & Development, Nano Production Hall
 --------------------------------------------
 Once you pass through Utopia Landing Bay and drop down into the upper portion
 of the Nano Production Hall, go through the hole in the window. Ignore the
 Exo-Lift in front of you and carefully cross the scaffolding through another
 broken window. Take out the enemies before entering the hallway and use the
 key card to get inside the room on your left. Here you'll find Maddy, who
 happens to be a customized ARC Welder. Talk to Maddy.
 
 
 Research & Development, Exhibition Floor
 ----------------------------------------
 Return to Ops to find that Maddy has been reunited with Alec. Speak with Alec
 to begin the next step of the sidequest. Maddy's leg is injured and she is
 looking for a replacement.
 
 
 Central Production B, Conveyor Hub
 ----------------------------------
 You can claim a Robot Leg by defeating an ARC Welder enemy found throughout
 Central Production B (commonly found in Conveyor Hub and Recycling). Once you
 get a replacement leg, go back to Research & Development and give Maddy the
 part.
 
 + You must complete all these steps prior to entering Nucleus or else the
   quest will fail (you will find Alec Norris's corpse outside Ops with an
   Audio Log).


 Nucleus, Floor 1 - Cargo
 ------------------------
 Alec Norris is found once again at Ops, this time in Nucleus. Unsurprisingly,
 he admits that Maddy has run off a second time. Progress through the area up
 to Floor 3 - Rapid Launch Control and raise the freight elevator up to this
 level.
 
 
 Nucleus, Floor 2 - Recycling
 ----------------------------
 Once the freight elevator and Ops have been moved to Floor 3, return to Floor
 2 and go through the doorway into the toxic gas chamber. Ride the Exo-Lift up
 to Floor 3 and follow the path to wind up on a platform on the elevator
 beneath Ops.
 
 Enter the room ahead and carefully drop down the shaft into the Nitrogen
 Pump Station. Follow the vents until you wind up back on the opposite side of
 the elevator platform. Here you will find a lifeless Maddy; search her body
 for A Girl's Necklace.
 
 Return to Ops and give Alec the bad news. You can either inform him of
 Maddy's death or opt to keep it a secret (you earn a Vital Boost v.5 for 
 telling the truth). Either way you complete the sidequest and unlock the
 "Ghost in the Machine" Trophy.


______________________________________________________________________________
==============================================================================

[6] INVENTORY                                                           [0600]

==============================================================================

 NOTE: Equipment stats (such as weapon damage) may be perceived as inaccurate,
       but it appears that base stats vary for different players. I am not
       sure what the reasoning is behind this, but if anyone has more info
       regarding this please let me know.


______________________________________________________________________________
==============================================================================
 Weapons                                                                [0601]
==============================================================================

.------------------.____________________________________________.------------.
| Reclaimed Piston |____________________________________________| One-handed |
'------------------'                                            '------------'

 Damage: 18
 Impact: Medium
 Attack Speed: Medium
 Proficiency Scaling: Very Low
 Energy Gain: +40%
 
 + Damage growth (Mk.0 -> Mk.IV)
   18 -> 27 -> 36 -> 44 -> 53

 "A chunk of scrap that fell from decommissioned rocketry components during
 their disposal. While not exactly a CREO tool of any notable function, it
 nevertheless has a solid heft and could be used for basic self-defense."
 
 + Found: Available at start of game


.--------------------.__________________________________________.------------.
| ASTir Vibro-Cutter |__________________________________________| One-handed |
'--------------------'                                          '------------'

 Damage: 21
 Impact: Medium
 Attack Speed: Medium
 Proficiency Scaling: Medium
 Energy Gain: +30%

 + Damage growth (Mk.0 -> Mk.IV)
   21 -> 31 -> 40 -> 50 -> 59

 "The Vibro-Cutter is ASTir's flagship product, but it's just one of many
 high-powered cutting tools ASTir produces for industrial applications around
 the world. Its ease of use, tempered tungsten cutting teeth, and rugged
 chassis makes it a go-to choice for many CREO employees."
 
 + Found: Obtained from LYNX Rigs


.------------.__________________________________________________.------------.
| FENRIS A-7 |__________________________________________________| One-handed |
'------------'                                                  '------------'

 Damage: 21
 Impact: Low
 Attack Speed: Medium
 Proficiency Scaling: Low
 Energy Gain: +20%
 
 + Damage growth (Mk.0 -> Mk.IV)
   21 -> 30 -> 38 -> 49 -> 58

 "Provided by one of CREO's first supply partners, the FENRIS A-7 emergency
 axe delivers superb cutting, splitting, and prying power. Wielded in one hand
 or two, its finely balanced design ensures easy delivery of maximum kinetic
 impact wherever you need it most."
 
 + Found: Resolve Biolabs, Resolve Biolabs
          Resolve Biolabs, Laboratories


.--------------------.__________________________________________.------------.
| Codename: Parsifal |__________________________________________| One-handed |
'--------------------'                                          '------------'

 Damage: 20
 Impact: Medium
 Attack Speed: Medium
 Proficiency Scaling: Medium
 Energy Gain: +45%
 
 + Damage growth (Mk.0 -> Mk.IV)
   20 -> 30 -> 39 -> 49 -> 58

 "Parsifal is CREO's patented nanite-manipulation tool, used internally for
 research purposes and not yet available for licensing or distribution. When
 connected to a configured nano-manipulator array, it interprets schematics
 and exloads fabrication subroutines to a local nano-matter, constructing new
 experimental technologies as fast as CREO's research scientists can design
 them."
 
 + Found: Obtained from PROTEUS Modules


.-------------------------._____________________________________.------------.
| Codename: Parsifal v2.0 |_____________________________________| One-handed |
'-------------------------'                                     '------------'

 Damage: 21
 Impact: Medium
 Attack Speed: Medium
 Proficiency Scaling: High
 Energy Gain: +45%
 
 + Damage growth (Mk.0 -> Mk.IV)
   20 -> 32 -> 42 -> 51 -> 61

 "Parsifal is CREO's patented nanite-manipulation tool, used internally for
 research purposes and not yet available for licensing or distribution. This
 particular version was further modified by one of Dr. Gene Barnett's most
 advanced experimental subjects, possibly for use in extreme environmental
 conditions, which would explain its hardened outer casing."
 
 + Found: Obtained from Bloodied PROTEUS Module


.--------------.________________________________________________.------------.
| MG Centurion |________________________________________________| One-handed |
'--------------'                                                '------------'

 Damage: 20
 Impact: Medium
 Attack Speed: Medium
 Proficiency Scaling: Very High
 Energy Gain: +20%
 
 + Damage growth (Mk.0 -> Mk.IV)
   20 -> 31 -> 39 -> 48 -> 59
 
 "With the MG Centurion, CREO has transformed a military grade anti-personnel
 weapon into a dual-application industrial tool. Because its high-energy
 cutting blade can slice through common materials with ease (including flesh
 and bone), all employees who do not possess a Personnel Response Force waiver
 must first pass a safety certification course before being granted access to
 a Centurion unit."
 
 + Found: Executive Forum, Re-education Camp
          Nucleus, Escape Assembly Point


.--------------.________________________________________________.------------.
| Mimetic Edge |________________________________________________| One-handed |
'--------------'                                                '------------'

 Damage: 98
 Impact: Medium
 Attack Speed: Medium
 Proficiency Scaling: Very High
 Energy Gain: +20%
 
 "Sculpted from an unknown alloy of high-stress metals by the ever-evolving 
 cognition at the heart of the Nucleus. Functioning nanites are embedded 
 throughout the blade, constantly honing its cutting edge and adjusting its 
 weight distribution to fit the movements of its wielder. The Mimetic Edge is
 a killing tool with singular purpose, sometimes even anticipating the next 
 strike before it is performed..."
 
 + Found: Defeat Rogue Process


.-------------------.________________________________________.---------------.
| ASTir SpectreBite |________________________________________| Single-rigged |
'-------------------'                                        '---------------'

 Damage: 31
 Impact: High
 Attack Speed: Low
 Proficiency Scaling: Low
 Energy Gain: +55%

 + Damage growth (Mk.0 -> Mk.IV)
   31 -> 43 -> 53 -> 64 -> 74

 "ASTir's SpectreBite is the heavy-duty answer to their Vibro-Cutter model,
 with extreme cutting power and a mounted single-rigged design to better
 handle its increased weight. The secret to its exceptional performance can be
 found in ASTir's innovative plasma focusing nodes, which use local magnetic
 fields to contain and modulate the SpectreBite's plasma beams."
 
 + Found: Obtained from LYNX Rigs


.------------------._________________________________________.---------------.
| Volatile Spectre |_________________________________________| Single-rigged |
'------------------'                                         '---------------'

 Damage: 32
 Impact: High
 Attack Speed: Low
 Proficiency Scaling: Medium
 Energy Gain: +45%

 + Damage growth (Mk.0 -> Mk.IV)
   32 -> 43 -> 53 -> 64 -> 75

 "ASTir's SpectreBite is the heavy-duty answer to their Vibro-Cutter model,
 with extreme cutting power and a mounted single-rigged design to better
 handle its increased weight. This particular unit has incurred damage to its
 plasma focusing nodes, causing a dangerous and unpredictable loss of cohesion
 in the plasma beams."
 
 + Found: Abandoned Production, Power Plant


.------------------._________________________________________.---------------.
| P.A.X. Imperator |_________________________________________| Single-rigged |
'------------------'                                         '---------------'

 Damage: 42
 Impact: High
 Attack Speed: Low
 Proficiency Scaling: High
 Energy Gain: +70%

 + Damage growth (Mk.I -> Mk.IV)
   42 -> 52 -> 63 -> 73

 "An arm-mounted section of the Pacification Automaton X's powered blade
 weapon, refit for use at a human scale. Even scaled down it retains
 formidable mass and can deliver devastating blows. The power couplings of its
 energized blade have been somewhat damaged by concussive rocket explosions,
 but still retain most functionality."
 
 + Found: Defeat P.A.X.


.-----------------------.____________________________________.---------------.
| P.A.X. Imperator v2.0 |____________________________________| Single-rigged |
'-----------------------'                                    '---------------'

 Damage: 45
 Impact: High
 Attack Speed: Low
 Proficiency Scaling: High
 Energy Gain: +70%

 "An arm-mounted section of the Pacification Automaton X's powered blade 
 weapon, refit for use at a human scale. Even scaled down it retains
 formidable mass and can deliver devastating blows. A fully functional
 energized cutting blade enables it to cleave through augmented machinery, and
 salvaged gyros release a seismic slam upon impact with the ground."
 
 + Found: Defeat P.A.X. (secret method)


.-------------------.________________________________________.---------------.
| KLINGE Power Grip |________________________________________| Single-rigged |
'-------------------'                                        '---------------'

 Damage: 34
 Impact: High
 Attack Speed: Low
 Proficiency Scaling: Very Low
 Energy Gain: +70%
 
 + Damage growth (Mk.0 -> Mk.IV)
   34 -> 46 -> 56 -> 68 -> 80

 "KLINGE's premier product, the Power Grip, is actually a cunning multi-tool.
 Not only does it possess remarkable crush strength with fully customizable
 dimensional tolerances, CREO employees can also use it to cut, reshape, and
 pry open reinforced metallic surfaces. Its internal hydraulics use high-
 density eutectic fluids which increase the tool's weight, but grant it
 remarkable pressure tolerances."
 
 + Found: Central Production B, Toxic Waste Disposal
          Obtained from Liquidator Rigs


.----------------.___________________________________________.---------------.
| MG Legionnaire |___________________________________________| Single-rigged |
'----------------'                                           '---------------'

 Damage: 31
 Impact: High
 Attack Speed: Low
 Proficiency Scaling: High
 Energy Gain: +70%
 
 + Damage growth (Mk.0 -> Mk.IV)
   31 -> 42 -> 52 -> 63 -> 73

 "The MG Legionnaire is not part of the standard equipment kit for CREO
 security, but is rather designed as a trump card in case the worst were to
 happen - invasion of the facility by an outside paramilitary force. With an
 arrowhead form factor and two-sided energized cutting blades, the Legionnaire
 is guaranteed to easily cleave through reinforced plating."
 
 + Found: Research & Development, Exhibition Floor
          Central Production B (Part 3), Material Depot
          Obtain from zombie CREO Security Guards in Nucleus


.----------------.___________________________________________.---------------.
| Fractal Reaver |___________________________________________| Single-rigged |
'----------------'                                           '---------------'

 Damage: 30
 Impact: High
 Attack Speed: Low
 Proficiency Scaling: Very High
 Energy Gain: +45%
 
 + Damage growth (Mk.0 -> Mk.IV)
   30 -> 42 -> 52 -> 62 -> 72

 "A preternaturally sharp blade formed out of an unknown alloy, constructed by
 an unknown process. Its internal structure appears to be a small-scale
 repeating pattern, giving it exceptional strength without being as heavy as
 similar man-made implements. The Fractal Reaver grows warm when it is
 wielded, as if absorbing energy through means not yet understood..."
 
 + Found: Obtained from zombie CREO Security Guards in Nucleus, Nitrogen
          Pump Station


.------------------.___________________________________________.-------------.
| YOSUKE Butterfly |___________________________________________| Twin-rigged |
'------------------'                                           '-------------'

 Damage: 13
 Impact: Low
 Attack Speed: High
 Proficiency Scaling: Very Low
 Energy Gain: +10%

 + Damage growth (Mk.0 -> Mk.IV) 
   13 -> 20 -> 25 -> 32 -> 38

 "A favorite tool of CREO employees, often paired with RHINO gear, the
 Butterfly is tougher than its name implies! Thanks to YOSUKE, heavy operators
 have a tool that combines the power of a forklift with the flexibility of a
 trained craftsman. The Exo-Rig does all the hard work, the operator only has
 to remember the three L's - look, lift, and load!"
 
 + Found: Abandoned Production, Main Assembly Line
          Obtained from RHINO and SCARAB Rigs


.------------------.___________________________________________.-------------.
| Firebug Throttle |___________________________________________| Twin-rigged |
'------------------'                                           '-------------'

 Damage: 22
 Impact: Low
 Attack Speed: High
 Proficiency Scaling: High
 Energy Gain: +5%

 + Damage growth (Mk.II -> Mk.IV)
   22 -> 28 -> 34

 "The salvaged throttle engine housing of the LU-74 unit 'Firebug', so named
 due to its unusually large exhaust flames. Despite the best efforts of the
 CREO engineers leading LU-74's construction, they were never able to pinpoint
 a precise cause for the larger-than-normal flames. An explanatory note was
 entered into LU-74's service record, but LU-74 was neither the first nor the
 last CREO machine to develop idiosyncratic faults of unknown provenance."

 + Found: Defeat LU-74 "Firebug"


.-----------------------.______________________________________.-------------.
| Firebug Throttle v2.0 |______________________________________| Twin-rigged |
'-----------------------'                                      '-------------'

 Damage: 24
 Impact: Low
 Attack Speed: High
 Proficiency Scaling: High
 Energy Gain: +5%

 "The still - functional throttle engines of the LU-74 unit 'Firebug', so 
 named due to its unusually large exhaust flames. Despite the best efforts of 
 the CREO engineers leading LU-74's construction, they were never able to 
 pinpoint a precise cause for the larger-than-normal flames. An explanatory 
 note was entered into LU-74's service record, but LU-74 was neither the first 
 nor the last CREO machine to develop idiosyncratic faults of unknown 
 provenance."
 
 + Found: Defeat LU-74 "Firebug" (secret method)


.--------------------._________________________________________.-------------.
| Corroded Butterfly |_________________________________________| Twin-rigged |
'--------------------'                                         '-------------'

 Damage: 13
 Impact: Very Low
 Attack Speed: High
 Proficiency Scaling: Low
 Energy Gain: +15%
 
 + Damage growth (Mk.0 -> Mk.IV)
   13 -> 20 -> 25 -> 32 -> 38

 "This YOSUKE Butterfly was evidently exposed to a highly corrosive substance,
 but owing to its rugged materials and superior build quality, most of its
 structural integrity remains intact. This Butterfly's dangerous jagged edges
 would not go unnoticed during a safety inspection, so it should probably be
 remanded to a representative of the Salvage/Reclamation Department for
 subsequent refit and repair."

 + Found: Resolve Biolabs, Resolve Biolabs


.----------------------._______________________________________.-------------.
| CREO IP-75 'Inducer' |_______________________________________| Twin-rigged |
'----------------------'                                       '-------------'

 Damage: 12
 Impact: Very Low
 Attack Speed: High
 Proficiency Scaling: Medium
 Energy Gain: +5%
 
 + Damage growth (Mk.0 -> Mk.IV)
   12 -> 18 -> 21 -> 27 -> 33

 "CREO's own Don Hackett says it best: 'Designed for critical power loss, an
 operator can use The Inducer to instantly transfer energy to a failing system
 or unit, completely recharging it. This is essential in CREO's space
 operations, where even electrical fluctuations can lead to death or injury
 within seconds! If you can imagine it, CREO can design it.'"
 
 + Found: Research & Development, Exhibition Floor


.--------------------._________________________________________.-------------.
| Codename: Valkyrie |_________________________________________| Twin-rigged |
'--------------------'                                         '-------------'

 Damage: 12
 Impact: Low
 Attack Speed: High
 Proficiency Scaling: High
 Energy Gain: +5%
 
 + Damage growth (Mk.0 -> Mk.IV)
   12 -> 19 -> 25 -> 31 -> 37

 "A classified next-generation external manipulator developed by the
 Restricted Projects laboratory, under the supervision of Dr. Gene Barrett.
 Valkyrie is an improvement to a heavy-duty cable cutter, and is clearly
 intended to pair with PROTEUS gear modules. But while PROTEUS is meant to act
 as an external life-support system, these claws have been sharpened to a
 dangerous, combat-ready level."
 
 + Obtained from Dr. Gene Barrett (transformed)


.---------------------.________________________________________.-------------.
| Metamorphing Talons |________________________________________| Twin-rigged |
'---------------------'                                        '-------------'

 Damage: 12
 Impact: Low
 Attack Speed: High
 Proficiency Scaling: Very High
 Energy Gain: -
 
 + Damage growth (Mk.0 -> Mk.IV)
   12 -> 18 -> 22 -> 28 -> 34

 "Rigged piercing and cutting blades that have been sculpted into an imitative
 form, unmistakably similar in aspect to the YOSUKE Butterfly. But these
 talons serve no industrial purpose, they were clearly used only for violence.
 But then, perhaps violence is the inevitable outcome of an accurate imitation
 of human works..."
 
 + Found: Obtained from Chrysalis


.----------------------._______________________________________.-------------.
| Claws of the Gestalt |_______________________________________| Twin-rigged |
'----------------------'                                       '-------------'

 Damage: 83
 Impact: Medium
 Attack Speed: High
 Proficiency Scaling: Very High
 Energy Gain: +20%
 
 "A nanite swarm surrounds this paired blade and claw, aggregating and 
 dispersing in a pattern only it can truly know. Fortunately, it now seems to 
 have lost the capacity to exert a conscious will. Faint echoes issue from the 
 Claws of the Gestalt, imprints of the countless minds that jolted it into 
 existence through an instantaneous shared moment of unimaginable pain, fear, 
 and death."
 
 + Found: Defeat Rogue Process (secret method)


.-------------------.___________________________________________.------------.
| ENDAS RS3 'Titan' |___________________________________________| Heavy-duty |
'-------------------'                                           '------------'

 Damage: 33
 Impact: Very High
 Attack Speed: Low
 Proficiency Scaling: Very Low
 Energy Gain: +80%

 + Damage growth (Mk.0 -> Mk.IV)
   33 -> 45 -> 56 -> 67 -> 78

 "What's better than one tool? Two pro-quality tools in one. The ENDAS RS3
 'Titan' combines an industrial rivet gun with a high-torque, super-industrial
 wrench, providing CREO employees with the perfect tool for rocket manifold
 maintenance. Due to the inherent danger, the rivet function is restricted to
 an internal database of approved workers. Contact your department manager
 today if you are interested in signing up for the requisite safety courses!"
 
 + Found: Obtained from RHINO and SCARAB Rigs
          Abandoned Production, Power Plant


.------------.__________________________________________________.------------.
| Bloodhound |__________________________________________________| Heavy-duty |
'------------'                                                  '------------'

 Damage: 31
 Impact: Very High
 Attack Speed: Low
 Proficiency Scaling: Medium
 Energy Gain: +65%
 
 + Damage growth (Mk.0 -> Mk.IV)
   31 -> 43 -> 53 -> 64 -> 74

 "An articulated servo-leg of one of CREO security's robotic tracker units.
 Its Pneumatic Helices are of a much greater density than those used in
 employee gear, generating a level of force that would cause complete auto-
 amputation if used by humans. Its great weight allows it to deliver heavy
 blunt force trauma wherever its strikes land."
 
 + Found: Central Production B, Recycling


.-----------.___________________________________________________.------------.
| Equalizer |___________________________________________________| Heavy-duty |
'-----------'                                                   '------------'

 Damage: 32
 Impact: High
 Attack Speed: Low
 Proficiency Scaling: Low
 Energy Gain: +65%
 
 + Damage growth (Mk.0 -> Mk.IV)
   32 -> 43 -> 53 -> 64 -> 75

 "The product of an unhealthy obsession with revenge, this blunt weapon
 reflects its creator's single-minded purpose. The heavy pneumatic strut that
 forms its core must have been assembled from a great deal of repurposed
 scrap, and the attached electrical discharge unit seems deliberately intended
 to cause as much pain as possible."
 
 + Found: Central Production B (Part 3), Personnel Arrival


.----------------.______________________________________________.------------.
| MG Adjudicator |______________________________________________| Heavy-duty |
'----------------'                                              '------------'

 Damage: 30
 Impact: High
 Attack Speed: Low
 Proficiency Scaling: High
 Energy Gain: +55%
 
 + Damage growth (Mk.0 -> Mk.IV)
   30 -> 40 -> 50 -> 60 -> 70

 "Unlike its cousin the Negotiator, the MG Adjudicator is not intended for
 crowd control or non-lethal conflict resolution. Too heavy to be wielded by
 an employee without an Exo-Rig, this combat axe is the final sanction when
 security personnel themselves are in danger. Only to be used when a threat
 must be eliminated immediately, with great prejudice."
 
 + Found: Obtained from Cerberus Rigs


.----------.____________________________________________________.------------.
| MG Judge |____________________________________________________| Heavy-duty |
'----------'                                                    '------------'

 Damage: 58
 Impact: High
 Attack Speed: Low
 Proficiency Scaling: Very High
 Energy Gain: +55%
 
 + Damage growth (Mk.III -> Mk.IV)
   58 -> 68

 "The personal weapon of CREO's head of security - the Black Cerberus. On the
 surface, it appears to be just another MG Adjudicator, but the Judge
 possesses some imposing after-market modifications. An attached energy
 focuser projects a contained plasma field around the cutting edge of the axe,
 making it into an intimidating badge of rank as well as a superior cleaving
 weapon."
 
 + Found: Defeat The Black Cerberus


.---------------._______________________________________________.------------.
| MG Judge v2.0 |_______________________________________________| Heavy-duty |
'---------------'                                               '------------'

 Damage: 64
 Impact: High
 Attack Speed: Low
 Proficiency Scaling: Very High
 Energy Gain: +55%

 "The personal weapon of CREO's head of security - the Black Cerberus. On the 
 surface, it appears to be just another MG Adjudicator, but the Judge
 possesses some imposing after-market modifications. An attached energy
 focuser projects a contained plasma field around the cutting edge of the axe 
 that can generate powerful energy spikes, launching electrified flares at 
 enemies."
 
 + Found: Defeat The Black Cerberus (secret method)


.---------------------------.___________________________________.------------.
| Codename: Gotterdammerung |___________________________________| Heavy-duty |
'---------------------------'                                   '------------'

 Damage: 30
 Impact: High
 Attack Speed: Low
 Proficiency Scaling: Very High
 Energy Gain: +55%
 
 + Damage growth (Mk.0 -> Mk.IV)
   30 -> 41 -> 50 -> 60 -> 71

 "An experimental prototype that projects a large nanite-control field along
 its length, the Gotterdammerung is part of a CREO initiative to create the
 ultimate next-generation multi-tool. This prototype's attuned nano-matter can
 be programmed to act as a rigid cutting edge or a high-frequency saw, but the
 classified R&D schematics indicate that future iterations were planned to do
 so much more."
 
 + Found: Nucleus, Nucleus - Launchpad 02 (Restricted Access)
          Nucleus, //Data Checksum Fail


.-----------------.__________________________________________________.-------.
| Reinforced Pipe |__________________________________________________| Staff |
'-----------------'                                                  '-------'

 Damage: 20
 Impact: Medium
 Attack Speed: Medium
 Proficiency Scaling: Very Low
 Energy Gain: +30%

 + Damage growth (Mk.0 -> Mk.IV)
   20 -> 30 -> 39 -> 47 -> 57

 "Often overlooked, but always handy. This sturdy pipe fixture is surprisingly
 well-balanced, and is made of dense metals that would hav eventually been
 recycled into new CREO rocket manifolds."
 
 + Found: Abandoned Production, Main Assembly Line
          Central Production B, Toxic Waste Maintenance
          Central Production B (Part 3), Conveyor Hub


.---------------.____________________________________________________.-------.
| MG Negotiator |____________________________________________________| Staff |
'---------------'                                                    '-------'

 Damage: 25
 Impact: Low
 Attack Speed: Medium
 Proficiency Scaling: Medium
 Energy Gain: +10%

 + Damage growth (Mk.0 -> Mk.IV)
   25 -> 38 -> 47 -> 58 -> 71

 "The MG Negotiator is guaranteed to resolve disputes quickly and decisively.
 Originally supplied exclusively to CREO, its success has led it to become
 available to law enforcement and licensed security professionals everywhere.
 When you need a tool of exceptional versatility for crowd control and ultra-
 rapid conflict resolution, look no further than the MG Negotiator."
 
 + Found: Obtained from CREO Security Guards
          Central Production B (Part 3), Resolve Chemical Refinery


.--------------------._______________________________________________.-------.
| SERU HSS BioMaster |_______________________________________________| Staff |
'--------------------'                                               '-------'

 Damage: 25
 Impact: Medium
 Attack Speed: Medium
 Proficiency Scaling: Low
 Energy Gain: +25%
 
 + Damage growth (Mk.0 -> Mk.IV)
   25 -> 38 -> 49 -> 59 -> 71

 "The SERU HSS BioMaster is a controlled incineration tool finding occasional
 use in the research greenhouses of Project Resolve. CREO denies the unfounded
 rumors linking exposure to Resolve's chemical payloads with greenhouse plant
 mutations and degenerative conditions, so the proper protocol when such
 mutations occur is to immediately remove the affected specimens and dispose
 of them via incineration."
 
 + Found: Central Production B, Waste Decontamination
          Resolve Biolabs, Tropical Climate Zone


.--------------._____________________________________________________.-------.
| Spitfire Rod |_____________________________________________________| Staff |
'--------------'                                                     '-------'

 Damage: 54
 Impact: Medium
 Attack Speed: Medium
 Proficiency Scaling: High
 Energy Gain: +25%
 
 + Damage growth (Mk.II -> Mk.IV)
   54 -> 67 -> 79
   
 "Claimed from the broken chassis of the rocket assembly platform Big SISTER
 1/3, the Spitfire Rod's welding torch has been damaged beyond repair. The
 CREO safety manual for the Big SISTER platforms clearly states that they are
 hardcoded to immediately cease operation in the case of human presence in the
 work area, but contains no suggested actions for what to do if a Big SISTER
 fails to automatically pause construction."
 
 + Found: Defeat Big SISTER 1/3


.-------------------.________________________________________________.-------.
| Spitfire Rod v2.0 |________________________________________________| Staff |
'-------------------'                                                '-------'

 Damage: 59
 Impact: Medium
 Attack Speed: Medium
 Proficiency Scaling: High
 Energy Gain: +25%
 
 + Damage growth (Mk.II -> Mk.IV)
   54 -> 67 -> 79

 "Claimed from the broken chassis of the rocket assembly platform Big SISTER
 1/3, the Spitfire Rod houses an active plasma welding torch. The CREO safety 
 manual for the Big SISTER platforms clearly states that they are hardcoded to 
 immediately cease operation in the case of human presence in the work area, 
 but contains no suggested actions for what to do if a Big SISTER fails to
 automatically pause construction."
 
 + Found: Defeat Big SISTER 1/3 (secret method)


.-------------.______________________________________________________.-------.
| Peacekeeper |______________________________________________________| Staff |
'-------------'                                                      '-------'

 Damage: 31
 Impact: Medium
 Attack Speed: Medium
 Proficiency Scaling: High
 Energy Gain: +10%
 
 + Damage growth (Mk.0 -> Mk.IV)
   31 -> 46 -> 58 -> 73 -> 87

 "What began as one tough survivor's desperate self-defense tool has been
 heavily modified into a weapon reminiscent of military-grade crowd control
 implements."
 
 + Found: Executive Forum, CREO Executive Forum


.-------------------.________________________________________________.-------.
| Codename: Carmina |________________________________________________| Staff |
'-------------------'                                                '-------'

 Damage: 31
 Impact: Medium
 Attack Speed: Medium
 Proficiency Scaling: Very High
 Energy Gain: +20%
 
 + Damage growth (Mk.0 -> Mk.IV)
   31 -> 46 -> 59 -> 73 -> 88

 "Carmina is a highly experimental (and very classified) fully-functional
 portable nanite manipulator. In the absence of a prepared fabrication
 program, Carmina overrides the behavior of nearby nanites, summoning them to
 itself until a mass of 'nano-matter' is formed. This nano-matter constantly
 shifts and reforms until given new protocols. Jagged, sharp, and dense,
 Carmina punctures heavily reinforced materials with ease."
 
 + Found: Research & Development, Exhibition Floor


______________________________________________________________________________
==============================================================================
 Armor                                                                  [0602]
==============================================================================

.---------------._________________________________________________.----------.
| LYNX Gear Set |_________________________________________________| Operator |
'---------------'                                                 '----------'

 "LYNX gear is third-generation CREO Exo-Rig technology, customized to suit
 the evolving needs of our Field Technicians. Its lightweight construction and
 ease of use guarantees unparalleled flexibility! MIcro-laminated alloy
 surfaces and modest Core Power requirements make for a versatile set of gear,
 suited to many challenging tasks of machinery enhancement."
 
 + Set Bonus: grants increased attack speed while at or near full health
 
 ____________________________________________________________________________


 LYNX Head Gear
 --------------
 Defense: 5
 Stability: Low
 Core Power Consumption: 1
 Energy Consumption (Drone): -
 Damage (Armored): +4%
 Damage (Unarmored): -4%
 
 + Defense growth (Mk.I -> Mk.IV)
   5 -> 6 -> 8 -> 10


 LYNX Body Gear
 --------------
 Defense: 9
 Stability: Low
 Core Power Consumption: 3
 Stamina Consumption: -10%

 + Defense growth (Mk.I -> Mk.IV)
   9 -> 13 -> 16 -> 20


 LYNX Arm Gear
 -------------
 Defense: 8
 Stability: Low
 Core Power Consumption: 2
 Impact: -
 Attack Speed: +3%
 
 + Defense growth (Mk.I -> Mk.IV)
   8 -> 11 -> 15 -> 18


 LYNX Leg Gear
 -------------
 Defense: 8
 Stability: Low
 Core Power Consumption: 2
 Stamina Consumption (Run): -20%
 Stamina Consumption (Dodge): -10%
 
 + Defense growth (Mk.I -> Mk.IV)
   8 -> 11 -> 14 -> 17


.---------------------.___________________________________________.----------.
| Liquidator Gear Set |___________________________________________| Operator |
'---------------------'                                           '----------'

 "Rated for the handling of corrosive materials, Liquidator gear is 
 surprisingly resilient. Manufacturing the atmospheric payloads for Project
 Resolve creates some chemical byproducts that are dangerous until fully
 processed. But, thanks to the hard work of CREO Liquidators, these chemicals
 are always being recycled into inert forms and prepared for future reuse!"
 
 + Set Bonus: grants bonus additional elemental resistance
 
 ____________________________________________________________________________


 Liquidator Head Gear
 --------------------
 Defense: 6
 Stability: Low
 Core Power Consumption: 2
 Energy Consumption (Drone): -
 Damage (Armored): -
 Damage (Unarmored): +4%
 
 + Defense growth (Mk.I -> Mk.IV)
   6 -> 8 -> 10 -> 12


 Liquidator Body Gear
 --------------------
 Defense: 12
 Stability: Low
 Core Power Consumption: 3
 Stamina Consumption: -5%
 
 + Defense growth (Mk.I -> Mk.IV)
   12 -> 16 -> 21 -> 26


 Liquidator Arm Gear
 -------------------
 Defense: 10
 Stability: Low
 Core Power Consumption: 2
 Impact: +10%
 Attack Speed: -
 
 + Defense growth (Mk.I -> Mk.IV)
   10 -> 14 -> 18 -> 22


 Liquidator Leg Gear
 -------------------
 Defense: 8
 Stability: Low
 Core Power Consumption: 3
 Stamina Consumption (Run): -
 Stamina Consumption (Dodge): -5%
 
 + Defense growth (Mk.I -> Mk.V)
   8 -> 11 -> 15 -> 18


.--------------------.____________________________________________.----------.
| Chrysalis Gear Set |____________________________________________| Operator |
'--------------------'                                            '----------'

 "Composed of an unknown alloy, this 'Chrysalis' gear becomes rigidly 
 deflective the instant an impact is sensed. It was constructed by an unknown
 process, but is undeniably imitative of the form of a human in an Exo-Rig.
 Some components appear to gradually shift and reform, but only when not
 directly observed, almost as if the gear was at one point alive..."
 
 + Set Bonus: causes you to regain health whenever you kill an enemy
 
 ____________________________________________________________________________


 Chrysalis Head Gear
 -------------------
 Defense: 5
 Stability: Low
 Core Power Consumption: 2
 Energy Consumption (Drone): -50%
 Damage (Armored): -
 Damage (Unarmored): -
 
 + Defense growth (Mk.I -> Mk.IV)
   5 -> 7 -> 9 -> 11


 Chrysalis Body Gear
 -------------------
 Defense: 11
 Stability: Low
 Core Power Consumption: 5
 Stamina Consumption: -10%
 
 + Defense growth (Mk.I -> Mk.IV)
   11 -> 15 -> 20 -> 24


 Chrysalis Arm Gear
 ------------------
 Defense: 10
 Stability: Low
 Core Power Consumption: 3
 Impact: -
 Attack Speed: +5%
 
 + Defense growth (Mk.I -> Mk.IV)
   10 -> 13 -> 17 -> 21


 Chrysalis Leg Gear
 ------------------
 Defense: 8
 Stability: Low
 Core Power Consumption: 3
 Stamina Consumption (Run): -20%
 Stamina Consumption (Dodge): -5%
 
 + Defense growth (Mk.I -> Mk.IV)
   8 -> 11 -> 14 -> 17


.------------.____________________________________________________.----------.
| Sunglasses |____________________________________________________| Operator |
'------------'                                                    '----------'

 "Incorporates industrial levels of UV protection while maintaining a sharp
 sense of style."
 
 Defense: 3
 Stability: Low
 Core Power Consumption: 0
 Energy Consumption (Drone): +100%
 Damage (Armored): +4%
 Damage: (Unarmored): +4%
 
 + Defense growth (Mk.0 -> Mk.IV)
   3 -> 15 -> 17 -> 18 -> 20


.-----------------._______________________________________________.----------.
| SCARAB Gear Set |_______________________________________________| Sentinel |
'-----------------'                                               '----------'

 "SCARAB is the newly-acquired Exo-Rig technology developed by a CREO
 subsidiary, Vestorson Industrial Sciences. Vestorson has always been well-
 known for their willingness to pioneer new form-factors, which inevitably led
 to the development of the reliable and energy-efficient SCARAB line.
 Currently employed on a trial basis in a variety of CREO operations.
 
 + Set Bonus: increases the effects of all Vital Boost Implants
 
 ____________________________________________________________________________


 SCARAB Head Gear
 ----------------
 Defense: 7
 Stability: Medium
 Core Power Consumption: 3
 Energy Consumption (Drone): +50%
 Damage (Armored): -
 Damage (Unarmored): -
 
 + Defense growth (Mk.I -> Mk.IV)
   7 -> 9 -> 11 -> 14


 SCARAB Body Gear
 ----------------
 Defense: 15
 Stability: Medium
 Core Power Consumption: 7
 Stamina Consumption: -
 
 + Defense growth (Mk.I -> Mk.IV)
   15 -> 20 -> 26 -> 32


 SCARAB Arm Gear
 ---------------
 Defense: 13
 Stability: Medium
 Core Power Consumption: 4
 Impact: +15%
 Attack Speed: -2%
 
 + Defense growth (Mk.I -> Mk.IV)
   13 -> 17 -> 22 -> 27


 SCARAB Leg Gear
 ---------------
 Defense: 10
 Stability: Medium
 Core Power Consumption: 4
 Stamina Consumption (Run): +10%
 Stamina Consumption (Dodge): +10%
 
 + Defense growth (Mk.I -> Mk.IV)
   10 -> 14 -> 18 -> 22


.--------------------.____________________________________________.----------.
| MG Gorgon Gear Set |____________________________________________| Sentinel |
'--------------------'                                            '----------'

 "It is a sad inevitability that employees will sometimes lose sight of the
 CREO mission. Luckily, our faithful CREO security - equipped with Gorgon
 gear - are always on hand to resolve altercations and remind wayward souls
 of their contractual obligations! In the case of emergency, be sure to follow
 all security commands to the letter - it's for your own safety."
 
 + Set Bonus: grants increased stamina regeneration
 
 ____________________________________________________________________________


 MG Gorgon Head Gear
 -------------------
 Defense: 7
 Stability: Medium
 Core Power Consumption: 4
 Energy Consumption (Drone): -50%
 Damage (Armored): -4%
 Damage (Unarmored): -4%
 
 + Defense growth (Mk.I -> Mk.IV)
   7 -> 10 -> 13 -> 16


 MG Gorgon Body Gear
 -------------------
 Defense: 15
 Stability: Medium
 Core Power Consumption: 7
 Stamina Consumption: -5%
 
 + Defense growth (Mk.I -> Mk.IV)
   15 -> 20 -> 26 -> 32


 MG Gorgon Arm Gear
 ------------------
 Defense: 12
 Stability: Medium
 Core Power Consumption: 5
 Impact: +15%
 Attack Speed: -
 
 + Defense growth (Mk.I -> Mk.IV)
   12 -> 17 -> 22 -> 27


 MG Gorgon Leg Gear
 ------------------
 Defense: 10
 Stability: Medium
 Core Power Consumption: 5
 Stamina Consumption (Run): -
 Stamina Consumption (Dodge): -
 
 + Defense growth (Mk.I -> Mk.IV)
   10 -> 13 -> 18 -> 22


.-----------------------._________________________________________.----------.
| Elite Hazard Gear Set |_________________________________________| Sentinel |
'-----------------------'                                         '----------'

 "Elite Hazard gear is required for employees whose duties require them to
 risk exposure to toxic substances, and includes a full vapor-proof hazmat
 shell-rebreather. Hazard Response squads employ a variety of neutralizing
 canisters, and in the case of a spreading fire, they work in pairs to trigger
 controlled concussive shockwaves that extinguish the flames."
 
 + Set Bonus: alters the effect of your drone's Emergency Coolant Vent
              ability, causing it to instead vent a cloud of toxic gas

 ____________________________________________________________________________
 
 
 Elite Hazard Head Gear
 ----------------------
 Defense: 7
 Stability: Medium
 Core Power Consumption: 5
 Energy Consumption (Drone): +30%
 Damage (Armored): +4%
 Damage (Unarmored): -
 
 + Defense growth (Mk.I -> Mk.IV)
   7 -> 9 -> 12 -> 15


 Elite Hazard Body Gear
 ----------------------
 Defense: 15
 Stability: Medium
 Core Power Consumption: 5
 Stamina Consumption: -
 
 + Defense growth (Mk.I -> Mk.IV)
   15 -> 21 -> 26 -> 32


 Elite Hazard Arm Gear
 ---------------------
 Defense: 13
 Stability: Medium
 Core Power Consumption: 2
 Impact: +15%
 Attack Speed: -2%
 
 + Defense growth (Mk.I -> Mk.IV)
   13 -> 18 -> 23 -> 28


 Elite Hazard Leg Gear
 ---------------------
 Defense: 11
 Stability: Medium
 Core Power Consumption: 4
 Stamina Consumption (Run): +10%
 Stamina Consumption (Dodge): +5%
 
 + Defense growth (Mk.I -> Mk.IV)
   11 -> 14 -> 19 -> 23


.-------------------._____________________________________________.----------.
| IRONMAUS Gear Set |_____________________________________________| Sentinel |
'-------------------'                                             '----------'

 "It lives! It sniffs! It conquers!"
 
 + Set Bonus: causes your drone's Anti-Kinetic Shield to also greatly increase
              your stability

 ____________________________________________________________________________


 IRONMAUS Head Gear
 ------------------
 Defense: 9
 Stability: Medium
 Core Power Consumption: 0
 Energy Consumption (Drone): -50%
 Damage (Armored): +4%
 Damage (Unarmored): -4%
 
 + Defense growth (Mk.I -> Mk.IV)
   9 -> 12 -> 14


 IRONMAUS Body Gear
 ------------------
 Defense: 15
 Stability: Medium
 Core Power Consumption: 0
 Stamina Consumption: -
 
 + Defense growth (Mk.I -> Mk.IV)
   17 -> 23 -> 28


 IRONMAUS Arm Gear
 -----------------
 Defense: 16
 Stability: Medium
 Core Power Consumption: 0
 Impact: +10%
 Attack Speed: -
 
 + Defense growth (Mk.I -> Mk.IV)
   16 -> 20 -> 25


 IRONMAUS Leg Gear
 -----------------
 Defense: 12
 Stability: Medium
 Core Power Consumption: 0
 Stamina Consumption (Run): -10%
 Stamina Consumption (Dodge): -
 
 + Defense growth (Mk.I -> Mk.IV)
   12 -> 16 -> 20


.----------------._________________________________________________.---------.
| RHINO Gear Set |_________________________________________________| Goliath |
'----------------'                                                 '---------'

 "Heavy tasks just got a whole lot lighter! RHINO gear was the first
 generation of CREO Exo-Rig technology, built for exceptional power and
 durability in the face of extraordinary demands. But don't be fooled by its
 age - RHINO is still the backbone of CREO's mission to restore the
 environment, having paved the way for the more task-specific gear to come."
 
 + Set Bonus: grants increased impact while under the effect of implants that 
              boost your weapon damage
 
 ____________________________________________________________________________


 RHINO Head Gear
 ---------------
 Defense: 6
 Stability: High
 Core Power Consumption: 3
 Energy Consumption (Drone): +30%
 Damage (Armored): -8%
 Damage (Unarmored): +8%
 
 + Defense growth (Mk.I -> Mk.IV)
   6 -> 8 -> 11 -> 14


 RHINO Body Gear
 ---------------
 Defense: 12
 Stability: High
 Core Power Consumption: 4
 Stamina Consumption: +10%
 
 + Defense growth (Mk.I -> Mk.IV)
   12 -> 17 -> 22 -> 27


 RHINO Arm Gear
 --------------
 Defense: 10
 Stability: High
 Core Power Consumption: 3
 Impact: +30%
 Attack Speed: -4%
 
 + Defense growth (Mk.I -> Mk.IV)
   10 -> 14 -> 18 -> 22


 RHINO Leg Gear
 --------------
 Defense: 10
 Stability: High
 Core Power Consumption: 3
 Stamina Consumption (Run): +5%
 Stamina Consumption (Dodge): +5%
 
 + Defense growth (Mk.I -> Mk.IV)
   10 -> 14 -> 18 -> 22


.------------------._______________________________________________.---------.
| PROTEUS Gear Set |_______________________________________________| Goliath |
'------------------'                                               '---------'

 "A classified set of gear developed by the Restricted Projects laboratory,
 under the supervision of Dr. Gene Barrett. Its innovative design is meant to
 act as an external life-support system. Curiously, its firmware has been
 partially deleted, and it possesses a number of input/output ports that don't
 appear to be compatible with current-gen CREO Rig junction ports."
 
 + Set Bonus: grants passive health regeneration and increases the amount of
              all healing effects
 
 ____________________________________________________________________________


 PROTEUS Head Module
 -------------------
 Defense: 6
 Stability: High
 Core Power Consumption: 4
 Energy Consumption (Drone): +30%
 Damage (Armored): -4%
 Damage (Unarmored): +4%
 
 + Defense growth (Mk.I -> Mk.IV)
   6 -> 8 -> 10 -> 13


 PROTEUS Body Module
 -------------------
 Defense: 12
 Stability: High
 Core Power Consumption: 7
 Stamina Consumption: +5%
 
 + Defense growth (Mk.I -> Mk.IV)
   12 -> 17 -> 22 -> 27


 PROTEUS Arm Module
 ------------------
 Defense: 11
 Stability: High
 Core Power Consumption: 6
 Impact: +15%
 Attack Speed: +3%
 
 + Defense growth (Mk.I -> Mk.IV)
   11 -> 15 -> 20 -> 24


 PROTEUS Leg Module
 ------------------
 Defense: 10
 Stability: High
 Core Power Consumption: 6
 Stamina Consumption (Run): -
 Stamina Consumption (Dodge): +5%
 
 + Defense growth (Mk.I -> Mk.IV)
   10 -> 14 -> 18 -> 22


.---------------------------.______________________________________.---------.
| Bloodied PROTEUS Gear Set |______________________________________| Goliath |
'---------------------------'                                      '---------'

 "A classified set of gear developed by the Restricted Projects laboratory,
 under the supervision of Dr. Gene Barrett. Its innovative design is meant to
 act as an external life-support system. This set of PROTEUS gear is an
 unlisted prototype. Records of performed modifications and action logs have
 been wiped clean, known only to its creator."
 
 + Set Bonus: grants passive health regeneration and increases the amount of
              all healing effects
 
 ____________________________________________________________________________


 Bloodied PROTEUS Head Module
 ----------------------------
 Defense: 6
 Stability: High
 Core Power Consumption: 4
 Energy Consumption (Drone): +30%
 Damage (Armored): -4%
 Damage (Unarmored): +4%
 
 + Defense growth (Mk.I -> Mk.IV)
   6 -> 8 -> 10 -> 13


 Bloodied PROTEUS Body Module
 ----------------------------
 Defense: 12
 Stability: High
 Core Power Consumption: 8
 Stamina Consumption: +5%
 
 + Defense growth (Mk.I -> Mk.IV)
   12 -> 17 -> 22 -> 27


 Bloodied PROTEUS Arm Module
 ---------------------------
 Defense: 11
 Stability: High
 Core Power Consumption: 7
 Impact: +15%
 Attack Speed: +3%
 
 + Defense growth (Mk.I -> Mk.IV)
   11 -> 15 -> 20 -> 25


 Bloodied PROTEUS Leg Module
 ---------------------------
 Defense: 10
 Stability: High
 Core Power Consumption: 6
 Stamina Consumption (Run): -
 Stamina Consumption (Dodge): +5%
 
 + Defense growth (Mk.I -> Mk.IV)
   10 -> 14 -> 18 -> 22


.----------------------.___________________________________________.---------.
| MG Cerberus Gear Set |___________________________________________| Goliath |
'----------------------'                                           '---------'

 "Cerberus is the ultimate in anti-personnel combat gear. CREO regrets that it
 is necessary to maintain an internal paramilitary force, but the mission to
 save the Earth is too crucial to let idealism get in the way of operational
 security. Whether a threat is internal or external, we must be prepared to
 defend ourselves from those who would seek to profit from our demise."
 
 + Set Bonus: grants increased defenses when at high level of energy
 
 ____________________________________________________________________________


 MG Cerberus Head Gear
 ---------------------
 Defense: 6
 Stability: High
 Core Power Consumption: 5
 Energy Consumption (Drone): -30%
 Damage (Armored): +4%
 Damage (Unarmored): -4%
 
 + Defense growth (Mk.I -> Mk.IV)
   6 -> 8 -> 11 -> 14


 MG Cerberus Body Gear
 ---------------------
 Defense: 13
 Stability: High
 Core Power Consumption: 10
 Stamina Consumption: +10%
 
 + Defense growth (Mk.I -> Mk.IV)
   13 -> 17 -> 22 -> 27


 MG Cerberus Arm Gear
 --------------------
 Defense: 11
 Stability: High
 Core Power Consumption: 7
 Impact: +20%
 Attack Speed: -2%
 
 + Defense growth (Mk.I -> Mk.IV)
   11 -> 15 -> 19 -> 23


 MG Cerberus Leg Gear
 --------------------
 Defense: 9
 Stability: High
 Core Power Consumption: 8
 Stamina Consumption (Run): +5%
 Stamina Consumption (Dodge): +10%
 
 + Defense growth (Mk.I -> Mk.IV)
   9 -> 12 -> 15 -> 19


.-------------------------.________________________________________.---------.
| Black Cerberus Gear Set |________________________________________| Goliath |
'-------------------------'                                        '---------'

 "Cerberus is the ultimate in anti-personnel combat gear. CREO regrets that it
 is necessary to maintain an internal paramilitary force, but the mission to
 save the Earth is too crucial to let idealism get in the way of operational
 security. This set of Cerberus gear has been customized with experimental
 components, authorized only for use by the ranking Security Chief."
 
 + Set Bonus: grants increased damage when at high level of energy
 
 ____________________________________________________________________________


 Black Cerberus Head Gear
 ------------------------
 Defense: 6
 Stability: High
 Core Power Consumption: 5
 Energy Consumption (Drone): -30%
 Damage (Armored): +8%
 Damage (Unarmored): -8%
 
 + Defense growth (Mk.I -> Mk.IV)
   6 -> 8 -> 11 -> 14


 Black Cerberus Body Gear
 ------------------------
 Defense: 13
 Stability: High
 Core Power Consumption: 11
 Stamina Consumption: +10%
 
 + Defense growth (Mk.I -> Mk.IV)
   13 -> 17 -> 22 -> 27


 Black Cerberus Arm Gear
 -----------------------
 Defense: 11
 Stability: High
 Core Power Consumption: 8
 Impact: +20%
 Attack Speed: -2%
 
 + Defense growth (Mk.I -> Mk.IV)
   11 -> 15 -> 19 -> 23


 Black Cerberus Leg Gear
 -----------------------
 Defense: 9
 Stability: High
 Core Power Consumption: 8
 Stamina Consumption (Run): +5%
 Stamina Consumption (Dodge): +10%
 
 + Defense growth (Mk.I -> Mk.IV)
   9 -> 12 -> 15 -> 18


______________________________________________________________________________
==============================================================================
 Drone Modules                                                          [0603]
==============================================================================

.---------------------.______________________________________________________
| Anti-Kinetic Shield |______________________________________________________|
'---------------------'

 Protective Shield
 Energy Consumption: 24
 
 Your drone shields you for a certain amount of time, reducing incoming
 damage.
 
 + Found: Executive Forum, Towering Eye
          Executive Forum, Re-education Camp


.-------------------.________________________________________________________
| Concussive Module |________________________________________________________|
'-------------------'

 Melee Attack
 Energy Consumption: 18
 
 Your drone accelerates to ramming speed and impacts the enemy with great
 force.
 
 + Found: Central Production B, Conveyor Hub


.------------------------.___________________________________________________
| Emergency Coolant Vent |___________________________________________________|
'------------------------'

 Area Slowdown
 Energy Consumption: 12
 
 Your drone vents coolant in an area right in front of you, reducing enemy
 movement and attack speed while they remain in the effect.
 
 + Found: Central Production B, Resolve Chemical Refinery
          Central Production B, Builder Service Access


.-------------------.________________________________________________________
| Flamethrower Tank |________________________________________________________|
'-------------------'

 Incinerating Attack
 Energy Consumption: 48
 
 Your drone performs a flamethrower attack, burning all enemies in its path.
 
 + Found: Research & Development, Restricted Area: Utopia Project
          Research & Development, Nano Production Hall


.-----------------------.____________________________________________________
| Focused Infra-Blaster |____________________________________________________|
'-----------------------'

 Ranged Attack
 Energy Consumption: 18
 
 Your drone fires an energized projectile at the enemy, dealing light damage.
 Can still be used without energy, but deals very little damage.
 
 + Found: Central Production B, Drone Registration


.--------------------------._________________________________________________
| Industrial Electromagnet |_________________________________________________|
'--------------------------'

 Pull Enemy
 Energy Consumption: 24
 
 Your drone charges up a powerful magnet, pulling small and humanoid enemies
 towards it.
 
 + Found: Resolve Biolabs, Resolve Biolabs


______________________________________________________________________________
==============================================================================
 Implants                                                               [0604]
==============================================================================

.----------------------._______________________________________.-------------.
| Adrenaline Shunt v.1 |_______________________________________| Injectables |
'----------------------'                                       '-------------'

 Core Power Consumption: 5
 Energy Consumption: 20
 
 Enhances the senses, making enemies seem to move more slowly.
 
 "Standard equipment for the Personnel Response Force, who are called upon to
 address morale-based issues whenever they arise. If you observe a coworker
 disrupting the daily workflow through rabble-rousing or intentional sabotage 
 of output quotas, you are required to lodge a notification - anonymously, of
 course! A team of friendly PRF representatives will be along directly to
 restore the camaraderie we're used to at CREO."


.--------------------------._____________________________________.-----------.
| Aggression Amplifier v.1 |_____________________________________| Hardwired |
'--------------------------'                                     '-----------'

 Core Power Consumption: 1
 Health Restored: 10%
 
 Restores health when performing finishing moves.
 
 "As a last-ditch option for specialized CREO security personnel, this 
 implant's regenerative effects are triggered by the unique neurological 
 stress response of hand-to-hand combat. In the case of a Class 5 (extreme) 
 altercation for a total breakdown of management authority, anti-CREO 
 dissidents may come to pose and existential threat to ongoing operations. In
 such a regrettable scenario, it becomes the duty of CREO security to re-
 establish order."


.--------------------------._____________________________________.-----------.
| Aggression Amplifier v.2 |_____________________________________| Hardwired |
'--------------------------'                                     '-----------'

 Core Power Consumption: 2
 Health Restored: 20%
 
 Restores health when performing finishing moves.
 
 "As a last-ditch option for specialized CREO security personnel, this 
 implant's regenerative effects are triggered by the unique neurological 
 stress response of hand-to-hand combat. In the case of a Class 5 (extreme) 
 altercation for a total breakdown of management authority, anti-CREO 
 dissidents may come to pose and existential threat to ongoing operations. In
 such a regrettable scenario, it becomes the duty of CREO security to re-
 establish order."


.----------------.________________________________________________.----------.
| Ancillary Core |________________________________________________| Hot Swap |
'----------------'                                                '----------'

 Core Power: +6
 
 Increases Core Power.
 
 "CREO Exo Rigs are designed for flexibility. They come factory-equipped with 
 enough implant slots to accomodate thousands of possible configurations, but 
 sometimes you just need more power! Proper use of supervisor-approved 
 Ancillary Cores can enable employees to customize their Rig's loadout to 
 overcome even the most difficult challenges."


.-------------------._____________________________________________.----------.
| Ancillary Core XL |_____________________________________________| Hot Swap |
'-------------------'                                             '----------'

 Core Power: +9
 
 Increases Core Power.
 
 "CREO Exo Rigs are designed for flexibility. They come factory-equipped with 
 enough implant slots to accomodate thousands of possible configurations, but 
 sometimes you just need more power! Proper use of supervisor-approved 
 Ancillary Cores can enable employees to customize their Rig's loadout to 
 overcome even the most difficult challenges."


.--------------._________________________________________________.-----------.
| Auto-Aid v.2 |_________________________________________________| Hardwired |
'--------------'                                                 '-----------'

 Core Power Consumption: 2
 Health Restored: 3/s
 
 While near death, regenerates health.
 
 "Senses injuries and automatically dispenses a steady supply of plasmic
 regenerators, binding with the blood plasma and quickly healing minor cuts
 and bruises. Sleep easier knowing that your Auto-Aid is always with you,
 automatically keeping you free of frustrating common illnesses and healing
 bumps and bruises before they can impact your productivity!"


.--------------._________________________________________________.-----------.
| Auto-Aid v.4 |_________________________________________________| Hardwired |
'--------------'                                                 '-----------'

 Core Power Consumption: 5
 Health Restored: 7/s
 
 While near death, regenerates health.
 
 "Senses injuries and automatically dispenses a steady supply of plasmic
 regenerators, binding with the blood plasma and quickly healing minor cuts
 and bruises. Sleep easier knowing that your Auto-Aid is always with you,
 automatically keeping you free of frustrating common illnesses and healing
 bumps and bruises before they can impact your productivity!"


.---------------._________________________________________________.----------.
| Blue X-Cables |_________________________________________________| Hot Swap |
'---------------'                                                 '----------'

 Core Power Consumption: 1
 Energy Consumption: -10%
 
 Reduces the energy cost of performing finishing moves, activating your drone,
 and triggering injectables. 

 "X-Cables are used everywhere high-insulation, low-attenuation cabling is
 needed. Symmetrical energy transfer channels allow impulsed signals to be
 triggered at the absolute minimum threshold for actuation, ensuring that
 you'll never be caught in a low-energy bind again."


.----------------------.__________________________________________.----------.
| Concussive Array v.3 |__________________________________________| Hot Swap |
'----------------------'                                          '----------'

 Core Power Consumption: 4

 Increases impact when energy is high.

 "Intended for employees who find themselves generating more energy than they
 need, Concussive Arrays only activate in the presence of a significant energy
 surplus. Internal gyros boost physical movement, increasing the force
 delivered to a given target."


.-------------------------._______________________________________.----------.
| Drone Power Circuit v.3 |_______________________________________| Hot Swap |
'-------------------------'                                       '----------'

 Core Power Consumption: 4

 Increases the damage of drone attacks by 50%.
 
 "Utilized only infrequently in standard CREO operations, Drone Power Circuits
 are more commonly purloined by participants of unauthorized 'Raging Drones'
 events. Overclocked energy channels dramatically increase the drone's power
 yield, making for more exciting drone-on-drone violence."


.------------------------._______________________________________.-----------.
| Endurance Enhancer v.1 |_______________________________________| Hardwired |
'------------------------'                                       '-----------'

 Core Power Consumption: 1
 Stamina: +15 (5-15)
 
 Increases maximum stamina. Scales with Core Power.
 
 "The fight to save the Earth requires unflagging effort from all of CREO's
 valued employees. This minimally invasive implant channels power into the
 major skeletal muscle groups, reducing lactic acid buildup and increasing
 cell oxygen uptake, making mid-shift fatigue a thing of the past."


.------------------------._______________________________________.-----------.
| Endurance Enhancer v.3 |_______________________________________| Hardwired |
'------------------------'                                       '-----------'

 Core Power Consumption: 2
 Stamina: +30 (10-30)
 
 Increases maximum stamina. Scales with Core Power.
 
 "The fight to save the Earth requires unflagging effort from all of CREO's
 valued employees. This minimally invasive implant channels power into the
 major skeletal muscle groups, reducing lactic acid buildup and increasing
 cell oxygen uptake, making mid-shift fatigue a thing of the past."


.------------------------._______________________________________.-----------.
| Endurance Enhancer v.5 |_______________________________________| Hardwired |
'------------------------'                                       '-----------'

 Core Power Consumption: 4
 Stamina: +50 (20-50)
 
 Increases maximum stamina. Scales with Core Power.
 
 "The fight to save the Earth requires unflagging effort from all of CREO's
 valued employees. This minimally invasive implant channels power into the
 major skeletal muscle groups, reducing lactic acid buildup and increasing
 cell oxygen uptake, making mid-shift fatigue a thing of the past."


.--------------------------.___________________________________.-------------.
| Energized Power Cell v.1 |___________________________________| Injectables |
'--------------------------'                                   '-------------'

 Core Power Consumption: 1
 Elemental Damage: +10
 Energy Consumption: 12
 
 Applies an elemental damage boost to weapons.
 
 "Emits a short-lived energy field that allows any tool to act as an
 industrial cutting torch. Particularly useful for employees of the Salvage/
 Reclamation Department, but needs regular recharging, as its local battery
 depletes after only a few applications."


.--------------------------.___________________________________.-------------.
| Energized Power Cell v.2 |___________________________________| Injectables |
'--------------------------'                                   '-------------'

 Core Power Consumption: 2
 Elemental Damage: +15
 Energy Consumption: 12
 
 Applies an elemental damage boost to weapons.
 
 "Emits a short-lived energy field that allows any tool to act as an
 industrial cutting torch. Particularly useful for employees of the Salvage/
 Reclamation Department, but needs regular recharging, as its local battery
 depletes after only a few applications."


.--------------------------.___________________________________.-------------.
| Energized Power Cell v.3 |___________________________________| Injectables |
'--------------------------'                                   '-------------'

 Core Power Consumption: 3
 Elemental Damage: +20
 Energy Consumption: 12
 
 Applies an elemental damage boost to weapons.
 
 "Emits a short-lived energy field that allows any tool to act as an
 industrial cutting torch. Particularly useful for employees of the Salvage/
 Reclamation Department, but needs regular recharging, as its local battery
 depletes after only a few applications."


.--------------------------.___________________________________.-------------.
| Implanted Electrodes v.2 |___________________________________| Injectables |
'--------------------------'                                   '-------------'

 Core Power Consumption: 1
 Energy Restored: 72
 
 Injectable which provides a burst of energy.
 
 "Channels a burst of energy from the Power Core while triggering conditioned
 autohypnotic responses in the brain. Access to this implant must be approved
 by a supervisor of Departmental Head-level or above. Implantation must be
 done on a subject-by-subject basis and can occasionally lead to negative side
 effects, such as bouts of spontaneous aggression or involuntary triggering of
 the electrodes during routine activity."


.---------------------------._____________________________________.----------.
| Kinasthetic Amplifier v.1 |_____________________________________| Hot Swap |
'---------------------------'                                     '----------'

 Core Power Consumption: 3
 Single-rigged: +2
 Twin-rigged: +2

 Increases weapon proficiency and proficiency gain with single-rigged and
 twin-rigged weapons.
 
 "Developed as a result of CREO's research into prosthetics, this implant
 reverse-engineers the "phantom limb" phenomena suffered by many amputees.
 Using the Kinasthetic Amplifier in conjunction with rigged tools makes them
 feel like they are part of the body, harnessing the brain's natural
 proprioceptive reflexes to greatly increase precision and shorten learning
 curves."


.---------------------------._____________________________________.----------.
| Kinasthetic Amplifier v.3 |_____________________________________| Hot Swap |
'---------------------------'                                     '----------'

 Core Power Consumption: 5
 Single-rigged: +4
 Twin-rigged: +4

 Increases weapon proficiency and proficiency gain with single-rigged and
 twin-rigged weapons.
 
 "Developed as a result of CREO's research into prosthetics, this implant
 reverse-engineers the "phantom limb" phenomena suffered by many amputees.
 Using the Kinasthetic Amplifier in conjunction with rigged tools makes them
 feel like they are part of the body, harnessing the brain's natural
 proprioceptive reflexes to greatly increase precision and shorten learning
 curves."


.------------------------------._______________________________.-------------.
| Mechanized Counterweight v.1 |_______________________________| Injectables |
'------------------------------'                               '-------------'

 Core Power Consumption: 1
 Crush Damage: +10
 Slash Damage: +10
 Thrust Damage: +10
 Energy Consumption: 12
 
 Applies a physical damage boost to weapons.
 
 "An invaluable tool for employees of the Fabrication team, the Mechanized
 Counterweight's self-adjusting gyros attach to any surface and amplify
 tactile force input. Until its battery needs recharging, careful employees
 will be able to move heavy loads with more speed and strength than they ever
 thought possible."


.------------------------------._______________________________.-------------.
| Mechanized Counterweight v.2 |_______________________________| Injectables |
'------------------------------'                               '-------------'

 Core Power Consumption: 2
 Crush Damage: +15
 Slash Damage: +15
 Thrust Damage: +15
 Energy Consumption: 12
 
 Applies a physical damage boost to weapons.
 
 "An invaluable tool for employees of the Fabrication team, the Mechanized
 Counterweight's self-adjusting gyros attach to any surface and amplify
 tactile force input. Until its battery needs recharging, careful employees
 will be able to move heavy loads with more speed and strength than they ever
 thought possible."


.------------------------------._______________________________.-------------.
| Mechanized Counterweight v.3 |_______________________________| Injectables |
'------------------------------'                               '-------------'

 Core Power Consumption: 3
 Crush Damage: +20
 Slash Damage: +20
 Thrust Damage: +20
 Energy Consumption: 12
 
 Applies a physical damage boost to weapons.
 
 "An invaluable tool for employees of the Fabrication team, the Mechanized
 Counterweight's self-adjusting gyros attach to any surface and amplify
 tactile force input. Until its battery needs recharging, careful employees
 will be able to move heavy loads with more speed and strength than they ever
 thought possible."


.------------------------------._______________________________.-------------.
| Mechanized Counterweight v.4 |_______________________________| Injectables |
'------------------------------'                               '-------------'

 Core Power Consumption: 4
 Crush Damage: +25
 Slash Damage: +25
 Thrust Damage: +25
 Energy Consumption: 12
 
 Applies a physical damage boost to weapons.
 
 "An invaluable tool for employees of the Fabrication team, the Mechanized
 Counterweight's self-adjusting gyros attach to any surface and amplify
 tactile force input. Until its battery needs recharging, careful employees
 will be able to move heavy loads with more speed and strength than they ever
 thought possible."


.----------------------------._________________________________.-------------.
| Medi-Voltaic Injection v.1 |_________________________________| Injectables |
'----------------------------'                                 '-------------'

 Core Power Consumption: 4
 Health Restored: 30
 Energy Consumption: 20
 
 Injectable that uses energy to restore health.
 
 "Dr. Gene Barrett, one of CREO's leading research scientists distinguished
 himself early in his career by pioneering revolutionary tissue regeneration
 techniques. He found that by designing a device's output to mimic
 intracellular electrical activity, a spontaneous healing process could be
 triggered in epithelial and muscular tissues. Taking note of this major
 breakthrough, CREO offered him deputy directorship of Restricted Projects,
 and in only a short time mass production of the earliest Medi-Voltaic
 circuits had begun."


.----------------------------._________________________________.-------------.
| Medi-Voltaic Injection v.3 |_________________________________| Injectables |
'----------------------------'                                 '-------------'

 Core Power Consumption: 8
 Health Restored: 50
 Energy Consumption: 24
 
 Injectable that uses energy to restore health.
 
 "Dr. Gene Barrett, one of CREO's leading research scientists distinguished
 himself early in his career by pioneering revolutionary tissue regeneration
 techniques. He found that by designing a device's output to mimic
 intracellular electrical activity, a spontaneous healing process could be
 triggered in epithelial and muscular tissues. Taking note of this major
 breakthrough, CREO offered him deputy directorship of Restricted Projects,
 and in only a short time mass production of the earliest Medi-Voltaic
 circuits had begun."


.----------------------------._________________________________.-------------.
| Medi-Voltaic Injection v.5 |_________________________________| Injectables |
'----------------------------'                                 '-------------'

 Core Power Consumption: 12
 Health Restored: 100
 Energy Consumption: 28
 
 Injectable that uses energy to restore health.
 
 "Dr. Gene Barrett, one of CREO's leading research scientists distinguished
 himself early in his career by pioneering revolutionary tissue regeneration
 techniques. He found that by designing a device's output to mimic
 intracellular electrical activity, a spontaneous healing process could be
 triggered in epithelial and muscular tissues. Taking note of this major
 breakthrough, CREO offered him deputy directorship of Restricted Projects,
 and in only a short time mass production of the earliest Medi-Voltaic
 circuits had begun."


.---------------._________________________________________________.----------.
| Medical Audit |_________________________________________________| Hot Swap |
'---------------'                                                 '----------'

 Core Power Consumption: 0
 
 Displays enemy health gauges.
 
 "Displays local CREOnet healthcare data to authorized medical personnel.
 Please note that this data is property of CREO and is subject to protection
 under international corporate privacy laws. Any unauthorized distribution of
 said data constitutes theft of CREO intellectual property and all pursuant
 damages will be litigated according to section 74.2b of CREO company bylaws."


.--------------------._________________________________________.-------------.
| Modaxinol Injector |_________________________________________| Injectables |
'--------------------'                                         '-------------'

 Core Power Consumption: 3
 Health: -5/s
 Energy Consumption: 28
 
 Enhances the senses, making enemies seem to move more slowly, at the cost of
 health.
 
 "Distributed to employees selected for high-focus, high-duration task
 sectors. WARNING: Has been shown to be habit-forming in certain limited
 trials, so it is recommended that supervisors assign Modaxinol only when
 production goal projections indicate a probably shortfall in output."


.------------.____________________________________________________.----------.
| Omni-Audit |____________________________________________________| Hot Swap |
'------------'                                                    '----------'

 Core Power Consumption: 0
 
 Displays health bar and stability bar of enemies.
 
 "A newer version of the Medical Audit, the Omni-Audit displays local CREOnet
 healthcare data while performing analysis of employee weight distribution and
 balance."


.-------------------.____________________________________________.-----------.
| Plasmic Array v.4 |____________________________________________| Hardwired |
'-------------------'                                            '-----------'

 Core Power Consumption: 10
 Health Restored: 2/s
 
 Provides heal over time while energy is high.
 
 "Intended for employees who find themselves generating more energy than they
 need, Plasmic Arrays only activate in the presence of a significant energy
 surplus. Releases a rejuvenating solution into the bloodstream that rapidly
 binds with the blood plasma and spreads throughout the body."


.-------------------------.____________________________________.-------------.
| Plasmic Regenerator v.1 |____________________________________| Injectables |
'-------------------------'                                    '-------------'

 Core Power Consumption: 2
 Health Restored: 3/s

 Injectable that regenerates health over 30 seconds.
 
 "Injects a rejuvenating solution into the bloodstream that rapidly binds with
 the blood plasma and spreads throughout the body. Plasmic Regenerators act as
 a stabilizer in the case of non-life-threatening injuries, quickly healing
 minor cuts and bruises. In the case of serious injuries, Vital Injections are
 recommended before seeking more comprehensive medical care."
 

.-------------------------.____________________________________.-------------.
| Plasmic Regenerator v.3 |____________________________________| Injectables |
'-------------------------'                                    '-------------'

 Core Power Consumption: 4
 Health Restored: 6/s

 Injectable that regenerates health over 30 seconds.
 
 "Injects a rejuvenating solution into the bloodstream that rapidly binds with
 the blood plasma and spreads throughout the body. Plasmic Regenerators act as
 a stabilizer in the case of non-life-threatening injuries, quickly healing
 minor cuts and bruises. In the case of serious injuries, Vital Injections are
 recommended before seeking more comprehensive medical care."


.-------------------------.____________________________________.-------------.
| Plasmic Regenerator v.5 |____________________________________| Injectables |
'-------------------------'                                    '-------------'

 Core Power Consumption: 6
 Health Restored: 12/s

 Injectable that regenerates health over 30 seconds.
 
 "Injects a rejuvenating solution into the bloodstream that rapidly binds with
 the blood plasma and spreads throughout the body. Plasmic Regenerators act as
 a stabilizer in the case of non-life-threatening injuries, quickly healing
 minor cuts and bruises. In the case of serious injuries, Vital Injections are
 recommended before seeking more comprehensive medical care."


.--------------------------.______________________________________.----------.
| Pneumatic Calibrator v.2 |______________________________________| Hot Swap |
'--------------------------'                                      '----------'

 Core Power Consumption: 1
 Stamina Consumption: -15%
 
 Reduces the stamina cost of performing evasive moves.
 
 "Links with Pneumatic Helices found in CREO leg-gear, using stored movement-
 pattern data to reduce the muscular inputs required to activate a Rig's
 maximum impulse. No recommended for use by employees assigned to fine-tuning
 machinery or other delicate work, as accidental activations can be common for
 users who have not fully acclimated to its sensitivity."


.--------------------------.______________________________________.----------.
| Pneumatic Calibrator v.4 |______________________________________| Hot Swap |
'--------------------------'                                      '----------'

 Core Power Consumption: 3
 Stamina Consumption: -25%
 
 Reduces the stamina cost of performing evasive moves.
 
 "Links with Pneumatic Helices found in CREO leg-gear, using stored movement-
 pattern data to reduce the muscular inputs required to activate a Rig's
 maximum impulse. No recommended for use by employees assigned to fine-tuning
 machinery or other delicate work, as accidental activations can be common for
 users who have not fully acclimated to its sensitivity."


.-----------------------._________________________________________.----------.
| Reclamation Buddy v.1 |_________________________________________| Hot Swap |
'-----------------------'                                         '----------'

 Core Power Consumption: 2
 Tech Scrap Gain: +10%
 
 Increases the amount of Tech Scrap gained by killing enemies.
 
 "Standard issue for employees of the Salvage/Reclamation. Recycling usable
 raw materials is essential to general operations at CREO, from assembling new
 gear to improving your Rig, so make sure to keep your Reclamation Buddy close
 at hand!"


.-----------------------._________________________________________.----------.
| Reclamation Buddy v.2 |_________________________________________| Hot Swap |
'-----------------------'                                         '----------'

 Core Power Consumption: 3
 Tech Scrap Gain: +20%
 
 Increases the amount of Tech Scrap gained by killing enemies.
 
 "Standard issue for employees of the Salvage/Reclamation. Recycling usable
 raw materials is essential to general operations at CREO, from assembling new
 gear to improving your Rig, so make sure to keep your Reclamation Buddy close
 at hand!"


.-----------------------._________________________________________.----------.
| Reclamation Buddy v.4 |_________________________________________| Hot Swap |
'-----------------------'                                         '----------'

 Core Power Consumption: 5
 Tech Scrap Gain: +40%
 
 Increases the amount of Tech Scrap gained by killing enemies.
 
 "Standard issue for employees of the Salvage/Reclamation. Recycling usable
 raw materials is essential to general operations at CREO, from assembling new
 gear to improving your Rig, so make sure to keep your Reclamation Buddy close
 at hand!"


.--------------.__________________________________________________.----------.
| Red X-Cables |__________________________________________________| Hot Swap |
'--------------'                                                  '----------'

 Core Power Consumption: 2
 Energy Consumption: -15%
 
 Reduces the energy cost of performing finishing moves, activating your drone,
 and triggering injectables.

 "X-Cables are used everywhere high-insulation, low-attenuation cabling is
 needed. Symmetrical energy transfer channels allow impulsed signals to be
 triggered at the absolute minimum threshold for actuation, ensuring that
 you'll never be caught in a low-energy bind again."


.---------------._________________________________________________.----------.
| Rig Capacitor |_________________________________________________| Hot Swap |
'---------------'                                                 '----------'

 Core Power Consumption: 1
 Minimum Energy: 20%
 
 Stores energy, stopping energy decay below 20% of maximum energy.
 
 "A miniaturization of CREO's electromagnetic rail-launching technology used
 for Resolve rockets, Rig Capacitors are automatically charged when energy is
 gained, storing the surplus until it is needed. Frequently issued alongside
 implants that require energy to activate."


.------------------.______________________________________________.----------.
| Rig Capacitor XL |______________________________________________| Hot Swap |
'------------------'                                              '----------'

 Core Power Consumption: 2
 Minimum Energy: 30%
 
 Stores energy, stopping energy decay below 30% of maximum energy.
 
 "A miniaturization of CREO's electromagnetic rail-launching technology used
 for Resolve rockets, Rig Capacitors are automatically charged when energy is
 gained, storing the surplus until it is needed. Frequently issued alongside
 implants that require energy to activate."


.----------------------._________________________________________.-----------.
| SNS Disinhibitor v.3 |_________________________________________| Hardwired |
'----------------------'                                         '-----------'

 Core Power Consumption: 2
 Energy Gain: +50%
 Stamina Regeneration: +50%
 
 While near death, increases passive stamina regeneration and energy gained
 through successful attacks.
 
 "An experimental implant that is activated by the human body's natural fight-
 or-flight response, the SNS Disinhibitor keeps users in a state of heightened
 response while endangered or injured. Side effects of prolonged use are
 currently unknown, and as a result, access to this implant is restricted only
 to specialized CREO security."


.----------------------._________________________________________.-----------.
| SNS Disinhibitor v.4 |_________________________________________| Hardwired |
'----------------------'                                         '-----------'

 Core Power Consumption: 3
 Energy Gain: +100%
 Stamina Regeneration: +100%
 
 While near death, increases passive stamina regeneration and energy gained
 through successful attacks.
 
 "An experimental implant that is activated by the human body's natural fight-
 or-flight response, the SNS Disinhibitor keeps users in a state of heightened
 response while endangered or injured. Side effects of prolonged use are
 currently unknown, and as a result, access to this implant is restricted only
 to specialized CREO security."


.----------------------.__________________________________________.----------.
| Sustaining Array v.1 |__________________________________________| Hot Swap |
'----------------------'                                          '----------'

 Core Power Consumption: 1
 Energy Decay: -25%
 
 Slows energy decay.
 
 "Frequently found in the company of Vanadium E-Cells, Sustaining Arrays slow
 the gradual drain of energy. Insulated cores and loss-resistant power
 channels mean you'll stay ready for action longer than every before."


.----------------------.__________________________________________.----------.
| Sustaining Array v.2 |__________________________________________| Hot Swap |
'----------------------'                                          '----------'

 Core Power Consumption: 2
 Energy Decay: -50%
 
 Slows energy decay.
 
 "Frequently found in the company of Vanadium E-Cells, Sustaining Arrays slow
 the gradual drain of energy. Insulated cores and loss-resistant power
 channels mean you'll stay ready for action longer than every before."


.------------------------.________________________________________.----------.
| Tactile Omni-Boost v.1 |________________________________________| Hot Swap |
'------------------------'                                        '----------'

 Core Power Consumption: 3
 One-handed: +2
 Staff: +2
 Heavy-duty: +2
 
 Increases weapon proficiency and proficiency gain with one-handed weapons,
 staffs and heavy-duty weapons.
 
 "A deceptively complex piece of technology, the Tactile Omni-Boost increases
 the sensitivity and response speed of manual movements by increasing 
 electrical activity in the cerebellum. In the case of tremors, dizziness, or
 loss of equilibrium, discontinue use immediately and file a bug report with
 the Employee Satisfaction Department."


.------------------------.________________________________________.----------.
| Tactile Omni-Boost v.3 |________________________________________| Hot Swap |
'------------------------'                                        '----------'

 Core Power Consumption: 5
 One-handed: +4
 Staff: +4
 Heavy-duty: +4
 
 Increases weapon proficiency and proficiency gain with one-handed weapons,
 staffs and heavy-duty weapons.
 
 "A deceptively complex piece of technology, the Tactile Omni-Boost increases
 the sensitivity and response speed of manual movements by increasing 
 electrical activity in the cerebellum. In the case of tremors, dizziness, or
 loss of equilibrium, discontinue use immediately and file a bug report with
 the Employee Satisfaction Department."


.------------------.______________________________________________.----------.
| Toxic Autofilter |______________________________________________| Hot Swap |
'------------------'                                              '----------'

 Core Power Consumption: 2
 
 Neutralizes toxic gas, allowing it to be breathed normally.
 
 "Standard issue for employees of the Sanitation Department, who must, from
 time to time, enter areas where an accidental spill or unforeseen chemical
 reaction has rendered the air unbreathable for other employees. Self-cleaning
 microparticles make the Toxic Autofilter last for years before requiring
 replacement, a boon for employees AND the environment!"


.---------------------.__________________________________________.-----------.
| Vanadium E-Cell v.1 |__________________________________________| Hardwired |
'---------------------'                                          '-----------'

 Core Power Consumption: 0
 Energy: +12 (4-12)
 
 Increases maximum energy. Scales with Core Power.
 
 "Enter the Vanadium E-Cell. CREO's newly miniaturized design boasts
 unparalleled safety and negligible capacitive degradation, able to store just
 as much surplus energy on its millionth charge as on its first."


.---------------------.__________________________________________.-----------.
| Vanadium E-Cell v.3 |__________________________________________| Hardwired |
'---------------------'                                          '-----------'

 Core Power Consumption: 1
 Energy: +24 (8-24)
 
 Increases maximum energy. Scales with Core Power.
 
 "Enter the Vanadium E-Cell. CREO's newly miniaturized design boasts
 unparalleled safety and negligible capacitive degradation, able to store just
 as much surplus energy on its millionth charge as on its first."


.---------------------.__________________________________________.-----------.
| Vanadium E-Cell v.5 |__________________________________________| Hardwired |
'---------------------'                                          '-----------'

 Core Power Consumption: 3
 Energy: +48 (16-48)
 
 Increases maximum energy. Scales with Core Power.
 
 "Enter the Vanadium E-Cell. CREO's newly miniaturized design boasts
 unparalleled safety and negligible capacitive degradation, able to store just
 as much surplus energy on its millionth charge as on its first."


.--------------------.____________________________________________.----------.
| Velocity Array v.3 |____________________________________________| Hot Swap |
'--------------------'                                            '----------'

 Core Power Consumption: 8
 
 Increases attack speed when energy is high.
 
 "Intended for employees who find themselves generating more energy than they
 need, Velocity Arrays only activate in the presence of a significant energy
 surplus. Velocity Arrays link with Force Regulators found in CREO arm-gear,
 reducing the activation time of quick or sudden movements."
 

.-----------------.______________________________________________.-----------.
| Vital Boost v.1 |______________________________________________| Hardwired |
'-----------------'                                              '-----------'

 Core Power Consumption: 2
 Health: +35 (10-35)
 
 Increases maximum health. Scales with Core Power.
 
 "At CREO, employee health is a top priority, and we believe that the best way 
 to treat an injury is to prevent it altogether! That's why all employees are 
 supplied with Vital Boost implants, making the body tougher and more durable 
 than ever before. Unfortunate accidents that might have caused missed shifts 
 (or even lost employment) in a previous job won't even slow you down."


.-----------------.______________________________________________.-----------.
| Vital Boost v.3 |______________________________________________| Hardwired |
'-----------------'                                              '-----------'

 Core Power Consumption: 4
 Health: +70 (20-70)
 
 Increases maximum health. Scales with Core Power.
 
 "At CREO, employee health is a top priority, and we believe that the best way 
 to treat an injury is to prevent it altogether! That's why all employees are 
 supplied with Vital Boost implants, making the body tougher and more durable 
 than ever before. Unfortunate accidents that might have caused missed shifts 
 (or even lost employment) in a previous job won't even slow you down."


.-----------------.______________________________________________.-----------.
| Vital Boost v.5 |______________________________________________| Hardwired |
'-----------------'                                              '-----------'

 Core Power Consumption: 7
 Health: +115 (35-115)
 
 Increases maximum health. Scales with Core Power.
 
 "At CREO, employee health is a top priority, and we believe that the best way 
 to treat an injury is to prevent it altogether! That's why all employees are 
 supplied with Vital Boost implants, making the body tougher and more durable 
 than ever before. Unfortunate accidents that might have caused missed shifts 
 (or even lost employment) in a previous job won't even slow you down."


.--------------------.___________________________________________.-----------.
| Vital Boost XL v.4 |___________________________________________| Hardwired |
'--------------------'                                           '-----------'

 Core Power Consumption: 10
 Health: +133 (40-135)
 
 Increases maximum health. Scales with Core Power.
 
 "At CREO, employee health is a top priority, and we believe that the best way
 to treat an injury is to prevent it altogether! But sometimes, standard-issue
 Vital Boost implants aren't enough for the most demanding tasks. Luckily,
 Vital Boost XL implants are available for special requisition - if you've got
 the Core Power to spare, that is!"


.---------------------.________________________________________.-------------.
| Vital Injection v.1 |________________________________________| Injectables |
'---------------------'                                        '-------------'

 Core Power Consumption: 3
 Health Restored: 90
 
 Injectable that restores health.
 
 "While safety is always the highest priority at CREO, it's still important to
 take the proper precautions in case the worst actually does happen. In case
 of accidental injury, these emergency first aid injections will stabilize the
 unlucky employee and get them back on their feet, allowing them to seek more
 comprehensive medical care at their convenience."


.---------------------.________________________________________.-------------.
| Vital Injection v.3 |________________________________________| Injectables |
'---------------------'                                        '-------------'

 Core Power Consumption: 6
 Health Restored: 180
 
 Injectable that restores health.
 
 "While safety is always the highest priority at CREO, it's still important to
 take the proper precautions in case the worst actually does happen. In case
 of accidental injury, these emergency first aid injections will stabilize the
 unlucky employee and get them back on their feet, allowing them to seek more
 comprehensive medical care at their convenience."


.---------------------.________________________________________.-------------.
| Vital Injection v.5 |________________________________________| Injectables |
'---------------------'                                        '-------------'

 Core Power Consumption: 9
 Health Restored: 360
 
 Injectable that restores health.
 
 "While safety is always the highest priority at CREO, it's still important to
 take the proper precautions in case the worst actually does happen. In case
 of accidental injury, these emergency first aid injections will stabilize the
 unlucky employee and get them back on their feet, allowing them to seek more
 comprehensive medical care at their convenience."


.--------------------.____________________________________________.----------.
| Voltaic Dynamo v.1 |____________________________________________| Hot Swap |
'--------------------'                                            '----------'

 Core Power Consumption: 2
 Energy Gain: +20%
 
 Increases the amount of energy gained through successful attacks.
 
 "Waste not, want not! Voltaic Dynamos convert your excess kinetic energy into
 a temporary power buffer that can be utilized by the Exo Rig. The energy gain
 from normal industrial interactions, like metal-on-metal recoil and sudden
 impact shocks, will help you work harder AND smarter!"


.--------------------.____________________________________________.----------.
| Voltaic Dynamo v.2 |____________________________________________| Hot Swap |
'--------------------'                                            '----------'

 Core Power Consumption: 3
 Energy Gain: +30%
 
 Increases the amount of energy gained through successful attacks.
 
 "Waste not, want not! Voltaic Dynamos convert your excess kinetic energy into
 a temporary power buffer that can be utilized by the Exo Rig. The energy gain
 from normal industrial interactions, like metal-on-metal recoil and sudden
 impact shocks, will help you work harder AND smarter!"


______________________________________________________________________________
==============================================================================
 Components                                                             [0605]
==============================================================================

.--------------------._______________________________________________________
| Cortical Processor |_______________________________________________________|
'--------------------'

 Used to assemble head gear.
 
 "CREO's neural enhancers allow you to operate your Exo Rig at the speed of
 though. Adapting to each individual's unique neural architecture and
 utilizing the latent processing power of the human brain, best-in-class fine
 motor control and advanced intel dispersal will be at your fingertips."

 + Dropped by:
   Mk.I = LYNX Rig, RHINO Rig
   Mk.II = SCARAB Rig, Liquidator Rig
   Mk.III = CREO Security Guard, Elite Hazard Rig, PROTEUS Module
   Mk.IV = Bloodied PROTEUS Module, Cerberus Rig, Chrysalis


.--------------._____________________________________________________________
| Rig Armature |_____________________________________________________________|
'--------------'

 Used to assemble body gear.
 
 "Suitable for a variety of applications, CREO's Exo Rig is the world's
 premier multiple-application industrial process platform. Its mix-and-match
 capability makes sure that you'll be able to meet and defeat any challenge
 that the changing world can throw at you."

 + Dropped by:
   Mk.I = LYNX Rig, RHINO Rig
   Mk.II = SCARAB Rig, Liquidator Rig
   Mk.III = CREO Security Guard, Elite Hazard Rig, PROTEUS Module
   Mk.IV = Bloodied PROTEUS Module, Cerberus Rig, Chrysalis


.-----------------.__________________________________________________________
| Force Regulator |__________________________________________________________|
'-----------------'

 Used to assemble arm gear.
 
 "Electrically-actuated bundles of flexile fibers are essential to the
 construction of modern, force-multiplying Exo gear. Thanks to CREO's
 development of specialized attenuation triggers, self-injury resulting from
 normal use has been all but eliminated."

 + Dropped by:
   Mk.I = LYNX Rig, RHINO Rig
   Mk.II = SCARAB Rig, Liquidator Rig
   Mk.III = CREO Security Guard, Elite Hazard Rig, PROTEUS Module
   Mk.IV = Bloodied PROTEUS Module, Cerberus Rig, Chrysalis


.-----------------.__________________________________________________________
| Pneumatic Helix |__________________________________________________________|
'-----------------'

 Used to assemble leg gear.
 
 "CREO's proprietary self-compressing pneumatics are your best bet when it
 comes to high-performance force delivery. Building upon a solid and powerful
 foundation is crucial when approaching challenging, max-weight industrial
 tasks."

 + Dropped by:
   Mk.I = LYNX Rig, RHINO Rig
   Mk.II = SCARAB Rig, Liquidator Rig
   Mk.III = CREO Security Guard, Elite Hazard Rig, PROTEUS Module
   Mk.IV = Bloodied PROTEUS Module, Cerberus Rig, Chrysalis


.----------------.___________________________________________________________
| Tungsten Alloy |___________________________________________________________|
'----------------'

 Used to assemble weapons.
 
 "With frankly incredible tensile strength under the greatest temperature
 stresses and a natural resistance to all but the most corrosive substances,
 CREO's unique blend of tungsten alloy is sourced from the world's premier
 tungsten foundries."

 + Dropped by:
   Mk.I = LYNX Rig, RHINO Rig
   Mk.II = SCARAB Rig, Liquidator Rig
   Mk.III = CREO Security Guard, Elite Hazard Rig, PROTEUS Module
   Mk.IV = Bloodied PROTEUS Module, Cerberus Rig, Chrysalis


.-----------.________________________________________________________________
| Nano Core |________________________________________________________________|
'-----------'

 Used to assemble Mk.V weapons and gear.
 
 "Each chunk of 'nano-matter' begins as a single microscopic seed of nanites
 which replicate themselves until a standardized mass is reached, at which
 point its adaptive programming takes over. The resultant Nano Core will
 automatically analyze and improve any tool, weapon, or piece of gear to which
 it is applied."

 + Found in Power Circuits


______________________________________________________________________________
==============================================================================
 Consumables                                                            [0606]
==============================================================================

.------------------._________________________________________________________
| Tech Scrap Piles |_________________________________________________________|
'------------------'


 Large Pile of High-Tech Scrap
 -----------------------------
 Use to receive 20,000 Tech Scrap.


 Large Pile of Metal Scrap
 -------------------------
 Use to receive 6,500 Tech Scrap.


 Large Pile of Rare Material Scrap
 ---------------------------------
 Use to receive 10,000 Tech Scrap.


 Large Pile of Rusty Metal Scrap
 -------------------------------
 Use to receive 4,000 Tech Scrap.


 Pile of High-Tech Scrap
 -----------------------
 Use to receive 2,500 Tech Scrap.


 Pile of Metal Scrap
 -------------------
 Use to receive 1,500 Tech Scrap.


 Pile of Rare Material Scrap
 ---------------------------
 Use to receive 2,000 Tech Scrap.


 Pile of Rusty Metal Scrap
 -------------------------
 Use to receive 1,200 Tech Scrap.


 Small Pile of High-Tech Scrap
 -----------------------------
 Use to receive 900 Tech Scrap.


 Small Pile of Metal Scrap
 -------------------------
 Use to receive 400 Tech Scrap.


 Small Pile of Rare Material Scrap
 ---------------------------------
 Use to receive 600 Tech Scrap.


 Small Pile of Rusty Metal Scrap
 -------------------------------
 Use to receive 200 Tech Scrap.


______________________________________________________________________________
==============================================================================
 Audio Logs                                                             [0607]
==============================================================================

.--------._______________________________________________.-------------------.
| Chavez |_______________________________________________| The Good Old Days |
'--------'                                               '-------------------'

 "FROM: DELETED USER
 TO: DELETED USER
 SUBJECT: Chavez
 
 I can't believe they just fired Doctor Chavez after the years of hard work
 and dedication she's put into this company. I suppose that's what you get
 when you stand up for your convictions..."

 + Found: Abandoned Production, Rocket Yard


.---------------.________________________________________.-------------------.
| Gear Assembly |________________________________________| The Good Old Days |
'---------------'                                        '-------------------'

 "FROM: DELETED USER
 TO: DELETED MAILING LIST
 SUBJECT: Gear Assembly
 
 Great news, guys!
 
 We finally got the new Gear Assembly unit down here..."

 + Found: Abandoned Production, Main Assembly Line


.--------._______________________________________________.-------------------.
| Griper |_______________________________________________| The Good Old Days |
'--------'                                               '-------------------'

 "FROM: DELETED USER
 TO: B. Markov
 SUBJECT: Griper
 
 We've had issues with Robert Weeve again. This time about the exo-skeleton
 program.
 
 He's refused to have the implant surgery..."

 + Found: Abandoned Production, Main Assembly Line


.-----------.____________________________________________.-------------------.
| Incidents |____________________________________________| The Good Old Days |
'-----------'                                            '-------------------'

 "FROM: DELETED USER
 TO: DELETED USER
 SUBJECT: 'Incidents'
 
 I have to say I'm not comfortable with this, not comfortable at all. We've
 had multiple accidents in this sector. We have to shut it down, and take it
 to pieces bit by bit..."

 + Found: Abandoned Production, Power Plant


.------------------._____________________________________.-------------------.
| Remain Vigilant! |_____________________________________| The Good Old Days |
'------------------'                                     '-------------------'

 "FROM: CREO Official
 TO: DELETED MAILING LIST
 SUBJECT: Remain Vigilant!
 
 After recent events and the continuing threat to CREO security we are asking
 all employees to remain vigilant..."

 + Found: Abandoned Production, Rocket Assembly Station


.---------------.________________________________________.-------------------.
| Resolve Waste |________________________________________| The Good Old Days |
'---------------'                                        '-------------------'

 "FROM: DELETED USER
 TO: DELETED USER
 SUBJECT: Resolve Waste
 
 You know this shit is toxic right? We can't just keep dumping it wherever on
 the facility.
 
 We've had another accident, thank god he's only a cripple!"

 + Found: Resolve Biolabs, Resolve Biolabs


.---------------._____________________________________________________.------.
| Golden Ticket |_____________________________________________________| CREO |
'---------------'                                                     '------'

 "FROM: Garrett Masters
 TO: DELETED USER
 SUBJECT: Golden Ticket
 
 Dammit, why don't you listen!?
 
 You need to upgrade your Power Core, or replace it, otherwise you ain't
 getting through that door..."
 
 + Found: Abandoned Production, Rocket Yard


.-------------------------.___________________________________________.------.
| Implants - Side Effects |___________________________________________| CREO |
'-------------------------'                                           '------'

 "FROM: J. McEvan
 TO: S. Albertsen
 SUBJECT: Implants - Side Effects
 
 With the implemented overtime hours my guys have been relying on their
 implants, but I'm noticing increasingly erratic behavior from them..."
 
 + Found: Central Production B, Recycling


.-------------------------------------._______________________________.------.
| Intercepted Transmission 83-1266548 |_______________________________| CREO |
'-------------------------------------'                               '------'

 "Intercepted Transmission 83-1266548
 
 FROM: Anna Espinoza TO: M. Espinoza
 
 Transmission interrupted - suspected security breach! Keywords: new project
 
 Case log created: #83-985
 
 Initiating investigation"
 
 + Found: Nucleus, Utopia Preparation Classified


.-------------------------.___________________________________________.------.
| Missing Office Supplies |___________________________________________| CREO |
'-------------------------'                                           '------'

 "CLASSIFIED! Case #83-894
 Reports on missing office supplies.
 Investigation is ongoing!"
 
 + Found: Executive Forum, Armory


.------------------------.____________________________________________.------.
| Payload Irregularities |____________________________________________| CREO |
'------------------------'                                            '------'

 "Zulehka Massoud: Payload Irregularities
 NO TIME STAMP
 
 I noticed some irregularities during my last review. There seem to be
 significant aberrations in the payload dispersal unit. My first course of
 action was to inform my supervisor, considering the matter closed.
 
 But here it is again..."
 
 + Found: Central Production B (Part 2), Circulation Tower


.-----------------------._____________________________________________.------.
| RE: Conspiracy Theory |_____________________________________________| CREO |
'-----------------------'                                             '------'

 "FROM: J. Fletcher
 TO: J. Novac
 SUBJECT: RE: Conspiracy Theory
 
 You've got to knock it off!
 
 I told you last time, they're watching everything we do here."
 
 + Found: Central Production B (Part 2), Resolve Chemical Refinery


.---------------._____________________________________________________.------.
| RE: Echelon 9 |_____________________________________________________| CREO |
'---------------'                                                     '------'

 "FROM: L. Jackson
 TO: G. Alba
 SUBJECT: RE: Echelon 9
 
 Fuck them! They think they're so high and fucking mighty.
 
 Yeah, I hope you're reading this you tossers. Echelon 9, what a joke!..."
 
 + Found: Central Production B (Part 3), inside Ops


.-------._____________________________________________.----------------------.
| Alone |_____________________________________________| Into the Rabbit Hole |
'-------'                                             '----------------------'

 "Mallory Stark: Entry 22, Alone
 NO TIME STAMP
 
 They're hunting me now.
 
 Wherever I hide, they are coming for me."
 
 + Found: Executive Forum, CREO Executive Forum


.--------------------.________________________________.----------------------.
| Behind the Curtain |________________________________| Into the Rabbit Hole |
'--------------------'                                '----------------------'

 "Mallory Stark: Entry 9, Behind the Curtain
 NO TIME STAMP
 
 I followed some people to R&D, kept out of sight. Too scared to get too
 close. They were blitzing anything that moved. They looked normal, but you
 just can't tell...
 
 Once I got to R&D I could see why they were so angry..."
 
 + Found: Research & Development, Nano Production Hall


.----------.__________________________________________.----------------------.
| Betrayed |__________________________________________| Into the Rabbit Hole |
'----------'                                          '----------------------'

 "Mallory Stark: Entry 21, Betrayed
 NO TIME STAMP
 
 I finally reached my limit. I told her to fuck off.
 
 Then it happened, right outside Ops. My whole body, everything hurt. I
 remember hitting the floor..."
 
 + Found: Executive Forum, CREO Executive Forum


.--------------.______________________________________.----------------------.
| Chaos Theory |______________________________________| Into the Rabbit Hole |
'--------------'                                      '----------------------'

 "Mallory Stark: Entry 7, Chaos Theory
 NO TIME STAMP
 
 I needed to return to Ops, got banged up pretty good out there. Finally met
 up with some other survivors, and bizarrely they weren't trying to rip my
 head off...
 
 No one knows what's going on, just lots of theories..."
 
 + Found: Central Production B (Part 2), inside Ops


.----------------.____________________________________.----------------------.
| Dangerous Game |____________________________________| Into the Rabbit Hole |
'----------------'                                    '----------------------'

 "Mallory Stark: Entry 15, Dangerous Game
 NO TIME STAMP
 
 That bitch just tried to get me killed, I know it.
 
 She made me go through security. Right through their damn HQ, said there's
 no other way. Sure..."
 
 + Found: Executive Forum, Towering Eye


.------------------------.____________________________.----------------------.
| Deeper into the Burrow |____________________________| Into the Rabbit Hole |
'------------------------'                            '----------------------'

 "Mallory Stark: Entry 16, Deeper into the Burrow
 NO TIME STAMP
 
 It's confusing. Management floors are all clean, so no sign of the chaos
 outside.
 
 There's security everywhere. Like they were planning for this. I don't know
 what's going on.
 
 + Found: Executive Forum, Armory


.---------------------._______________________________.----------------------.
| Journey in the Dark |_______________________________| Into the Rabbit Hole |
'---------------------'                               '----------------------'

 "Mallory Stark: Entry 3, Journey in the Dark
 NO TIME STAMP
 
 I think I passed out from the pain...
 
 Don't know how long I've been lying there, cold on the concrete floor, half-
 dead. Awakening to a nightmare..."
 
 + Found: Central Production B, Toxic Waste Maintenance


.---------------------._______________________________.----------------------.
| Part of the Machine |_______________________________| Into the Rabbit Hole |
'---------------------'                               '----------------------'

 "Mallory Stark: Entry 1, Part of the Machine
 NO TIME STAMP
 
 Well, I made it! Hope you're proud, I'm part of the corporate machine now.
 Not exactly my dream, but a girl's gotta do what a girl's gotta do.
 
 Going to write you everything now, Dad!"
 
 + Found: Executive Forum, Server Room


.----------------------.______________________________.----------------------.
| The Nightmare Begins |______________________________| Into the Rabbit Hole |
'----------------------'                              '----------------------'

 "Mallory Stark: Entry 2, The Nightmare Begins
 NO TIME STAMP
 
 How much time has passed? Minutes, hours? Days?
 
 This place is falling apart... I'm falling apart..."
 
 + Found: Central Production B, Material Depot


.------------------.__________________________________.----------------------.
| Waiting for Help |__________________________________| Into the Rabbit Hole |
'------------------'                                  '----------------------'

 "Mallory Stark: Entry 4, Waiting for Help
 NO TIME STAMP
 
 She said I should get to the executive level, that it's safe there.
 
 Security forces have it locked down, but it's the getting there - that's the
 problem."
 
 + Found: Central Production B, inside Ops


.-----------------.___________________________________.----------------------.
| Waiting in Vain |___________________________________| Into the Rabbit Hole |
'-----------------'                                   '----------------------'

 "Mallory Stark: Entry 5, Waiting in Vain
 NO TIME STAMP
 
 So much for help coming! It's been over a day now and nothing. She's not
 responding when I call.
 
 It's getting worse out there, the noises are freaking me out..."
 
 + Found: Central Production B, Recycling


.----------.__________________________________________________.--------------.
| Farewell |__________________________________________________| System Shock |
'----------'                                                  '--------------'

 "NO DATABASE INFORMATION AVAILABLE
 
 + Found: Central Production B (Part 3), Central Production B


.-------------._______________________________________________.--------------.
| The Butcher |_______________________________________________| System Shock |
'-------------'                                               '--------------'

 "FROM: Terminal PB-289
 TO: Terminal PB-671
 SUBJECT: The Butcher
 
 Why won't you believe me? You've seen the bodies, but I've seen him doing it.
 Why'd I make this up? Others have seen him, too."
 
 + Found: Central Production B, Recycling


.----------------.___________________________________________.---------------.
| Fuck Ferguson! |___________________________________________| Raging Drones |
'----------------'                                           '---------------'

 "FROM: E. Bean
 TO: W. Boyd
 SUBJECT: Fuck Ferguson!
 
 So Ferguson dumps us then it's all buddy, buddy come to my party!
 
 Fuck him!"
 
 + Found: Central Production B, Recycling


.-----------------.__________________________________________.---------------.
| Happy Birthday! |__________________________________________| Raging Drones |
'-----------------'                                          '---------------'

 "FROM: P. Ferguson
 TO: R. Ferguson
 SUBJECT: Happy Birthday!
 
 Happy birthday, little brother!
 
 Hope you're doing ok! We haven't heard from you in a while? Is work taking
 over again?"
 
 + Found: Central Production B (Part 2), Resolve Chemical Refinery


.---------------------------------------.____________________.---------------.
| Official Announcement "Raging Drones" |____________________| Raging Drones |
'---------------------------------------'                    '---------------'

 "FROM: R. Ferguson
 TO: Sector 12
 SUBJECT: 'Raging Drones'
 
 I hate to be the bearer of bad news, but unlicensed gambling violates federal
 and state law, and thus places CREO at a not-insignificant risk of criminal
 charges and liability. So all 'Raging Drones' events are to be cancelled
 immediately."
 
 + Found: Central Production B, Toxic Waste Maintenance


.--------------------._______________________________________.---------------.
| Operation Ferguson |_______________________________________| Raging Drones |
'--------------------'                                       '---------------'

 "FROM: J. M. Connelly
 TO: A. Levi
 SUBJECT: Operation Ferguson
 
 Trumped up little fuck. Where does he get off on lecturing us about worker
 rights?
 
 Unbearable, honestly. I knew this would happen, when they promoted him..."
 
 + Found: Executive Forum, CREO Executive Forum


.----------._________________________________________________.---------------.
| Reminder |_________________________________________________| Raging Drones |
'----------'                                                 '---------------'

 "FROM: J. M. Connelly
 TO: R. Ferguson
 SUBJECT: Reminder
 
 Mr. Ferguson,
 
 CREO is a company with a global reputation to uphold and the employees under
 your supervision have no only broken company policy but also numerous federal
 laws..."
 
 + Found: Central Production B, Recycling


.---------------.________________________________________________.-----------.
| Black Project |________________________________________________| Busy Bees |
'---------------'                                                '-----------'

 "FROM: D. Myers
 TO: Dr. M. Chavez
 SUBJECT: Black Project
 
 It's tough they've got it locked down tight! But I promised I'd get you
 something, it's not a lot mind, but it's something.
 
 Utopia's a synthetic variant of Resolve..."
 
 + Found: Research & Development, Nano Production Hall


.-------------------------.______________________________________.-----------.
| Dr. M. Chavez, Log #784 |______________________________________| Busy Bees |
'-------------------------'                                      '-----------'

 "Dr. M. Chavez
 RESOLVE Log #784
 June 26, 2080
 
 Still searching for the elements that produce the toxicity."
 
 + Found: Resolve Biolabs, Eurasian Climate Zone


.-------------------------.______________________________________.-----------.
| Dr. M. Chavez, Log #987 |______________________________________| Busy Bees |
'-------------------------'                                      '-----------'

 "Dr. M. Chavez
 RESOLVE Log #987
 October 13, 2080
 
 Observation of heaviness on the chest and general exertion.
 
 Side effects??"
 
 + Found: Resolve Biolabs, Pump Station
 

.-------.________________________________________________________.-----------.
| Help! |________________________________________________________| Busy Bees |
'-------'                                                        '-----------'

 "FROM: Lab Terminal D-45
 TO: Intercom D-317
 SUBJECT: Help!
 
 I need help!
 
 A CREO team has turned up."
 
 + Found: Resolve Biolabs, Resolve Biolabs


.--------------._________________________________________________.-----------.
| New Supplies |_________________________________________________| Busy Bees |
'--------------'                                                 '-----------'

 "FROM: Dr. M Chavez
 TO: D. Myers
 SUBJECT: New Supplies
 
 D, will you check in?
 
 I waited 30 minutes for you yesterday. That's far too long for me to be out
 and about..."
 
 + Found: Central Production B, Toxic Waste Maintenance


.---------------------.__________________________________________.-----------.
| Our Little Thief... |__________________________________________| Busy Bees |
'---------------------'                                          '-----------'

 "FROM: H. Healy
 TO: G. Albini
 SUBJECT: Our Little Thief...
 
 We've finally found our little thief! It's probably the same culprit whose
 been hitting the lab storerooms..."
 
 + Found: Central Production B, Waste Decontamination


.-----------------------.________________________________________.-----------.
| RE: What's going on?? |________________________________________| Busy Bees |
'-----------------------'                                        '-----------'

 "FROM: D. Myers
 TO: Dr. M. Chavez
 SUBJECT: RE: What's going on??
 
 I'm freaking out here, Doc. Security is everywhere, but there's no change in
 the workers. It's still chaos..."
 
 + Found: Resolve Biolabs, Blue Sky Station (Decommissioned)


.-----------------------------._________________________________.------------.
| Autopsy Excerpt - Victim #7 |_________________________________| Liberation |
'-----------------------------'                                 '------------'

 "CLASSIFIED!
 Autopsy File: #D-70739, Clive Henderson - Sep 18, 2069
 Supposedly related to Case #69-1679, 'The Liberator'
 Victim no. 7??"
 
 + Found: Resolve Biolabs, Resolve Biolabs


.------------------.____________________________________________.------------.
| Concerning Ed... |____________________________________________| Liberation |
'------------------'                                            '------------'

 "FROM: DELETED USER
 TO: DELETED USER
 SUBJECT: Concerning Ed...
 
 I'm getting worried about Ed. Ever since we started to implant team members
 with neural nets, he's lost it. And yes we checked, and rechecked his
 implant."
 
 + Found: Resolve Biolabs, Laboratories


.--------------------------------.______________________________.------------.
| The Liberator - Arrest Warrant |______________________________| Liberation |
'--------------------------------'                              '------------'

 "FROM: B. Clark
 TO: DELETED MAILING LIST
 SUBJECT: 'The Liberator' - Arrest Warrant
 
 We have come into possession of evidence that links Ed Nakana, employee
 #77-6910, to the homicides associated with the individual known as the
 'Liberator'..."
 
 + Found: Abandoned Production, Power Plant


.---------------------------------------._______________________.------------.
| The Liberator - Interrogation Excerpt |_______________________| Liberation |
'---------------------------------------'                       '------------'

 "CLASSIFIED! Case #69-1679
 Interrogation No.15 - Dec 5, 2069
 Suspect: Employee #77-6910, Ed Nakana
 Interrogators: B. Petrov and B. Clark
 
 + Found: Executive Forum, Re-education Camp


.-------------------._____________________________________.------------------.
| Dear Catherine... |_____________________________________| Fellow-Sufferers |
'-------------------'                                     '------------------'

 "Alec Norris: Dear Catherine
 July 21, 2075
 
 I know you blame me, I blame me too. But you're all I have now.
 
 I'm holding it together by a thread. If you leave..."
 
 + Found: Research & Development, Exhibition Floor (only found if you fail the
          "Ghost in the Machine" sidequest)


.---------------._________________________________________.------------------.
| Dear Micky... |_________________________________________| Fellow-Sufferers |
'---------------'                                         '------------------'

 "Joanne Sullivan: Dear Micky
 NO TIME STAMP
 
 I finally found them. Stared into their anxious eyes.
 
 There was no guilt there, no regret. I never felt so much hate..."
 
 + Found: Research & Development, Pressure Control


.------------------._______________________________________.-----------------.
| FW: Michael Shaw |_______________________________________| Man and Machine |
'------------------'                                       '-----------------'

 "FROM: Dr. L. Curtis
 TO: Dr. R. Berg
 SUBJECT: FW: Michael Shaw
 
 I've just received a communication from Mary Shaw! Name doesn't ring a bell?
 
 Well it fucking should, it's Michael Shaw's sister!"
 
 + Found: Research & Development, Restricted Projects


.-----------------.________________________________________.-----------------.
| Homo Machinalis |________________________________________| Man and Machine |
'-----------------'                                        '-----------------'

 "FROM: Dr. J. Wilson
 TO: Dr. G. Barrett
 SUBJECT: Homo Machinalis
 
 We're definitely getting there, but the shock to the brain whether
 psychological or by surgical trauma is still unpredictable..."
 
 + Found: Research & Development, Applied Nano Science


.------------------._______________________________________.-----------------.
| RE: Michael Shaw |_______________________________________| Man and Machine |
'------------------'                                       '-----------------'

 "FROM: Dr. L. Curtis
 TO: M. Shaw
 SUBJECT: RE: Michael Shaw
 
 Apologies for the delay in getting back to you.
 
 Your brother was transferred to R&D on the 17th..."
 
 + Found: Research & Development, Restricted Projects


.------------------._______________________________________.-----------------.
| RE: New Subjects |_______________________________________| Man and Machine |
'------------------'                                       '-----------------'

 "CRITICAL ERROR - NO CONNECTION TO DATABASE"
 
 + Found: Research & Development, Restricted Projects


.---------------------------------------.____________________.---------------.
| Intercepted Transmission 82 - 3856945 |____________________| Black Project |
'---------------------------------------'                    '---------------'

 "Intercepted transmission #3856945
 Howard Bonham - Feb 12, 2082
 Transmission interrupted - suspected security breach! Keywords: Resolve,
 Utopia
 Case log created: #82-8567
 Initiating investigation"
 
 + Found: Executive Forum, Armory


.------------------._________________________________________.---------------.
| Nanite Protocols |_________________________________________| Black Project |
'------------------'                                         '---------------'

 "FROM: Dr. E. Carlyle
 TO: UTP Team
 SUBJECT: Nanite Protocols
 
 The issue with the nanites is persistent. I don't see why I'm the only one
 that's bothered by this?"
 
 + Found: Research & Development, Nano Production Hall


.----------------------------------._________________________.---------------.
| RE: RE: Decision still pending?! |_________________________| Black Project |
'----------------------------------'                         '---------------'

 "FROM: N. Laroux
 TO: C. Li
 SUBJECT: RE: RE: Decision still pending?!
 
 The board has been pushing us for months, at a rate that's frankly not safe.
 
 We've been cutting so many corners to push everything through and now
 nothing!..."
 
 + Found: Executive Forum, CREO Executive Forum


.--------------._____________________________________________.---------------.
| Reservations |_____________________________________________| Black Project |
'--------------'                                             '---------------'

 "Dr. Halima Bousaid: Reservations
 NO TIME STAMP
 
 I can't with good conscious continue.
 
 We need more time, but they say we always say that! Mainly because it's
 true..."
 
 + Found: Research & Development, Restricted Area: Utopia Project


.-------------.______________________________________________.---------------.
| Stay Tuned! |______________________________________________| Black Project |
'-------------'                                              '---------------'

 "FROM: M. Oakley
 TO: Launch Bay 02
 SUBJECT: Stay Tuned!
 
 I know this isn't the news you want to hear but we're still on hold. You've
 all worked incredibly hard to achieve this goal, it won't be for nothing I
 can assure you.
 
 Utopia will launch."
 
 + Found: Nucleus, Escape Assembly Point


.--------.___________________________________________________.---------------.
| Utopia |___________________________________________________| Black Project |
'--------'                                                   '---------------'

 "FROM: Dr. G. Barrett
 TO: UTP Team
 SUBJECT: Utopia
 
 You've trusted me this far, we all want the same thing, we've looked at other
 ways and there's always going to be risks.
 
 Utopia works guaranteed."
 
 + Found: Research & Development, Restricted Projects


.--------.______________________________________________________.------------.
| Legacy |______________________________________________________| Guttenberg |
'--------'                                                      '------------'

 "Jonah Guttenberg: UNTITLED
 May 18, 2081
 
 This was to be my legacy.
 
 My name would have been etched in the history books for all time. Though I
 now fear I will have a less than salubrious entry..."
 
 + Found: Executive Forum, CREO Executive Forum


.-------------._________________________________________________.------------.
| Singularity |_________________________________________________| Guttenberg |
'-------------'                                                 '------------'

 "Ascension is not in the power of the divine, but rather here within the
 machine.
 Excerpt from Jonah Guttenberg's 'Ascension' speech, September 23, 2061"
 
 + Found: Executive Forum, CREO Executive Forum


.-----------------------------.___________________________.------------------.
| Dr. Lawrence Murphy, Log #1 |___________________________| Evolution Theory |
'-----------------------------'                           '------------------'

 "Dr. Lawrence Murphy
 Log #1, date unknown
 
 Beginning observation.
 
 The skin texture on my right leg changes. There are black dots underneath the
 epidermis."
 
 + Found: Research & Development, Unmapped Area/No Records Found


.------------------------------.__________________________.------------------.
| Dr. Lawrence Murphy, Log #11 |__________________________| Evolution Theory |
'------------------------------'                          '------------------'

 "Dr. Lawrence Murphy
 Log #11, date unknown
 
 There's no escaping here.
 
 Staying is my only chance to survive. Staying and working on a solution."
 
 + Found: Nucleus, Floor 2 - Refueling


.------------------------------.__________________________.------------------.
| Dr. Lawrence Murphy, Log #14 |__________________________| Evolution Theory |
'------------------------------'                          '------------------'

 "Dr. Lawrence Murphy
 Log #14, date unknown
 
 Everything's speeding up.
 
 The changes and transformations are much faster now and it's creations are
 getting more complex."
 
 + Found: Research & Development, Unmapped Area/No Records Found


.------------------------------.__________________________.------------------.
| Dr. Lawrence Murphy, Log #17 |__________________________| Evolution Theory |
'------------------------------'                          '------------------'

 "Dr. Lawrence Murphy
 Log #17, date unknown
 
 Is it intelligent? Aware?
 
 The system was never meant to develop. It was only protocols meant to fulfill
 a purpose...
 
 Have we sealed our fate?"
 
 + Found: Research & Development, Unmapped Area/No Records Found


.-----------------------------.___________________________.------------------.
| Dr. Lawrence Murphy, Log #2 |___________________________| Evolution Theory |
'-----------------------------'                           '------------------'

 "Dr. Lawrence Murphy
 Log #2, date unknown
 
 The dots are evolving into structures. Started analysis of tissue samples."
 
 + Found: Research & Development, inside Ops


.------------------------------.__________________________.------------------.
| Dr. Lawrence Murphy, Log #23 |__________________________| Evolution Theory |
'------------------------------'                          '------------------'

 "Dr. Lawrence Murphy
 Log #23, date unknown
 
 They're all over me now and there's nothing I can do.
 
 I'm afraid.
 
 I'm afraid of what will become of me..."
 
 + Found: Nucleus, Nucleus - Launchpad 02 (Restricted Access)


.-----------------------------.___________________________.------------------.
| Dr. Lawrence Murphy, Log #5 |___________________________| Evolution Theory |
'-----------------------------'                           '------------------'

 "Dr. Lawrence Murphy
 Log #5, date unknown
 
 They're feeding on me!
 
 They process organic matter, transforming it into something new, just like
 they should have done for Utopia. But it's out of control. Maybe I can stop
 it?"
 
 + Found: Nucleus, Floor 1 - Cargo


.-----------------------------.___________________________.------------------.
| Dr. Lawrence Murphy, Log #6 |___________________________| Evolution Theory |
'-----------------------------'                           '------------------'

 "Dr. Lawrence Murphy
 Log #6, date unknown
 
 It's not just a system anymore, it's an entity!
 
 There are ghosts and echoes in the code, the original processes have merged
 with millions of others, it's alive!"
 
 + Found: Nucleus, Floor 2 - Refueling


.-----------------------------.___________________________.------------------.
| Dr. Lawrence Murphy, Log #8 |___________________________| Evolution Theory |
'-----------------------------'                           '------------------'

 "Dr. Lawrence Murphy
 Log #8, date unknown
 
 It's not just building structures anymore.
 
 It's creating life."
 
 + Found: Nucleus, Nitrogen Pump Station


.------------------.______________________________________________.----------.
| Package Delivery |______________________________________________| Sabotage |
'------------------'                                              '----------'

 "FROM: Dr. M. Chavez
 TO: C. Lamar
 SUBJECT: Package Delivery
 
 Charlene, the courier's heading your way. The program should change the
 formula and neutralize the Utopia effect..."
 
 + Found: Nucleus, Utopia Preparation Classified


.---------------------.___________________________________________.----------.
| Rendezvous - Update |___________________________________________| Sabotage |
'---------------------'                                           '----------'

 "FROM: C. Lamar
 TO: UNASSIGNED
 SUBJECT: Rendezvous - Update
 
 I'm not going to be able to make it... I'm going straight to the terminal."
 
 + Found: Nucleus, inside Ops


.------------.____________________________________________________.----------.
| Rendezvous |____________________________________________________| Sabotage |
'------------'                                                    '----------'

 "FROM: C. Lamar
 TO: UNASSIGNED
 SUBJECT: Rendezvous
 
 I've received notification that you will be on the way shortly to deliver the
 package at the designated rendezvous.
 
 I will be waiting, don't be late."
 
 + Found: Nucleus, Nucleus - Launchpad 01


.----------------------------.____________________________________.----------.
| FAILSAFE PROTOCOL 00:00:19 |____________________________________| Failsafe |
'----------------------------'                                    '----------'

 "Failsafe protocol triggered!
 Log: Mark 00:00:19
 
 Warning!
 
 High-magnitude power disruption detected. Unspecified damage to data systems
 detected."
 
 + Found: Abandoned Production, Power Plant


.----------------------------.____________________________________.----------.
| FAILSAFE PROTOCOL 00:03:12 |____________________________________| Failsafe |
'----------------------------'                                    '----------'

 "Failsafe protocol active!
 Log: Mark 00:03:12
 
 Board room neuro-vote system successfully paused. Quorum issue 'Utopia' votes
 recorded.
 
 Exponential cascade continuing throughout all CREO systems. Damage report:
 unknown."
 
 + Found: Executive Forum, Server Room


.----------------------------.____________________________________.----------.
| FAILSAFE PROTOCOL 14:32:57 |____________________________________| Failsafe |
'----------------------------'                                    '----------'

 "Failsafe protocol active!
 Log: Mark 14:32:57
 
 Board room neuro-vote paused for. Quorum issue 'Utopia' decision -
 unresolved.
 
 Utopia payload delivered to Launch Bay 02. Immediate deployment authorized 
 upon completion of 'go' vote.
 
 + Found: Nucleus, Utopia Preparation Classified


.----------------------------.____________________________________.----------.
| FAILSAFE PROTOCOL 20:51:40 |____________________________________| Failsafe |
'----------------------------'                                    '----------'

 "Failsafe protocol active!
 Log: Mark 20:51:40
 
 Project Utopia data sector damage analysis ongoing.
 
 + Found: Research & Development, Unmapped Area/No Records Found


.----------------------------.____________________________________.----------.
| FAILSAFE PROTOCOL 96:00:00 |____________________________________| Failsafe |
'----------------------------'                                    '----------'

 "Failsafe protocol active!
 Log: Mark 96:00:00
 
 Automatic system-wide reboot begun."
 
 + Found: Central Production B, Material Depot


.----------------------------.____________________________________.----------.
| FAILSAFE PROTOCOL 97:17:04 |____________________________________| Failsafe |
'----------------------------'                                    '----------'

 "Failsafe protocol active!
 Log: Mark 97:17:04
 
 Data sector damage analysis..."
 
 + Found: Central Production B, Toxic Waste Maintenance


______________________________________________________________________________
==============================================================================
 Comic Books                                                            [0608]
==============================================================================

.-------------.______________________________________________________________
| IRONMAUS #1 |______________________________________________________________|
'-------------'

 "A thrilling new tale!"
 
 + Found: Abandoned Production, Main Assembly Line (in area with Smelter Bot,
          next to white cube)


.---------------.____________________________________________________________
| IRONMAUS #103 |____________________________________________________________|
'---------------'

 "A thrilling new tale!"
 
 + Found: Executive Forum, CREO Executive Forum (inside Jonah Guttenberg's
          office, on the bookshelf)


.--------------._____________________________________________________________
| IRONMAUS #23 |_____________________________________________________________|
'--------------'

 "A thrilling new tale!"
 
 + Found: Nucleus, Utopia Preparation Classified (on the metal box across from
          the audio log terminal)


.--------------._____________________________________________________________
| IRONMAUS #44 |_____________________________________________________________|
'--------------'

 "A thrilling new tale!"
 
 + Found: Research & Development, Restricted Projects (on a desk in Lab 11)


.--------------._____________________________________________________________
| IRONMAUS #45 |_____________________________________________________________|
'--------------'

 "A thrilling new tale!"
 
 + Found: Central Production B, Conveyor Hub (on top of a metal storage
          container near the vending machine cult)


.-------------.______________________________________________________________
| IRONMAUS #9 |______________________________________________________________|
'-------------'

 "A thrilling new tale!"
 
 + Found: Resolve Biolabs, Laboratories (in the lab with the elevator leading
          up to Greenhouse Facility, on a desk)


______________________________________________________________________________
==============================================================================

[8] BESTIARY                                                            [0800]

==============================================================================


______________________________________________________________________________
==============================================================================
 Enemies                                                                [0801]
==============================================================================

.-------------.______________________________________________________________
| Worker Rigs |______________________________________________________________|
'-------------'

 Zombified workers that are still equipped with various Exo-Rigs. These sub-
 humans are slow and dimwitted, making them fairly easy to dispose of in
 combat. Worker Rigs are incredibly common as you will encounter them in every 
 area in the game. Their mannerisms may differ based on the weapon and gear
 they have equipped, but overall the strategy for fighting them is generally
 the same. Their physical attacks are usually slow, but are capable of a fast,
 jumping strike.
 
 
 LYNX Rig
 --------
 Workers wearing LYNX Rigs are most commonly found in Abandoned Production in
 the game's early stages. These are your typical cannon fodder enemies.
 Zombified LYNX Rig workers carry either the ASTir Vibro-Cutter or ASTir
 SpectreBite Single-rigged weapons.
 
 
 RHINO Rig
 ---------
 The yellow-clad RHINO Rigs are found throughout the CREO facilities, namely
 in Central Production B. As a result of their thick and bulky armor, RHINO
 Rigs are slightly more difficult to defeat than the LYNX Rigs. A speedy
 variant wields the YOSUKE Butterfly, whereas most carry the ENDAS RS3
 'Titan'. These Rigs can use the weapon's secondary feature as a rivet gun
 when stationed near turret mounts. Defeat or interrupt them quickly before
 they can engage in long-range fire.
 
 
 SCARAB Rig
 ----------
 The SCARAB Rigs share most of their traits with the RHINO Rigs. This Rig is
 slightly more sleek than their counterparts, but are found with the same
 weapon set (YOSUKE Butterfly and ENDAS RS3 'Titan').
 
 
 Liquidator Rig
 --------------
 These undead workers inhabit the most caustic regions, such as deep inside
 Central Production B and Resolve Biolabs. Like the LYNX Rigs, these fellow
 Operator-class workers have flimsy defenses. They carry the KLINGE Power
 Grip.
 
 
 Randomized Rig
 --------------
 Only found in New Game+, these zombie enemies are incredibly rare and only
 appear in various parts of each level. They have several unique traits: their
 entire being is made up of random individual pieces from different enemy Rig
 types. They also carry rare weapons that are not normally found through
 conventional means (such as boss weapon drops).
 
 Randomized Rigs are crucial for obtaining uncommon equipment that you may
 have missed out earlier in your playthrough. Their own equipment resets after
 your character respawns, so if you run into one of these fellas and it does
 not have suitable gear for your liking, leave it alive and respawn to 
 trigger the randomization again. Be careful though, because Randomized Rigs
 are super powerful.
 
 They do not respawn when killed, so keep them alive for farming purposes.


.----------------.___________________________________________________________
| CREO Personnel |___________________________________________________________|
'----------------'

 CREO Security Guard
 -------------------
 CREO has issued personal security guards to help keep the peace and prevent
 any altercations between employees or from outside forces. You first run
 into them at Central Production B and are formidable foes at this point, 
 although they are only hostile when directly provoked. Later on they appear
 in droves when things escalate during your progression.
 
 Security guards wear the black MG Gorgon gear and are expert staff wielders;
 their weapon of choice being the MG Negotiator. In the Nucleus you will find
 zombified CREO Security Guards that are much easier to kill and can be found
 with the rare Fractal Reaver weapon.
 
 
 Cerberus Rig
 ------------
 These specialized warriors are found late in the game, as it becomes clear
 that CREO Security Guards are no match for Warren. Starting in Executive
 Forum, Cerberus Rig slowly take over the role as "standard CREO threat" and
 pose a much bigger threat than regular guards.
 
 Despite their large frame, Cerberus Rigs can be quite fast (including a
 wicked slide attack). Their MC Adjudicator is a heavy-hitting weapon with a
 wide range. It's good to stay at mid range when battling, but not too far
 that you become susceptible to their rocket barrage move!
 
 
 Elite Hazard Rig
 ----------------
 These humans are tasked with dangerous elemental threats, such as fire and
 toxic waste. They are, as a result, resistant to elemental damage and use
 such forces against you. Elite Hazard Rigs are beefy enemies that look like
 Liquidator Rigs on steroids. Expect to find them frequently in Resolve
 Biolabs and Research & Development.
 
 There are two types: the flamethrower variant and the grenadier variant. The
 flamethrower enemy carries a two-handed flamethrower and mainly uses it in
 long-range combat, yet can also point the gun towards the floor in prep for
 a kamikaze explosion (often a on-hit KO!). Target them normally, or attack
 the gas canisters on their back for an instant kill.
 
 The grenadier variant shoots poison grenades and overall are not as
 threatening. Their projectiles travel in a high arc and are easier to dodge
 than the flamethrower stream. Watch out for pairs of these enemies, as the
 combination of toxic gas and flames can create chain explosions!


.------------------._________________________________________________________
| CREO Experiments |_________________________________________________________|
'------------------'

 PROTEUS Module
 --------------
 These ungodly creations are the brainchild of Dr. Gene Barrett in the R&D
 department. While unconfirmed, it appears that these androids were once
 humans that have undergone extensive experiments and treatments to become
 the white, skeletal mechanisms that stand before you.
 
 PROTEUS Modules are at times slow and oafish, but when in close quarters will
 deliver hammering strikes with their Codename: Parsifal One-handed weapon.
 While they don't have a lot of health, the main feature of PROTEUS Modules is
 the ability to revive themselves: after you defeat one, it'll collapse and
 then resurrect after several seconds. To make round 2 more manageable, try to
 sever a body part.
 
 
 Bloodied PROTEUS Module
 -----------------------
 These ungodly creations are the brainchild of Dr. Gene Barrett in the R&D
 department. While unconfirmed, it appears that these androids were once
 humans that have undergone extensive experiments and treatments to become
 the white, skeletal mechanisms that stand before you.
 
 There is only one Bloodied PROTEUS Module found in the game, during your trek
 through Restricted Projects. It functions just like a standard model, though
 its upgraded, blood-stained armor and Codename: Parsifal v2.0 weapon makes it 
 more threatening.


 Chrysalis
 ---------
 Chrysalis appear to be unfortunate souls that have been overwhelmed by the
 alien nanite material, or possibly a being composed entirely of nanite.
 Either way, these crystalline monsters are swift, evasive, and lethal.
 Fighting one is like fighting a ninja, and their Metamorphing Talons can deal
 repeated damage with each hit of their long combos. Chrysalis can also spin
 around like a whirlwind of blades for a period of time. Naturally, try to
 limit yourself to fighting one at a time.
 
 The nanite substance making up the Chrysalis's armor is seemingly alive in
 itself, and has the ability to move around the host's body for defensive
 purposes. For example, if you repeatedly attack an unarmored body part, the
 nanites will move onto the targeted area to form armor. The nanites only
 shift between body parts and do not create new armor, so repeatedly toggle
 between body parts to find the new weak point.
 
 
 Nanite Blob
 -----------
 These are truly alien creations: Nanite Blobs are large mounds of nanite with
 vague physical features. They have the ability to shape shift, such as
 forming large blades to attack or morphing into a giant energy cannon. The
 Nanite Blob can also fire large crystals at you. There are no body parts you 
 can specifically target, meaning no weak points to exploit.
 
 These creatures are a huge pain because you have to jump through hoops in
 order to kill one. After depleting its health bar, the Nanite Blob will spawn
 a smaller offspring that typically tries to grab hold of you for a suicide
 attack (you can target the offspring individually). After emptying its
 health bar a second time, it'll materialize and allow you the option of
 overcharging it. The only way to truly destroy a Nanite Blob is to weaken it,
 then hold Square when prompted to overcharge it.


.----------._________________________________________________________________
| Machines |_________________________________________________________________|
'----------'

 Watchdog Bot
 ------------
 Also known as Bloodhounds or Tracker Bots, these lanky robots walk on all
 fours and use their long tails for attacking. They are quick on their feet
 and are capable of performing damaging backflips or a pounce that can cover a
 lot of ground. Their tail can launch an electrical shockwave that, if hit,
 will leave you stunned for several seconds.
 
 You can target the Watchdog Bot's front legs and tail, with the tail capable
 of being broken off. Try to remove the tail to neutralize its electrical
 wave attack, otherwise pick a leg and strike after it tries to pounce.
 Watchdog Bots are first encountered in Central Production B and appear
 commonly through the rest of the game (though they get stronger in the game's
 late stages).
 
 
 ARC Welder
 ----------
 These rotund maintenance bots fulfill their duty of repair and general
 maintenance in Central Production B unless you get too close, which leads to 
 hostility. The ARC Welder has several offensive maneuvers, but was designed
 for maintenance and therefore isn't a competent fighter. Its main attacks are
 a sweeping motion in front of its body with a welder attachment, firing a
 cloud of coolant to slow your movements and rapidly drain stamina, and a
 circular flame ring.
 
 Their domed front makes them resistant to attacks, so flank behind an ARC
 Welder and target their fragile back arm. Repeatedly try to get behind the
 robot and hit its backside for victory.
 
 
 Hazard Response Bot
 -------------------
 These cube-shaped janitorial bots are mainly found in the sewers of Resolve 
 Biolabs and ventilation ducts throughout the CREO facility. Upon detection,
 they will hover to your location and attempt to shoot lasers at you with
 their sensor arm. Like the ARC Welder, they can also slow you down with a
 coolant projectile. Target the sensor arm above their frame to first
 eliminate their laser, then finish it off.
 
 
 Smelter Bot
 -----------
 There are only five Smelter Bots in the game, each of them dropping a Shining
 Coin upon destruction. They are located in the following areas:
 
 1 in Abandoned Production, Main Assembly Line
 2 in Central Production B, Recycling
 1 in Resolve Biolabs, Resolve Biolabs
 1 in Central Production B, Circulation Tower
 
 There are large vehicular machines with a rotating crane attachment; it can
 spin and swing the crane around in order to knock you down, or it'll lean
 back and perform a body slam. The Smelter Bot's areas of weakness are the
 vents on its side - wait for them to open and attack the vents. The difficult
 part about this is that the vents will release coolant gas that drastically
 slows your movement, forcing you to employ a hit-and-run strategy.


.--------.___________________________________________________________________
| Drones |___________________________________________________________________|
'--------'

 Drones are small flying robots that are sometimes found alone, but generally
 act as support units beside other enemies (just like your own drone). There
 are multiple drone variants.


 Welder Drone
 ------------
 The most basic drone type, Welder Drones use their welder tool to perform
 weak, short-range physical attacks. Only found in the early parts of the
 game, such as Abandoned Production.
 
 
 Security Drone
 --------------
 The Security Drones are also commonly found in Abandoned Production and serve
 as a basic enemy, although more dangerous than the Welder Drones. They
 possess machine guns and will shoot you from afar, and if you get too close
 can release a coolant projectile to decrease stamina.
 
 
 Shield Drone
 ------------
 Shield Drones are mainly defensive aids found alongside stronger enemies.
 These bots will encase a shield around its ally, drastically increasing their
 defense. Since they don't really have any offensive maneuvers and buff
 teammates, Shield Drones should be your first target in a fight.
 
 
 Detonator Drone
 ---------------
 The Detonator Drones are the most dangerous drone and are found late in the
 game in Executive Forum. Aside from a melee attack, the Detonator Drone has
 the ability to drop its cargo and create a massive explosion; usually done as
 a sneak attack when hovering above you and can potentially kill instantly.
 In addition they can also buff nearby allies, increasing their damage
 output.


______________________________________________________________________________
==============================================================================
 Bosses                                                                 [0802]
==============================================================================

   ________________________________________________________________________
.-|                                                                        |-.
|o|                            --[  P.A.X.  ]--                            |o|
|o|________________________________________________________________________|o|
|o|                                                                        |o|
|o| + P.A.X. will most commonly initiate an attack by swinging with its    |o|
|o|   left arm forwards. It is sometimes a single strike but other times   |o|
|o|   it follows up with its right arm for a two-hit combo.                |o|
|o|                                                                        |o|
|o| + P.A.X. uses its right arm and points it down towards its legs, then  |o|
|o|   reveals a chainsaw blade and sweeps its arm in an arc (either inward |o|
|o|   or outward, depending on where you are standing).                    |o|
|o|                                                                        |o|
|o| + If standing underneath the boss it may resort to a stomp attack. It  |o|
|o|   raises its foot up and stamps down, and alternates feet up to three  |o|
|o|   times total.                                                         |o|
|o|                                                                        |o|
|o| + P.A.X. can also deliver a nasty kick if you are standing directly in |o|
|o|   front in order to deal damage and create space between the two of    |o|
|o|   you.                                                                 |o|
|o|                                                                        |o|
|o| + Sometimes P.A.X. will jump away from you if you're crowding it. This |o|
|o|   move can damage you if you're standing underneath the boss when its  |o|
|o|   jet boosters go off.                                                 |o|
|o|                                                                        |o|
|o| + P.A.X. can also unleash a rocket barrage after inflicting a certain  |o|
|o|   amount of damage to it. Immediately run towards the base of its feet |o|
|o|   to avoid getting blown to bits.                                      |o|
|o| ______________________________________________________________________ |o|
|o|                                                                        |o|
|o| The Pacification Automation X (P.A.X.) machine is a giant bipedal mech |o|
|o| that has a number of weapons at its disposal. You cannot leave the     |o|
|o| area until there is a victor.                                          |o|
|o|                                                                        |o|
|o| There are actually two boss meters displayed: the first is P.A.X.'s    |o|
|o| actual health, and the empty one below must be filled by attacking the |o|
|o| big bot. Strike at the boss's feet to fill up the orange meter. In     |o|
|o| terms of positioning, you should stand directly under the boss and     |o|
|o| slightly behind so you are out of reach of its kick and swipe attacks. |o|
|o| You'll have to dodge P.A.X.'s deadly stomps, but it's pretty simple.   |o|
|o|                                                                        |o|
|o| Once the orange bar under the boss's health is filled, it will jump    |o|
|o| backwards and unleash its rocket attack. Immediately run towards the   |o|
|o| boss not only to avoid the rockets, but also in the hopes that P.A.X.  |o|
|o| gets hit with its own projectiles. The boss becomes stunned if that's  |o|
|o| the case.                                                              |o|
|o|                                                                        |o|
|o| You can deplete the boss's main health bar when it is overloaded and   |o|
|o| slumps to the ground. Make sure to lock on and swing away with your    |o|
|o| weapon until it gets up and the orange bar drains. During this phase   |o|
|o| of the fight, you can lock on and target three parts of P.A.X. - its   |o|
|o| side panels near the cockpit or a spherical device accessible from     |o|
|o| behind. When attacking the text should be blue to signify that these   |o|
|o| are unarmored weak points, and the red meter should begin dropping.    |o|
|o|                                                                        |o|
|o| Once P.A.X. gets up and the orange meter empties, the battle strategy  |o|
|o| repeats itself: you must overheat and stun the boss in order to truly  |o|
|o| damage it.                                                             |o|
|o|                                                                        |o|
|o| Aside from filling up the orange bar and waiting for its rocket        |o|
|o| attack, there is one other way to stun the boss. When it uses its      |o|
|o| stomp attack, target and strike the grounded foot to throw P.A.X. off  |o|
|o| balance and automatically send it to its stunned state. It is quicker, |o|
|o| but more dangerous as it leaves you susceptible to getting squished.   |o|
|o|                                                                        |o|
|o| Stun, then strike. That's the name of the game. Either fill up the     |o|
|o| orange bar completely and goad P.A.X. into hitting itself with         |o|
|o| missiles, or try to topple it over during its stomp attack.            |o|
|o| ______________________________________________________________________ |o|
|o|                                                                        |o|
|o| Every boss drops a special weapon upon defeat, but you can receive a   |o|
|o| rare upgraded "2.0" version by fulfilling secret requirements during   |o|
|o| the battle. Here is how to get the P.A.X. Imperator 2.0:               |o|
|o|                                                                        |o|
|o| + Defeat P.A.X. without having it damage itself with rockets           |o|
|o|                                                                        |o|
|o| You must defeat P.A.X. without tricking it into damaging itself with   |o|
|o| rockets. That means the only way to stun and render the boss           |o|
|o| vulnerable is by interrupting its stomp attack. As mentioned before,   |o|
|o| P.A.X. can stomp its feet up to three times if you're crowding it.     |o|
|o|                                                                        |o|
|o| After damaging and knocking the armor plating off its legs, you can    |o|
|o| further strike P.A.X. during its stomp (hit the grounded leg while the |o|
|o| other is in midair) to trip it up.                                     |o|
|o|                                                                        |o|
|o| Continue this process until P.A.X. is defeated. Using this method also |o|
|o| means that you do not have to completely fill the orange meter (doing  |o|
|o| so is discouraged because it runs the risk of the boss accidentally    |o|
|o| shooting itself).                                                      |o|
|o|                                                                        |o|
|o| + Rewards: 2,000 Tech Scrap, P.A.X. Imperator, Vital Boost v.3         |o|
'-|________________________________________________________________________|-'


   ________________________________________________________________________
.-|                                                                        |-.
|o|                        --[  LU-74 "FIREBUG"  ]--                       |o|
|o|________________________________________________________________________|o|
|o|                                                                        |o|
|o| + Phase 1: When the LU-74 "Firebug" is grounded, it may extend one of  |o|
|o|   its legs and slam it downwards like a hammer. It pauses for a split  |o|
|o|   second before initiating the attack.                                 |o|
|o|                                                                        |o|
|o| + Phase 1: Like P.A.X. before, the Firebug will use a jumping slam to  |o|
|o|   try and smother you if you are keeping your distance. This move is   |o|
|o|   easy to dodge as long as you are locked on to the boss.              |o|
|o|                                                                        |o|
|o| + Phase 1: You may see the boss hover and begin spinning all its legs. |o|
|o|   At this point back up immediately as it spins like a buzzsaw and     |o|
|o|   slowly pursues you. This'll persist for several seconds. In Phase 2  |o|
|o|   this attack is much more dangerous, as it last longer and the boss   |o|
|o|   is faster and more relentless is chasing you. Spam the dodge and     |o|
|o|   backpedal to get away.                                               |o|
|o|                                                                        |o|
|o| + Phase 1: If you are too far away from the boss it'll shoot blue      |o|
|o|   projectiles from its jet wings.                                      |o|
|o|                                                                        |o|
|o| + Phase 2: Similar to the leg slam attack, the Firebug slams one of    |o|
|o|   its remaining legs down and subsequently spins it to cover a wider   |o|
|o|   area. Don't get swept!                                               |o|
|o|                                                                        |o|
|o| + Phase 2: When the Firebug aims its jet wings at you, it is getting   |o|
|o|   ready to use a diagonal flamethrower attack.                         |o|
|o|                                                                        |o|
|o| + Phase 2: The boss's legs curl in as its jet wings shoot a stream of  |o|
|o|   fire on the floor, then rapidly spins to create a ring of fire. Try  |o|
|o|   to jump backwards so you don't get caught inside the ring.           |o|
|o|                                                                        |o|
|o| + Phase 2: The boss will deter you from attacking its weak point by    |o|
|o|   hovering in the air and performing a viciously body slam. Don't      |o|
|o|   spend all day underneath the Firebug unless you want to get turned   |o|
|o|   into a pancake.                                                      |o|
|o|                                                                        |o|
|o| + Phase 2: Occasionally the boss charges at you; sometimes twice in    |o|
|o|   succession.                                                          |o|
|o| ______________________________________________________________________ |o|
|o|                                                                        |o|
|o| Phase 1                                                                |o|
|o| -------                                                                |o|
|o| The LU-74 "Firebug" is the orange mechanical monstrosity first seen    |o|
|o| flying overhead Abandoned Production when your adventure began. This   |o|
|o| boss is not only threatening due to its six javelin-like legs, also    |o|
|o| due to its ability to fly.                                             |o|
|o|                                                                        |o|
|o| Fortunately, this boss battle isn't as gimmicky as the previous one.   |o|
|o| There's only one health bar, and it follows a traditional two-stage    |o|
|o| battle. Once you meet a certain criteria, the second phase begins.     |o|
|o|                                                                        |o|
|o| As for the boss itself, the LU-74 "Firebug" is a dome-shaped insectoid |o|
|o| mech with two jet "wings" and six legs that are built on a track and   |o|
|o| can spin and rotate. Due to the boss's makeup, locking on and          |o|
|o| targeting can be disorienting.                                         |o|
|o|                                                                        |o|
|o| The strategy for the first phase is to stay near the Firebug, waiting  |o|
|o| for its leg slam attack. After a while you'll begin to recognize its   |o|
|o| slight setup; a brief pause as the attacking limb slightly lifts off   |o|
|o| the ground before slapping the turf like a flyswatter. The target      |o|
|o| lock-on system is wonky at times, so wait until after the attack       |o|
|o| before targeting that leg and retaliating.                             |o|
|o|                                                                        |o|
|o| Keep baiting this attack out of the boss and countering to destroy the |o|
|o| legs entirely. Once you have ripped off three legs, the transition to  |o|
|o| Phase 2 begins.                                                        |o|
|o|                                                                        |o|
|o| Phase 2                                                                |o|
|o| -------                                                                |o|
|o| During Phase 2, the Firebug begins using flame-based moves and overall |o|
|o| becomes more aggressive with its leg slams and buzzsaw spins (the      |o|
|o| latter being a backbreaker if you get caught in the attack). The       |o|
|o| second half of this battle is mainly why I recommend the Liquidator    |o|
|o| armor set.                                                             |o|
|o|                                                                        |o|
|o| The Firebug's legs no longer become your primary target: The Firebug   |o|
|o| inverts itself as its camera head now lies on its underside. This      |o|
|o| black box is Firebug's weak point and hitting it will greatly deplete  |o|
|o| the health bar. It's easier said than done, however, since the boss's  |o|
|o| new attacks prevent you from getting close to it for long periods of   |o|
|o| time.                                                                  |o|
|o|                                                                        |o|
|o| Stringing together combos on the Firebug's core is difficult because   |o|
|o| it makes you a sitting duck for boss attacks. There are no great       |o|
|o| moments where the boss is left open to attack; its leg slam/spin combo |o|
|o| is a so-so opportunity.                                                |o|
|o|                                                                        |o|
|o| You'll definitely have to exercise patience during the second stage    |o|
|o| since there are no opportunities to just unload on the Firebug for     |o|
|o| extended periods of time. More like "approach, hit twice, retreat" and |o|
|o| repeat ad nauseam. It drains your stamina quickly, but I like the      |o|
|o| quick running slide attack (press R1 when sprinting); you get a fast   |o|
|o| hit or two in, then you can jump back from harm's way.                 |o|
|o| ______________________________________________________________________ |o|
|o|                                                                        |o|
|o| Every boss drops a special weapon upon defeat, but you can receive a   |o|
|o| rare upgraded "2.0" version by fulfilling secret requirements during   |o|
|o| the battle. Here is how to get the Firebug Throttle 2.0:               |o|
|o|                                                                        |o|
|o| + Destroy all six of Firebug's legs prior to beating the boss          |o|
|o|                                                                        |o|
|o| Phase 2 of the battle begins after removing three of the Firebug's     |o|
|o| legs, so all you have to do is sever the rest of 'em before defeating  |o|
|o| the big mech. You can still lock onto the individual limbs when        |o|
|o| targeting, which makes your job easier.                                |o|
|o|                                                                        |o|
|o| Removing the final leg that stays firmly behind the boss is certainly  |o|
|o| the toughest, but a good maneuver is to run and slide under the        |o|
|o| Firebug, then get a hit or two in on the leg. Once there are none      |o|
|o| left, resume the fight as normal and you'll get the improved weapon.   |o|
|o|                                                                        |o|
|o| + Rewards: 6,000 Tech Scrap, Firebug Throttle                          |o|
'-|________________________________________________________________________|-'


   ________________________________________________________________________
.-|                                                                        |-.
|o|                        --[  BIG SISTER 1/3  ]--                        |o|
|o|________________________________________________________________________|o|
|o|                                                                        |o|
|o| + Phase 1: Big SISTER's long pincer arm will spin in the air above you |o|
|o|            before slamming down onto the platform. The arm can slam    |o|
|o|            anywhere from one to three times in succession.             |o|
|o|                                                                        |o|
|o| + Phase 1: When Big SISTER's arm lowers to the ground and rears back,  |o|
|o|            it is preparing to lunge forward in a stabbing motion.      |o|
|o|                                                                        |o|
|o| + Phase 1: Big SISTER lowers one of its arms to the platform and       |o|
|o|            sweeps it across from side to side in an attempt to trip    |o|
|o|            you up.                                                     |o|
|o|                                                                        |o|
|o| + Phase 1: The boss occasionally fires a blue laser beam from its core |o|
|o|            and moves up, down, and around.                             |o|
|o|                                                                        |o|
|o| + Phase 2: When the boss's welder arm lowers to the ground and flame   |o|
|o|            points horizontally, it is readying to use a stab attack    |o|
|o|            similar to the last phase.                                  |o|
|o|                                                                        |o|
|o| + Phase 2: Like in the previous phase, when you see an arm raise high  |o|
|o|            in the air you should prepare for a downward strike.        |o|
|o|                                                                        |o|
|o| + Phase 2: Big SISTER's core lunges forward and can knock you back     |o|
|o|            onto the electrified platform behind you.                   |o|
|o|                                                                        |o|
|o| + Phase 2: The core positions itself either to the left or right side  |o|
|o|            of its base, then strikes in the direction it's facing      |o|
|o|            (either from left to right, or right to left). Stand behind |o|
|o|            the core so it zooms right past you.                        |o|
|o|                                                                        |o|
|o| + Phase 2: The core dangles above the center of the edge and swipes    |o|
|o|            repeatedly with its sharp tentacles.                        |o|
|o|                                                                        |o|
|o| + Phase 2: The core may rise offscreen, then smash down on the center  |o|
|o|            of the platform.                                            |o|
|o|                                                                        |o|
|o| + Phase 2: If you see the boss descend to your level and stretch its   |o|
|o|            tentacles, step backwards before it grabs and puts the      |o|
|o|            squeeze on you.                                             |o|
|o| ______________________________________________________________________ |o|
|o|                                                                        |o|
|o| Phase 1                                                                |o|
|o| -------                                                                |o|
|o| The Big SISTER 1/3 is a mechanized monstrosity composed of multiple    |o|
|o| working, moving parts (all equally deadly). The fight begins when you  |o|
|o| drop down onto the floating platform. At this point you are far away   |o|
|o| from the boss's "head", and it primarily uses its two long appendages  |o|
|o| to do damage. These two arms are equipped with blunt pincers and are   |o|
|o| incredibly mobile and powerful.                                        |o|
|o|                                                                        |o|
|o| Despite the small size of the platform and the boss's powerful moves,  |o|
|o| this is the easiest phase to telegraph and subsequently remain unhurt. |o|
|o| Each of the arm attacks can be simply scouted:                         |o|
|o|                                                                        |o|
|o| If one of its arms hovers above you, roll to the opposite side before  |o|
|o| it crushes you. If an arm cocks back, then get ready for a stabbing    |o|
|o| attack and also dive to the side. The boss's sweeping attack really    |o|
|o| only happens if you are on the front half of the platform, so stay     |o|
|o| near the back to completely phase out this attack. After each blow,    |o|
|o| you can quickly counterattack (a sliding attack is the quickest and    |o|
|o| arguably most successful option).                                      |o|
|o|                                                                        |o|
|o| Generally speaking, the two arms alternate in trying to murder you, so |o|
|o| you can further deduce that the right arm will attack after the left   |o|
|o| one's failed attempt. Now during all of this, Big SISTER 1/3 will be   |o|
|o| firing a laser beam that swipes upward like an uppercut. It's another  |o|
|o| added layer to the fight, but the beam usually penetrates just the     |o|
|o| center of the fighting arena.                                          |o|
|o|                                                                        |o|
|o| Alternate between the two back corners of the platform to minimize     |o|
|o| oncoming damage. Keep in mind that this is the easiest part of the     |o|
|o| boss fight, so ideally you shouldn't have to use any healing items     |o|
|o| here. No pressure.                                                     |o|
|o|                                                                        |o|
|o| Once you destroy both pincer arms, the platform extends closer to the  |o|
|o| squid-like robot; immediately run onto the extension before the first  |o|
|o| platform becomes engulfed in electricity. If you thought two arms were |o|
|o| bad, well, now you have to do battle against four welder arms!         |o|
|o|                                                                        |o|
|o| Phase 2                                                                |o|
|o| -------                                                                |o|
|o| The welder arms are much tinier and, as a result, are quick and have   |o|
|o| catlike reflexes. There are two arms on each side of the rectangular   |o|
|o| platform, so it is common to feel absolutely swarmed during battle.    |o|
|o|                                                                        |o|
|o| Technically you can target Big SISTER's core, but doing so without     |o|
|o| eliminating the welder arms is pure insanity. Focus on the four limbs  |o|
|o| because they are the heavy hitters and will shred you in seconds if    |o|
|o| left unattended.                                                       |o|
|o|                                                                        |o|
|o| This is the trickiest part of the overall boss fight simply due to the |o|
|o| level of chaos. The pincer arms were predictable and the boss's head   |o|
|o| follows a pattern, but these four arms (even with only two attacks),   |o|
|o| can gang up and mug you without hesitation.                            |o|
|o|                                                                        |o|
|o| Focus on one at a time and, again, stay in the back corners of the     |o|
|o| platform since the arms have trouble reaching those two spots. Your    |o|
|o| best bet is to use sliding attacks, one at a time, and then retreating |o|
|o| back to the corners to repeat. When an arm is destroyed the next one   |o|
|o| slide into the previous one's spot, meaning you don't have to leave    |o|
|o| your little nook - they will come to you.                              |o|
|o|                                                                        |o|
|o| Damaging and destroying the welder arms will not drain the boss's      |o|
|o| health bar, but it certainly makes the overall fight less stressful.   |o|
|o| Big SISTER 1/3's core can attack you during this phase if you venture  |o|
|o| out too far - another reason to stay way in the back.                  |o|
|o|                                                                        |o|
|o| The floor becomes electrified after the welder arms are taken out,     |o|
|o| forcing you onto a very small edge underneath the Big SISTER's core.   |o|
|o| This adds a new depth of challenge to the boss fight because your      |o|
|o| movement is restrained and backpedaling only results in electrocution. |o|
|o|                                                                        |o|
|o| Big SISTER's core uses five new attacks, in addition to rehashing the  |o|
|o| laser beam attack from Phase 1. Fortunately, there is only one target  |o|
|o| you have to focus and as a result the fight isn't as fast-paced as     |o|
|o| before.                                                                |o|
|o|                                                                        |o|
|o| Look for the telltale signs before each attack. For example, if the    |o|
|o| core rests itself on either side of its circular base, stand behind    |o|
|o| it, as it is readying to lunge diagonally to the opposite side. If you |o|
|o| see its tentacles outstretched, jump backwards before they can ensnare |o|
|o| you. You can step onto the electrified platform behind you to avoid    |o|
|o| Big SISTER's attacks, just don't set up shop there: taking 6-9 damage  |o|
|o| from the electricity is better than getting pummeled for 80-90 damage. |o|
|o|                                                                        |o|
|o| You must directly attack the core to deal damage; striking the base or |o|
|o| column does nothing. Revisit old techniques and use swift hits, opting |o|
|o| out of long combos that can get you in hot water. Sometimes the boss   |o|
|o| covers up and renders your attacks useless, so cease attack when the   |o|
|o| tentacles shield its "face".                                           |o|
|o|                                                                        |o|
|o| For what it's worth, this is the biggest bitch of a boss in the game,  |o|
|o| so if you can beat it without much headache then you should be square. |o|
|o| ______________________________________________________________________ |o|
|o|                                                                        |o|
|o| Every boss drops a special weapon upon defeat, but you can receive a   |o|
|o| rare upgraded "2.0" version by fulfilling secret requirements during   |o|
|o| the battle. Here is how to get the Spitfire Rod 2.0:                   |o|
|o|                                                                        |o|
|o| + Defeat the Big SISTER 1/3 with at least two welder arms in tact      |o|
|o|                                                                        |o|
|o| Despite mentioning earlier that breaking all of the boss's welder arms |o|
|o| was the way to go, this method requires you to leave at least two      |o|
|o| unharmed.                                                              |o|
|o|                                                                        |o|
|o| When you reach Phase 2, feel free to destroy two of the welder arms.   |o|
|o| The remaining two move down a conveyor belt to take their place at the |o|
|o| end of the line. With the arms shifted back, you can run up and devote |o|
|o| the rest of your attention to Big SISTER's core. The arms, for the     |o|
|o| most part, won't get in your way for the rest of the fight. In a way,  |o|
|o| this is the easier strategy because it does not cause the platform to  |o|
|o| become electrified.                                                    |o|
|o|                                                                        |o|
|o| + Rewards: 10,000 Tech Scrap, Spitfire Rod                             |o|
'-|________________________________________________________________________|-'


   ________________________________________________________________________
.-|                                                                        |-.
|o|                      --[  THE BLACK CERBERUS  ]--                      |o|
|o|________________________________________________________________________|o|
|o|                                                                        |o|
|o| + The Black Cerberus has a standard melee chain attack that lasts      |o|
|o|   anywhere from 2 to 4 hits, and sometimes chains together different   |o|
|o|   attacks in succession.                                               |o|
|o|                                                                        |o|
|o| + The boss leans back and swings his giant battle axe around and       |o|
|o|   around, creating a a tornado effect. It has a wide range, so back    |o|
|o|   away repeatedly.                                                     |o|
|o|                                                                        |o|
|o| + He can use a running baseball slide to close in on you, usually      |o|
|o|   followed by an overhead slam.                                        |o|
|o|                                                                        |o|
|o| + The boss can quickly step forward, then swing his axe to uppercut    |o|
|o|   you.                                                                 |o|
|o|                                                                        |o|
|o| + If you are far away the Black Cerberus may shoot an electric arc to  |o|
|o|   stun you - identical to the attack seen by Watchdog Bots.            |o|
|o|                                                                        |o|
|o| + The Black Cerberus can also shoot a pair of missiles at you. Again,  |o|
|o|   it is really only used if you and the boss are at a considerable     |o|
|o|   distance from each other.                                            |o|
|o|                                                                        |o|
|o| + The Black Cerberus will call upon a P.A.X. before retreating into    |o|
|o|   his quarters. The P.A.X. attacks and operates the same as the one    |o|
|o|   fought in the beginning of the game.                                 |o|
|o| ______________________________________________________________________ |o|
|o|                                                                        |o|
|o| It would be inaccurate to claim that The Black Cerberus is just a      |o|
|o| beefier version of the CREO Security Guards. He may be a human-type    |o|
|o| enemy just like the countless numbers slain on your quest, but he is   |o|
|o| exceedingly powerful and can kill you in a matter of seconds if you    |o|
|o| are not properly defending yourself. Plus, the battle is interrupted   |o|
|o| by P.A.X. enemies, which are a boss in itself, which the commander     |o|
|o| retreats to heal himself. This can be a doozy of a fight.              |o|
|o|                                                                        |o|
|o| The Black Cerberus carries a heavy-duty weapon and therefore has a     |o|
|o| slow attack speed, but don't get goaded into stringing together combos |o|
|o| or else he'll shred you: all it takes is two or three successive hits  |o|
|o| to kill you, so you don't want to get tangled up in his move set. Hit  |o|
|o| him once - maybe twice - after he completes a move or combo, then back |o|
|o| up and wait for the next attempt.                                      |o|
|o|                                                                        |o|
|o| I suggest keeping a little bit of distance between you and him, but    |o|
|o| not so far that he resorts to his electric shockwave or missiles. He   |o|
|o| may end up using his slide attack, but that is usually one slide       |o|
|o| followed by an overhead smash. As far as your drone companion, using   |o|
|o| your new Anti-Kinetic Shield module is the most beneficial choice.     |o|
|o|                                                                        |o|
|o| After taking out a quarter or so of his health, The Black Cerberus     |o|
|o| pushes you back and flees the scene, calling a P.A.X. to finish the    |o|
|o| job. During your duel with the P.A.X. he will slowly regenerate his    |o|
|o| health, so don't waste a lot of time with the big bot. It's a tricky   |o|
|o| line to maneuver - be quick, but not reckless and/or careless.         |o|
|o|                                                                        |o|
|o| The P.A.X. has the same mannerisms as the one you destroyed earlier in |o|
|o| the game, so use a similar strategy. The main difference is that you   |o|
|o| MUST trip it up during its stomp attack to stun it and deplete its     |o|
|o| health bar.                                                            |o|
|o|                                                                        |o|
|o| Fighting P.A.X. should be considered fairly easy even though it's been |o|
|o| a while, so ideally you don't want to consume many injectables when    |o|
|o| fighting it. Destroy the P.A.X. to bring the boss man back out.        |o|
|o|                                                                        |o|
|o| The Black Cerberus returns and resumes your one-on-one brawl with a    |o|
|o| bit more health than you left him at. Simply repeat the first portion  |o|
|o| of the fight and he brings in another P.A.X. This process will repeat  |o|
|o| itself until The Black Cerberus is slain.                              |o|
|o|                                                                        |o|
|o| ...Now there is an alternate battle strategy that is tedious, but      |o|
|o| overall can be considered an easier choice than the traditional method |o|
|o| of battle. It involves two things: a P.A.X. and the two white silos    |o|
|o| found on the outskirts of the arena.                                   |o|
|o|                                                                        |o|
|o| These white silos can be destroyed with the P.A.X.'s missile attack;   |o|
|o| the hard part is getting into position and baiting the attack out of   |o|
|o| it. One silo is in the corner near the boss's office and the other one |o|
|o| is on the opposite side of the room.                                   |o|
|o|                                                                        |o|
|o| The best advice I can offer is to fill up P.A.X.'s orange bar and then |o|
|o| run away; it'll only use the attack at a distance and I found it used  |o|
|o| it more frequently when the orange bar was filled or completely full.  |o|
|o|                                                                        |o|
|o| At this time, stand behind one of the white silos and wait for the     |o|
|o| barrage while locked onto your target, then sidestep. You are in luck  |o|
|o| if you see the silo up in flames. Let the P.A.X. approach you, then    |o|
|o| sprint away towards the other silo and stand in front. Dodge another   |o|
|o| set of volleys to blow up the second silo.                             |o|
|o|                                                                        |o|
|o| Just getting the P.A.X. to perform the attack takes some patience and  |o|
|o| trial and error, so stay as far away from it as possible to encourage  |o|
|o| the long-range attack. Once the two silos are rubble you can commence  |o|
|o| destroying the P.A.X.                                                  |o|
|o|                                                                        |o|
|o| The downside to this strategy is that in the time it took you to       |o|
|o| complete that task The Black Cerberus likely restored almost all of    |o|
|o| his health. On the plus side, The Black Cerberus will not be able to   |o|
|o| summon any more P.A.X. machines if the two silos are destroyed. So     |o|
|o| that means you can resume the fight uninterrupted.                     |o|
|o|                                                                        |o|
|o| The main upside, however, is that you subsequently earn the entire     |o|
|o| Black Cerberus gear set following your victory! Unless you want to     |o|
|o| replay the game multiple times to earn the set piece by piece, this is |o|
|o| the most convenient way of getting his gear. It's a very tedious       |o|
|o| process (especially if you die midway and have to redo it all), but    |o|
|o| worth it in the long run.                                              |o|
|o|                                                                        |o|
|o| Regardless of your option, keep in mind the The Black Cerberus is in   |o|
|o| fact an armored human and you can target specific body parts. There    |o|
|o| have been repeated reports of arm schematics not dropping upon         |o|
|o| successfully damaging the two silos, so it's a good idea to target one |o|
|o| of his arms for the entire duration (stick with one arm and don't flip |o|
|o| flop).                                                                 |o|
|o|                                                                        |o|
|o| I actually messed it up my first playthrough because I was using a     |o|
|o| Staff, which hit multiple body parts per swing and therefore did not   |o|
|o| weaken the targeted arm enough to perform a finishing maneuver. Keep   |o|
|o| that in mind: you may need to use an extra precise weapon.             |o|
|o| ______________________________________________________________________ |o|
|o|                                                                        |o|
|o| Every boss drops a special weapon upon defeat, but you can receive a   |o|
|o| rare upgraded "2.0" version by fulfilling secret requirements during   |o|
|o| the battle. Here is how to get the MG Judge 2.0:                       |o|
|o|                                                                        |o|
|o| + Have the P.A.X. destroy the two silos, then cut off The Black        |o|
|o|   Cerberus's right arm                                                 |o|
|o|                                                                        |o|
|o| The aforementioned strategy involving the P.A.X. wreaking destruction  |o|
|o| is how to obtain the upgraded boss weapon. Once the two white silos    |o|
|o| are kaput, destroy the P.A.X. and resume your duel. Remember to lock   |o|
|o| onto and only target the boss's right arm in order to weaken it enough |o|
|o| for a finishing maneuver. The silo method will earn you all armor      |o|
|o| pieces EXCEPT for the arm, so you must cut off his right arm to get    |o|
|o| the arm schematic and the special weapon.                              |o|
|o|                                                                        |o|
|o| + Rewards: 15,000 Tech Scrap, MG Judge                                 |o|
'-|________________________________________________________________________|-'


   ________________________________________________________________________
.-|                                                                        |-.
|o|                        --[  ROGUE PROCESS  ]--                         |o|
|o|________________________________________________________________________|o|
|o|                                                                        |o|
|o| + Phase 1: The boss turns its right arm into a claw and performs an    |o|
|o|            uppercut, followed by a slam with the same arm. The ensuing |o|
|o|            slam covers a large area in front of the boss.              |o|
|o|                                                                        |o|
|o| + Phase 1: Rogue Process turns its right arm into a blade and uses a   |o|
|o|            sweeping attack that covers the entire front of its body.   |o|
|o|                                                                        |o|
|o| + Phase 1: The boss will launch its tail over its head and straight    |o|
|o|            towards you, like a stinging scorpion. It can also perform  |o|
|o|            another sweeping attack just like with its blade arm.       |o|
|o|                                                                        |o|
|o| + Phase 1: If you get too close to the boss, it may quickly curl up    |o|
|o|            and immediately create an outward burst of crystal spikes.  |o|
|o|            Used as a defensive knockback move if you're crowding it.   |o|
|o|                                                                        |o|
|o| + Phase 1: However, keeping a wide berth between you and Rogue Process |o|
|o|            causes it to leap in the air, rather ungracefully, in an    |o|
|o|            attempt to flatten you. Having it land on you means near-   |o|
|o|            certain death.                                              |o|
|o|                                                                        |o|
|o| + Phase 1: If standing far away, Rogue Process can shoot two different |o|
|o|            projectiles. The first are globs of purple goo surrounded   |o|
|o|            by red electricity that slowly follow you. The other is a   |o|
|o|            a row of blue crystal missiles that rain down from above.   |o|
|o|            Strafe non stop until you outmaneuver them.                 |o|
|o|                                                                        |o|
|o| + Phase 2: The Rogue Process has various basic combos in its humanoid  |o|
|o|            form, anything ranging from 2 to 6 hits and ending in an    |o|
|o|            x-slash with its arms slashing outwards.                    |o|
|o|                                                                        |o|
|o| + Phase 2: When the boss raises its arms above its head, sidestep or   |o|
|o|            back away to dodge the ensuing shockwave pulse.             |o|
|o|                                                                        |o|
|o| + Phase 2: Like Chrysalis enemies, sometimes the boss chains together  |o|
|o|            a rapid whirlwind spin that covers a lot of ground as well  |o|
|o|            as cause damage.                                            |o|
|o|                                                                        |o|
|o| + Phase 2: While not an attack, the boss is very nimble and has the    |o|
|o|            ability to briefly teleport to either gain the upper hand   |o|
|o|            or to take a breather.                                      |o|
|o| ______________________________________________________________________ |o|
|o|                                                                        |o|
|o| Phase 1                                                                |o|
|o| -------                                                                |o|
|o| The Rogue Process materializes and immediately confronts Warren in the |o|
|o| form of a quadrupedal creature with a jagged tail that hangs over its  |o|
|o| left shoulder. This is a very large, sturdy target with sweeping blows |o|
|o| that cover a wide range (horizontally and vertically). Rogue Process   |o|
|o| is a towering brute in this phase and one hit can take out at least    |o|
|o| half of your total health if you aren't careful.                       |o|
|o|                                                                        |o|
|o| All of Rogue Process's attacks are devastating, but its long-range     |o|
|o| moves are arguably the most problematic; try to stay relatively close  |o|
|o| to your opponent so you don't have to try and dodge homing missiles    |o|
|o| and such. A lot of its physical attacks cover a wide berth in front,   |o|
|o| so try to position yourself near its sides or back.                    |o|
|o|                                                                        |o|
|o| You'll be spending a lot of time dodging and evading the boss's        |o|
|o| catastrophic moveset. Due to this, equipping Implants that help buff   |o|
|o| your stamina (Endurance Enhancer) or reduce stamina consumption        |o|
|o| (Pneumatic Calibrator) are good options. As with most bosses, you want |o|
|o| to execute quick, short (1-2 hit) combos before retreating.            |o|
|o|                                                                        |o|
|o| Your targets for Phase 1 are its two tree trunk-like front legs. Lock  |o|
|o| onto either one and direct your attacks towards it - another reason    |o|
|o| why you should stay behind the boss or near its sides. Getting too     |o|
|o| greedy will only lead to getting impaled by its crystal burst, so hop  |o|
|o| back after a couple swings. The most dangerous close-range move is     |o|
|o| probably its uppercut/slam combo, so be on the lookout for the boss's  |o|
|o| right arm to wind back before stabbing upward.                         |o|
|o|                                                                        |o|
|o| As you chip away at the boss's health, you will no longer be able to   |o|
|o| damage certain parts of its body (red limbs become invulnerable to     |o|
|o| your attacks). Once Rogue Process's two front limbs take enough        |o|
|o| punishment, you'll have to work on its comically tiny hind legs so     |o|
|o| fully flank the big monster before working on its back.                |o|
|o|                                                                        |o|
|o| Just like the Nanite Blob enemies, you cannot fully drain Rogue        |o|
|o| Process's health bar. Once about a quarter remains, the Power Circuit  |o|
|o| at the arena reactivates and you can overcharge it to shift the tide   |o|
|o| in your favor. Once you fail to damage Rogue Process or even lock on,  |o|
|o| you know it's time to run over to the panel.                           |o|
|o|                                                                        |o|
|o| Phase 2                                                                |o|
|o| -------                                                                |o|
|o| Rogue Process morphs into a humanoid enemy, which, in some ways, makes |o|
|o| this phase easier than the first. The boss uses Twin-rigged weapons,   |o|
|o| so expect a lot of fast, choppy combos that almost always end in an    |o|
|o| overhead smash (dodge the ensuing shockwaves).                         |o|
|o|                                                                        |o|
|o| Like The Black Cerberus, wait for the boss to use its melee combos     |o|
|o| before retaliating. More often than not it concludes a chain with the  |o|
|o| overhead smash attack or a crossing x-slash. This phase is similar to  |o|
|o| Chrysalis enemies in the sense that the boss is very fast and has      |o|
|o| long combos (up to 6 or 7 hits), so you'll be spending most of the     |o|
|o| time backpedaling before an opening appears.                           |o|
|o|                                                                        |o|
|o| The reality is that Rogue Process is a human-sized target and thus     |o|
|o| nearly identical to any other enemy you have faced when it comes to    |o|
|o| battle strategy. Keep a healthy but close gap and pepper in one or two |o|
|o| hits before patiently retreating. As always, focus on one body part    |o|
|o| throughout (ideally its right arm if you want a special weapon) and    |o|
|o| chip away until you're able to perform the finishing blow.             |o|
|o| ______________________________________________________________________ |o|
|o|                                                                        |o|
|o| Every boss drops a special weapon upon defeat, but you can receive a   |o|
|o| rare Twin-rigged "Claws of the Gestalt" by fulfilling secret           |o|
|o| requirements during the battle. Here is how to get the Claws of the    |o|
|o| Gestalt:                                                               |o|
|o|                                                                        |o|
|o| + Cut off Rogue Process's right arm during Phase 2                     |o|
|o|                                                                        |o|
|o| That's the only requirement for obtaining the Claws of the Gestalt.    |o|
|o| There is no need to go into explicit detail because by now you know    |o|
|o| how to isolate and dismember body parts, so make sure to hone in on    |o|
|o| the boss's right arm and go to town. The weapon will be in your        |o|
|o| inventory once New Game+ loads.                                        |o|
|o|                                                                        |o|
|o| + Rewards: 20,000 Tech Scrap, Mimetic Edge                             |o|
'-|________________________________________________________________________|-'


______________________________________________________________________________
==============================================================================

[9] TROPHIES                                                            [0900]

==============================================================================


______________________________________________________________________________
==============================================================================
 Bronze Trophies
==============================================================================

.------------._______________________________________________________________
| Big Sister |_______________________________________________________________|
'------------'

 Defeated the Big SISTER 1/3.
 
 + This Trophy will be received following the boss battle against Big SISTER
   1/3 atop Central Production B's Circulation Tower.


.----------------.___________________________________________________________
| Butcher's Bill |___________________________________________________________|
'----------------'
 
 Cut each limb from human enemies at least once.
 
 + This Trophy applies to the majority of enemies in the game, including all
   the worker Rigs and CREO personnel. All you have to do is perform a
   finishing maneuver to sever the head, body, arms, and legs of enemies.


.------------._______________________________________________________________
| Core Power |_______________________________________________________________|
'------------'
 
 Reach a Core Power of 80.
 
 + You'll reach Core Power 80 either very late in the game or during New
   Game+. If you use the cheap strategy of dying and reclaiming lost Tech
   Scrap with over 5 minutes left on the timer (explained in more detail in
   the walkthrough) to gain massive amounts of Tech Scrap you can reach that
   goal easily.


.----------------------------._______________________________________________
| CREO Killed the Video Star |_______________________________________________|
'----------------------------'
 
 Met Don Hackett.

 + At the top floor of the CREO Executive Forum is the recording studio. It
   can be reached from a hallway near the main board room. Enter the studio to
   find Don Hackett's corpse and unlock the Trophy.


.------------------._________________________________________________________
| Evolution Theory |_________________________________________________________|
'------------------'

 Found all of Dr. Murphy's audio logs.
 
 + There are 9 "Evolution Theory" Audio Logs to be found. Consult the main
   walkthrough or Section 6.7 for more details.


.---------.__________________________________________________________________
| Firebug |__________________________________________________________________|
'---------'
 
 Defeated the LU-74 "Firebug".
 
 + You get this Trophy after destroying the LU-74 "Firebug" in the depths of
   Central Production B.
 

.----------------------._____________________________________________________
| First Day on the Job |_____________________________________________________|
'----------------------'
 
 Acquired your selected job gear.
 
 + You get this Trophy early in Abandoned Production, after finding the Atlas
   Power Core, returning to Ops, and redeeming your Gear Voucher at Gear
   Assembly.


.---------.__________________________________________________________________
| Gear Up |__________________________________________________________________|
'---------'

 Enhanced your Exo-Rig for the first time.

 + Simply spend Tech Scrap at a MedBay to increase your Rig's Core Power for
   the first time.


.----------------------._____________________________________________________
| Ghost in the Machine |_____________________________________________________|
'----------------------'

 Accompanied a father and his little daughter on their way through the
 facility.
 
 + Complete the Alec Norris sidequest through Research & Development and
   Nucleus. Additional details found in the walkthrough and Section 5.


.---------.__________________________________________________________________
| GOLIATH |__________________________________________________________________|
'---------'
 
 Acquire a full set of GOLIATH gear.
 
 + Gear in the GOLIATH class include RHINO, PROTEUS, Bloodied PROTEUS, and
   Cerberus Rigs. Obtain the schematics and craft an entire set to get the
   Trophy.


.------------._______________________________________________________________
| Hey Listen |_______________________________________________________________|
'------------'
 
 Acquired your personal CREO companion drone.
 
 + You'll get your drone companion at the start of Central Production B in
   Drone Registration.


.-----------------.__________________________________________________________
| Homo Machinalis |__________________________________________________________|
'-----------------'
 
 Killed Barrett after his transformation into Homo Machinalis.
 
 + You meet face to face with Dr. Gene Barrett in the Restricted Projects
   branch in Research & Development. Following The Black Cerberus's death at
   Executive Forum, return to Gene Barrett's office to find that he has turned
   into a PROTEUS Module. Kill him to unlock the Trophy.


.--------------._____________________________________________________________
| I Choose You |_____________________________________________________________|
'--------------'
 
 Found a BOTECS Power Core for your companion drone.
 
 + You get the BOTECS Power Core in the Pump Station at Resolve Biolabs, after
   meeting Dr. Chavez.


.--------------._____________________________________________________________
| I'll Be Back |_____________________________________________________________|
'--------------'
 
 Died for the first time.
 
 + Unless you are a gaming god, you will unlock this Trophy sooner or later.


.-----------------.__________________________________________________________
| It's Blue Light |__________________________________________________________|
'-----------------'

 Killed an enemy in a dark zone using the ASTir SpecterBite.
 
 + You can obtain the ASTir SpectreBite from LYNX Rigs in Abandoned
   Production. A "dark zone" is any darkened area in the game. Most of the
   Power Plant in Abandoned Production is a dark zone, so the earliest and
   most convenient opportunity for this Trophy is in this location.


.------------._______________________________________________________________
| Liberation |_______________________________________________________________|
'------------'

 Found all audio logs about the infamous "Liberator".

 + There are 4 "Liberation" Audio Logs to be found. Consult the main
   walkthrough or Section 6.7 for more details.


.-----------------.__________________________________________________________
| Nothing to Lose |__________________________________________________________|
'-----------------'

 Carried more than 50,000 Tech Scrap.
 
 + This seems like a lot of coin to have on you, but late in the game this is
   a pretty simple feat so long as you be careful and utilize the Tech Scrap
   multiplier. Alternatively you can save up all your consumables and use them
   in bulk.


.--------------------._______________________________________________________
| On My Own Two Feet |_______________________________________________________|
'--------------------'
 
 Acquired your personal CREO Exo-Rig.
 
 + Obtained after completing the game's prologue.


.----------._________________________________________________________________
| OPERATOR |_________________________________________________________________|
'----------'
 
 Acquire a full set of OPERATOR gear.
 
 + Gear in the OPERATOR class include LYNX, Liquidator, and Chrysalis Rigs. 
   Obtain the schematics and craft an entire set to get the Trophy.


.--------.___________________________________________________________________
| P.A.X. |___________________________________________________________________|
'--------'

 Defeated the Pacification Automaton X.
 
 + Take down the P.A.X. at Abandoned Production for this Trophy.


.------------._______________________________________________________________
| Pusher Man |_______________________________________________________________|
'------------'
 
 Helped someone refill their supply of medicine.
 
 + Complete Davey's sidequest at Central Production B to claim the Trophy.
   Check Section 5 or the main walkthrough for more details.


.---------------.____________________________________________________________
| Raging Drones |____________________________________________________________|
'---------------'
 
 Found all audio logs from and about Ferguson.
 
 + There are 5 "Raging Drones" Audio Logs to be found. Consult the main
   walkthrough or Section 6.7 for more details.


.------------------------.___________________________________________________
| Right Tool for the Job |___________________________________________________|
'------------------------'

 Upgraded a weapon using the Nano Core crafting component.
 
 + After upgrading a weapon to Mk.IV, use a Nano Core (found in high-leveled
   Power Circuits) to upgrade it to Mk.V - doing so earns you the Trophy.
 
 
.----------._________________________________________________________________
| SENTINEL |_________________________________________________________________|
'----------'
 
 Acquire a full set of SENTINEL gear.
 
 + Gear in the SENTINEL class include SCARAB, MG Gorgon, Elite Hazard, and
   IRONMAUS Rigs. Obtain the schematics and craft an entire set to get the 
   Trophy.
 
 
.----------------.___________________________________________________________
| Shall Not Pass |___________________________________________________________|
'----------------'

 Defeated the guard at the Nucleus elevator.
 
 + The special Echelon 9 guard is posted at the Nucleus elevator atop the CREO
   Executive Forum. Defeating him earns you the Trophy.


.-----------------.__________________________________________________________
| Sniffing Around |__________________________________________________________|
'-----------------'
 
 Completed your Iron Maus comic collection.
 
 + There are 6 hidden comic books found throughout the game. Consult the
   walkthrough or Section 6.8 for specific locations.


.-----------------------.____________________________________________________
| Sorry, I Dropped This |____________________________________________________|
'-----------------------'

 Found your lost Tech Scrap after dying.
 
 + Following your death, you have two and a half minutes to reclaim your lost
   Tech Scrap (which is found at your place of death). The timer pauses when
   riding elevators or Exo-Rigs, and you can increase the timer in 20 second
   increments by slaying enemies.


.---------------------.______________________________________________________
| Sunglasses at Night |______________________________________________________|
'---------------------'
 
 Found yourself some sunglasses.

 + After defeating Big SISTER 1/3 and entering Research & Development, you can
   enter a side branch (before reaching Exhibition Floor) to reach Jo's secret
   hideout. There is a piece of salvage on the desk - DO NOT pick it up!
   
   Complete Jo's sidequest "Repeat Customer" and return to her hideout; you
   will find a pair of Sunglasses on the desk. Pick them up for the Trophy.


.--------------------._______________________________________________________
| The Black Cerberus |_______________________________________________________|
'--------------------'

 Defeated the security chief of Echelon 9.
 
 + For this Trophy, come out victorious against The Black Cerberus at
   Executive Forum.


.-------------.______________________________________________________________
| Turing Test |______________________________________________________________|
'-------------'
 
 Met Sally in person.
 
 + You know Sally, the lady on the computer terminal in Operations? You get
   the chance to meet her in person... kind of. At the top floor of CREO
   Executive Forum, next to the board room, go through the nearby door to
   reach the Server Room. Look for the Level 85 Power Circuit and stand
   facing it, then slightly move to the right until an icon appears onscreen.
   Inspect this area to find Sally and get the Trophy.


.----------._________________________________________________________________
| Watchman |_________________________________________________________________|
'----------'
   
 Received the security upgrade for your Exo-Rig.

 + After defeating The Black Cerberus, take the shortcut to Operations to
   discover that a display case has opened. Break the class and steal the CREO
   ex06 Security Rig.
   

.-----------------------.____________________________________________________
| Who's in Charge Here? |____________________________________________________|
'-----------------------'

 Found the Board.
 
 + The board room is located on the top floor of the CREO Executive Forum.
   Defeat the pair of Cerberus Rigs guarding the double door and step inside,
   then view the ensuing scene.


______________________________________________________________________________
==============================================================================
 Silver Trophies
==============================================================================

.-----------------.__________________________________________________________
| Brave New World |__________________________________________________________|
'-----------------'

 Finish the game without corrupting the Utopia protocols.
 
 + This is the game's "Bad" ending. You don't have to do anything special
   here, so just progress through the game naturally and defeat the final
   boss. If you happen to come across a computer terminal in Nucleus, Utopia 
   Preparation Classified, DO NOT interact with it.


.------------._______________________________________________________________
| Duty-Bound |_______________________________________________________________|
'------------'
 
 Accompanied a lost soul on her quest to find herself.
 
 + Complete the sidequest involving Irina Beckett. This is the longest and
   most comprehensive optional quest in the game, so visit Section 5 or the
   main walkthrough for more details.


.-------------------------.__________________________________________________
| Follow the White Rabbit |__________________________________________________|
'-------------------------'

 Found all of Mallory's audio logs.
 
 + There are 11 "Into the Rabbit Hole" Audio Logs to be found. Consult the
   main walkthrough or Section 6.7 for more details.


.-------------------------.__________________________________________________
| For the Good of Mankind |__________________________________________________|
'-------------------------'

 Finish the game after corrupting the Utopia protocols.
 
 + This is the game's "Good" ending. In Nucleus, Utopia Preparation
   Classified, there is a computer panel in front of what appears to be a
   giant missile. Interact with it to install a virus into Project Utopia. 
   Following this, beat the final boss to get the Trophy.


.-----------.________________________________________________________________
| Guard Dog |________________________________________________________________|
'-----------'

 Acquired the complete Black Cerberus gear and the MG Judge.
 
 + The least time-consuming method is to defeat The Black Cerberus using the
   alternate, "hardcore" strategy. This involves using P.A.X. to destroy the
   two silos, then killing The Black Cerberus by severing his right arm. This
   will earn you the entire gear set and the MG Judge 2.0 weapon. Since the
   boss is the only individual to carry this specific equipment, this is the
   only way to get it all in one playthrough. Once you have the schematics,
   craft the gear set at Ops.


.---------.__________________________________________________________________
| Infidel |__________________________________________________________________|
'---------'

 Defeated the vending machine cult.
 
 + In Central Production B, go to Conveyor Hub and proceed through towards
   Support Link 2. Head the opposite direction up the stairs to reach an area
   with several vending machines. Take on the group of SCARAB and RHINO Rigs
   congregated near the vending machines to unlock the Trophy.


.--------------------._______________________________________________________
| Jack of All Trades |_______________________________________________________|
'--------------------'
 
 Reach level 5 weapon proficiency in each of the weapon types.
 
 + Level proficiency increases by repeated weapon use (indicated by the meter
   on the bottom left corner). It's tedious, but reach Level 5 with each
   weapon type - One-handed, Single-rigged, Twin-rigged, Heavy-duty, and
   staves - for the Trophy. You can equip the Kinasthetic Amplifier and
   Tactical Omni-Boost Implants to help speed the process.


.--------------._____________________________________________________________
| Man of Steel |_____________________________________________________________|
'--------------'

 Upgraded a full gear set using the Nano Core crafting component.
 
 + After upgrading a piece of equipment to Mk.IV, use a Nano Core (found in 
   high-leveled Power Circuits) to upgrade it to Mk.V. Upgrade an entire gear
   set this way to nab yourself the Trophy. You'll need around 9 total Nano
   Cores for this process.


.--------------._____________________________________________________________
| Melting Down |_____________________________________________________________|
'--------------'

 Defeat all five smelting machines.
 
 + There are 5 Smelting Machines: 1 in Abandoned Production, 2 in Central
   Production B, Recycling, 1 in Resolve Biolabs, and 1 in Central Production
   B, Circulation Tower. They are pretty tough on your first visit (at least
   the first one you encounter), but worth destroying.


.-------------.______________________________________________________________
| Most Wanted |______________________________________________________________|
'-------------'
 
 Provoked and defeated the security forces in Central Production B.
 
 + During your first visit of Central Production B there are 4 total CREO
   Security Guards stationed at 2 checkpoints (Material Depot and Central
   Station). They are passive and only become hostile when provoked directly.
   They are very difficult to take down at this stage in the game, so you are
   best off dealing with them individually - draw them away from each other
   with your drone and then combat one-on-one.


.---------------.____________________________________________________________
| Overconfident |____________________________________________________________|
'---------------'

 Defeated a boss while carrying at least 20,000 Tech Scrap.
 
 + You'll definitely need to be feeling overconfident for this Trophy. Not
   only overconfident, but ideally you should fight the boss in question at
   least once to study its attacks and tendencies. There's only five total
   opportunities to get this Trophy in one playthrough, so there are several
   options:
   
   Build up enough Tech Scrap prior to fighting a boss you are comfortable 
   facing, then enter the arena and defeat it. You can wait until New Game+
   and have a go around with P.A.X. since it is the easiest boss. Or you can 
   save up all your consumable items (ideally about 20,000 Tech Scrap worth!)
   and whittle a boss down to the brink of death, then pause the game and
   quickly use all the consumables before you land the finishing blow.


.-----------------.__________________________________________________________
| Repeat Customer |__________________________________________________________|
'-----------------'
 
 Gave Jo Tech Scrap three times.
 
 + Jo is first found deep down in Central Production B. Complete her sidequest 
   "Repeat Customer" for the Trophy. Check Section 5 or the main walkthrough 
   for more information.


.-----------------.__________________________________________________________
| Was That Yours? |__________________________________________________________|
'-----------------'

 Defeated a boss with its own weapon.
 
 + This Trophy can only be obtained in New Game+. The earliest you can get it
   is from killing P.A.X. with, of course, the P.A.X. Imperator, but it can
   be done with any boss and their respective weapon. You only need to land
   the finishing blow with the appropriate weapon to receive the Trophy.


______________________________________________________________________________
==============================================================================
 Gold Trophies
==============================================================================

.-----------------------------------.________________________________________
| It Lives! It Sniffs! It Conquers! |________________________________________|
'-----------------------------------'

 Acquired the Iron Maus gear.
 
 + The IRONMAUS gear set is a secret set of equipment that is obtained after
   several steps. First you must obtain all 5 Shining Coins by defeating each
   of the Smelter Bots in the early stages of the game (more information in
   the walkthrough and Section 8.1). The next step is to head to the vending
   machine area in Central Production B, Conveyor Hub, and insert the coins
   into one of the machines to reveal a hidden room containing the gear.


______________________________________________________________________________
==============================================================================
 Platinum Trophies
==============================================================================

.-----------.________________________________________________________________
| The Surge |________________________________________________________________|
'-----------'

 Unlock all trophies.
 
 + Unlock all other Trophies.




   ________________________________________________________________________
.-|                                                                        |-.
|o|                                                                        |o|
|o|                 --[  THE SURGE: A WALK IN THE PARK  ]--                |o|
|o|                                                                        |o|
'-|________________________________________________________________________|-'


______________________________________________________________________________
==============================================================================

[9] WALKTHROUGH                                                         [0900]

==============================================================================

 Following of the installation of the DLC, any new games or current save
 states will include the [CREO WORLD TICKET] quest item. This allows you to
 access the new DLC area called CREO World: the remnants of a CREO-themed
 amusement park that has seen better days.
 
 The earliest point in the game that you can access the DLC area is Central
 Production B. Provided that you have the DLC, a train will be present down
 at Central Station (below the Support Link 2 shortcut in Conveyor Hub).
 
 You can also enter CREO World from Research & Development. In the Exhibition
 Floor, there will be a giant garage door near Ops that leads to the amusement
 park.
 
 The guide will follow one's path if they were to visit the area 
 chronologically, starting from Central Production B. Its difficulty is scaled
 towards your first visit to Central Production B.
 
 
 Central Production B, Central Station
 -------------------------------------
 Board the CREO World train here at the station by using your CREO World
 Ticket.
 
 
 CREO World
 ----------
 The train comes to a grinding halt; ignore the audio warning and exit the
 train, heading into the maintenance tunnel. Enter the broken stairwell to
 find an Exo-Lift out of order (this Exo-Lift is used when entering CREO World
 from Research & Development - there is also a [LARGE PILE OF METAL SCRAP]
 up top on the severed staircase.
 
 Up ahead you hear a voice speaking to you through a companion drone. Follow
 the drone and listen to the survivor's plea as you enter the hub of CREO
 World. I'm sure this will be a walk in the park...


.------------.______________________________________________________.--------.
| CREO World |______________________________________________________| [0901] |
'------------'                                                      '--------'

  Key Items: Audio Log (Welcome to CREO World!), Drone Module: S&R Flare
             Launcher, Audio Log (Lumberjack Show), Industrial Power Core,
             Audio Log (CREOnet Terminal - Recording 24E3782/1), Audio Log
             (Recovered Voicemail), Audio Log (CREO Skybound Adventure), Audio
             Log (Personal Log, employee #75-0935), Audio Log (Project Resolve
             Center), SERU HSS Overloader, Audio Log (Malfunction Report - 
             Ticket #SURB-7208), Audio Log (Emergency Call), Audio Log
             (Personal Log, employee #73-4464), Fiery Popcorn Pole, Nano Core 
             x2, Audio Log (Classified Briefing), Black Box

  Enemies: Donnie Donuts Mascot, Bradley the Bean Mascot, Ironbar Ivan Mascot,
           Samuel J. Soda Mascot, MANTIS Rig, OGRE Rig, Welder Drone, Security
           Drone, Squad Chief Helvig (Boss)
  
 ____________________________________________________________________________


 Iron Maus Plaza
 ---------------
 There is an eeriness to the bright, colorful surroundings. At the entrance
 you'll catch glimpse of several mascot enemies patrolling on a walkway. A
 Donnie Donuts Mascot is by its lonesome under the catwalk. You should be able 
 to see the Operations building in front of you, so ignore the wacky robot and 
 make a beeline for the safe zone.
 
 This Ops look a tad different than the ones in the base game, although the
 change of scenery is nice. Unfortunately the building rests on unstable
 ground - you can actually tip the entire building back and forth when
 walking! Doing so prompts a frightened response by the local resident. This 
 fella's name is Largo, and he was the one talking to you earlier on and a 
 member of the Search & Rescue team. Unsurprisingly, things have gone off the
 rails here and this guy needs your help restoring order.
 
 First thing's first: you need to restore power to the park and restore the
 park's network. You can further talk to Largo for more details, but otherwise
 step back outside.
 
 + The four mascot enemies you saw on the upper bridge are known as the
   Popcorn Parade. They are made up of individual mascot enemies normally seen
   throughout the game (Donnie Donuts, Bradley the Bean, Ironbar Ivan, and
   Samuel J. Soda), but are stronger than normal. They march around Ironmaus
   Plaza and the surrounding amusement park attractions, so you may run into
   them when exploring CREO World. Defeating all four earns you a special
   [FIERY POPCORN POLE] weapon along with the "No More Marching" Trophy.
 
 Back outside, confront the Donnie Donuts Mascot and decapitate him for a nice
 new head piece. Mascot enemies are not particularly difficult; they're fast
 and have some quick strikes, but nothing overwhelming. They wear [MANGLED
 ARTICULATORS] on their hands, which is a new weapon you can take for
 yourself. Make sure to pick up the [AUDIO LOG: WELCOME TO CREO WORLD!] on the 
 red counter near Ops.
 
 Now go through the gateway beyond Ops; kill the Bradley the Bean Mascot (he
 looks like a coffee bean) and collect the [VITAL BOOST XL V.2] on the edge of
 the broken cobblestone path. To the right is a path winding underneath the
 cliff, occupied by another Bradley the Bean Mascot and an Ironbar Ivan Mascot
 (resembling a walking candy bar). Take the [VITAL INJECTION V.3] next to the
 mascot slumped against the wall.
 
 Return to the main path and this time ascend the stairs to the next area.
 
 
 CREO Action Plateau
 -------------------
 A malfunctioning mascot - Samuel J. Soda - is found atop the stairs. He can
 use a laser attack or a close-range concussive radiation move identical to
 those of Bradley the Bean or Ironbar Ivan Mascots. The archway on the right
 is barricaded, so trudge past it towards the Lumberjack Show sign.
 
 + By now you have encountered all four mascot types. They each have a unique
   head piece that can be crafted for wear. Crafting all four pieces gets you
   the "Dress Up" Trophy.
 
 Make a pit stop in the ditch on your left for a [PILE OF METAL SCRAP] before
 approaching the signage. Next to this ditch is an elevated platform with some
 red couches on it - you can jump to it from the main path to find a [DRONE
 MODULE: S&R FLARE LAUNCHER].
 
 A MANTIS Rig lurks near the entrance to the Lumberjack Show. This new Rig
 type look neat and are quick on their feet like the sleek LYNX Rigs. They
 carry a new weapon, the [HUMI M248 'EMERALD'], that can be used to deal shock
 damage. Definitely try to claim the weapon for yourself and work towards
 building a complete gear set; you'll be running into these foes often during
 your stay.
 
 To your right is the Lumberjack Room and straight ahead is the entrance to 
 the Rusty Spring Tower. This area is inaccessible, so focus on the Lumberjack
 Show instead. Hop over the metal fence near the spotlight for a [PLASMIC
 ACCUMULATOR V.2] Implant before entering.
 
 
 Lumberjack Show
 ---------------
 Follow the neon arrows into the wrecked building and take care of the MANTIS
 Rigs wandering around the outer wing. One of them has a new weapon: the
 [ROBOI AUTO-NAILER] that you might be interested in. Pick up the [MEDI-
 VOLTAIC INJECTION V.3] in a corner and walk forward, then smash the box 
 against the wall for a [PILE OF RARE MATERIAL SCRAP]. Exit the building and
 you'll spot a second [PILE OF RARE MATERIAL SCRAP] just outside.
 
 There are a couple more MANTIS Rigs outside, and one of them holds yet
 another unique weapon. If you fancy a new Heavy-duty weapon, then make sure
 to claim the [CHOPMASTER 5000]. Look around the area for an [AUDIO LOG:
 LUMBERJACK SHOW] and a Level 10 Power Circuit next to an offline Exo-Lift.
 Interact with the Power Circuit and grab the [PILE OF METAL SCRAP] past the 
 now-operable Exo-Lift.
 
 A MANTIS Rig surprises you as you near the central arena. Behind where the
 enemy stood is a MedStation, and a [PILE OF RARE MATERIAL SCRAP] lies on the
 edge of the balcony. Drop down into the chamber.
 
 The trio of MANTIS Rigs stand in your way, but similar to action flicks they
 will only fight you one after the other rather than at the same time. Check
 out the [INDUSTRIAL POWER CORE] near the barrier to take it, shutting down
 the power as well as the barrier. 
 
 Follow the yellow cable through the ravine and kill the MANTIS Rig along the
 way. Near this spot is a [PALLADIUM E-CELL V.2] on the left side of the
 trail. You will exit to a new area.
 
 
 Firestarter
 -----------
 Use the Level 10 Power Circuit to disable the force field on your immediate 
 right, creating a shortcut to CREO Action Plateau. The ride entrance to 
 Firestarter is up ahead on the right.  Go through the gate and walk around
 the front staircase past the Donnie Donuts Mascot. Back here is a [PILE OF 
 METAL SCRAP] and a Level 60 Power Circuit that contains [NANO CORE x2]. Atop
 the staircase are a pair of closed doors, so exit the ride area and take the
 path to the left.
 
 
 Iron Maus Plaza
 ---------------
 Hop on top of the merch stand overlooking Ops for a [PLASMIC REGENERATOR V.3]
 and continue left onto the arch that you first saw when you entered CREO
 World. Take the [AUDIO LOG: CREONET TERMINAL - RECORDING 24E3782/1] along
 here and cross the bridge. Take a right at the intersection to find another
 yellow barrier. A giant OGRE Rig lies in wait near the accompanying Level 10
 Power Circuit.
 
 The OGRE Rig is an imposing foe, probably twice the size of any other Rig
 type you have come across, thanks in part to the large Industrial Power Core
 strapped to their backs. Due to their size, you can expect a hard-hitting
 fight. Their power core can self-destruct if it takes enough damage, giving
 you a nice blast of energy if nearby. If you feel the need you can always 
 lower the force field to open the shortcut without taking him head on. 
 Deactivating the barrier brings you back to the Iron Maus statue directly
 next to Operations.
 
 Now that the shortcut is opened you can comfortably spend some time in the
 area harvesting weapons and armor parts from the OGRE and MANTIS Rigs. The
 OGRE Rig uses a [PORTABLE OMNI-ASSEMBLER] weapon that may interest some. As
 far as armor, the MANTIS Rig is a new Sentinel-type armor set and the OGRE
 Rig is a Goliath-type.
 
 Try to make a quick detour near the humongous Iron Maus statue; facing the
 stairs leading back up to the shortcut you just opened, proceed to the right
 and hug the left wall to enter a hallway with a Skybound Adventure sign. Go
 inside, execute the Ironbar Ivan Mascot, and activate the Level 25 Power
 Circuit.
 
 When you're ready to roll, return to the intersection past the shortcut and
 go up the stairs to CREO Skybound Adventure.
 
 
 CREO Skybound Adventure
 -----------------------
 Wander around the garden on your left, looking for a tiny tunnel entrance in
 the rubble. Squeeze down into the tight space and move through to the exit.
 
 
 Iron Maus Plaza
 ---------------
 You emerge onto the roof of a red merch stand, where you can get a [VITAL 
 BOOST XL V.2]. Go back through the tunnel to the garden.
 
 
 CREO Skybound Adventure
 -----------------------
 Near the actual entrance to Skybound Adventure is another S&R Flare Launcher
 if you missed the first one. Search the opposite side of the plaza while you
 clear the vicinity of MANTIS Rigs and various mascot baddies. Behind the red
 merchandise stand on the right side is a [SEVERED ROTOR BLADE] wedged in the
 face of a downed mascot. Nearby is a door that should be unlocked, provided
 that you overcharged the Level 25 Power Circuit not too long ago, leading to
 another [VITAL BOOST XL V.2]. 
 
 There is a small room past the unlocked door that is of no importance now, so
 start by heading down the concrete walkway past it. First take the [AUDIO
 LOG: RECOVERED VOICEMAIL] next to the cardboard photo op cutout, and next get
 the [ABLATIVE ARRAY V.2] at the very end of the walkway. Approach the ride
 entrance.
 
 Walk past the OGRE Rig display (don't worry, it won't come to life!) towards
 the ticket booth to spot an [AUDIO LOG: CREO SKYBOUND ADVENTURE]. On your
 right is a [PILE OF METAL SCRAP] and a dead end. Enter the ventilation shaft
 on the left to enter the ticket booth and insert the Industrial Power Core
 into the slot. The power has now been restored to the area!
 
 Exit CREO Skybound Area, killing the OGRE Rig display that totally comes to
 life.
 
 
 Iron Maus Plaza
 ---------------
 Largo mentions that fixing the network may require you to scour the Project
 Resolve Center, so that is your next destination. The centre is to the left
 of Operations.
 
 
 Project Resolve Center
 ----------------------
 Go past the merch stand and up the slope to find a pair of OGRE Rigs walking
 about. Try to separate them when fighting to make things less stressful.
 Follow the far right pathway as it ramps upward and you'll come across an
 [AUDIO LOG: PERSONAL LOG, EMPLOYEE #75-0935 on a patch of grass. Continue
 along until you come across a set of stairs leading up to the building.
 
 Follow the balcony to a doorway with an OGRE Rig occupying it. Destroy the
 pesky robot, look behind the neon sign for a [KINETIC CONVERTER V.3], then
 step inside.
 
 A MANTIS Rig/OGRE Rig combo lie in wait on the large first floor foyer. Go up
 the stairs to the second floor to fight another pair. Fortunately, a
 MedStation can be found here on the back wall. Cut across the middle of the
 room around the giant globe hologram and take out the enemies here as well.
 Here you can find a [PILE OF RUSTY METAL SCRAP], an [AUDIO LOG: PROJECT
 RESOLVE CENTER], and a Level 10 Power Circuit. Activating the Power Circuit
 causes an OGRE Rig to come to life and attack.

 Return to the globe hologram in the center and climb up the metal beam.
 Carefully move across the scaffolding (first grabbing the [PILE OF RARE 
 MATERIAL SCRAP] on your right) to reach a door you can open. It's near-
 impossible to see, but there is a Power Circuit up on the wall to the right
 of the door terminal. Use your drone (you have the Botecs Power Core from the
 main game, right?) to activate the Power Circuit, revealing a closet with a
 [SERU HSS BIOLOADER] inside.
 
 Pass by the main door and continue along the scaffolding to the end. You can 
 make a long jump onto the metal beam across from you in order to receive a 
 [KINETO-PLASMIC SHUNT V.3]. Next, open the main door and have a look around.
 
 Inside the fancy office you can reboot the CREO World network protocols, but
 make sure to first activate the Exo-Lift in the side room. This brings you
 back down to the first floor (where you can find a [PLASMIC ARRAY V.2]
 nearby). Trigger the terminal to initiate a temporary lockdown and a long
 battle.

 Enemies will storm the office in small waves while the lockdown is in effect.
 First up is an OGRE Rig and some drone types: Welder, Security, the usual.
 There are only two waves, with the second consisting of two OGRE Rigs. The
 room is large enough to safely maneuver around enemy attacks, but be careful
 of those dang explosive power cores. 
 
 The network reboot completes once the lockdown ends. Both side rooms open up 
 again; the right one brings you to the first floor, so check out the one on
 the left.
 
 
 Park Maintenance
 ----------------
 Follow the vent until you come to a chamber with four defunct mascot robots;
 here you can claim an [ANCILLARY CORE XL] and an [AUDIO LOG: MALFUNCTION
 REPORT - TICKET #SURB-7208]. Follow the trail back outside to wind up in
 front of Ops.
 
 
 Ironmaus Plaza
 --------------
 Return to Ops not only to restock supplies and whatnot, but also to chat with
 Largo. He asks Warren to search the site of his crashed chopper for any
 clues on his Chief Helvig and squad team. You can use the Rusty Spring Tower
 to help alleviate your search. The tower, if you recall, is next to the
 Lumberjack Show entrance. Pass through CREO Action Plateau en route to the
 ride entrance.
 
 
 Rusty Spring Tower
 ------------------
 Largo lowers the tower platform to your location, allowing you to reach the
 chopper at the top. Step onto the giant spiral staircase and first go down
 to the bottom. Grab the [PILE OF RARE MATERIAL SCRAP] and [AUDIO LOG:
 EMERGENCY CALL] before entering the vent.
 
 
 Park Maintenance
 ----------------
 Follow the vent to a fork in the road and proceed straight ahead for a hatch
 to open above you. This creates yet another shortcut right onto the doorstep
 of Operations. Go back to the intersection and take the other route to a
 blue-lit room. Continue ahead to find another S&R Flare Launcher for your
 drone, but otherwise there's nothing down there. In this room is a [PILE OF
 RUSTY METAL SCRAP] and [AUDIO LOG: PERSONAL LOG, EMPLOYEE #73-4464].
 
 Riding the Exo-Lift brings you back to Firestarter. There's no need to return
 there, so go back to the Rusty Spring Tower.
 
 
 Rusty Spring Tower
 ------------------
 Now make your grand ascent. Take the [ENDURANCE ENHANCER XL V.2] as you climb
 to the top. Once you cannot go any higher, step out onto the plateau.
 
 
 Western Plateau
 ---------------
 Make your way through the rubble towards a giant concrete slab. The downed
 helicopter lies above in ruin, and if you hold Square you'll witness Chief
 Helvig committing murder and setting the surrounding area ablaze. Largo is
 right: this guy is an asshole.


   ________________________________________________________________________
.-|                                                                        |-.
|o|                      --[  SQUAD CHIEF HELVIG  ]--                      |o|
|o|________________________________________________________________________|o|
|o|                                                                        |o|
|o| + Helvig uses a basic melee attack that usually consists of 2-3 moves  |o|
|o|   in succession while spinning around like a ballet dancer.            |o|
|o|                                                                        |o|
|o| + He can use a leaping jab attack if you are several steps away from   |o|
|o|   him.                                                                 |o|
|o|                                                                        |o|
|o| + If you are really far away, the boss will use his own flare launcher |o|
|o|   to set a part of the arena ablaze. Getting hit, as well as stepping  |o|
|o|   through the fire, will cause great damage.                           |o|
|o| ______________________________________________________________________ |o|
|o|                                                                        |o|
|o| Largo's boss has really taken a turn for the worse and is hellbent on  |o|
|o| annihilating you. Squad Chief Helvig is a pyromaniac that happens to   |o|
|o| also be expertly-skilled with a staff. He uses his patented Kingfisher |o|
|o| staff to perform sweeping combos that can knock you senseless.         |o|
|o|                                                                        |o|
|o| Try to watch out for his flare launcher attack, which is primarily     |o|
|o| used as a long-range counter if you are far away from the boss. This   |o|
|o| not only damages you, but renders part of the concrete arena a fiery   |o|
|o| mess.                                                                  |o|
|o|                                                                        |o|
|o| Truth be told, this is by far the easiest boss in the entire game,     |o|
|o| base game or DLC. Squad Chief Helvig is virtually no different than a  |o|
|o| CREO Security Guard or any other staff-based enemy featured in the     |o|
|o| game (his flare launcher being the only exception). He uses the same   |o|
|o| melee combos that you have become accustomed to; they are on the slow  |o|
|o| side, but cover a wide range.                                          |o|
|o|                                                                        |o|
|o| The hardest part is staying on the arena. Avoid getting cornered       |o|
|o| underneath the helicopter so you don't accidentally step in the flames |o|
|o| nearby. Otherwise, you are free to drop down to the small pools on the |o|
|o| outer perimeter in order to take a breather or dodge attacks (the      |o|
|o| fighting space seems smaller until you realize you can drop down).     |o|
|o|                                                                        |o|
|o| Overall though, there isn't much to say in terms of strategy - his     |o|
|o| staff has a wide range, so try and stay behind him or near his sides   |o|
|o| with enough space between the two of you. I suggest focusing solely on |o|
|o| his right arm so you can get a missable weapon.                        |o|
|o| ______________________________________________________________________ |o|
|o|                                                                        |o|
|o| Every boss drops a special weapon upon defeat, but you can receive a   |o|
|o| rare "Helvig's Kingfisher" Staff by fulfilling secret requirements     |o|
|o| during the battle. Here is how to get Helvig's Kingfisher:             |o|
|o|                                                                        |o|
|o| + Cut off Squad Chief Helvig's right arm                               |o|
|o|                                                                        |o|
|o| Pretty simple, really. Squad Chief Helvig only has one form and is     |o|
|o| really nothing more than an ultra powerful staff-wielding enemy. Lock  |o|
|o| on and target his right arm during the fight, then perform a finishing |o|
|o| maneuver to get the nice weapon.                                       |o|
|o|                                                                        |o|
|o| + Rewards: 6,000 Tech Scrap, Vital Omni-Audit, S&R Kingfisher          |o|
'-|________________________________________________________________________|-'
 
 The "Squad Chief Helvig" Trophy pops once the battle commences. You also
 retrieve the chopper's [BLACK BOX], which should give you some much-needed
 info regarding the chopper crash. Before you return to Ops, make sure to get
 the [AUDIO LOG: CLASSIFIED BRIEFING] at the base of the chopper (between the
 two flame patches).
 
 
 Iron Maus Plaza
 ---------------
 Give Largo the Black Box, then speak with him. Exhaust all dialogue options
 to be given your next task. This event signals the end of the first half of
 the DLC.
 
 + If you have not completed the game up to Research & Development you will
   not be able to progress in the DLC. Defeat Big SISTER 1/3 and enter R&D
   first. If this is New Game+, you can continue even if you have not reached
   Research & Development.


.---------------------._____________________________________________.--------.
| CREO World (Part 2) |_____________________________________________| [0901] |
'---------------------'                                             '--------'

  Key Items: Audio Log (Recovered Voicemail), Audio Log (Upcoming Inspection),
             Recovered Photo - Warren and Elizabeth, Audio Log (Message to
             S&R Control Station), S&R Falcon, Audio Log (CREO Questionnaire
             Terminal - Recording #48B3782), Audio Log (Recovered Private
             Voicemail), Audio Log (Automated Status Report - 1/2), Audio Log
             (Personal Log, employee #73-4464), Recovered Photo - Warren,
             Audio Log (Automated Status Report - 2/2), ASTir Plasma Augur,
             Audio Log (Recovered Private Voicemail), CREO - Apply Now!, Audio
             Log (Recovered Personal Voicemail), Map to Executive Forum

  Enemies: Donnie Donuts Mascot, Bradley the Bean Mascot, Ironbar Ivan Mascot,
           Samuel J. Soda Mascot, Nanite Mascot, MANTIS Rig, OGRE Rig, EAGLE 
           Rig, Welder Drone, Security Drone, Nanite Drone, Carbon Cat (Boss)
  
 ____________________________________________________________________________


 Firestarter
 -----------
 Largo directs you back to Firestater. When you return, you'll find that the
 two doors that were previously blocked are now open. Clear out all the
 mascot, then enter the right door for an [AUDIO LOG: RECOVERED VOICEMAIL].
 Exit and take the left door, then approach the open seat on the roller
 coaster. Get ready for a wild ride!
 
 
 Park Maintenance
 ----------------
 You depart in a rusty stairwell. Take the [KINETO-PLASMIC SHUNT V.3] as you
 exit the ride and pass through the door. You bump into a Nanite Drone inside
 the next room; as you might expect, it is a drone fused with nanite. Dodge
 its nanite javelin attacks and blow it apart. Grab the [AUDIO LOG: UPCOMING
 INSPECTION] next to the Level 85 Power Circuit - if you can open it, go
 right ahead for the goodies inside: [VITAL BOOST XL V.4], [ENDURANCE ENHANCER
 V.4], and [PALLADIUM E-CELL V.4]. Nice find!
 
 The hallway takes you outside into a large shaft. Follow the catwalk to the
 big square and destroy the pair of Nanite Drones, picking up the [LARGE PILE
 OF RUSTY METAL SCRAP] before you go across. Up ahead is a ventilation shaft
 with an Exo-Lift, but don't go inside yet.
 
 This next part requires a keen eye. Stand on the walkway facing the vent and
 have a look around: straight ahead is a vent and a locked door where you can
 see a loot salvage through the window. You can spot another salvage on the
 far right, outside the window. Look for a slanted platform to your right that
 you can jump to. Carefully jump to the ledge and to the next one for a [VITAL
 BOOST V.4]. You can then take the door to reach the salvage behind the
 window - a [RECOVERED PHOTO: WARREN AND ELIZABETH].
 
 Use the wall switch to exit back into the vent and ride the Exo-Lift.
 
 Oh look, a MedStation! Turns out it's strapped to a dead man's back, and a
 similarly-dressed foe ambushes you. This is a member of Largo's search and
 rescue unit, also known as an EAGLE Rig. EAGLE Rigs have MedStations hooked
 on their backs that they can use for healing (or you can use it yourself
 after killing one). Focus on the right arm for an [S&R JACKDAW] weapon.
 
 Snatch up the [ENDURANCE ENHANCER V.4] in the corner and go up the ramp. An
 [AUDIO LOG: MESSAGE TO S&R CONTROL STATION] lies in the grassy patch. Defeat
 the next EAGLE Rig up ahead and look for a [LARGE PILE OF RUSTY METAL SCRAP]
 in the second grassy patch. Next, follow the brick road to find a couple more
 of the same enemy. When you come to the intersection, hang a left to reach
 the base of the Rusty Spring Tower.
 
 
 Rusty Spring Tower
 ------------------
 Here you can use the control panel to lower the tower. It should already be
 at your floor, so go around the perimeter towards the elevator in the middle 
 of the tower. Look for a side branch near the tower base down here to collect
 an [S&R FALCON]. Activate the Rusty Spring's elevator earns you the "3-2-1" 
 Trophy and launch you up to the ride entrance at CREO Action Plateau. Another
 nice shortcut.
 
 Unless you desperately need to backtrack to Ops, go back to the fork in
 Park Maintenance.
 
 
 Park Maintenance
 ----------------
 Continue straight ahead this time and climb up the stairs. Halfway, you come
 across a wrecked drone containing an [AUDIO LOG: CREO QUESTIONNAIRE TERMINAL
 - RECORDING #48B3782].
 
 + This Audio Log is important because it actually belongs to Warren! More 
   specifically, his girlfriend Elizabeth. A nice piece of backstory for our 
   protagonist.
 
 At the top you'll find a Nanite Drone, and an EAGLE Rig near the cliffside.
 Pick up the [LARGE PILE OF METAL SCRAP] near the edge and climb to the peak,
 leaping across to the next path. Above you hangs a Bradley the Bean mascot.
 Ominous...
 
 The cavern ahead contains poisonous water, so avoid stepping in it. You reach
 an open area with a ventilation shaft to your left; it only leads to a locked
 door. Walk straight ahead to the next area.
 
 
 CREO World Station
 ------------------
 For starters, there is a Level 10 Power Circuit right in front with your name
 on it. Once that's done, go inside the ventilation shaft you had passed.
 
 
 Park Maintenance
 ----------------
 Kill the MANTIS Rig and open the door here to create a shortcut back to Rusty
 Spring Tower. Just on the other side of the door is a [VITAL BOOST XL V.4]
 inside a crate. Head back to CREO World Station.
 
 
 CREO World Station
 ------------------
 Next, turn your attention to the seemingly normal mascot enemy to your
 right - it convulses and bursts in a flash of nanite material, creating a 
 half-robot, half-nanite abomination. This is a Nanite Mascot, and it is a
 gruesome, nasty creature.
 
 The Nanite Mascot's left arm has grown to ridiculous proportions and uses its
 appendage like a whip, pummeling you from long range. You can target its
 left arm, head, and both legs. The tip of the monster's left arm will fall
 off after taking enough punishment, allowing you to claim the [NANO-INFUSED
 IMPALER] Staff; it can still attack with this arm, but with less power. The
 Nanite Mascot is a slow moving target with heavy attacks, so try and strafe
 or circle the enemy when fighting.
 
 Once you have eliminated the threat, approach the train car. You can cut
 through the vehicle to reach the other side of the platform, or brave the
 toxic goop around the front to get a [PALLADIUM E-CELL V.4] along the way.
 Take down the EAGLE Rig on the opposite end check inside a crate at the far
 end for a [VITAL BOOST XL V.4]. Enter the second train car, pick up the
 [DRONE POWER CIRCUIT V.3] inside, and exit.
 
 A Nanite Mascot and MANTIS Rig lie on the opposite end, though the MANTIS Rig
 usually stays near the Level 10 Power Circuit and ideally should not get in
 your way while you fight the big monster. Defeat both and overcharge the
 circuit to unlock the exit door.
 
 Go on through to the station interior. Take down the EAGLE Rig trudging
 through the toxic goo and heal at the dead EAGLE Rig's MedStation on the
 catwalk. Use the Exo-Lift up ahead to enter a dark vent; turn on those gear
 lights and defeat the EAGLE Rig, then take the [VITAL INJECTION V.3] near the
 control terminal. Unlock the door and step outside.
 
 Inspect the wrecked drone unit on the ground for an [AUDIO LOG: RECOVERED
 PRIVATE VOICEMAIL]... this is another conversation between Warren and
 Elizabeth.
 
 The station's upper balcony is pretty quiet, save for a couple Nanite Drones.
 Check the right corner for a [LARGE PILE OF METAL SCRAP]. Screams for help
 echo the room as you cross over the bridge. First take another [LARGE PILE OF
 METAL SCRAP] from behind a stack of crates once you cross the bridge, then
 take out the Nanite Mascot guarding the [AUDIO LOG: AUTOMATED STATUS REPORT
 - 1/2].
 
 Further ahead you can zoom in to see a survivor being chased down a hallway
 by a green robotic cat... could that be the one and only Carbon Cat?
 
 Run through the stairwell to reach a new area.
 
 
 No Data Available
 -----------------
 You wind up on a high cliff overlooking a vast landscape; be careful where
 you step! Carefully defeat the EAGLE Rig standing near the edge and be even
 more careful when you retrieve the [PILE OF HIGH-TECH SCRAP] from the
 concrete girder.
 
 Descend the staircase to face another EAGLE Rig and grab the [CARBIDE 
 CABLEWHIP] at the entrane to the vent. Following this vent brings you back to
 Iron Maus Plaza, next to Ops. Further ahead is another Nanite Mascot with an
 accompanying Nanite Drone; an [AUDIO LOG: PERSONAL LOG, EMPLOYEE #73-4464]
 rests against a wall.
 
 Walk underneath the rollercoaster track to discover an access tunnel.
 
 
 CREO Skybound Adventure
 -----------------------
 An EAGLE Rig duo can be found inside, next to a Level 10 Power Circuit. There
 is a pit in the middle of the tunnel with a [MEDI-VOLTAIC REGULATOR V.4] at
 the bottom. You can also spot a vent down here that is definitely worth
 investigating.
 
 At the top of the Exo-Lift is a branching path. Go straight ahead to get a
 [RECOVERED PHOTO - WARREN]; further ahead is an OGRE Rig, a [KINETIC
 CONVERTER V.3], and another shortcut taking you to CREO Skybound Adventure's
 main entrance near Iron Maus Plaza. The other pathway brings you back to the
 tunnel near the pit. Follow the tunnel.
 
 You hear the screams of the survivor again, and a window hatch rises to
 reveal his predicament: the Carbon Cat straps him to a rocket and leaves him
 to be shot into space. Before going any further, look behind the cement slab
 to your left for a [PLASMIC REGENERATOR V.3].
 
 + Saving Rusty Rat earns you a Trophy, and it can be failed and missed
   forever if you do not follow the necessary steps. It's mainly time-
   restricted, and leaving the area also causes you to miss the Trophy. From
   the window, go down the blue track to a walkway.
   
   At the bottom, DO NOT go to the left or else you will leave the silo; go to 
   the right and around the walkway past the Nanite Drone and [AUDIO LOG: 
   AUTOMATED STATUS REPORT - 2/2]... you can always get the Audio Log after 
   rescuing him. Ride the Exo-Lift and head around the perimeter ring towards
   Rusty Rat. Interact with him to free him from the trap and receive the
   "Rusty Rat" Trophy.

 Jump to the platform behind Rusty Rat and take the [ASTIR PLASMA AUGUR]. Talk
 to the fella to learn a bit more about him and Carbon Cat, then retrace your
 steps through the silo and head down the path that I previously told you to
 avoid.
 
 In the vent is a [PLASMIC ACCUMULATOR V.4] behind an EAGLE Rig. Taking the
 Exo-Lift will bring you back outside.
 
 
 No Data Available
 -----------------
 Take down the Nanite Drones and EAGLE Rigs down here, and look for a [LARGE
 PILE OF RUSTY METAL SCRAP] behind a big storage box. Walk across the bridge
 towards a Nanite Mascot. There's a [PILE OF HIGH-TECH SCRAP] nearby, but do
 not go through the hole in the metal fencing - through there is a boss fight.
 
 Proceed up the stairs to the left of the fence for a [LARGE PILE OF METAL
 SCRAP], and reach the top. Overcharging the Level 10 Power Circuit here
 pushes the roller coaster out of the way, allowing you to scale the track to
 the top of the cliff (and right next to the vent leading back to Iron Maus
 Plaza).
 
 + The final boss, Carbon Cat, is found at the bottom of the area (you likely
   saw it loafing around in the arena during your climb). Make your final
   preparations at Ops before fighting the boss. It is worth noting that you
   can get a special Trophy for beating Carbon Cat while wearing the IRONMAUS
   gear set, so if you are interested I suggest upgrading it to a suitable
   level and wearing it.

 Head to the crater at the bottom of the area to confront Carbon Cat.


   ________________________________________________________________________
.-|                                                                        |-.
|o|                          --[  CARBON CAT  ]--                          |o|
|o|________________________________________________________________________|o|
|o|                                                                        |o|
|o| + Phase 1: The Carbon Cat's claws are very sharp, and getting caught   |o|
|o|            in the midst of one of its 2 or 3-hit combos can hurt.      |o|
|o|                                                                        |o|
|o| + Phase 1: Sometimes Carbon Cat will slowly pounce on you, similar to  |o|
|o|            the mascot enemy's jumping attack.                          |o|
|o|                                                                        |o|
|o| + Phase 1: The boss uses nanite to create long tentacles out of its    |o|
|o|            hand; it uses these tentacles to grab onto nearby trash and |o|
|o|            either throw them at you or use an overhead smash.          |o|
|o|                                                                        |o|
|o| + Phase 2: Carbon Cat summons more garbage that spins around its body  |o|
|o|            like a protective shield.                                   |o|
|o|                                                                        |o|
|o| + Phase 2: The boss may pounce on you - much more devastating than in  |o|
|o|            the first phase - if you are standing far away.             |o|
|o|                                                                        |o|
|o| + Phase 2: Carbon Cat can stretch its left arm out like Inspector      |o|
|o|            Gadget, hitting you with an outstretched fist.              |o|
|o|                                                                        |o|
|o| + Phase 2: Carbon Cat may use its long, tendril-like left arm to make  |o|
|o|            a sweeping motion in front and around its feet.             |o|
|o|                                                                        |o|
|o| + Phase 2: If you see the Carbon Cat take a drink from the nitrous can |o|
|o|            in its right hand, it's getting ready to spit out green     |o|
|o|            flames. Left behind are residual blobs of nanite that act   |o|
|o|            as proximity mines. Very dangerous!                         |o|
|o| ______________________________________________________________________ |o|
|o|                                                                        |o|
|o| Phase 1                                                                |o|
|o| -------                                                                |o|
|o| This pesky feline doesn't look threatening at all in this first form:  |o|
|o| Carbon Cat is nothing more than a short, stout cat robot with a green  |o|
|o| baseball cap. Looks more silly than menacing, though still be careful  |o|
|o| of the boss's attacks, especially its junk toss.                       |o|
|o|                                                                        |o|
|o| The boss behaves like a mascot enemy with slow melee attacks and       |o|
|o| sluggish movements. Goad it into using some close-range strikes before |o|
|o| countering with your own hits. The first phase should not give you     |o|
|o| any trouble.                                                           |o|
|o|                                                                        |o|
|o| Phase 2                                                                |o|
|o| -------                                                                |o|
|o| This is when the real fight begins. The nanite takes control of Carbon |o|
|o| Cat's entire being, transforming it into a colossal mass of metal and  |o|
|o| explosive green substance typically seen in Industrial Power Cores.    |o|
|o| This is one fierce kitty kat.                                          |o|
|o|                                                                        |o|
|o| Carbon Cat's left arm can become outstretched like that of the Nanite  |o|
|o| Mascots, leading to a lot of long-range, sweeping melee attacks.       |o|
|o| Standing in front of the boss leaves you susceptible to these types of |o|
|o| moves, so try to stay at its side or behind. Not for nothing, but the  |o|
|o| boss's right arm is nothing more than a giant helicopter blade that    |o|
|o| can cut you to shreds in similar fashion.                              |o|
|o|                                                                        |o|
|o| Arguably Carbon Cat's most destructive skill is its flame breath/      |o|
|o| proximity mine combo: the boss huffs a substance from inside the spray |o|
|o| can on its back and sprays out a straight line of green fire. Avoiding |o|
|o| the flames is simple, but it'll leave behind little nanite balls that  |o|
|o| detonate if you run into them. This has the potential to create a      |o|
|o| deadly chain reaction that can leave you lifeless in a split second.   |o|
|o|                                                                        |o|
|o| These mines can cut the arena in half and leave you with little room   |o|
|o| to maneuver, and they only disappear when the boss uses its garbage    |o|
|o| shield attack. Like with many bosses in this game, keeping your        |o|
|o| distance leads to potentially devastating moves so it is recommended   |o|
|o| to stay close by to avoid them entirely, including the aforementioned  |o|
|o| move.                                                                  |o|
|o|                                                                        |o|
|o| The only extra noteworthy move is Carbon Cat's garbage shield. Exhaust |o|
|o| your stamina avoiding the swirling shield of trash as the boss pursues |o|
|o| you; getting hit once can ensnare you in its trap that has a very good |o|
|o| chance of killing you entirely. Backpedal until the shield drops.      |o|
|o|                                                                        |o|
|o| Many of Carbon Cat's other abilities can be countered or dodged just   |o|
|o| by positioning yourself behind the boss or at its arms. There are no   |o|
|o| specific body parts to target on the boss, so wail away on its legs,   |o|
|o| arms, or body.                                                         |o|
|o| ______________________________________________________________________ |o|
|o|                                                                        |o|
|o| Every boss drops a special weapon upon defeat, but you can receive a   |o|
|o| rare upgraded "2.0" version by fulfilling secret requirements during   |o|
|o| the battle. Here is how to get the Scrapglaive of the Cat 2.0:         |o|
|o|                                                                        |o|
|o| + Defeat Carbon Cat while wearing the IRONMAUS gear set                |o|
|o|                                                                        |o|
|o| All you have to do is equip the IRONMAUS gear set prior to starting    |o|
|o| the boss fight. Since Carbon Cat and Iron Maus are storied rivals, it  |o|
|o| is poetic to defeat the pesky feline as the fabled rodent hero.        |o|
|o|                                                                        |o|
|o| + Rewards: 12,000 Tech Scrap, Scrapglaive of the Cat                   |o|
'-|________________________________________________________________________|-'

 You get the "Carbon Cat" Trophy for your troubles, and the "Carbon Cat vs
 Iron Maus" Trophy if you followed the secret requirements.
 
 With Carbon Cat out of the picture, look around the arena for a hole in the
 ground that you can drop into. Down here in the underground vent is a Level
 70 Power Circuit containing [NANO CORE x2]. In the next chamber is an [AUDIO
 LOG: RECOVERED PRIVATE VOICEMAIL] and [CREO - APPLY NOW!] (useless) quest
 item. Lastly, there is a [PILE OF HIGH-TECH SCRAP] in a crate near the Exo-
 Lift. Follow the vent to wind up back in the train station prior to entering
 CREO World.
 
 Make your way back to Ops. The surrounding area is now inhabited by OGRE Rigs
 and Nanite Mascots, so you may need to do some cleanup before you can get
 inside. Refuel and pick up the [AUDIO LOG: RECOVERED PERSONAL VOICEMAIL] that
 is now next to MedBay.
 
 + This is the final CREO World Audio Log; finding all 21 of them nets you the
   "Good Listener" Trophy.

 Reconvene with Largo and have one final chit chat. He gives you the [MAP TO
 EXECUTIVE FORUM] quest item. He chooses to stay here at the CREO World Ops
 station and wishes Warren good luck in his search for more answers. Rusty Rat
 is also here if you saved him earlier, though he offers nothing of
 importance.
 
 + That's the end of the DLC story. You are still free to roam CREO World for
   any missing collectibles or equipment parts. There are some other side
   Trophies that can be earned, so I wouldn't hurry out of here now that the
   main quest is done with. 


______________________________________________________________________________
==============================================================================

[10] INVENTORY                                                          [1000]

==============================================================================

 NOTE: Equipment stats (such as weapon damage) may be perceived as inaccurate,
       but it appears that base stats vary for different players. I am not
       sure what the reasoning is behind this, but if anyone has more info
       regarding this please let me know.


______________________________________________________________________________
==============================================================================
 Weapons                                                                [1001]
==============================================================================

.---------------------._________________________________________.------------.
| Severed Rotor Blade |_________________________________________| One-handed |
'---------------------'                                         '------------'

 Damage: 26
 Impact: Medium
 Attack Speed: Medium
 Proficiency Scaling: Medium
 Energy Gain: +35%
 
 + Damage growth (Mk.0 -> Mk.IV)
   26 -> 38 -> 49 -> 60 -> 72

 "A piece of a CREO Search and Rescue helicopter's tail rotor that must have
 sheared off during a damaging crash. Constructed of standard composites but
 with a significant heft, most of its abrasion shielding has been scraped
 away, revealing a pitted by serviceable hacking blade."
 
 + Found: CREO World, CREO Skybound Adventure


.---------------------._________________________________________.------------.
| SERU HSS Overloader |_________________________________________| One-handed |
'---------------------'                                         '------------'

 Damage: 22
 Impact: Medium
 Attack Speed: Medium
 Proficiency Scaling: Very High
 Energy Gain: +45%
 
 + Damage growth (Mk.0 -> Mk.IV)
   22 -> 35 -> 46 -> 57 -> 69

 "A multi-purpose handheld cutting and welding tool, SERU's HSS Overloader
 inherits its chassis design from SERU's successful BioMaster line. But,
 that's where the similarities end - the Overloader, while smaller, is a newer
 generation of technology that trades in combustion for high voltage."
 
 + Found: CREO World, Project Resolve Center


.------------.__________________________________________________.------------.
| S&R Falcon |__________________________________________________| One-handed |
'------------'                                                  '------------'

 Damage: 22
 Impact: Medium
 Attack Speed: Medium
 Proficiency Scaling: High
 Energy Gain: +30%
 
 + Damage growth (Mk.0 -> Mk.IV)
   22 -> 34 -> 44 -> 55 -> 67

 "The form factor of the S&R Falcon is tried-and-true, adapting its head
 shape and opposing spike from the historic Seagrave firefighting axe, with an
 additional prybar haft for good measure. A miniaturized high-capacity
 electrical generator channels power into its blade, delivering exceptional
 cutting performance when time is of the effence. Standard equipment in all
 CREO S&R helicopters."
 
 + Found: CREO World (Part 2), Rusty Spring Tower


.---------------------.______________________________________.---------------.
| HUMI M248 'Emerald' |______________________________________| Single-rigged |
'---------------------'                                      '---------------'

 Damage: 35
 Impact: High
 Attack Speed: Low
 Proficiency Scaling: High
 Energy Gain: +65%
 
 + Damage growth (Mk.0 -> Mk.IV)
   35 -> 47 -> 58 -> 70 -> 82

 "An older model of rigged cutting tool that has been largely phased out in
 other CREO business units, the HUMI M248 'Emerald' is still standard issue in
 CREO World. An impact-resistance sawblade enhances the reliability of the
 'Emerald', but extreme jobs will likely require plasma-based cutting
 solutions."
 
 + Found: Obtained from MANTIS Rigs


.--------------------._______________________________________.---------------.
| ASTir Plasma Augur |_______________________________________| Single-rigged |
'--------------------'                                       '---------------'

 Damage: 35
 Impact: High
 Attack Speed: Low
 Proficiency Scaling: Medium
 Energy Gain: +50%
 
 + Damage growth (Mk.0 -> Mk.IV)
   35 -> 49 -> 61 -> 73 -> 85

 "The most rugged and durable of ASTir's line of Exo-Rig tools, the Plasma
 Augur is an advanced application of ASTir's industrial plasma tech.
 Superheated plasma is modulated by focusing nodes attached to a high-torque
 drilling column, enabling superior penetration of ultradense materials."
 
 + Found: CREO World (Part 2), CREO Skybound Adventure


.-------------------.________________________________________.---------------.
| Carbide Cablewhip |________________________________________| Single-rigged |
'-------------------'                                        '---------------'

 Damage: 32
 Impact: High
 Attack Speed: Low
 Proficiency Scaling: Very High
 Energy Gain: +75%
 
 + Damage growth (Mk.0 -> Mk.IV)
   32 -> 44 -> 54 -> 66 -> 76

 "Much of CREO's groundbreaking technology is proprietary, developed
 internally to fulfill specific functions. As a result, operators and
 technicians require tools like this one to diagnose and repair faults in
 complex machinery. Carbide Cablewhips come equipped with backup power cores
 and a wide selection of reinforced interface cables."
 
 + Found: CREO World (Part 2), No Data Available


.----------------------._______________________________________.-------------.
| Mangled Articulators |_______________________________________| Twin-rigged |
'----------------------'                                       '-------------'

 Damage: 10
 Impact: Low
 Attack Speed: High
 Proficiency Scaling: Very High
 Energy Gain: +15%
 
 + Damage growth (Mk.0 -> Mk.IV)
   10 -> 16 -> 20 -> 26 -> 30

 "Cleaved from the limbs of a lovable CREO World mascot, these robotic hands
 were once intended only for waving to crowds and giving hugs to children.
 Unfortunately, CREO World mascots were built for exceptional resilience and
 durability, so the same qualities that made them reliable in the past have
 made them ever more threatening now."
 
 + Found: Obtained from mascot enemies


.-------------------.__________________________________________.-------------.
| ROBOI Auto-Nailer |__________________________________________| Twin-rigged |
'-------------------'                                          '-------------'

 Damage: 12
 Impact: Low
 Attack Speed: High
 Proficiency Scaling: Medium
 Energy Gain: +5%
 
 + Damage growth (Mk.0 -> Mk.IV)
   12 -> 18 -> 23 -> 29 -> 35

 "ROBOI manufactures industrial tools for Exo-Rig equipped workers around the
 globe, so it's no surprise that CREO would find a partnership with them
 appealing. ROBOI Auto-Nailers exemplify the usability for which ROBOI is
 known, featuring a sturdy adaptive 'clip' compatible with nearly all types of
 nails, bolts, and screws."
 
 + Found: Obtained from MANTIS Rigs


.-------------.________________________________________________.-------------.
| S&R Jackdaw |________________________________________________| Twin-rigged |
'-------------'                                                '-------------'

 Damage: 10
 Impact: Very Low
 Attack Speed: High
 Proficiency Scaling: High
 Energy Gain: +10%
 
 + Damage growth (Mk.0 -> Mk.IV)
   10 -> 16 -> 21 -> 26 -> 31

 "The lightest-weight option in CREO's portfolio of high-tech rescue tools,
 the S&R Jackdaw is a crucial implement in (purely hypothetical) scenarios
 that involve structural collapse or fallen machinery. The hydraulic gripping
 claw and tungsten circular saw enable trained operators to deconstruct and
 remove debris at maximum speed, an absolute necessity when lives are on the
 line."
 
 + Found: Obtained from EAGLE Rigs


.-----------------._____________________________________________.------------.
| Chopmaster 5000 |_____________________________________________| Heavy-duty |
'-----------------'                                             '------------'

 Damage: 28
 Impact: High
 Attack Speed: Low
 Proficiency Scaling: Medium
 Energy Gain: +60%
 
 + Damage growth (Mk.0 -> Mk.IV)
   28 -> 39 -> 48 -> 58 -> 67

 "A model created specifically for the CREO World Lumberjack Show, the
 Chopmaster 5000 offers few advantages when it comes to industrial 
 applications. However, its perfect balance and eye-catching good looks make
 it a winner when it comes to showing off the benefits of CREO Exo-Rigs to
 delighted park visitors."
 
 + Found: Obtained from MANTIS Rigs


.-------------------------._____________________________________.------------.
| Portable Omni-Assembler |_____________________________________| Heavy-duty |
'-------------------------'                                     '------------'

 Damage: 32
 Impact: Very High
 Attack Speed: Low
 Proficiency Scaling: Low
 Energy Gain: +50%
 
 + Damage growth (Mk.0 -> Mk.IV)
   32 -> 43 -> 53 -> 64 -> 75

 "Miniaturization of standard-issue Ops machinery has long been a goal at
 CREO, with significant strides being made developing portable versions of
 Gear Assembly and Medbay stations. The Portable Omni-Assembler is a promising
 development, although it is currently only able to fabricate simple
 replacement parts. Enabling full assembly in the field remains the long-term
 objective of the program."
 
 + Found: Obtained from OGRE Rigs


.------------------------.______________________________________.------------.
| Scrapglaive of the Cat |______________________________________| Heavy-duty |
'------------------------'                                      '------------'

 Damage: 56
 Impact: High
 Attack Speed: Low
 Proficiency Scaling: High
 Energy Gain: +65%
 
 + Damage growth (Mk.III -> Mk.IV)
   56 -> 64

 "With a scrambled master program and its cognitive capacity enhanced by
 exposure to nano-tech, the Carbon Cat mascot fell back to its hardwired
 personality settings. It would go on to rip apart other machines in search of
 energy-rich power cores, and even used the wreckage of its own fallen statue
 to build a new body in pursuit of a single ultimate goal: the destruction of
 Iron Maus and everything he stands for."
 
 + Found: Defeat Carbon Cat


.----------------------------.__________________________________.------------.
| Scrapglaive of the Cat 2.0 |__________________________________| Heavy-duty |
'----------------------------'                                  '------------'

 Damage: 52
 Impact: High
 Attack Speed: Low
 Proficiency Scaling: Very High
 Energy Gain: +65%
 
 + Damage growth (Mk.III -> Mk.IV)
   52 -> 60

 "With a scrambled master program and its cognitive capacity enhanced by
 exposure to nano-tech, the Carbon Cat mascot fell back to its hardwired
 personality settings. It would go on to rip apart other machines in search of
 energy-rich power cores, and even used the wreckage of its own fallen statue
 to build a new body in pursuit of a single ultimate goal: the destruction of
 Iron Maus and everything he stands for."
 
 + Found: Defeat Carbon Cat (secret method)


.--------------------._______________________________________________.-------.
| Fiery Popcorn Pole |_______________________________________________| Staff |
'--------------------'                                               '-------'

 Damage: 27
 Impact: Medium
 Attack Speed: Medium
 Proficiency Scaling: Medium
 Energy Gain: +15%

 + Damage growth (Mk.0 -> Mk.IV)
   27 -> 40 -> 50 -> 63 -> 76

 "What was once an innocuous element of a CREO World concession stand, this
 popcorn-popping fixture has been torn from its installed location and is now
 quite hazardous. Exposed wiring has ignited its residual gas supply, so
 extreme caution should be executed until it can be collected for safe
 disposal by an authorized Salvage/Reclamation specialist."
 
 + Found: CREO World, obtained by defeating the Popcorn Parade


.----------------.___________________________________________________.-------.
| S&R Kingfisher |___________________________________________________| Staff |
'----------------'                                                   '-------'

 Damage: 25
 Impact: Medium
 Attack Speed: Medium
 Proficiency Scaling: High
 Energy Gain: +30%

 + Damage growth (Mk.0 -> Mk.IV)
   25 -> 37 -> 46 -> 58 -> 69

 "Intended for rescue missions that require controlled severing of high-test
 cords and cables, the S&R Kingfisher provides exceptional reach and 
 performance. Search and Rescue employees must frequently be able to operate
 their machinery in close proximity to those that need their help, so
 electrically-charged and heated cutting tools were unable to meet CREO's
 stringent safety standards. Instead, the Kingfisher utilizes a serrated
 carbide blade that vibrates at high frequencies."
 
 + Found: Defeat Squad Chief Helvig
          Obtained from EAGLE Rigs


.---------------------.______________________________________________.-------.
| Helvig's Kingfisher |______________________________________________| Staff |
'---------------------'                                              '-------'

 Damage: 49
 Impact: Medium
 Attack Speed: Medium
 Proficiency Scaling: Very High
 Energy Gain: +30%

 + Damage growth (Mk.II -> Mk.IV)
   49 -> 61 -> 73

 "Intended for rescue missions that require controlled severing of high-test
 cords and cables, the S&R Kingfisher provides exceptional reach and 
 performance. Squad Chief Helvig's personal Kingfisher unit utilizes a
 serrated carbide blade as well as an additional cutting pick, both stained
 by the blood of his former compatriots."
 
 + Found: Defeat Squad Chief Helvig (secret method)


.----------------------._____________________________________________.-------.
| Nano-Infused Impaler |_____________________________________________| Staff |
'----------------------'                                             '-------'

 Damage: 27
 Impact: Low
 Attack Speed: Medium
 Proficiency Scaling: High
 Energy Gain: +20%

 + Damage growth (Mk.0 -> Mk.IV)
   27 -> 40 -> 50 -> 63 -> 75

 "A support spar from underneath CREO World, this rod has become home to a
 dense colony of rogue nanites. Without a nanite control field to transmit new
 protocols, these nanites appear locked in a stable cycle of creation and
 destruction, assembling and disassembling at a constant rate without
 consuming the matter which has become its host."
 
 + Found: Obtained from Nanite Mascots


______________________________________________________________________________
==============================================================================
 Armor                                                                  [1002]
==============================================================================

.-----------------------._________________________________________.----------.
| Head of Donnie Donuts |_________________________________________| Operator |
'-----------------------'                                         '----------'

 "Name: Donnie Donuts
 Age: 27
 Likes: Naps
 Dislikes: People who don't like sweets"
 
 Defense: 4
 Stability: Low
 Core Power Consumption: 5
 Energy Consumption (Drone): -30%
 Damage (Armored): +4%
 Damage: (Unarmored): +4%
 
 + Defense growth (Mk.I -> Mk.IV)
   4 -> 5 -> 6 -> 8


.--------------------------.______________________________________.----------.
| Head of Bradley the Bean |______________________________________| Operator |
'--------------------------'                                      '----------'

 "Name: Bradley the Bean
 Age: 23
 Likes: Getting an early start on the day
 Dislikes: Party poopers"
 
 Defense: 4
 Stability: Low
 Core Power Consumption: 5
 Energy Consumption (Drone): -30%
 Damage (Armored): +4%
 Damage: (Unarmored): +4%
 
 + Defense growth (Mk.I -> Mk.IV)
   4 -> 5 -> 7 -> 8


.----------------------.__________________________________________.----------.
| Head of Ironbar Ivan |__________________________________________| Operator |
'----------------------'                                          '----------'

 "Name: Ironbar Ivan
 Age: 32
 Likes: Picking up heavy things and putting them down
 Dislikes: Excuses"
 
 Defense: 4
 Stability: Low
 Core Power Consumption: 5
 Energy Consumption (Drone): -30%
 Damage (Armored): +4%
 Damage: (Unarmored): +4%
 
 + Defense growth (Mk.I -> Mk.IV)
   4 -> 5 -> 7 -> 8


.------------------------.________________________________________.----------.
| Head of Samuel J. Soda |________________________________________| Operator |
'------------------------'                                        '----------'

 "Name: Samuel J. Soda
 Age: 46
 Likes: Brewing artisanal carbonated beverages
 Dislikes: Foreign holo-films with dubbed dialogue"
 
 Defense: 4
 Stability: Low
 Core Power Consumption: 5
 Energy Consumption (Drone): -30%
 Damage (Armored): +4%
 Damage: (Unarmored): +4%
 
 + Defense growth (Mk.I -> Mk.IV)
   4 -> 4 -> 6 -> 7


.----------------.________________________________________________.----------.
| EAGLE Gear Set |________________________________________________| Operator |
'----------------'                                                '----------'

 "Everyone knows that workplace safety is, of course, a top priority at CREO!
 But, it's always better to have a contingency plan in case an unforeseeable
 accident endangers employees. At CREO, that plan takes the form of the Search
 and Rescue squads. Light, strong, and durable, EAGLE gear enables S&R
 specialists to move swiftly as they step into danger, heroically braving
 unknown hazards as they remove innocents from harm's way."
 
 + Set Bonus: grants each type of equipped healing injectable an additional
              charge
 
 ____________________________________________________________________________


 EAGLE Head Gear
 ---------------
 Defense: 5
 Stability: Low
 Core Power Consumption: 4
 Energy Consumption (Drone): -30%
 Damage (Armored): +4%
 Damage (Unarmored): +4%
 
 + Defense growth (Mk.I -> Mk.IV)
   5 -> 7 -> 9 -> 12


 EAGLE Body Gear
 ---------------
 Defense: 11
 Stability: Low
 Core Power Consumption: 4
 Stamina Consumption: -10%
 
 + Defense growth (Mk.I -> Mk.IV)
   11 -> 16 -> 20 -> 25


 EAGLE Arm Gear
 --------------
 Defense: 9
 Stability: Low
 Core Power Consumption: 3
 Impact: +15%
 Attack Speed: +3%
 
 + Defense growth (Mk.I -> Mk.IV)
   9 -> 12 -> 15 -> 18


 EAGLE Leg Gear
 --------------
 Defense: 6
 Stability: Low
 Core Power Consumption: 2
 Stamina Consumption (Run): -10%
 Stamina Consumption (Dodge): -5%
 
 + Defense growth (Mk.I -> Mk.V)
   6 -> 8 -> 11 -> 14


.-----------------._______________________________________________.----------.
| MANTIS Gear Set |_______________________________________________| Sentinel |
'-----------------'                                               '----------'

 "MANTIS gear is an all-purpose maintenance platform, available to operators
 and technicians after completing the necessary training certifications. An
 in-helmet AR display overlays virtual schematics onto real machinery, making
 diagnosing and repairing high-tech faults for efficient than ever before! As
 a result, CREO has begun worldwide trials, offering MANTIS to manufacturers
 in other industries - clients need only upload their schematics to the
 CREOnet Cloud Service (CSS), and they'll be ready to go in minutes."
 
 + Set Bonus: reduces all injectable energy cost by 25%
 
 ____________________________________________________________________________


 MANTIS Head Gear
 ----------------
 Defense: 7
 Stability: Medium
 Core Power Consumption: 5
 Energy Consumption (Drone): -
 Damage (Armored): +8%
 Damage (Unarmored): -4%
 
 + Defense growth (Mk.I -> Mk.IV)
   7 -> 9 -> 12 -> 15


 MANTIS Body Gear
 ----------------
 Defense: 15
 Stability: Medium
 Core Power Consumption: 7
 Stamina Consumption: -5%
 
 + Defense growth (Mk.I -> Mk.IV)
   15 -> 20 -> 26 -> 32


 MANTIS Arm Gear
 ---------------
 Defense: 12
 Stability: Medium
 Core Power Consumption: 4
 Impact: +20%
 Attack Speed: -
 
 + Defense growth (Mk.I -> Mk.IV)
   12 -> 16 -> 20 -> 25


 MANTIS Leg Gear
 ---------------
 Defense: 11
 Stability: Medium
 Core Power Consumption: 2
 Stamina Consumption (Run): -
 Stamina Consumption (Dodge): -
 
 + Defense growth (Mk.I -> Mk.V)
   11 -> 15 -> 20 -> 24


.---------------.__________________________________________________.---------.
| OGRE Gear Set |__________________________________________________| Goliath |
'---------------'                                                  '---------'

 "OGRE gear is the byproduct of a Restricted Projects initiative to create a
 next-generation power core, a new universal power source for use in CREO
 heavy machinery. What better way to debut the new design than to create a set
 of attachments meant to utilize its higher energy output? As a result, OGRE
 is some of the heaviest-duty gear every developed by CREO. It significantly
 multiplies Exo-Rig force production, although this benefit is unfortunately
 attenuated when OGRE is supplied with a conventional power core."
 
 + Set Bonus: causes all attacks that slam the ground to release a seismic
              shockwave
 
 ____________________________________________________________________________


 OGRE Head Gear
 --------------
 Defense: 5
 Stability: High
 Core Power Consumption: 3
 Energy Consumption (Drone): +30%
 Damage (Armored): -4%
 Damage (Unarmored): +8%
 
 + Defense growth (Mk.I -> Mk.IV)
   5 -> 7 -> 9 -> 11


 OGRE Body Gear
 --------------
 Defense: 11
 Stability: High
 Core Power Consumption: 5
 Stamina Consumption: -
 
 + Defense growth (Mk.I -> Mk.IV)
   11 -> 15 -> 20 -> 25


 OGRE Arm Gear
 -------------
 Defense: 9
 Stability: High
 Core Power Consumption: 3
 Impact: +30%
 Attack Speed: -2%
 
 + Defense growth (Mk.I -> Mk.IV)
   9 -> 13 -> 16 -> 20


 OGRE Leg Gear
 -------------
 Defense: 8
 Stability: High
 Core Power Consumption: 3
 Stamina Consumption (Run): +20%
 Stamina Consumption (Dodge): -10%
 
 + Defense growth (Mk.I -> Mk.V)
   8 -> 11 -> 14 -> 17


______________________________________________________________________________
==============================================================================
 Drone Modules                                                          [0603]
==============================================================================

.--------------------._______________________________________________________
| S&R Flare Launcher |_______________________________________________________|
'--------------------'

 Incendiary Flare
 Energy Consumption: 18
 
 Your drone launches an incendiary flare, burning enemies while they remain in
 the effect.
 
 + Found: CREO World, CREO Action Plateau
          CREO World, CREO Skybound Adventure
          CREO World, Park Maintenance


______________________________________________________________________________
==============================================================================
 Implants                                                               [0604]
==============================================================================

.--------------------.____________________________________________.----------.
| Ablative Array v.2 |____________________________________________| Hot Swap |
'--------------------'                                            '----------'

 Core Power Consumption: 6

 Increases defense when energy is high.
 
 "Intended for employees who find themselves generating more energy than they
 need, Ablative Arrays only activate in the presence of a significant energy
 surplus. Microgel cartridges instantly harden when an impact is sensed,
 reducing the potential for serious injury in the case of an accident."


.---------------------------.____________________________________.-----------.
| Endurance Enhancer XL v.2 |____________________________________| Hardwired |
'---------------------------'                                    '-----------'

 Core Power Consumption: 3
 Stamina: +40 (15-40)
 
 Increases maximum stamina. Scales with Core Power.
 
 "The fight to save the Earth requires unflagging effort from all of CREO's
 valued employees. But sometimes, standard-issue Endurance Enhancer implants
 aren't enough for the most demanding tasks. Luckily, Endurance Enhancer XL
 implants are available for special requisition - if you've got the Core Power
 to spare, that is!"


.---------------------------.____________________________________.-----------.
| Endurance Enhancer XL v.4 |____________________________________| Hardwired |
'---------------------------'                                    '-----------'

 Core Power Consumption: 6
 Stamina: +60 (25-60)
 
 Increases maximum stamina. Scales with Core Power.
 
 "The fight to save the Earth requires unflagging effort from all of CREO's
 valued employees. But sometimes, standard-issue Endurance Enhancer implants
 aren't enough for the most demanding tasks. Luckily, Endurance Enhancer XL
 implants are available for special requisition - if you've got the Core Power
 to spare, that is!"


.-----------------------._________________________________________.----------.
| Kinetic Converter v.3 |_________________________________________| Hot Swap |
'-----------------------'                                         '----------'

 Core Power Consumption: 4
 
 Generates energy when blocking attacks.
 
 "CREO is always creating new ways to increase employee efficiency - one need
 look no further than the Kinetic Converter line! Advancements in
 piezoelectric laminates enable users to convert everyday bumps and impacts
 into usable energy. Just don't get hit TOO hard!"


.--------------------------._____________________________________.-----------.
| Kineto-Plasmic Shunt v.3 |_____________________________________| Hardwired |
'--------------------------'                                     '-----------'

 Core Power Consumption: 4
 
 Heals you after a 5 successful hits in quick succession.
 
 "A new hybridized innovation from Research and Development, the Kineto-
 Plasmic Shunt has few industrial applications but is quite appealing to CREO
 Security personnel. Rapidly occurring impacts (as in the case of a riot
 control actions) charge the implant, which then releases a dose of
 regenerative solution into the bloodstream, counteracting incidental injuries
 that may have been incurred."


.----------------------------.___________________________________.-----------.
| Medi-Voltaic Regulator v.4 |___________________________________| Hardwired |
'----------------------------'                                   '-----------'

 Core Power Consumption: 8
 
 When health is low, successful attacks generate health instead of energy.
 
 "Building on the Medi-Voltaic circuit technology developed by Dr. Barrett,
 Medi-Voltaic Regulators perform a function similar to their injectable
 countertypes. In the case of injury, generated energy is automatically used
 to stimulate healing until more comprehensive medical care can be found."


.----------------------._________________________________________.-----------.
| Palladium E-Cell v.2 |_________________________________________| Hardwired |
'----------------------'                                         '-----------'

 Core Power Consumption: 2
 Energy: +36 (12-36)
 
 Increases maximum energy. Scales with Core Power.
 
 "A recent innovation, the Palladium E-Cell improves upon the trusted
 performance of its Vanadium predecessor. Boasting greater on-demand
 capacitive potential than ever before, Palladium E-Cells perform superbly
 without sacrificing their well-known durability."


.----------------------._________________________________________.-----------.
| Palladium E-Cell v.4 |_________________________________________| Hardwired |
'----------------------'                                         '-----------'

 Core Power Consumption: 5
 Energy: +60 (20-60)
 
 Increases maximum energy. Scales with Core Power.
 
 "A recent innovation, the Palladium E-Cell improves upon the trusted
 performance of its Vanadium predecessor. Boasting greater on-demand
 capacitive potential than ever before, Palladium E-Cells perform superbly
 without sacrificing their well-known durability."


.-------------------------.______________________________________.-----------.
| Plasmic Accumulator v.2 |______________________________________| Hardwired |
'-------------------------'                                      '-----------'

 Core Power Consumption: 3

 Overhealing is stored as a temporary health buffer.
 
 "Acting as a reservoir for surplus health-restoring injection payloads,
 Plasmic Accumulators hold these beneficial restoratives in reserve until they
 are needed. As a result, minor injuries can be conveniently absorbed until
 the surplus vitality is depleted."


.-------------------------.______________________________________.-----------.
| Plasmic Accumulator v.4 |______________________________________| Hardwired |
'-------------------------'                                      '-----------'

 Core Power Consumption: 7

 Overhealing is stored as a temporary health buffer.
 
 "Acting as a reservoir for surplus health-restoring injection payloads,
 Plasmic Accumulators hold these beneficial restoratives in reserve until they
 are needed. As a result, minor injuries can be conveniently absorbed until
 the surplus vitality is depleted."


.-------------------.____________________________________________.-----------.
| Plasmic Array v.2 |____________________________________________| Hardwired |
'-------------------'                                            '-----------'

 Core Power Consumption: 6
 Health Restored: 1/s
 
 Provides heal over time while energy is high.
 
 "Intended for employees who find themselves generating more energy than they
 need, Plasmic Arrays only activate in the presence of a significant energy
 surplus. Releases a rejuvenating solution into the bloodstream that rapidly
 binds with the blood plasma and spreads throughout the body."


.--------------------.___________________________________________.-----------.
| Vital Boost XL v.2 |___________________________________________| Hardwired |
'--------------------'                                           '-----------'

 Core Power Consumption: 6
 Health: +85 (25-85)
 
 Increases maximum health. Scales with Core Power.
 
 "At CREO, employee health is a top priority, and we believe that the best way
 to treat an injury is to prevent it altogether! But sometimes, standard-issue
 Vital Boost implants aren't enough for the most demanding tasks. Luckily,
 Vital Boost XL implants are available for special requisition - if you've got
 the Core Power to spare, that is!"


.------------------._____________________________________________.-----------.
| Vital Omni-Audit |_____________________________________________| Hardwired |
'------------------'                                             '-----------'

 Core Power Consumption: 5
 Health: +70 (20-70)
 
 Displays health bar and stability bar of enemies and increases maximum
 health. Scales with Core Power.
 
 "Typically issued to team supervisors engaged in hazardous applications, the
 Vital Omni-Audit provides the best of both worlds. Not only does it improve
 the user's resistance to injury, it also generates a datastream of nearby
 steam-members' health and stability."


______________________________________________________________________________
==============================================================================
 Audio Logs                                                             [0607]
==============================================================================

.-------------------------.__________________________.-----------------------.
| CREO Skybound Adventure |__________________________| CREO World Audioguide |
'-------------------------'                          '-----------------------'

 "THE OFFICIAL CREO WORLD CHANNEL
 
 Learn how CREO shoots billions of particles of the Project Resolve agent into
 the atmosphere every day. It ain't magic!"

 + Found: CREO World, CREO Skybound Adventure


.-----------------.__________________________________.-----------------------.
| Lumberjack Show |__________________________________| CREO World Audioguide |
'-----------------'                                  '-----------------------'

 "THE OFFICIAL CREO WORLD CHANNEL
 
 Learn how CREO is helping people around the world.
 The Lumberjack Show starts every 30 minutes. Hearing protection for kids is
 recommended."

 + Found: CREO World, Lumberjack Show


.------------------------.___________________________.-----------------------.
| Project Resolve Center |___________________________| CREO World Audioguide |
'------------------------'                           '-----------------------'

 "THE OFFICIAL CREO WORLD CHANNEL
 
 Learn how CREO is saving the planet - one idea at a time."

 + Found: CREO World, Project Resolve Center


.------------------------.___________________________.-----------------------.
| Welcome to CREO World! |___________________________| CREO World Audioguide |
'------------------------'                           '-----------------------'

 "THE OFFICIAL CREO WORLD CHANNEL
 
 CREO's own Don Hackett introduces visitors to CREO World."

 + Found: CREO World, Iron Maus Plaza


.---------------------------------------.__________________.-----------------.
| CREOnet Terminal - Recording 24E782/1 |__________________| Family Vacation |
'---------------------------------------'                  '-----------------'

 "FROM: R. Ellis
 TO: K. Lockwood
 
 SUBJECT: Wish you were here right now! CREO World is awesome!"

 + Found: CREO World, Iron Maus Plaza


.---------------------.____________________________________.-----------------.
| Recovered Voicemail |____________________________________| Family Vacation |
'---------------------'                                    '-----------------'

 "FROM: E. Ellis
 TO: L. Ellis
 
 SUBJECT: (no subject)"

 + Found: CREO World, CREO Skybound Adventure


.---------------------.____________________________________.-----------------.
| Recovered Voicemail |____________________________________| Family Vacation |
'---------------------'                                    '-----------------'

 "FROM: E. Ellis
 TO: L. Ellis
 
 SUBJECT: Our family vacation..."

 + Found: CREO World (Part 2), Firestarter


.---------------------------------.______________________.-------------------.
| Personal Log, employee #73-4464 |______________________| Getting Technical |
'---------------------------------'                      '-------------------'

 "Everything they tell you, it's all lies, lies, LIES! You people have no idea
 how little it would take to bring down the Megastructure."

 + Found: CREO World, Park Maintenance


.---------------------------------.______________________.-------------------.
| Personal Log, employee #73-4464 |______________________| Getting Technical |
'---------------------------------'                      '-------------------'

 "These people are sheep. Look at 'em, laughing their asses off on stupid
 rides with stupid kids."

 + Found: CREO World (Part 2), No Data Available


.---------------------------------.______________________.-------------------.
| Personal Log, employee #75-0935 |______________________| Getting Technical |
'---------------------------------'                      '-------------------'

 "These new high-capacity power cores - it's an accident waiting to happen."

 + Found: CREO World, Project Resolve Center


.---------------------.__________________________________.-------------------.
| Upcoming Inspection |__________________________________| Getting Technical |
'---------------------'                                  '-------------------'

 "FROM: C. Bloom
 TO: Central Safety Committee
 SUBJECT: Megastructure Support Pillar Blueprints
 
 Request to reiterate the safety protocols in place at CREO World."

 + Found: CREO World (Part 2), Park Maintenance


.---------------------.___________________________________.------------------.
| Classified Briefing |___________________________________| S&R Unit Records |
'---------------------'                                   '------------------'

 "Encrypted transmission #85823
 
 FROM: CREO Board of Directors TO: Squad Chief Helvig
 
 CLASSIFIED:
 Unauthorized access will initiate your immediate arrest and subsequent
 interrogation by CREO Security. Have a nice day."

 + Found: CREO World, Western Plateau


.----------------.________________________________________.------------------.
| Emergency Call |________________________________________| S&R Unit Records |
'----------------'                                        '------------------'

 "FROM: M. Durbin
 TO: CREO Emergency Service
 
 Recording interrupted. Employee reports malfunctioning synthetic units.
 Repair unit dispatched."

 + Found: CREO World, Rusty Spring Tower


.--------------------------------.________________________.------------------.
| Message to S&R Control Station |________________________| S&R Unit Records |
'--------------------------------'                        '------------------'

 "Encrypted transmission #86253
 
 FROM: M. Rodriguez TO: S&R Control Station
 
 Transmission interrupted."

 + Found: CREO World (Part 2), Park Maintenance


.------------------------------.__________________________.------------------.
| Recovered Personal Voicemail |__________________________| S&R Unit Records |
'------------------------------'                          '------------------'

 "FROM: L. Gonzalez
 TO: R. Gonzalez
 
 SUBJECT: Can't make it for Christmas :("

 + Found: CREO World, inside Ops (after defeating Carbon Cat)


.-------------------------------.__________________________.-----------------.
| Automated Status Report - 1/2 |__________________________| Carbon Cat Logs |
'-------------------------------'                          '-----------------'

 "FROM: Mascot Unit #CCAT-7653
 TO: CREO World Synthetic Control Center
 
 Automated Status Report:
 Unit malfunction detected."

 + Found: CREO World (Part 2), CREO World Station


.-------------------------------.__________________________.-----------------.
| Automated Status Report - 2/2 |__________________________| Carbon Cat Logs |
'-------------------------------'                          '-----------------'

 "FROM: Mascot Unit #CCAT-7653
 TO: CREO World Synthetic Control Center
 
 Automated Status Report:
 Unit malfunction detected. Remote access not available."

 + Found: CREO World (Part 2), CREO Skybound Adventure


.----------------------------------------._________________.-----------------.
| Malfunction Report - Ticket #SURB-7208 |_________________| Carbon Cat Logs |
'----------------------------------------'                 '-----------------'

 "Maintenance report regarding the Carbon Cat synthetic's aggression
 settings."

 + Found: CREO World, Park Maintenance


.-------------------------------._____________.------------------------------.
| CREO Questionnaire Terminal   |_____________| Archive Data - Warren's Past |
|     Recording #48B3782        |             '------------------------------'
'-------------------------------'

 "CREO World Customer Satisfaction Survey
 
 Help us become a better CREO. What do you love about CREO? And what do you
 most wish CREO would change?
 It takes you less than 5 minutes to complete this anonymous survey. Your
 responses and suggestions make a difference! Thank you for your 
 participation."

 + Found: CREO World (Part 2), Park Maintenance


.-----------------------------._______________.------------------------------.
| Recovered Private Voicemail |_______________| Archive Data - Warren's Past |
'-----------------------------'               '------------------------------'

 "FROM: E. Clarkson
 TO: me
 
 SUBJECT: Are you crazy, Warren???

 + Found: CREO World (Part 2), CREO World Station


.-----------------------------._______________.------------------------------.
| Recovered Private Voicemail |_______________| Archive Data - Warren's Past |
'-----------------------------'               '------------------------------'

 "FROM: E. Clarkson
 TO: me
 
 SUBJECT: Good luck in there

 + Found: CREO World (Part 2), No Data Available


______________________________________________________________________________
==============================================================================

[11] BESTIARY                                                           [1100]

==============================================================================


______________________________________________________________________________
==============================================================================
 Enemies                                                                [1101]
==============================================================================

.---------.__________________________________________________________________
| Mascots |__________________________________________________________________|
'---------'

 CREO World is home to lovable and engaging mascot robots. Unfortunately,
 their circuits have been fried and are reduced to bloodthirsty murderers
 equipped with sharp Mangled Articulators.
 
 
 Donnie Donuts
 -------------
 The weakest and easiest mascot type. Donnie Donuts has a giant donut head and
 primarily attacks using slow claw swipes and the occasional lunge. 


 Bradley the Bean
 ----------------
 Bradley the Bean has a giant coffee bean head and primarily attacks using
 slow claw swipes and the occasional lunge. This mascot can also use an eye
 laser attack or a close-range concussive blast to deplete your stamina.


 Ironbar Ivan
 ------------
 Ironbar Ivan has a giant candy bar head and primarily attacks using slow claw 
 swipes and the occasional lunge. This mascot can also use an eye laser attack 
 or a close-range concussive blast to deplete your stamina.


 Samuel J. Soda
 --------------
 Samuel J. Soda has a giant soda can head and primarily attacks using slow
 claw swipes and the occasional lunge. This mascot can also use an eye laser
 attack or a close-range concussive blast to deplete your stamina.


.-------------.______________________________________________________________
| Worker Rigs |______________________________________________________________|
'-------------'

 Zombified workers that are still equipped with various Exo-Rigs. These sub-
 humans are slow and dimwitted, making them fairly easy to dispose of in
 combat. Worker Rigs are incredibly common as you will encounter them in every 
 area in the game. Their mannerisms may differ based on the weapon and gear
 they have equipped, but overall the strategy for fighting them is generally
 the same. Their physical attacks are usually slow, but are capable of a fast,
 jumping strike.


 MANTIS Rig
 ----------
 MANTIS Rigs are typically found near the Lumberjack Show and wield a wide
 variety of weapon types (the HUMI M248 'Emerald', ROBOI Auto-Nailer, or
 Chopmaster 5000). As a result, their moveset patterns depend on their weapon
 of choice; either medium, fast, or slow attacks.


 OGRE Rig
 --------
 The colossal OGRE Rig is without a doubt the largest Worker Rig encountered
 in the game; the Rig itself is entirely robotic and not piloted by a human.
 The OGRE Rig is kept functioning by the power core on its back (targeted by
 locking onto its body). The OGRE Rig has very powerful hits, so be quick to
 dodge their Portable Omni-Assembler and strike its core for an explosive
 victory. If you defeat an OGRE Rig without destroying its power core, it'll
 be left on the ground and may potentially detonate afterwards. 


 EAGLE Rig
 ---------
 The EAGLE Rigs are the braindead remains of Search and Rescue workers, now
 finding fresh victims  to hack apart with their branded S&R Jackdaw or S&R
 Kingfisher weapons. They are light on their feet, but have low defenses. The
 EAGLE Rig's trump card is the MedStation strapped to their back that they can
 use mid-fight to heal themselves. Severing an EAGLE Rig's torso allows you to
 use the MedStation for yourself.


.----------------.___________________________________________________________
| Nanite Fusions |___________________________________________________________|
'----------------'

 A handful of standard enemies have become infused with nanite material and
 transform into mutated versions that have new attacks and are more deadly.
 
 
 Nanite Drone
 ------------
 A standard drone module that has become fused with nanite. This drone uses
 two long nanite javelins to twirl and pierce you. It usually descends from
 above and spins in order to whip you.
 
 
 Nanite Mascot
 -------------
 What appears to be a typical mascot enemy will suddenly transform before your
 eyes, as a giant nanite mass forms on its left arm to create a long nanite
 whip. Nanite Mascots are sluggish monsters found in CREO World Station and
 on, and they can be difficult to defeat. Their movements are slow, but their
 whip arm gives them incredible range. You can partially destroy the whip to
 render it less effective. 


______________________________________________________________________________
==============================================================================
 Bosses                                                                 [1102]
==============================================================================

   ________________________________________________________________________
.-|                                                                        |-.
|o|                      --[  SQUAD CHIEF HELVIG  ]--                      |o|
|o|________________________________________________________________________|o|
|o|                                                                        |o|
|o| + Helvig uses a basic melee attack that usually consists of 2-3 moves  |o|
|o|   in succession while spinning around like a ballet dancer.            |o|
|o|                                                                        |o|
|o| + He can use a leaping jab attack if you are several steps away from   |o|
|o|   him.                                                                 |o|
|o|                                                                        |o|
|o| + If you are really far away, the boss will use his own flare launcher |o|
|o|   to set a part of the arena ablaze. Getting hit, as well as stepping  |o|
|o|   through the fire, will cause great damage.                           |o|
|o| ______________________________________________________________________ |o|
|o|                                                                        |o|
|o| Largo's boss has really taken a turn for the worse and is hellbent on  |o|
|o| annihilating you. Squad Chief Helvig is a pyromaniac that happens to   |o|
|o| also be expertly-skilled with a staff. He uses his patented Kingfisher |o|
|o| staff to perform sweeping combos that can knock you senseless.         |o|
|o|                                                                        |o|
|o| Try to watch out for his flare launcher attack, which is primarily     |o|
|o| used as a long-range counter if you are far away from the boss. This   |o|
|o| not only damages you, but renders part of the concrete arena a fiery   |o|
|o| mess.                                                                  |o|
|o|                                                                        |o|
|o| Truth be told, this is by far the easiest boss in the entire game,     |o|
|o| base game or DLC. Squad Chief Helvig is virtually no different than a  |o|
|o| CREO Security Guard or any other staff-based enemy featured in the     |o|
|o| game (his flare launcher being the only exception). He uses the same   |o|
|o| melee combos that you have become accustomed to; they are on the slow  |o|
|o| side, but cover a wide range.                                          |o|
|o|                                                                        |o|
|o| The hardest part is staying on the arena. Avoid getting cornered       |o|
|o| underneath the helicopter so you don't accidentally step in the flames |o|
|o| nearby. Otherwise, you are free to drop down to the small pools on the |o|
|o| outer perimeter in order to take a breather or dodge attacks (the      |o|
|o| fighting space seems smaller until you realize you can drop down).     |o|
|o|                                                                        |o|
|o| Overall though, there isn't much to say in terms of strategy - his     |o|
|o| staff has a wide range, so try and stay behind him or near his sides   |o|
|o| with enough space between the two of you. I suggest focusing solely on |o|
|o| his right arm so you can get a missable weapon.                        |o|
|o| ______________________________________________________________________ |o|
|o|                                                                        |o|
|o| Every boss drops a special weapon upon defeat, but you can receive a   |o|
|o| rare "Helvig's Kingfisher" Staff by fulfilling secret requirements     |o|
|o| during the battle. Here is how to get Helvig's Kingfisher:             |o|
|o|                                                                        |o|
|o| + Cut off Squad Chief Helvig's right arm                               |o|
|o|                                                                        |o|
|o| Pretty simple, really. Squad Chief Helvig only has one form and is     |o|
|o| really nothing more than an ultra powerful staff-wielding enemy. Lock  |o|
|o| on and target his right arm during the fight, then perform a finishing |o|
|o| maneuver to get the nice weapon.                                       |o|
|o|                                                                        |o|
|o| + Rewards: 6,000 Tech Scrap, Vital Omni-Audit, S&R Kingfisher          |o|
'-|________________________________________________________________________|-'


   ________________________________________________________________________
.-|                                                                        |-.
|o|                          --[  CARBON CAT  ]--                          |o|
|o|________________________________________________________________________|o|
|o|                                                                        |o|
|o| + Phase 1: The Carbon Cat's claws are very sharp, and getting caught   |o|
|o|            in the midst of one of its 2 or 3-hit combos can hurt.      |o|
|o|                                                                        |o|
|o| + Phase 1: Sometimes Carbon Cat will slowly pounce on you, similar to  |o|
|o|            the mascot enemy's jumping attack.                          |o|
|o|                                                                        |o|
|o| + Phase 1: The boss uses nanite to create long tentacles out of its    |o|
|o|            hand; it uses these tentacles to grab onto nearby trash and |o|
|o|            either throw them at you or use an overhead smash.          |o|
|o|                                                                        |o|
|o| + Phase 2: Carbon Cat summons more garbage that spins around its body  |o|
|o|            like a protective shield.                                   |o|
|o|                                                                        |o|
|o| + Phase 2: The boss may pounce on you - much more devastating than in  |o|
|o|            the first phase - if you are standing far away.             |o|
|o|                                                                        |o|
|o| + Phase 2: Carbon Cat can stretch its left arm out like Inspector      |o|
|o|            Gadget, hitting you with an outstretched fist.              |o|
|o|                                                                        |o|
|o| + Phase 2: Carbon Cat may use its long, tendril-like left arm to make  |o|
|o|            a sweeping motion in front and around its feet.             |o|
|o|                                                                        |o|
|o| + Phase 2: If you see the Carbon Cat take a drink from the nitrous can |o|
|o|            in its right hand, it's getting ready to spit out green     |o|
|o|            flames. Left behind are residual blobs of nanite that act   |o|
|o|            as proximity mines. Very dangerous!                         |o|
|o| ______________________________________________________________________ |o|
|o|                                                                        |o|
|o| Phase 1                                                                |o|
|o| -------                                                                |o|
|o| This pesky feline doesn't look threatening at all in this first form:  |o|
|o| Carbon Cat is nothing more than a short, stout cat robot with a green  |o|
|o| baseball cap. Looks more silly than menacing, though still be careful  |o|
|o| of the boss's attacks, especially its junk toss.                       |o|
|o|                                                                        |o|
|o| The boss behaves like a mascot enemy with slow melee attacks and       |o|
|o| sluggish movements. Goad it into using some close-range strikes before |o|
|o| countering with your own hits. The first phase should not give you     |o|
|o| any trouble.                                                           |o|
|o|                                                                        |o|
|o| Phase 2                                                                |o|
|o| -------                                                                |o|
|o| This is when the real fight begins. The nanite takes control of Carbon |o|
|o| Cat's entire being, transforming it into a colossal mass of metal and  |o|
|o| explosive green substance typically seen in Industrial Power Cores.    |o|
|o| This is one fierce kitty kat.                                          |o|
|o|                                                                        |o|
|o| Carbon Cat's left arm can become outstretched like that of the Nanite  |o|
|o| Mascots, leading to a lot of long-range, sweeping melee attacks.       |o|
|o| Standing in front of the boss leaves you susceptible to these types of |o|
|o| moves, so try to stay at its side or behind. Not for nothing, but the  |o|
|o| boss's right arm is nothing more than a giant helicopter blade that    |o|
|o| can cut you to shreds in similar fashion.                              |o|
|o|                                                                        |o|
|o| Arguably Carbon Cat's most destructive skill is its flame breath/      |o|
|o| proximity mine combo: the boss huffs a substance from inside the spray |o|
|o| can on its back and sprays out a straight line of green fire. Avoiding |o|
|o| the flames is simple, but it'll leave behind little nanite balls that  |o|
|o| detonate if you run into them. This has the potential to create a      |o|
|o| deadly chain reaction that can leave you lifeless in a split second.   |o|
|o|                                                                        |o|
|o| These mines can cut the arena in half and leave you with little room   |o|
|o| to maneuver, and they only disappear when the boss uses its garbage    |o|
|o| shield attack. Like with many bosses in this game, keeping your        |o|
|o| distance leads to potentially devastating moves so it is recommended   |o|
|o| to stay close by to avoid them entirely, including the aforementioned  |o|
|o| move.                                                                  |o|
|o|                                                                        |o|
|o| The only extra noteworthy move is Carbon Cat's garbage shield. Exhaust |o|
|o| your stamina avoiding the swirling shield of trash as the boss pursues |o|
|o| you; getting hit once can ensnare you in its trap that has a very good |o|
|o| chance of killing you entirely. Backpedal until the shield drops.      |o|
|o|                                                                        |o|
|o| Many of Carbon Cat's other abilities can be countered or dodged just   |o|
|o| by positioning yourself behind the boss or at its arms. There are no   |o|
|o| specific body parts to target on the boss, so wail away on its legs,   |o|
|o| arms, or body.                                                         |o|
|o| ______________________________________________________________________ |o|
|o|                                                                        |o|
|o| Every boss drops a special weapon upon defeat, but you can receive a   |o|
|o| rare upgraded "2.0" version by fulfilling secret requirements during   |o|
|o| the battle. Here is how to get the Scrapglaive of the Cat 2.0:         |o|
|o|                                                                        |o|
|o| + Defeat Carbon Cat while wearing the IRONMAUS gear set                |o|
|o|                                                                        |o|
|o| All you have to do is equip the IRONMAUS gear set prior to starting    |o|
|o| the boss fight. Since Carbon Cat and Iron Maus are storied rivals, it  |o|
|o| is poetic to defeat the pesky feline as the fabled rodent hero.        |o|
|o|                                                                        |o|
|o| + Rewards: 12,000 Tech Scrap, Scrapglaive of the Cat                   |o|
'-|________________________________________________________________________|-'


______________________________________________________________________________
==============================================================================

[12] TROPHIES                                                           [1200]

==============================================================================


______________________________________________________________________________
==============================================================================
 Bronze Trophies
==============================================================================

.-------.____________________________________________________________________
| 3-2-1 |____________________________________________________________________|
'-------'
 
 Unlocked the Rusty Spring Tower
 
 + Largo gets you access to the Rusty Spring Tower, but the Trophy is unlocked
   by activating the elevator shortcut down in Park Maintenance. After beating
   Squad Chief Helvig and riding the Firestarter rollercoaster down to the
   bottom of Park Maintenance, go through the area until you reach the bottom
   of Rusty Spring Tower and use the elevator.


.------------._______________________________________________________________
| Carbon Cat |_______________________________________________________________|
'------------'
 
 Defeated Carbon Cat.
 
 + You get this Trophy after besting Carbon Cat at the bottom of CREO World.


.----------._________________________________________________________________
| Dress Up |_________________________________________________________________|
'----------'
 
 Collected and crafted all 4 mascot heads.
 
 + All you have to do is sever the heads of Donnie Donuts, Bradley the Bean,
   Ironbar Ivan, and Samuel J. Soda to get their head schematics. With all 4
   in hand, craft them at Ops for the Trophy.


.---------------.____________________________________________________________
| Good Listener |____________________________________________________________|
'---------------'
 
 Collected all audio logs found in CREO World.
 
 + For more information regarding finding all 21 Audio Logs, check out the DLC
   walkthrough or Section 10.5.


.----------._________________________________________________________________
| New Gear |_________________________________________________________________|
'----------'
 
 Crafted all gear sets found in CREO World.
 
 + Aside from the 4 mascot heads, the new gear sets in CREO World are the
   MANTIS gear set, OGRE gear set, and EAGLE gear set. You should be able to
   obtain all necessary schematics by the end of the main quest.


.------------------._________________________________________________________
| No More Marching |_________________________________________________________|
'------------------'
 
 Killed all the mascots of the Popcorn Parade.
 
 + The Popcorn Parade is a group of four mascot enemies (one of each type)
   that patrol Iron Maus Plaza and the surrounding venues. They make their
   rounds enough that you are bound to bump into them at some point in your
   journey. They carry unique weapons and are a tad more beefy than your
   standard mascot, so try to bait and isolate them to avoid a 4-on-1 battle.


.-----------.________________________________________________________________
| Rusty Rat |________________________________________________________________|
'-----------'
 
 Saved Rusty Rat.
 
 + This is a missable Trophy that can first be obtained during your second
   trip to CREO Skybound Adventure (following No Data Available). You will be
   treated to the image of Carbon Cat tying Rusty Rat to a missile. Upon
   viewing this, run down the rollercoaster track to the missile silo. Make a
   right (exiting the silo causes you to miss the Trophy), sprint down the
   hall, ride the Exo-Lift, and untie Rusty Rat before he gets launched into
   space.


.--------------------._______________________________________________________
| Squad Chief Helvig |_______________________________________________________|
'--------------------'
 
 Defeated S&R Squad Chief Helvig.
 
 + Slay Squad Chief Helvig at the helicopter crash site on the Western Plateau
   to get the Trophy.


______________________________________________________________________________
==============================================================================
 Silver Trophies
==============================================================================

.-------------------------.__________________________________________________
| Carbon Cat vs Iron Maus |__________________________________________________|
'-------------------------'
 
 Defeated Carbon Cat as Iron Maus.
 
 + Make sure to equip the IRONMAUS gear set prior to battling Carbon Cat.
   Doing so will earn you the Trophy following the boss fight.


.--------------------._______________________________________________________
| Is This Real Life? |_______________________________________________________|
'--------------------'
 
 Survived rebooting the network in the Project Resolve Center.

 + You'll get this Trophy during the main story, after surviving the waves of
   robots at the top of Project Resolve Center.

 
______________________________________________________________________________
==============================================================================

[13] THANKS/CREDITS                                                     [1300]

==============================================================================

Of course, this guide couldn't have been made without some extra help. Here is
a shoutout to everyone who made this FAQ possible:

 CJayC: For being an awesome host of an awesome site.

 Eternal Czar Smapdi: For being the best co-author anyone could have, and for
                      being yourself.

 Skompenso: For a correction on the "Guard Dog" Trophy criteria.

 FESBians: Because you're cool.

 You: For reading this FAQ.

------------------------------------------------------------------------------
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------------------------------------------------------------------------------

This document is copyright (c) DomZ Ninja 2018. 

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 * Neoseeker    - http://www.neoseeker.com
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The latest update of this document can always be found on GameFAQs.

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If you have any questions, comments, or anything that you would like to add to
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 http://www.gamefaqs.com/features/recognition/52173.html


"Luck of the draw, you, that's my lottery won. A gem in the rough, I could be 
your finishing touch. So wherever you go I'm going with you babe, going with 
you babe."
- Mura Masa
______________________________________________________________________________
                                                               END OF DOCUMENT

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