Aunt Betty Industries Ruins

The **Aunt Betty Industries Ruins** are a secret military training location for Aunt Betty Industries, hidden under the clothing factory.

## Overview

The Ruins give access to the Aunt Betty Industries Labs. The ruins must be navigated to reach the elevator at the end, where the second boss fight will occur, if the boss of the first was left alive. The ruins are the only location of the ABI Commandos, an elite corp of guards.

## Layout

The ruins can either be entered from the Aunt Betty Industries Exterior cargo area, leading to the top section of the area, or from the Aunt Betty Industries Interior, leading to the lower section of the area.

Assuming the player starts from the staircase down from the interior office building, the area starts in an area covered by blue metal fences. The fence to the right can be broken to reveal a hidden item stash. Going forward opens to the room with patrolling ABI guards. Forward through this room leads to the main room of the level, a multi-tiered area. Going forward through here at ground level leads to a junction point.

The junction point allows the player to go either forward, left, or right. Going forward leads to the end of the level. Going left leads to the prison area and armory. Ricemanu's patrol can be found dead here, if ZeroPresence isn't alive to save them. The player is held in one of the cells here if they are knocked out by Slicer or ZeroPresence and their equipment is stored in the armory at the end of the hall.

Going right leads to a room with water in the middle. A door can be found on the right that leads up some stairs to the second floor of the main room. Going left from here leads to a room with a patrolling Small Security Bot which can be altered via the console in the middle of the room, this room also provides the player with some EMP Chargers and a Repair Bot. Going right instead leads to the main room, crossing over the wooden panels in the middle leads to stairs up to the third floor.

A dead WorldCorp Commando can be seen under the floor. Going left leads back to the main room, crossing across leads to a candelabra that can be used to reveal 20mm HE ammunition and a Vortex Grenade on easy difficulties. Going right leads to the barracks. The first door on the right leads to a room with an ABI Commando in it, the painting can be used to give access to the mentioned dead WC commando, containing an Augmentation Upgrade Canister.

Going straight forward in the wooden barracks leads to a Medical Bot and vents that leads to the other side of the barracks and to the previously mentioned armory. The datacube containing the login information for the robot control panel can be found in the water on the route to the armory. In the barracks the final room on the left is tripped with a LAM. The password required to gain access to the end of the level is found in the final room on the right, protected by an ABI commando.

Back in the room with the water at the bottom, the broken floor can be swam through to find a "Strange Mirror". Using the strange mirror activates the final Narcissus Event, Treskton. Going to the left and up in the water room leads to the stairs to the top floor of the main room, allowing the player to cross using the bridge. This area contains a small storage room on the left and a firing range on the right. An ammo Vending Machine can be found at the firing range, giving one of the final uses for the player's credits. Going forward leads to a room with three crates, this is the room where the player starts if taking the cargo entrance.

The end of the level is a large rooms with pews to the side in the middle. The elevator down to the labs can be found at the back and to the right. Inside the room are either ABI troops or, if they were left alive, the boss (Slicer or ZeroPresence) and their troops.

## Gallery

Entrance (lower).Ricemanu's platoon.Prison cells.Armoury.Water room.Treskton's mirror.Bot bay.Opened candelabra secret.Dead WC commando.Barracks.Waterway.Main room (above).Firing range.Entrance (upper).Boss room.