The Occupation

The Occupation

32 ratings
Stealth Chapters + Collectibles
By Rivers
This guide focuses on the stealth chapters in the game. It covers all leads and how to do them safely with minor risks.
On top of that, It also shows where every collectible, or almost all of them, are in the game.

All images are 720p and kept in a smaller size to avoid clogging the guide too much.
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Introduction
Hello, and welcome to my guide for The Occupation. First of all, let me say I am not a person that creates guides, so if you find some information hard to grasp, please reach out to me so we, as a community, can adjust it to be more transparent.

I love this game, and the reason I decided to make this guide is due to the fact that there's a lack of information around these chapters and collectibles. The no checkpoints or manual saves means a single mistake could cost you a 30+ minute run, and I am here to help you avoid dealing with that frustration.

Overall, a lot of the chapters in the game offer little to no risk of you being caught, and they are straight forward enough for you not to get lost, so I will cover the chapters that have the highest risk of ruining a perfect run.


Throughout this guide I will use some tags:

Attention: - used for important information that could catch you off guard.

Code: - used to explain where you can get the code necessary.

Password: - used to explain where you can get the password necessary.

Information: - used to pass information, either about how a lead would progress normally, which you can skip, or to give you information regarding certain things that aren't exactly important, but can help nonetheless.
Gameplay Basics + Tips
First, let me cover some gameplay basics and some information about the world of The Occupation.

Throughout the game you will find magnetic doors, these doors can only be opened by a keycard with the same color as the border of the magnetic door you want to open. Trying a wrong colored keycard on a magnetic door twice will raise a security alarm and Steve will come check

If you pass through these doors carrying any floppy disk, it will get corrupted , even if you carry the disk on your briefcase.

(Example from Chapter 1 - Carson Offices, Turing Meeting room and Carla's missing keycard)

In case you get a corrupted disk, you will need to visit a Data Doctor to repair it, takes around 1 to 2 minutes. I will show, at the start of each chapter, where you can find it.


Each floor has a Stock Room, in this room, you will find a fusebox for the current floor it is located at, and with it, you can control the power to the different offices and rooms. You can bypass the need for keycards, disable alarm systems, overall making your life easier, but, by removing the power, you also remove the ability to use any electronic device in that room (computers, pneumatic terminals), so keep that in mind.

Each floor, that is public, meaning you can walk around without having any issues with Staff, will have a payphone, where you can receive and make phone calls.

When you make noises that are heard by Staff, you will hear a sound that resembles a salt / pepper shaker or a rattlesnake. you gotta find a place to hide, preferably, under a desk or some place where you can see your character going below the crouching position. Also, try to find a place remotely distant from where you made the noise, to avoid getting caught because, the security guards can look under desks and in bathroom stalls.

When you are in a Staff only area near a member of the Staff, you will hear a thumping sound followed by intense music. Best thing you can do is stay hidden or look for a quick escape route in case you can safely leave.

If you make a noise near Steve, he will always radio Dan first, saying that he is going to investigate a noise. That will give you time to move away from where you made the noise and hide.

Marlon is a custodian, he is not a security guard , meaning that he doesn't care if you are in staff only areas, but you will still hear the classic thumping sound followed by the intense music. I am not sure if him spotting you counts as "seen", so I will treat him as a threat during this guide.

Some offices and rooms are protected by an alarm system. The alarm triggers as you open or close the door and you will hear a beeping noise that gets more intense over time. You have approximately 18 seconds between you trigger the alarm system and it actually goes off, giving you time to move to the alarm code panel and inputing the alarm code.

(Example from Chapter 1 - Carson Offices, Lost Property Staff locker room)

You can trigger the alarm system and then hide inside the room and wait for Steve to turn the alarm off, although some secured rooms offer little to no cover, so it is just better to avoid attracting Steve's attention altogether.
ATTENTION: if you trigger an alarm system, Steve, will "follow" you, to warn you that an alarm was going off and that although it probably has nothing to do with you, that you should stay in the allocated areas. Because of this "alerted" state from Steve, he can track you down easily, camp and catch you in staff only areas, so if you trigger an alarm just go find Steve or wait for him in the open public areas, so he can speak with you.
-- The Carson Offices
The Chapter starts at 14:58 and your meeting with Carla Burman is at 16:00 on floor 2, office 215. During this time you will have to complete 4 leads.

You start at the Carson Offices entrance, and before you start investigating, you will have to make your way to the reception, but first, you need your visitors card from Steve (Security Guard). Get Steve's attention by pressing the buzzer. After Steve examines your briefcase, collect your Visitors Keycard, open the magnetic door and make your way to the Reception where you will talk with Dan (Head of Security)


After your interaction with Dan is done, go behind the reception and past the board with the Bowman Carson facility hierarchy, you will find Carla there, smoking. There's a small table to her right with 2 tokens, pick them up.
Information: If you wait a bit, Steve will join her, and they will discuss about her computer password being written down in an object in her office.


- Public Printer and Data Doctor
Now, lets go over where we can find the different useful places for this chapter.

The public printer is located on floor 1, next to the Lost Property. You will need one token to use it.


The Data Doctor is located on floor 1 inside the Lost Property office, to the right of the public printer.



- Question Threads
Part of your investigation is to find questions to ask in the interviews. You have a question thread that you can unlock by going to floor 1 and to the right side, near a staircase that leads down to the ground floor. further down the corridor you will find yourself outside the Lost Property and on the floor you will find a brick with a note attached to it.


Picking it up unlocks the question thread.

- Lead 1: The Phone Records
Your first lead is to find the Phone Records that Det. Holden has.

To find more about this you have to go to her office, floor 2, room 214. The front door is locked, so you have to access her room through the vents.
Attention: Marlon will clean her office at around 15:20 so be sure to either, go there early or, wait for him to finish cleaning.

Go to the Public Department, in front of her and Carla's office (room 215), and find an open vent to the right side. Inside the vent, you will find Carla's missing bag, grab her keycard, and continue down the vents. You will find yourself at an intersection, go left, to office 214, and follow the only path available.


You will find yourself coming out of a vent on the floor of her office, lean and check if its clear to get out of the vent, because Carla can roam in here early on. Det. Holden's desk is the last one across the room when you leave the vent. Find the box titled 8/4 - 14/4 (Close to her desk) and check the note on day 10.
Information: you will know where to look if you hear the audio log on her desk, named "Holden Audio Log", where she says she stored everything dated the day of the explosion, 10/4.

Day 10 will contain a note saying that because of the maintenance, the Phone Records were moved to a safer location, in Debbie Locke's office safe (room 213, across the hall from Carla's office) with the combination 1723
Debbie's office is in a Staff only area , and to access we can do in 3 ways:

Debbie Locke's office - method 1 (Dangerous but fast)
The first way is the most dangerous one, but fastest, in case you know where Steve is and can risk a bit.

Simply go through the staff only area door, Debbie's office is straight ahead. Opening the door triggers the alarm system so, make your way to the left, to her alarm system, open and input 5629 .
Code:The alarm code is written in a paper titled "Debbie Locke Emergency Details" in the IT Department (room 209) on a side table to the right of Carlos Coronado's desk.



Debbie Locke's office - method 2 (through the Attic, very safe)
The second method is the safest one, through the Attic. To access the Attic, you do so through a door with an exit sign above it at the back of the Print Dept. on the 2nd floor.
Attention: The Attic is a Staff only area, meaning that opening the door fast, can draw attention from nearby Staff to it. Open the door slowly and check if someone is nearby before entering.


Climb the stairs past a section with a table and blueprints for the building. After the second set of stairs, look back. You will notice a small space to the left with lighting coming through it. Crouch and go through it, after that, straight forward and crouch to pass another small opening. You will be inside a bathroom, exit the bathroom and go left.


You will find yourself in a spot with a staircase leading down, to the left, you will have a spot you can duck and cross, under a danger sign. Continue forward through the only path available, and you will reach a bigger area with windows and a table,to the right, you will have a climbable path, at the bottom you will see a vent. Going through the vent puts you inside Debbie Locke's office


Debbie Locke's office - method 3 (through staff only bathroom, moderately safe)
The third and last method is by using a climbable path in the 2nd floor staff only bathroom. To reach it, go the second floor and past Det. Holden's office, and through the back of the Print Dept. Across the hall, and you will reach the other side of the Staff only area. You'll see a bathroom with a male sign, go there. Inside you will notice a climbable path, once you climb it, you will have a vent to your left. Going through the vent puts you inside Debbie Locke's office



Inside Debbie Locke's office
Once you're inside her office, go to her safe, located in the right side of her office, to the back. Use the code we got earlier from the note in Det. Holden's office 1723 and after 2 minutes, open the safe to collect Ryan Dissler's Keycard (IT Department in room 209), a letter explaining why Ryan was suspended and the Phone Records.

Collecting the Phone Records will end this lead.

- Lead 2: Stolen ID
You will get a message from Mina on your pager, at around 15:23, saying that she will call a payphone at 15:24. If you miss Mina's call, it's alright, you can always call her back at 002318.

Mina will ask you to investigate on the missing ID keycard reported by Alex Dubois.
For this, you will need a floppy disk (both offices have one) and to enter either Carla Burman's office (floor 2, room 215, OR Alex Dubois' office (floor 1, room 118), access their computer and copy an e-mail.

Lets start with Carla's office, since her office is the safer than Alex due to hiding spots. Her office is located on the 2nd floor, room 215 and we have 3 ways of entering it.

Carla's office - method 1 (through the front door. Overall safe-ish)
The first method involves using her front door, since we have her keycard from the vent near the Print Dept.. We only need to use it and input her code 5276. Just make sure the coast is clear before entering her office.
Code: The code to her office is written on a note on the table with the blueprints in the Attic, accessible through the Print Dept. Alternatively, you can just stay behind her when shes inputting her code to see what she types.



Carla's office - method 2 (through the vents. Safe)
The second method to acess her office is by using the vent near the Print Dept. and when you get to an intersection, turning right, towards room 215, you'll be walking for a bit, but will reach a vent that leads to the left side of her office. The vent may be blocked by a projector white screen, just look a bit to the right until you find the cord and move it up.


Carla's office - method 3 (through the scaffolding, Attic. Very safe)
The third and last method involves you using the scaffolding to make your way to her window. Enter the Attic through the Print Dept. theres a door to the left, back of the room. Climb the 2 sets of stairs, past the blueprints table and go straight. You will reach a scaffolding that you can climb down, go down one floor and you will be outside Carla's office window.


Inside Carla's Office
Inside Carla's office, you will need to access her computer. There's a floppy disk on her desk in case you need it. To access her computer you need her password GEO.
Password; If you heard her conversation with Steve you will know she keeps her password on her desk. In her office, behind her desk, there is a trashbin with a note inside, asking her to change her password because its right next to her computer.

Access her computer and go to E-mails -> Deleted. In there you will find an e-mail from Alex telling her about the stolen keycard. Copy that e-mail to the floppy disk by clicking the disk symbol next to print.
Attention: reading the missing ID e-mail will open up a new lead about Carla's Vendetta.


Attention: If you copied the e-mail on Carla's office computer, simply ignore the next part where I cover Alex's office, and skip to the end where I explain what to do with the floppy disk.
________________________________________________________________

Now, I'm going to cover how to get the same e-mail, but from Alex Duboi's office computer on the 1st floor. His office is a bit worse due to the hiding spots being a bit further away from the computer, so if you dont react fast enough, you will get caught. His office gets visited by Sarah Smith (Head of IPA).

Alex's office - method 1 (through the front door. Access is limited)
The fastest way to Alex's office is through the front door, but to do so, you need Ryan Dissler's keycard, that is secured in Debbie Locke's office safe (room 213). If you have been following this guide since the start, you should have it by now.
If you do have Ryan's keycard, simply use it and input the code 0208.
Code: the code is written on a note, stickied to a book, on the first table after you leave the vent in Det Holden's office (room 214).



Alex's office - method 2 (through Turing Meeting Room. Safe)
There's another fast way to access his office, while being relatively safe, and that is through the Turing Meeting room, to the left of his office.
Attention: to access the Turing Meeting room you will need Carla's keycard, but we get that in the first minutes of the game. In case you didn't, it's in a vent inside the Print Dept. on floor 2.

Inside the Turing Meeting room, go to the right side, close the door and open the vent. On the other side of the vent you will be inside Alex Dubois' office, behind a desk close to he window. lean and advance slowly to maksure you are alone in his office.


Alex's office - method 2 (through the scaffolding, Attic. Safe-ish)
The third method involves you accessing his office through the Attic. The way to access is equal to the way to access Carla's except you climb down two floors. Enter the Attic through the Print Dept. theres a door to the left, back of the room. Climb the 2 sets of stairs, past the blueprints table and go straight. You will reach a scaffolding that you can climb down, go down two floors and you will be outside Alex's office window.
Attention: Sarah can be at his window, so make sure to lean before you enter.


Information: there is a fourth method involving the vents, but the method is slower and it doesn't add to its safety, so It is overall not worth covering.

Inside Alex's Office
Inside Alex's office, you will need to access his computer. There's a floppy disk on the trashbin, near the window, in case you need it. To access his computer you need his password SPUFF7.
Password: you can find this password written on a post-it note near the window on Jemma Hughes office in Lost Property, room 103.

Access his computer and go to "Sent". In there you will find an e-mail from Alex telling Carla about the stolen keycard. Copy that e-mail to the floppy disk by clicking the disk symbol next to print.
Attention: reading the missing ID e-mail will open up a new lead about Carla's Vendetta.



After copying the e-mail to the Floppy Disk
After you are done copying, make your way to the public printer on the first floor and print the e-mail from the floppy disk. It will require one token

After you collect the printed document, the lead will be complete.
- Lead 3: Carla's Vendetta
To get to this lead, you will have to read the e-mail "Missing ID Card" in either Alex or Carla's office.
Information: alternatively, you can get this this lead by going to Debbie Locke's office and reading an e-mail Carla sent to her about a threatening message left by Alex.

This lead involves you getting access to the answerphone tape and listen to the message Alex sent her, to find out if it truly is a threat or not.

Information: If you go to her office you will not find an answerphone. Reading a note on her door's letterbox, will let you know her answerphone is broken and was taken to Jemma Hughes for repair. when you call the number on that note, you will be redirected to the Lost Property, on floor 1, room 103.

Attention: Jemma's office, the stock room and Lost Property are all Staff only areas, so stay crouched and avoid using fast interactions so you don't draw any attention.

To access Jemma's office, make your way to floor 2 and between the stock room and the area with Print Dept. and Carl'as office, you will have a path to the left. Go there, a bit further you will have another intersection, go left once again, to a darker area. In that area, you will find a covered vent to the back. Remove the cover and go through, making a right as you pass through, to the Lost Property. Continue down the vent and you will find an early exit to J.Hughes office, take it and you will be inside Jemma's office .



Inside Jemma's Office you can read her Logged Items to know the Carla's tape was placed in her staff locker down the hall, inside the Lost Property. Now look back to the place you came from and underneath you will see a vent. go through it and you will be inside the floor 1 stock room.
In the stock room, turn off the fuses to Jemma's office and the Lost Property office, and go back to Jemma's office, the door will now be open.


Leave Jemma's office and go left, make your way down the office, to the staff lockers, you are now free to enter because we cut the power, so the alarm and the staff lockers wont be operational. Open the 2nd locker and collect Carla's answerphone tape. To listen to it go back to the Data Doctor, to the left of the staff locker room and use the tape deck on the desk.


Listening to the tape completes this lead.
- Lead 4: The Union Act
You will get a message from Mina on your pager, at around 15:46, saying that she will call a payphone at 15:47. If you miss Mina's call, it's alright, you can always call her back at 002318.

Mina will ask you to investigate about the Union Act figures that Alex Dubois hid in the Turing Meeting room.

Information: to know where to look, you would have to make your way to the 2nd floor, IT Department, room 209, and check Carlos Coronado's computer, where you will find an e-mail from Alex saying he is afraid that they will pin the explosion on him and because of that, he hid a floppy disk on top of the light in the turing room.

Make your way to the Turing Meeting room, on the 1st floor, to the left of Alex Dubois' office, climb on top of the table and look on the right side of the light.


With the disk, exit the Turing Meeting room.
Attention: exiting through the magnetic doors will corrupt the floppy disk, meaning you will have to visit Data Doctor on floor 1 and restore it. You can exit through Alex's office by using the vent, although it has a lot more risk...

Information: alternatively, you can also go to Alex Dubois' office and save the document "Union Act for good" located on his Saved items to a floppy disk. It is the same file in the floppy disk hidden in the Turing room.

After the floppy disk is in working condition, depending how you left the Turing room, go to the public printer and print the document in it. It will require one token.

Picking up the printed document completes this lead.
- Collectibles: Scarlet's Interview Tapes
Here I will be covering where you can find the 6 Scarlet Interview tapes scattered throughout the Carson offices.

Scarlet's Interview tape #1
This tape is in the Attic, on top of Debbie Locke's office. To access the Attic, go to the Print Dept. on floor 2 and locate the door to the back of the room, on the left. Be careful entering because the area past the door is considered a Staff only area.

Climb the stairs past a section with a table and blueprints for the building. After the second set of stairs, look back. You will notice a small space to the left with lighting coming through it. Crouch and go through it, after that, straight forward and crouch to pass another small opening. You will be inside a bathroom, exit the bathroom and go left.


You will find yourself in a spot with a staircase leading down, and to the left, you will have a spot you can duck and cross, under a danger sign. Continue forward through the only path available, and you will reach a bigger area with windows and a table. On top of the table near the windows, you will have Scarlet's Interview tape #1



Scarlet's Interview tape #2
This tape is in the IT Department, floor 2, room 209, you can access it safely without turning off the power in the fusebox or without a keycard. To do so, go to the first floor and find a covered vent near Alex Dubois' office, room 118. Remove the cover and go through, climb the lift access stairs to the second floor and leave through the right. duck and go through the small opening, on the other side, to the right as you leave, you will notice a small passage you can squeeze through. Go through and you will see "Lost Property" written on the floor, go through the vent and continue straight forward past J.Hughes vent exit.


You will reach a spot with 2 possible ways, make your way to the right, to room 209. Continue and further ahead you will find yourself out of the vents and in the IT Department, inside, make your way to the last table on the right, and on top of the desk, you will find Scarlet's Interview tape #2.



Scarlet's Interview tape #3
This tape is in Alex Dubois office, room 118, and to access it, the fastest way is using Carla's keycard, hidden in a vent in the Print Dept., and accessing the Turing room. Through the Turing room, to the right, you can open the vent and climb through, it will lead you to Alex's office. Another possible way is through the Print Dept. and all the way through the Attic, you will get to the scaffolding, climb down two floors and you will be outside of Alex's office window.
Information: I cover how to access his room in more detail in the "Lead 2: Stolen ID"


There will be a trashbin near the window, inside you will find Scarlet's Interview tape #3.

Scarlet's Interview tape #4
This tape is in the Lost Property office, on the first floor, room 103. Lost property is a Staff only area, so be careful entering. Make your way through the office until you locate the Data Doctor computer desk. The left drawer on the desk will have Scarlet's Interview tape #4.


Scarlet's Interview tape #5
This tape is in Debbie Locke's office, on the second floor, room 213. I go into detail on how to access her office safely in the "Lead 1: Phone Records", so look there if you want to access it without getting spotted. Once inside her office, go to the left and on top of a bookcase you will find Scarlet's Interview tape #5



Scarlet's Interview tape #6
This tape is in the Turing Meeting room on the first floor, to the left of Alex Dubois' office. To access it, you need Carla's keycard, hidden in the vent in the Print Dept, floor 2. Once inside, you will find Scarlet's Interview tape #6 on top of the table, next to the tape deck.


-- The Metacentre
The Chapter starts at 16:28 and your meeting with Chance Crow is at 17:30 on floor 2, room 201. During this time you will have to complete 3 leads.

As you start the level, make your way down the stairs and past the memorial made to honor the lives of those that died in the explosion. To the right, you will find a passage, climb a set of stairs, the phone will ring and you will be briefed by Mina on your first lead.

Public Printer and Data Doctor

Public Printer is located on the ground floor, inside the Print Dept (It is considered a Staff only area). but it is barred behind an iron curtain, that I show how to access during Lead 1: Explosion. After you get to the Print Dept. you can open a shortcut.




The Data Doctor is located on the ground floor, in a Staff only area. Go to the left, you will find a small office protected by an alarm system, code is 0087 , Inside you will find the staff lockers and the Data Doctor.
Code: you can find the code to the alarm system in the level Whitworth gardens, inside Marlon's office in the Greenhouse.


Attention:There's a shutter button in this office, if you press it, the fuse will go out, and to restore power to this room, you will have to go to the Print Dept. and turn on the fuse for room 050, Ali's temp office.


- Question Threads
Part of your investigation is to find questions to ask in the interviews. You have a question thread that you can unlock by going to Osman's office, floor 1, the entire floor is pretty much Staff only and the possible shortcuts have some risks. The best shortcut to his office, is to go to the ground floor, open the Staff only area, check for Staff in there, if there's no one around you, go in, and go through the left. Reaching a desk, look left and you will see a table with some boxes and a vent. Climb and go through the vent. Follow through the passage until you come up behind a desk, lean to make sure no one is around (Chance can roam here. Steve can be here but only if you either make noise, or if he is passing through, he doesnt stick around).



To the right, you will have a computer, approaching it will trigger the question thread.
- Lead 1: Explosion
Mina will call the payphone as you enter the Metacentre, at around 16:28. She will inform you that they have gotten a lot of calls at Gale, and one seemed to hold some weight, about the possibility of a cover up regarding the explosion, and asks you to find out if it's true.

Throughout the first part of the chapter, you will be lead to believe that there is information on Amy Tench's office, room 102, located on the first floor, because she is one of the organizers for the Incident tour, but, truth is, floor 1 is overall a Staff only area, and a huge bait for you to go there and get caught due to the various dead angles that Staff can come from.

To progress this lead, climb the stairs in the basement floor, leading to the ground floor, and then access the locker rooms and make your way to the Turing Swimming baths.
Information: the Turing Swimming baths are a great public area that allows you to reach several Staff only areas through safe means.

In the Turing Swmming baths, to the right, you will notice a scaffolding. Make your way past it, climb the stairs and access the scaffolding through a passage in it. Access the vent.
Information: this vent will give you straight access to Chance Crow's office (room 201) through a backdoor, with no locks on magnetic doors.



Attention: Chance Crow takes a nap from 16:25 to around 16:40. It is the safest time to access his office. When he is sleeping, do not use fast interactions or he will wake up.

Inside his office, go to his desk, right in front of you as you enter, on the right drawer you will find Chance Crow's Keycard. On the trashbin to the right of his desk you will find a note saying a co-worker, Dave, saw Chance Crow in the Incident Turing Site storing something in the clocktowers safe.
Information: alternatively, you can stick around and hear what Chance mumbles in his sleep.

To leave his office, there's no point going back where you came from, and leaving through the door can be dangerous since Steve can Patrol the second floor early. So the best way to leave his office is to find his safe and in front of it, you will have climbable boxes that let you access the Attic through a vent.


Make your way through the Attic, until you reach the other side, with a staircase, leading down to the second floor.
Information: the staircase leads to the Silhouette offices (room 203), across the hall from Chance Crow's office (room 201).

Before the second set of stairs, to the Silhouette offices, to the right, you will have a vent, go through it. On the other side you will see the entrance to the Incident Site. Climb down one ladder, and slowly make your way to the left. Grab the two tokens from the box.

Attention: the right side of the hall has an iron curtain, after a certain time, the iron curtain will be opened by Steve, meaning that you have to be careful because both Steve and Chance can patrol that area, so lean and make sure you won't be spotted. Pressing the shutter button of the second iron curtain (leading to the Incident Site), will automatically open the first iron curtain.

Finally climb down and make your way to the shutter button to the left and press it.



Entering the Incident Site, go to the left, climb the ladder and then go up the staircase. You will be in the clocktower. The safe is above you, to the right. There are no patrols here, so you are free to make noise, with this said, locate the clamp that is holding the safe in place, and release it.
This will cause the safe to collapse through the floor, ending up at the ground floor and it will be cracked open.


Information: alternatively, you can climb the ladder to the left and go near the safe and input the code 1118

To exit, you can simply make your way back where you came from, but, there is a minor risk of a patrol near the exit on the first floor, and because climbing the boxes takes time but also, can be pretty buggy, lets take a safer, and faster approach.

Locate the ladder to the left, in the clocktower, pull the lever, and the ladder will lower, climb it and make your way to the window. Lower the ladder there, and climb down, you will be outside the Silhouette offices. Open the window, and climb it, inside, make your way to the left, to the vent we used earlier. Go down the two sets of ladders, and you will be on the ground floor, near the Print Dept.



Now, go to the safe, and get the floppy disk stored inside. In front of you, will be the Print Dept., which we need to access in order to print the document stored on the floppy disk. To access the Print Dept. go a bit to the right, you will see a cracked window, look through it, to the door, locate the lock and flip the lock open. You can now open the door.
Inside the Print Dept. go to the fusebox and activate the fuse to the Pubic Printer. Before using the Public Printer, locate the shutter button and press it (this will open a shortcut to the ground floor, near the womens bathroom and the payphone).



Now use the Public Printer to print the document stored in floppy disk you got from the safe. It will require one token.

Collecting the document from the printer will complete this lead.
- Lead 2: Silhouette
Mina will page you at 16:47, letting you know that she will call a payphone at 16:48. If you miss this call you will have to call her back at 002318. It will cost one token.

Mina will tell you about how Alex mentions a file called DSC in his interview tapes a lot of times when the Union Act is brought up, and asks you to find the file and fax it to her.
The best place to do this lead is without any doubt the Silhouette offices, so make your way there.

The Silhouette offices are located on the 2nd floor, room 203. If you have the Print Dept. shortcut, simply go through there, safe and fast. In case you don't, take the lift on the ground floor and get to the 2nd floor. From there, the Silhouette offices are right in front as you exit the lift, you can go near the magnetic doors, crouch and check for Chance Crow, when the coast is clear, crouched, make your way into the offices and get to the computer on the right, to the end of the offices.


This spot has everything, a PC, safe access to the Print Dept., fax machine and its secluded enough you can hear when someones coming because we get the power on and the magnetic doors will be on, so you have extra time to hide if someone comes.

Start by going to the fusebox and turning on the power to the Silhouette offce.
Attention:When you turn on the power, a radio near the entrance will be turned on, blasting music. If this attracts attention, hide, if not go to the radio and turn it off. move silently, crouching, not worth running because you can attract more attention by running around. I also advise that you shut down the radio because it can muffle the sounds of Chance coming.

On the same table the radio blasting music is, there will be a floppy disk, grab it and go back to the computer, use the power button to turn it on. Once the computer is on, insert the floppy disk and go to documents, open the DSC file and copy it to the floppy disk by using the button to the top, next to print. After it is done, grab the disk back.


Now we need to print the document.
Look to the left of the computer and climb the first set of stairs, to the right, you will have a vent, go through it and go down the two ladders to the ground floor. You will now be in front of the Print Dept.
Information: to open the Print Dept., to the right you will have a broken window that lets you access the lock and flip the lock open. If you have any trouble finding it, please refer to Lead 1: Explosion, where I show step by step how to get the Print Dept. running.

With the document printed, we need to fax it to Mina, so make your way back up to the Silhouette offices by climbing the two ladders.

Locate the Fax machine to the right of the computer you used earlier, select the DSC document and press Send by clicking the button that lights up.

Mina will page you saying she received the fax, and to give her a minute to go through it.
You will get another pager message one minute later, from Mina, asking you to return to the fax machine you sent the fax from.

You will have a fax waiting for you, collecting the document completes this lead.

- Lead 3: Charles Bowman
To gain access to this lead, you will have to acess the Staff only area on the ground floor and get the letter on top of the table before entering the alarm secured office.


Attention: there is some risk in getting the letter, so to avoid that, simply locate Marlon's cart, and in the storage box, you will find the first clue. His cart is always placed in public only areas, so you won't get caught. A lot of the times, you will find his cart placed outside the Staff only area on the ground floor.

If you collected the letter from the Staff only area, you will notice the letter divided in two parts, the first part urges the person who has the interview tape to return it, especially because they are police property. The second part of the letter, is a poem, that shows the person that has the tape, wants to play a game to make you earn it. The first clue leads you to Marlon's cart.

The second clue directs you to the locker rooms. Go to the womens locker room, on top of the lockers you will find your second letter.


The third clue directs you to the Piano in the Attic. Fastest and easiest way to access the Attic is through the 2nd floor, so get there by using the lift. Reaching the second floor, you will have the Silhouette offices in front of you, and that's where you want to go. simply get near the magnetic doors, and check for Chance, when the coast is clear, simply enter the Silhouette offices. Go to the end of the office and cllimb the stairs up to the Attic.


Information: you can also use the window near the lift to access the Silhouette offices, but, it is so much more dangerous because Chance can catch you slipping out of the window or climbing to the wodden board.

In the Attic, make your way across it, and you will reach a spot with a lot of servers, a table and a big piano near a window. That's the piano, open the cover and get the letter.


The fourth clue tells you that you are near the answer and that "your secret admirer's heart" is where the big clock in the baths points to 3. The clue is directing you to the Turing Swimming baths.

Information: you can safely leave the Attic by going back, and near the stairs in the Silhouette office, go right on the vent, and climb the two ladders. I explain in detail how to get there and open the shortcut in "Lead 1: Explosion".

When you get back to the Turing Swimming baths, you will notice that the hour 3, in the big clock in the wall, points to the first floor. Make your way to the first floor using the stairs and go to the side where the 3 is and under a table you will find a secret compartment with a gift and Bowman's Interview Tape #3.



That's the missing tape from Det Holden's interviews. Listening to it completes the lead and you can do so, by going back, still on the first floor you will see the Turing Swimming baths office, inside you will have a tape deck.

- Collectibles: Bowman's Interview Tapes
Here I will be covering where you can find the 4 Bowman Interview tapes scattered throughout the Metacentre.

Bowman's Interview tape #1
This tape is located in the Attic. To get there, the easiest route is through the Silhouette offices (room 203) in the 2nd floor. Take the lift, and after making sure no Staff is around, enter and make your way through the Silhouette offices. Get to the staircase and climb it to the Attic. In the Attic, make your way through it and you will see a table, a piano, and a window. On the table, you will find Bowman's interview tape #1


Bowman's Interview tape #2
This tape is located in Amy Tench's office (room 102), first floor. The safest way to her office is through the Turing Swimming baths. Climb to the first floor and go through the door on the right (unlock the door using the lock if needed, since it is locked until Steve comes). The area behind the door is considered a Staff only area so crouch and stay silent. Climb the small set of stairs and to the right you will notice a vent, go through that vent and you will be inside Amy Tench's office. The cubicle further away will have Bowman's Interview tape #2 on top of the desk.




Bowman's Interview tape #3
This tape is directly connected to a lead, "Lead 3: Charles Bowman" where you need to find the missing interview tape. you can check that lead if you want, but here, i'll just go straight to the end, and tell you where it is.
The tape is located in the Turing Swimming baths, floor 1. Next to the door to the building, there is a table, and underneath, you will have a secret compartment, inside you will find Bowman's Interview tape #3.




Bowman's Interview tape #4
This tape is located on the ground floor, in a Staff locker inside the Staff only area.
To access it, make sure the coast is clear, and inside make your way through the path on the left, you will then notice a room protected by an alarm system. Code: 0087 .
Inside, make your way to the back of the office, and press the shutter button, this will cause the fuse to blow, cutting power to the office, so all Staff lockers will be opened.
Inside the Staff locker #1 you will find the Bowman's Interview tape #4.



Attention: if the fuse is out and you need to use the Data Doctor, for example, you gotta restore the power to the office, and to do this, you will have to go to the Print Dept. and turn on the fuse for room 050, Ali's temp office. I show you how to access the Print Dept. during "Lead 1: Explosion".
-- Return to the Bowman Building
This will not be a walkthrough of the chapter!
In this section, I want to give you tips on how to go through the chapter without any issues with Staff. I will also give you the codes necessary, while also providing information on where's everything important.

The most important tip I can give you is to not interact with the code compiler on the 2nd floor, because doing so triggers a 30 minute timer plus Steve patrolling the area.

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The codes for the chapter are:

0001 - Tom's alarm code (room 106)
0501 - Scarlet's side-office (inside her room 204)
0208 - Vicki's safe code (room 105)
0208 - Vicki's door code (room 105)
PAYON1 - Silhouette server password.


In Charles' office (room 201), on top of the desk you will have Charles' keycard (Purple).

Now let me show you some of the shortcuts on this level, because with the code compiler off, most doors will stay closed, so you have to use different paths.

The first one is how to access the 3rd floor. To the right of the code compiler, you will have a set of boxes that you can climb.


Now on the third floor, if you go to the right, before you enter the server room(room 301), you will have an open window with a vent.
Going through it, will lead to the Reel B room.


Before you go down the ladder, underneath the room 202, you will have a small passage, go through it and come out of a vent on the other side, you will be on top of the old Scarlet's office (room 204), and you can get the Scarlet's Keycard (Orange) up ahead. The path leads to the side-office, code is 0501.

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To the opposite side of Scarlet's office, back through the Reel B room, you will find Tom Looman's office (room 106), his alarm code is 0001. In his office you will be able to find a Silhouette code, that I cover in the respective section, and below his desk, you will have a secret compartment that has Tom Looman's keycard (Blue).


If you want to access Mitchko Napper's office (room 107), in front of Tom Looman's, go back to the reel B room and find a window to the left. Climb out the window and follow the wodden board alongside the building, and you will be outside Mitchko's office window.

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Another great and useful shortcut can be found from the 3rd floor, you will see a staircase leading to the 2nd floor with a covered vent. Remove the cover and go through the vent, you will be inside Vicki Edmond's workshop (room 105).
Attention: you will need to retrieve the floppy disk from inside Vickis safe (code: 0208 and apply the PHYLLIS patch by using her computer and then send it via pneumatic terminal to terminal 204.


Attention: deal with the floppy disk first, and then collect the Data Reel, because once you collect the Data Reel, the magnetic door in her office will close, and there's no point in you making a detour to the Data Doctor to repair the corrupted disk.


Another shortcut is in front of the server room, 3rd floor, there's an open window and a vent to your right as you go through. That vent leads to Charles' office, which is kind of a useless location.

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Data Reels

Just like earlier levels, you will have to collect Data Reels and put them in Memory Reels. (I am not sure if the order even matters). As long as you have all 3 keycards, which I already showed you where they are, you will have no problem with magnetic doors closing.


Silhouette Codes
The Silhouette codes are like the old punched cards and you will need 3 of them, A, B and C.

Code A can be found in Tom Looman's office (room 106) and alarm code 0001. It is inside a filling cabinet to the left TL #03 - folder 05.
Code B can be found in the filling cabinet AD #03 - folder 10, on rooom 202, to the left of Charles' office.
Code C is on Charles' desk, next to his keycard.


Now, after you collected all 3 Silhouette codes, placed all data reels in memory reels and sent the floppy disk with the PHYLLIS patch applied to the terminal next to you (terminal 204), you can activate the code compiler and proceed with the chapter.

The 30 minute timer won't matter much because the only thing left to do is to make your way to floor 3 and do a backup of the Silhouette server in the server room (room 301) and then exit the building.
- Colllectibles: Vinyls
In this section I will be covering the location of all Vinyls in the game.

The Bowman Building
This level has two collectible Vinyls.
The first Vinyl is located inside Bowman's office. He has a safe, behind a magnetic door, to the back of his office, behind a board. Code is 5959 .
Inside the safe you will find the New Age Republic vinyl.


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The second Vinyl is a bit further in the level, and you can only obtain it after you try to get a backup of the Silhouette servers. Make your way past Steve and down the staircase to the right. On the ground floor, you will have an iron curtain, that is half-closed, duck under it and on the other side you will have a blackboard with the vinyl Billy Echo leaning against it.




The Carson Offices
This level has two collectible Vinyls.
The third Vinyl is located inside the Lost Property on the first floor. It is a Staff only area. Inside make your way through the office until you reach the Staff locker room, to the right, you will have a hole in the wall and inside, you will find the vinyl Buzz Kill.


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The fourth Vinyl is inside the safe in Alex Dubois' office, room 118. The fastest way is through the Turing room, but you will need Carla's keycard, hidden in the vent in the Print Dept on the second floor. Inside the turing room, to the right side of the room, open the vent and go through, it will lead to Alex's office.
In Alex's office, locate his safe, behind a painting depicting feathers. Code 2275
Code: the code to his safe can be located in the right drawer on his desk, there will be an Union Act Agenda, flip it over and the code will be noted down.

Inside his safe you will find the Bobby Robbins vinyl.




Whitworth Gardens
This level has one collectible Vinyl.
The fifth Vinyl is located near the Greenhouse, to the left as you stand up from the bench. Go to the right side of the greenhouse, and you will notice a staircase, you can squeeze through the greenhouse and staircase. After, to the right, you will have a vent, the vinyl Burden of Proof will be inside.


(My level of the Whitworth gardens is bugged and does not populate the level with collectibles, meaning I couldn't get a picture of the Vinyl)


The Incident Site
This level has one collectible Vinyl.
The sixth Vinyl is located in the Staff lockers, close to the server room. As you make your way down the Incident Site, you will obtain Michael's keycard, after that, you will return to the place with the Staff lockers, instead of progressing right away, use the keycard on the Staff lockers.
Inside you will find the Saiorse vinyl.



The Metacentre
This Level has two collectible Vinyls.
The seventh Vinyl is located in Chance Crow's office safe. Best way is through the Turing Swimming baths, using the scaffolding to climb to the first floor where you will be in front of a staircase leading to a backdoor to his office. He takes a nap from 16:25 to 16:40. Inside his office, the safe is located near his computer, to the left, in a small corner. Code 5801 .
Code: The code to his safe is written under a desk to the right of his computer. There's also a note in the Silhouette offices that mentions the safe code.


Inside the safe you will find the Soul Obsession Vinyl.
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The eight Vinyl is hidden in the clocktower's safe. I explain in great detail how to access the clocktower during "Lead 1: Explosion", so if you don't know how to access it, check that lead. Inside the clocktower, release the clamp holding the safe and then climb down the two ladders to the ground floor. Inside the safe you will find the Surviving the Flood vinyl.


Return to the Turing Canal
The ninth Vinyl is inside a trashbin on your way to the Carson's house and it's theLaced with mud vinyl.


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The tenth Vinyl is in the Carson's basement. You can find the The Bandits vinyl on top of a desk.


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The eleventh Vinyl is in the Carson house, first floor, in one of the bedrooms. You will have to progress the game as Harvey Miller, and then you'll get to play another character depending on your choices, and you'll be in the Carson house.
Climb the stairs to the top floor and the first bedroom to the left will have the vinyl Syndrome in a basket.


- Collectibles: Audition Tapes
In this section I will cover the location of the 5 audition tapes scattered throughout the game.

The Carson Offices

Audition Tape #1

The first audition tape is hidden in the Stock Room on the first floor. To access it, find the covered vent near Alex Dubois' office (room 118), remove the cover and go through. Climb to the second floor and exit the lift access going right and through the Lost Property vent. Exit to J.Hughes vent and go under to cross to the Stock Room.
Information: I go into detail on how to access the stock room during the Carson offices chapter, "Lead 3: Carla's Vendetta", so go check that lead for a cleaner guide with pics.

Inside the Stock Room, the audition tape will be on a shelf in front of the vent.

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Whitworth Gardens - 1 Minute Silence

Audition Tape #2
The second audition tape is in Marlon's office, near the Greenhouse. Make your way to the right side of the Greenhouse and you will notice a small passage you can squeeze through. Reaching the other side, climb on top of the boxes and enter Marlon's Office. On top of the table in the middle of the office, you will find Audition Tape #2.


(My level of the Whitworth gardens is bugged and does not populate the level with collectibles, meaning I couldn't get a picture of the audition tape)


The Metacentre

Audition Tape #3
The third aution tape in in the Turing Swmming baths office. To access it, make your way to the Turing Swimming baths, climb to the first floor and you will see an isolated office to the back of the Turing Swimming baths. Inside you will find Audition Tape #3 on top of a radio.



Audition Tape #4
The fourth audition tape in located on the basement floor, in the Marina Murphy's letterbox (room 010).


Audition Tape #5
The fifth audition tape is located on the 2nd floor, outside the Silhouette office's window. Use the lift to access the 2nd floor safely. once there, go through the Silhouette offices (room 203), right in front as you exit the lift. The Silhouette offices are a Staff only area.
Make your way to the back of the office, you will notice a staircase to the left, climb the first set of stairs and climb out the window. The Audition Tape #5 will be next to a coffee cup.

- Collectibles: Music Cassettes - Part 1
The Bowman Building

There is one Cassette in this chapter and it is located in Charles Bowman's office (room 201). To access his office, cut the power using the fusebox. Once inside, make your way to his desk, and on the left drawer you will find the cassette Here With Me.

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During the Prologue you will be put in the shoes of Harvey Miller, a Journalist working at Gale. In his house, go to the kitchen and you will find the Tantamount of Reason cassette.


The Carson Offices
There are 9 music cassettes in the Carson Offices.

Run With Angels
There are two copies of this music cassette.
The first copy is inside the Print Dept. on the second floor. To the left you will have a desk with an answerphone. There's a small compartment, and in it, you will find the Run With Angels cassette.

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Alternatively, you can acess the Turing Meeting room, on floor 1, to the left of Alex Dubois' office (room 118). You will need Carla's keycard to enter. The keycard is hidden inside the vent in the Print Dept. Inside the Turing Meeting room, open the right cupboard and you will find the Run With Angels cassette.

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Hannah Mix
This cassette is inside Carla Burman's office, if you have her keycard, hidden in the vent in the Print Dept. then go to her office, room 215, swipe the card and input 5276.
Information: I cover a lot of ways to access Carla's office in the chapter Carson Offices, "Lead 2: Stolen ID", so check there if you are stuck.

Inside Carla's office, make your way to her desk and on the left drawer, you will find the Hannah Mix cassette.

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Butterflies
This cassete is in the Attic. access it through a door with an exit sign above it at the back of the Print Dept. on the 2nd floor. Climb the stairs past a section with a table and blueprints for the building. After the second set of stairs, look back. You will notice a small space to the left with lighting coming through it. Crouch and go through it, after that, you will notice a small area to the left, before you reach the next vent exit, go to the left and on top of a table, you will find the Butterflies cassette.


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Print Department Mix
This cassette is also in the Attic, but in the same area as the place with the blueprints, so backtrack a bit. Continue through the Attic and you will come to a point where you will have a path to the left with a table and a radio. Inside the trashbin you will find the Print Department Mix cassette.

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Love on the Weekend
This cassette is in Dans security office on the ground floor. You need to wait for him to take a break, generally the best time to do so is at around 15:30, he will radio Steve saying he will take a 15 minute break. Sometimes he doesn't leave his door open which is a pain, so whenever you hear Dan telling Steve he is either going for water, or bathroom, try to make your way to his office ASAP.

During that period, make you way to his desk, and use the code 1982 on the safe to his left.
Code: you can find Dan's safe code in a leaflet to the right, flip it over and the code will be written down.


Inside you will find the Love on the Weekend cassette.
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Drowing in your Apathy
This cassete is located in the basement floor, inside the trashbin past the gallery. In case you don't find the place to go down, take the lift to the basement floor and when you exit, to the left you will have the trashbin. Inside you will find the Drowing in your Apathy cassette.

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Girl you're gonna need some ammo
This cassette is located on the first floor, to the far right of the floor (opposite side of Alex Dubois' office), on a bench.

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If lovin is for nothin
This cassette is inside Alex Dubois' office. Use the vent in the Turing Meeting room to access his office (needs Carla's keycard).
Information: I cover almost all the possible ways of accessing Alex Dubois' office in the chapter Carson Offices, "Lead 2: Stolen ID", so check it, if you are stuck.

Inside his office, make your way to the bookcase to the left of the door. you will find the If lovin is for nothing cassette.

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Sometimes
This cassette is inside the Staff Locker, within the Lost Property on the first floor. Best way to get the cassette is by cutting the power via Stock Room.
Information: I show in detail how to access this Stock Room in Carson Offices, "Lead 3: Carla's Vendetta", so check that if you're stuck.

In the Staff locker, open the locker #1, and inside you will find the Sometimes cassette.

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- Collectibles: Music Cassettes - Part 2
The Metacentre
There are 4 cassettes in this chapter.

Coop
This cassette is hidden in Michael's lunchbox. To get to it, you need to go to the memorial area, near the entrance on the basement floor. there will be a picture of Michael and below it, a covered vent. Move the cover and pass through, climb a bit and you will be able to interact with the lunchbox (cutscene for this one). you will automatically get the Coop cassette.

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Coz I want ya
This cassette is located on the ground floor, in the Staff only area. Inside, to the left, you will see a trashbin. In it, is the Coz I want ya cassette.

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As a Team
This cassette is located on a wodden platform between the two ladders that connect the Print Dept. to floor 1 and floor 2. To get there, go to the 2nd floor, via lift, and go through the Silhouette offices (room 203). It's a Staff only area. Inside, make your way through the office and climb the first set of stairs, and exit through the vent on the right. Climb down the ladder and get the cassette.

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Mud
This cassete is located inside Osman's office on the first floor. If you just want the cassette, go to the men's locker room, open the locker #15 and get Osman's keycard. Go to the first floor through the Turing Swimming baths, and access his office which will be right in front as you enter.
Information: If you want a safe approach, I explain how to in the "The Metacentre, Question Thread section".

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Return to the Bowman Building
There are 2 cassettes in this chapter.

Ready for Love
This cassette is located inside a lunchbox on the shortcut to reel B, near the opposite side of office 202. You can access this area through floor 3.
Information: I explain in the "Return to the Bowman Building Section" how to access this area, so if you're stuck, check there.

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My Car
This cassette is located in the Reel C room, in the central area of floor 1.






25 Comments
Rivers  [author] 23 Feb, 2022 @ 6:07am 
@Eye of Arrow: Yeah, I tried though, and hope that even with the going back and forth, you still got everything and enjoyed the game :lunar2019grinningpig:

@Grim Griefer: The radio I mention is the one in the 3rd picture in "Lead 2: Silhouette", the image there will show a floppy disk and a radio behind it, thats the radio that will come on and blast music. The audio mixing being a mess is something I never experienced, or came across other people experiencing, but I know the game doesnt have a lot of options. If this is the only game you experienced that, it might be even harder to fix...
Eye of Arrow 23 Feb, 2022 @ 3:34am 
You are right too. i guess u cant make everyone happy :D
Grim Griefer 23 Feb, 2022 @ 2:29am 
I can't find the radio near the entrance to the Silhouette offices. The game's audio mixing is all over the place, and the only audio setting is a slider that says "MASTER."
Rivers  [author] 22 Feb, 2022 @ 8:01pm 
Oh, You are right! At the time I didnt want to make each chapter too big since most people were looking for safe routes and I was struggling with the chapter sizes (even deleted an older version because of that), so I thought separating them was a bit better in terms of organization. But I am sorry about it because I can see how it is an inconvenience to go back and forth.
Eye of Arrow 22 Feb, 2022 @ 6:23pm 
Thank you ! i wish u had shown us collectibles with the story together so we wouldnt go there again :)
Rivers  [author] 10 Dec, 2021 @ 10:32am 
Thank you for the kind words and thank you for checking the guide out :lunar2019grinningpig:
the french BAGUETTE 9 Dec, 2021 @ 4:25pm 
Thanks a lot Rivers. I swear we need more people like you in this game.
Rivers  [author] 28 Oct, 2021 @ 9:43am 
Thank you very much for your kind words! I'm really happy that this guide is able to help you, as I understand the frustration it is when something goes wrong and it's a full chapter restart.
Hope you can see this game in a new light and find it more enjoyable than before :steamhappy:
PYr0V4L3R0n 28 Oct, 2021 @ 6:37am 
awesome! thank you so much for your brilliant guide which lets me play this fantastic game again or better said, give it a new try. cause of the save system and my frustration, i was very disappointed. now, I can play it with "new love". but thats OT....
Want just say, again, thanks for your work and this guide :100:
Rivers  [author] 31 Jul, 2021 @ 9:27am 
oh wow, it is a pretty weird bug, so you end up wondering if you did something wrong, but glad I could help you out!