![]() ![]() Two more will appear on either side of the elevator as you draw near, again giving you time to take them out before they get close. Move slow, as there are four Molded milling around here - careful shots from a handgun can lure them to you one at a time to take them out in an orderly fashion. As you move on, grab the Chem Fluid and Strong Chem Fluid under one of the mine carts, and head right. ![]() ![]() Everywhere Bobblehead #18 is perched on the windowsill, with 44 Magnum Ammo right below him. Leaving the Safe Room behind, head down the path but turn around to look at the window to the Safe House. This is also the last time you’ll be able to trade Antique Coins for the locked items, so pick what you can. You now have a lot to work with, so think carefully about your weapon choices and what you bring with you. In the next room is the Safe Room, and some helpful soul has moved the locked items from the Trailer over here, as well as all of your stuff (it looks like you grabbed Mia’s things as well). There’s a photo nearby of the helicopter, as well as Psychostimulants. Up ahead, there’s a radio crackling - investigate to learn more about the mysterious helicopter… someone’s been watching The Bakers - and wants Eveline too. Look along the shelves to the right to spot Enhanced Handgun Ammo and a Diary, and check the sign next to it to find that you’ve entered an old mine. As you head into deeper water, check along the right first to find Flame Rounds before you go under the wooden platforms to enter the shack from a ladder. Make your way through the muddy swamp, and note the ominous helicopter flying by as you come upon some sort of installation of shacks at the base of the wrecked ship. Ignore the creepy message and go through the far door and out the hall and off of the ship for good. Head out the hall into a room with a large cage, and look for an opening to crawl through on the left. Either way, once you leave the engine room, you’ll have nothing - nothing but the sample Mia gave to you. ![]()
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