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Get to the flat and you'll discover that Julianna has taken the LPP. There will be new guard patrols so keep an eye out.
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You'll now be able to head to your flat again, only later in the day. That's all you need here so once you have it, head back to the exit. Head there and inside you'll find a note outlining all the Visionaries' powers and one that gives you the safe combination back at your flat. Once you're clear of the Compex you'll be able to head to Fristad Rock to search the security office. Again, head to the exit because the sooner you complete this section the sooner you'll have complete freedom. When everything played out you'll have the option to explore or head to the exit. There's also a note by the switch to read. Remove the battery and recharge it at the nearby power-point indicated to watch the rest of the film. There'll be a 'tempting lever' to pull so pull it to see a film briefly before the battery runs out. Once inside the Loop Control Center head through the blue door (it'll be the only one you can get through) and take out the Eternalists you can find inside. Head back to the tunnels and you'll be able to go to the Complex and look for the Loop Control Center. Once you've read the minicom it's best to just run past the guards and escape if you can, as you'll get nothing you can keep from fighting them. Save the Minicom till last as it's rigged to alert everyone you're there, so you'll have to fight your way out once you've read it. The main things to look out for here are the Spiker on your desk, which is basically a silenced pistol for ranged stealth kills, a safe you'll need to examine, a trinket and a minicom computer terminal. So it's best to just head to the marker that shows where your flat is. You can explore Updaam all you want at this point but remember: until you unlock the ability to keep gear when the loop resets, you won't be able to keep anything you find. You'll also get Colt's Slab, Reprise, which will resurrect you when you die twice and resurrect. Namely a machete, a weapon Trinket and some grenades. Once you can get into the tunnels you'll be able to pick up some more gear. That will also give you an address in Updaam that will be your next destination.
#RADIO SILENCE DEATHLOOP CODE#
This section will play out largely like before - grab the gun, go inside, get the trinket and the hackamajig, but now you can get the tunnel code by examining the Blackreef postcard. This will reset the loop and you'll wake up on the beach again.
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He'll tell you the tunnel code is on the postcard and then drop you. When that's done your only option will be to jump out of the window where you'll meet another Colt from a different timeline. Of course, our walkthrough will inform you of all such cases.Hack your way into the house and head upstairs to find a large lever you can pull to trigger a confrontation with Julianna. The game can force you to clear some of the mission objectives during the same day, for example performing a sabotage during the morning, and then taking care of an assassination this sabotage unlocked during the evening. The game will allow you to try again the next day, after the Loop resets and everything returns to its default state. Some of the mission objectives can be failed, but it never leads to completely failing the lead/quest itself. The previous quests don't feature any important decisions. By finishing them you can obtain new powers and unique firearms.ĭeathloop has several different endings, we've described on a separate page of the walkthrough, but you can only choose your ending at the very end of the campaign. The Arsenal Leads (aside for the important Ubiquity mission revolving around Residuum) are the equivalent of sidequests. You don't have to deliberately postpone it for later, the game allows you to keep playing even after finishing the main story. After completing all Visionary Leads, you'll unlock the final quest in the game - Ending It. You can acquire knowledge about the Visionaries, influence their plans during the day and, of course, eliminate them. Each of them focuses on one or several Visionaries, the main antagonists of Deathloop. Visionary Leads are the equivalent of main quests. The quests can be divided into two main categories. You can stop a quest whenever you want and return to it when you feel like it. The game also doesn't force you to fully complete a quest in one go. The missions available are linear, but you can choose the order of completing them throughout most of the campaign. Quests in Deathloop are called leads, but despite the unusual name they shouldn't really surprise you with anything.
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