Two new jobs, and neither one is about carrying something to the van.
THE PSI EMITTER
Somewhere on the floor stands a device that reaches through the dark. It does not need light and it does not need to hear you — only a clear line through the rooms. Everyone it touches is already walking the halls: eight or more zombies spread across the whole floor, with a Hypnotist standing guard over the thing.
- You cannot smash it. You have to cut its power: two psi cells in cabinets in other rooms, the first behind a tone lock, the second behind a melody lock. A cable runs along the base of the walls with green pulses, so you can trace what feeds what.
- Once it's dead the zombies get slower and stop noticing you instantly. The Hypnotist does not change at all.
- The cells are worth taking with you — but carried in your hands they make you sick, and if you hold on too long you become one of them. A soundproof cart doesn't count.
- Never on the first depth. Deeper than the fifth, there are two emitters.
Zombies have their own voice now, they get back up after being knocked down, and only a hit to the head puts them down for good.
THE FLOOD
Pipes have burst overhead, and the water is rising. Slowly — but it does not stop.
- Shut every leak by holding the valve on its riser. Each one you close slows the water further. A half-turned valve is a half leak.
- Then switch the pumps on and drain the floor, and don't forget to switch them off again. Turn them on early and they only slow the rise.
- When the water reaches you, you swim. Head under, and you're holding your breath.
- Creatures wade slowly. Where it's over their heads they drown — and if nobody was watching, they're simply gone.
- Everything floats: bodies, crates, barrels. The water carries real waves from your steps, your strokes and the falling jets, and it's clear enough to read a tone lock through.
- Swim to a ledge and you can pull yourself out.
ALSO
- Cylinder launcher — four gas cylinders in four barrels, straighter than a throw and with a much shorter fuse. You can see how many are left from the outside. Unlocked at the base research table, tier II.
- The warehouse upper floor is furnished — racks, shelves of folders, overturned desks. Creatures wander up there now, and so do turrets and vents.
- Radio voices are instant — the half-second delay is gone; a radio now sounds as immediate as a person standing next to you.