Into the Dark

**Into the Dark** is a mission in *Dragonfall*.

## Synopsis

You squeeze through the narrow gap beneath the floor panels and climb down into a large space beneath the lab complex. Darkness surrounds you, and the air smells moldy and stale.

As your eyes slowly adjust to the light, you can make out the dim planes of cobweb-covered walls and scattered construction equipment. Judging by the dust and disrepair, this place appears to have been abandoned long ago.

Meanwhile, somewhere else beneath the Harfeld Manor, Paul Amsel's killer is preparing to wake a dragon and unleash it on an unsuspecting Berlin.

## Walkthrough

### Sub-level 2

#### Entry Zone

* In room 1, your first order of business is to activate the lights. Pickup the gasoline **Fuel Canister** in front of you. Interact with the small portable gas **Generator** to pour the gasoline into the generator, then pull the start cord. Move to the SouthEast to fight a Scorpyrine, then pickup the diesel **Fuel Canister** located at the far end of the room. Return to and interact with the **Main Generator** to add the diesel fuel, then try to start the generator. The generator will turn on, and so will the lights. You may now read the Old Papers on the table, if you want. Interact with the **Door Console** to and **Open** the door to move forward.
* In room 2, you may **Inspect** the crack in the floor to observe enemies below setting up an ambush. Knowledge of any enemies on the floors below will not give you a in-game advantage in turn order. **Open** the door to move forward.
* In room 3, you may read the **PDA** located in the middle of the room. To the North East is a Door Console and Locked Door. Open the North west door and proceed the Blasting Area.
* In the locked room, which is locked with an RFID lock, is a Explosive Control Panel that allows you to optionally arm and detonate the explosive charges found in the blasting area.

#### Blasting Area

* Heading northeast from the Blasting Area entry, you will find three sets of **Blasting Charges** placed into the ground. These charges can only be intentionally by triggered by using the Explosive Control Panel, and do not explode if hit with a fire attack during combat. Inspect the crack in the floor to observe enemies below setting up an ambush.
* To obtain the RFID chip for the locked room, head to the south-south-west to fight two Firedrakes. After the fight is complete, pickup the **RFID ID Card**. You may then optionally return to the RFID-locked door and unlock it, and use the terminal to arm and detonate the explosive charges you saw in the blasting area, crushing the enemies below.
* The area North East of the Blasting Charges has two Scorpyrines in it. Either enter this door from the Blasting Charge zone, or circle around the room and enter without a door from the north side of the map. Either way, once the Scorpyrines are dead, you may Inspect the crack in the floor to see a small storage room with a monster.
* Optionally visit the Northernmost corner of the map and fight three Scorpyrines to interact with a **Glowing Rock**. With Spellcasting/Conjuring, you (or a member of your party) may magically inspect the rock, with Spirit Summoning:5, you (or a member of your party) may probe the rock to gain two earth fetishes, one force 4 and one force 6. You may also Inspect the crack in the floor to see a small storage room with a monster.
* Once you are ready, open the door past the dead scorpyrines and **Transition** through the vent to the next level.

### Sub-level 3

#### Entry Zone

* If you freed APEX during Apex Rising, it will contact you to complete a task, demanding you remove the safeguards separating it from the dragon, and threaten consequences if you do not.
* Optionally examine the **HVAC Diagram** on the wall, and save an Image to your PDA, then Open the door to exit into a hall.

#### CIC

* From the Entry Zone, head left down the hall to come across a closed door and proceed with the rest of the level. If you choose to enter, the enemies in this room are the assault team you observed from above. Enemies include 3 Vanguard Mercenarys, 2 Paramilitary Guard, and 1 Paramilitary Grenadier. This combat can be avoided by activating the Blasting Charges in the previous level.
* This room has a door to the North that connects to Bulk Storage, both doors to the South connect to a **Hallway** that connects you to the second half of sublevel 3.

#### Infirmary

* From the Entry Zone, head left down the hall, and pass the door leading to CIC to reach the closed Infirmary door. If you choose to enter, there are two Firedrakes. The infirmary contains two advanced medkits.

#### Jack-in Area

* To the right of the Entry Zone, you will find a small area with large door to the North West (empty storage), Jack-In portal and a door and to the North East (Empty Office), and a large door the South East (Bulk Storage).
* The Matrix layout is straightforward. Clockwise after entering the first portal, you will find Security Logs node, a Secure Door Control, and a Secondary Door node. The Security Logs node is guarded by two White ICs and accessing them allows you to read three messages, one of which contains a **supply box code**. The Secure Door Control is unguarded, and flipping it automatically opens the door that connects the Bulk Storage and Firing Range (*doing this will place you in combat initiative, even if you have not opened doors to these locations.*). The Secondary Door node is guarded by two White ICs and a White Sentry IC.

#### Nerve Gas Storage

* From the Jack-in Area, head through large door to the North West into an empty storage room, and then open the subsequent door to fight three Scorpyrines. You may then inspect the **Shelf** and **Pickup** a canister of nerve gas. If you want to use the nerve gas to kill off the enemies in this level, you will need to take the canisters to the **HVAC Controls**. Exiting through the Western door will take you past closed doors for the **Infirmary** and **CIC** before connecting back to Jack-in Area.

#### Bulk Storage

* From the Jack-in Area, head through the door at the bottom to reach Bulk Storage. There will be two Firedrakes in this room. The door in the North East of this room leads to the **Firing Range**, and requires unlocking via the Jack-in Area. Combat in this room may differ, or be avoided altogether, if you choose to use the Nerve Gas prior to entering, or flip the Secure Door Control in the Jack-in Area.

#### Firing Range

* From the Jack-in Area, head through one additional room to reach the firing range - either the **Empty Office** to the NE, or the **Bulk Storage** to the SE. There will be two Scorpyrines in this room. The firing range contains four Russian military grenades, and it may be useful to take advantage of combat initiative to allow non-player characters to pick them up. The door in the South West of this room leads to Bulk Storage, and requires unlocking via the Jack-in Area. Combat in this room may differ, or be avoided altogether, if you choose to use the Nerve Gas prior to entering, or flip the Secure Door Control in the Jack-in Area.

#### Hallway

* From west to east, the doors along this hallway are for CIC, HVAC Controls, CIC, Secondary Door (locked until bypassed via the Jack-in Area), and Administration.

#### HVAC Controls

* Vent 1 is for the Firing Range. Vent 2 is for Bulk Storage. Vent 3 is CIC. Vent 4 is Administration, at the end of the hall. If you took a canister of Nerve Gas from Nerve Gas Storage, you may use it here by pressing the button for the room, pulling the manual bypass lever, then placing the nerve gas canister on the intake. Once there are no more enemies to use the HVAC for, the controls will be inaccessible.

#### Administration

* This room contains the second assault squad. This combat can be avoided by using the Nerve Gas in the HVAC Controls, or the entire room ban be skipped by using the Secondary Door entrance.

#### Secondary Door

* The doorway connecting to the hallway is locked, and unlocked by using the Matrix in the Jack-in Area. At the back is the door to the final level **Transition**, the back door to Administration, and a locked supply locker. The locker code is 3971 (obtained by reading the Security Logs inside the Matrix in the Jack-in Area) and contains 4 Kamikaze.

### Trauma Ward

* This is the final stop before the finale. Use the BuMoNa Emergency Field Trauma Unit to heal all members to full. Access the medkit on the wall to allow every team member to receive a Premium Medkit. Near the chest are two BuMoNA Gold Trauma Kits for you to pick up.
* Open the Lab Blast Door to to Travel to the final location and initiate Dragonfall.