"Sigismund of the Pharmaceutical Department has been embezzling company funds and using them to gamble with highly speculative biological currencies. This would already be bad enough to warrant his immediate liquidation but he has also become increasingly deranged, flying into fits of rage and vomiting blood all over the office. While you're there you should also dispose of his accomplice, Jerry. He's scheduled to be hosting a meeting in the conference room with other executives."
Mission[]
Kill the traitors Sigismund and Jerry.
Description[]
You begin the mission facing the building. There are a couple of buildings you can enter outside of it, but the majority of the mission takes place inside.
There are generally four ways in: the front door, the side door, the top floor windows, and the top floor vent. Entering from the front door there is a main lobby ahead, and a stairway upstairs to the right, with guards both ways. The main lobby has two guards, each with a hound. Straight ahead is a stairway up to the second floor, where a guard waits behind a desk, and two guards stand between you and the board room. There's also a guard in the board room with the target and various NPCs.
Going to the side door of the building requires either a way to destroy the cracked door in the fence, or an ability to bypass the fence itself. Inside the first side room there's a guard, and straight ahead is another room with another guard, and a door leading back to the main lobby. The other door from this room leads to a weird hallway full of hounds, ending in a vent that opens up into the bathroom by the boardroom. Back to the first side room, there's another door there leading to a security room with a guard. Past him there's a mostly empty room and a staircase leading up.
This area has two well-armed guards, and contains the doors to a side room full of Fleshrats and a Knifer. The other door on this level leads to a vent directly into the boardroom.
The top floor has three guards and a hound in the first section, and two more guards in the next, with a final heavy guard in the bathroom. The top floor is mostly open, so keep in mind the guards may be able to shoot you whichever section you're in. Also, the top floor vent leads into the bathroom. One of the offices on this floor holds a mission target.
Outside the mission, you can also get the Death surgery from a shop named Pure Optics that's across the front entrance of the main building (left from the starting point). You need to be in Hope Eradicated mode in order to open the door that's inside the shop. After you get the Death surgery, you can't go back to Life state. The Death surgery changes your health indicator from green to magenta. It gives you the ability to wall jump and not get damaged from the purple gas and the radiation from the Bolt ACR, among other things.
Enemies[]
Standard Enemies[]
Hope Eradicated Enemies[]
Weapons[]
Guards here carry Parasonic D2 Silenced Pistols, K&H R5s and K&H X20s.
The Balotelli Hypernova shotgun can be found in the room on the second floor that Sigismund is found in.
A Security Systems Anti-Armor Device is on top of the tree across from the conference room. Requires either a way to get up very high, or going through the Divine Link door on floor 2, in a room directly right to the target room.
The Parasonic C3 DNA Scrambler is located in a room at the end of the alley next to the main building. The doorway is very high up, requires the Grappendix, Icaros Machine, Biojet, Abominator, Alien Leg Wetware(with a well timed kick jump) or many stacked barrels.
Fish[]
Fishing spots are:
- Fish pond in main lobby
- Sinks in the restrooms
The following fish can be found:
- Poolsucker
- Drimp
- Brainy (only at real-time night)
- Ballsfish
Money locations[]
- $1000 behind the Divine Link door, next to the Security Systems Anti-Armor Device (Savegame ID: PH_Money1000_1)
- $500 in the second floor in the middle office (Savegame ID: PH_Money500_1)
- $500 in the entrance hall, elevated next to the statue (Savegame ID: PH_Money500_2)
- $500 below the labortory in a room with crates (Savegame ID: PH_Money_500_3)
Trivia[]
- An NPC confirms Pharmakokinetiks as the creator of Fleshrats.[1]
- They also created the Parasonic make of biological weapons, including the seemingly scrapped Parasonic C3 DNA Scrambler.
- They also employ Gutworx in their facilities, along with Security and Security, Redefined.
- As this is the first canonical job the Protagonist performs, he is given a combat cocktail to enhance his senses and killer instinct. This has no effect in gameplay, but does inform the player that Cruelty Squad agents are chemically augmented.
- The Protagonist seems to be addicted to combat, and the chemicals may have no effect as a symbol of his drive for battle as his juice, not a drug.
- A regenerative art commune referenced by Cock Le Doody can be found on this level. It is referred to as the "Misery Room" and houses the Misery Room Man. It is only available with the Power in Misery difficulty activated.
- The mission briefing asserts that Pharmakokinetiks is the pharmaceutical corporate branch of the same conglomerate owning Cruelty Squad.
[]
Missions | ||
---|---|---|
Main Missions |
Cruelty Squad Headquarters • Pharmakokinetiks • Paradise • Sin Space Engineering • Androgen Assault • Mall Madness • Apartment Atrocity • Seaside Shock • Bog Business • Casino Catastrophe • Idiot Party • Office • Archon Grid | |
Secret Missions |
Darkworld • Alpine Hospitality • Miner's Miracle • Neuron Activator • House • Trauma Loop |