Navigate

Back
Contents
Level 10
Guide
Hints
Walkthrough
Level 11
Guide

Forward
Level 11
Walkthrough
Level 12
Guide
Hints
Walkthrough

The 13th Floor
Items: 26
Kills: 17
As an uninvited visitor in a high security military subcontractor's headquarter building and wondering what to do next, you will be conveniently be directed by a friend outside, but if his advice isn't enough here's a few tips.
Decision Tree
The ventilation duct leads in two directions. For maximum exploring, head to the left. You'll encounter a few obstacles. Here are a few things to remember from hence forth. If something is blocking your way, see if you can blow it out of your way with a shot from your gun. Lasers are bad, whether they are moving or stationary.
Hammer Time
If you've found the hammer, then you're ready to make your way back. The original ventilation duct now has two lasers sweeping through it. Here's your hint, you need to duck under the upper one, and jump over the lower one. Did we mention you need to duck under the upper one?
Thief's Key
When you clear the entry hallway, you will encounter a locked gate beyond where you can gaze down at the Iris. You don't have a key for this padlock, but there should be two things in your inventory you can use to get past this gate. The more destructive is, of course, the more interesting option. Oh, if you choose to blast your way through the padlock, you should know that the only vulnerable spot on the cyber-suit is the head of the man wearing it.
Jacob's Ladder
Eventually you'll find your way to a chamber with a strange ladder. The sweeping laser is a clear indication that you want to climb it. When you reach the cloesed door at the top, you may get stuck. There is a panel that you can shoot out. Someone else has already gotten started for you.
Run Silent
From this point forward, keep in mind that you should use stealth whenever possible. Avoid long drawn out ammunition-wasting gun fights with VCI guards by targetting them and taking them down with a single headshot. A single shot from the HK is enough to take down a guard, but if a guard is asleep, then you won't have to alarm him at all, right?
Let Sleeping Guards Lie
Zip has the right idea. If you just walk, you can slip the access card right off the table. Walk everywhere you go and the card is on the table near the guard's feet. The card ready is right behind his head.
Going Up?
After obtaining the access card, find the large freight elevator, and head upstairs. There are a couple of guards that you'll need to be proactive about. The access card gains you access to a control room on this floor. It's behind the pair of triangular red doors. There's a button inside that needs pushing. Finish exploring this floor before heading back down. There are a couple of lockers in the locker room at the other end of this floor which holds a necessary item.
Hold The Door
Back downstairs, head around the corner and find the computer terminal. Use the access code disk to open the a ventilation duct. Inside you'll have to deal with explosions and a long pole. No trick here. The explosions are sequential. Practice your timing, and you'll do fine.
Lights Out
Beyond the pole of pain, you'll find a large warehouse guarded by a cyber-trooper. Zip has some advice for you. In order to follow his advice, simply walk everywhere you go when you reach the lower floor of the warehouse. Search the area and you'll find a few items that you can combine to take out the cyber-trooper without any trouble.
Close Combat
After a hot fight with another cyber-trooper in close quarters, you'll find another disk. This disk opens the a door to another area. Once again, stealth will be your friend. If you stay out of sight of the guard, you can make it all the way around the outside of the laser lab without having the guard activate the overhead machine gun turret. The trick is that the left corner of the alcoves is his blind spot. In the end you'll have to deal with him anyway, but at least you get to deal with him on your terms.
Show of Force
In order to convince the worker to do what you ask, you'll have to show him you mean business without actually hurting him. Can you think of a way to do that?
Race for the Iris
Once again, you'll have to scamper around and race against time to obtain the Iris. There's a switch in the control room above, and the Iris in the chamber below. No tricks, just don't get hung up on all the twists and corners. Throw the switch, run down, grab the iris, and head out the door at the opposite side of the Iris chamber. Here are a few useful tips: Straight lines are easier to run than hairpin turns. A running jump gives you much more control than a sprint, and you get the added bonus of being able to clear corners.