Akropolis Tower

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  1. 1

    The Akropolis Tower Incursion

    Akropolis Tower Main Lobby

    Following the opening FMV, you assume control of Aya at the skyscraper's entrance:

    The Akropolis Tower entrance, where you take control.
    • Proceed into the main lobby. Search the fallen S.W.A.T. officers to gather medical items and ammunition.
    • Pick up the Akropolis Map located behind the central fountain statue.
    • Directly in front of the statue, you will find an Infinite 9mm P.B. Ammo Crate. Max out your M93R sidearm reserves.
    • Approach the door near the public payphone. You will meet a surviving officer who hands you the Cafeteria Key.
    • Descend the left stairwell toward the ground floor dining section.
    The main lobby — S.W.A.T. bodies, the fountain statue and the ammo crate.
  1. 2

    The Cafeteria & Escalator System

    Cafeteria & Kitchen
    • Use the key to unlock the cafeteria. After the shocking cutscene where a woman mutates, engage your first major combat encounter:

    Stranger NMC (Cafeteria)

    Difficulty

    The first Artificial Neo-Mitochondrial Creature encountered by Aya. Its bulky frame makes maneuvering around restaurant furniture cumbersome.

    The cafeteria fight — keep the central table between you and the NMC.
    Attacks
    • Medium-range forward claw swipe
    • Evasive leap and lunge
    Strategy
    • Position Aya behind the central dining table to use it as a physical barrier.
    • Keep the table between you and the beast, firing continuously with the M93R or casting Pyrokinesis.
    • If it begins circling around, run around the table perimeter to maintain spacing.
    • Once defeated, grab the Metallic Device from the creature's corpse and the map on the neighboring table.
    • Speak with senior agent Rupert Broderick as he enters. Return to the lobby payphone to report the situation to M.I.S.T. headquarters.
    • Head back to the cafeteria and exit through the rear service door. Open the yellow wall box in the hallway to obtain the Blue Key.
    • Head up to the kitchen and inspect the refrigerator for supplies.
    • Enter the adjacent control room and insert the Blue Key into Lock A to restore power to the escalators.
  1. 3

    The Chapel, Fountain & The Black Card

    Upper Promenade & Chapel
    • Head outside to the fountain courtyard and ride the powered escalator up to the upper deck.
    • Near the Coca-Cola vending machine, search the fallen S.W.A.T. officer to acquire a Tactical Vest.
    • Descend down the opposite stairs to the lower courtyard and inspect the body at the far end to retrieve the H&K MP5A5 Submachine Gun.
    • Enter the chapel to rescue Rupert. Following the cutscene, pick up the Red Key lying on the carpet before the altar.
    • Step through the chapel's side door to discover a stone bust concealing a primed time bomb behind it.
    • Return to the cafeteria control room and insert the Red Key into Lock B to drain the courtyard fountain.
    • Walk into the drained fountain basin and loot the fallen officer at the bottom for the Grenade Pistol HK.
    Crucial Item: The Black Card

    Return to the chapel side chamber where the bomb is planted. Lying on the floor directly in front of the bomb is a Black Plastic Card. It is imperative that you pick this up now! Without it, you cannot unlock the classified military armory in The Shelter B1 later in the game.

  1. 4

    The Bridge & The Duel with No.9

    Bridge Courtyard & Upper Corridor
    • Head to the courtyard gate shattered by No.9.
    • Enter passcode 561 on the security keypad to raise the bridge walkway.
    • Cross the bridge, neutralizing the mutant fish from the safety of the platform.
    • Save your game at the telephone before climbing the access ladder.
    • On the upper level, advance along the corridor to the broken elevator. When attempting to walk back toward the ladder, the first boss duel triggers:

    No.9 (Rooftop Encounter)

    Difficulty

    A cybernetic assassin and field commander for the ANMC syndicate. His thermal blade is deadly at close quarters, but his cocky swagger leaves him vulnerable to environmental wiring hazards.

    No.9's first duel, in the rooftop corridor by the broken elevator.
    Attacks
    • Flaming high-frequency sword slash (heavy damage)
    • Flash grenade toss causing paralysis
    • Sprint charge into a grappling choke
    Strategy
    • Keep Antibody and Energyshot active at all times; cast Metabolism immediately if afflicted with paralysis.
    • Kite No.9 down the hallway. When he passes high-voltage wall junction boxes, shoot them to electrocute and stun him.
    • Near the elevator, shoot the overhead gas pipe to trigger a massive thermal blast right on top of him.
    • Finish him off with the Grenade Pistol or 9mm Hydra rounds until he retreats to the helipad.
    • Following the battle, watch the helipad cinematic as No.9 leaps off the skyscraper and Aya is extracted by M.I.S.T. transport.

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