- Prerequisites: Resistance Rating Level 3+, Complete Story Mission: The Cleansing and
- Rewards: None
- Details: John Seed has taken you in to confess your sins. Hudson’s trapped, but you can’t help her now. Escape the bunker and live to fight another day.
MISSION Commencement
Once you meet the prerequisites and you fall captive to John’s flock, you’re dragged deep inside John’s Gate, an abandoned nuclear bunker in far west Holland Valley. You wake up in a chamber with some alarming choices in interior decoration and must sit through some deranged rantings from John as he shakes his screwdriver at you and toys with torturing you or Deputy Hudson. She’s trussed up and across from you. Resist any temptation to say yes.
FIND Deputy Hudson
After John and Hudson both leave, drag yourself to the top of the metal stairs and throw yourself to the bottom, freeing yourself from the chair you were tied to. Creep under the pipes to a missile chute, drop down, and creep up into the barracks to strangle your first enemy. Grab the melee weapon he drops.
Continue to track a second foe, grabbing and pummeling him to the ground. There are two more foes outside the barracks in the Silo A corridor. Tackle them; it doesn’t matter if you’re spotted, though performing stealth takedowns for as long as possible is optimal. Ignore the metal stairs going up, in the barracks chamber. They lead to a dead end (with some minor items).
Instead, head into the Silo A corridor. Note the signs indicating your position; if you get lost, you should know where you are. When you reach the blast door, interact to open it. Enter Silo B.
If you can, continue a clandestine approach. The corridor branches and reconnects in a second barracks, where you find the majority of foes. Remain in either corridor section, creeping up on a single foe patrolling each passage, and melee-strike them. Collect their body and hide them in one of the corridor alcoves so they aren’t discovered.
Watch for a blast door to open along the left side of the left corridor. Two more foes are behind this door (which is where Deputy Hudson’s muffled screams are coming from). Silently kill the first foe who patrols into the corridor, then hide him. Optionally sneak to tackle the other. You can check on the deputy at this point if you wish.
Otherwise, enter the second barracks, defeating the foe doing push-ups, dragging his corpse out to your favored hiding spot. Then strangle the foe from behind who’s sitting on the couch. Drop his body down the adjacent stairwell. Then tackle the two foes (one attempting to drown the other in Bliss). This is the first time you can’t defeat foes without them realizing you’re escaping. You should have grabbed a pistol from a previously defeated foe. Make sure you have one before defeating the last two foes, then check on the deputy through the blast door window.
ESCAPE the Bunker (01:30)
John has arranged a particularly devious trap; the base stairwell is rapidly filling with Bliss, and you’ve 90 seconds to reach the surface of John’s Gate before you asphyxiate. Furthermore, John has sent in his “Angels,” shaved wretches possessed by Bliss that act like hostile zombies, attacking you with melee weapons or their fists. There’s no time to lose, so sprint up to the base of the stairwell, optionally using your pistol to clear a path through and up the stairs. Expect to encounter approximately 10 foes (some are cultists you can kill and steal a gun from). Ignore them or shoot them in the head with a pistol; melee attacks can take too long. It takes a minimum of 30 seconds to reach the surface door, so don’t dillydally!
ESCAPE the Area
Once you’re through the surface door and into the exterior unloading dock, the Angels don’t stop coming (expect other cult members in the vicinity, too). Though you can try to maneuver around the silo’s surface, a chopper soon appears to rake you with machine-gun fire. You can simply sprint down the hill to the bridge and escape waypoint. Or you can drop a few Angels, open the three truck containers parked in the unloaded dock, and grab the (random) weapon or item inside. This isn’t necessary, but you may find a more powerful weapon for shooting at the chopper pilot (though dashing into the woods is just as effective).
Once you escape and the mission concludes, Dutch radios in about the next course of action. Before you step up your offensive, head to any shop and grab all your equipment.