Consortium: THE TOWER

Consortium: THE TOWER

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How to do the roof and then some
By Spencerpo
This is a slightly grizzled seeker with tips on how to pass the rooftop portion of the tower, as well as other info that might help you adapt.
   
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The roof and getting to it
Without the Free-fall suit's jets, you'll be the consortium's first pancake, fire them up!
With that out of the way, take a look at your landing zone.
Take the entire tower in, every inch of it is possible landing zone, and it is up to your own judgement to decide the best place to begin your operation, most easily hit is the closest tower to your descent.

Here, I've landed on the antenna to get a good look down below, I could head higher up if I wanted, but my mission is below.

This is likely the first physical human you encounter, approach him as you will, or circumvent any possible interactions. The safest option here is to taze him before he notices you.

An important sidenote with the use of a taser or any other means of knocking an opponent out, is to permanently remove them from any further action is to stick them with nanites.
That glow is a safe indicator of a now removed threat, a possible source of equipment, or utility energy.
Your equipment and you
Don't worry about being underequipped, as a Bishop of the consortium, you are given top of the line gear. Sadly most all of it is damaged due to the lightning strikes after you left Zenlil. Rook 25 will alert you of the need to repair your gear, and it would be in your interests if you do not intend to sneak past your opponents. I was alerted of this after jumping from the roof I landed on, to another with fewer guards.
Undamaged are your:
Freefall suit - Flight capable and agile, with lower armor compared to your BUS, which it shares your helmet with
PCU - Personal Containment Unit, serving as your inventory and supplies nanites
CMC - Consortium Mind Communicator, allows your peers to communicate with you and see what you see with their thoughts.
Shock absorbers - Built in to both your Freefall suit and BUS, they allow you to fall from great heights without much of a consequence, with a bonus of allowing you to enhance your jump strengths.
Your KAR ammunition.
Damaged are your:
BUS - Battle Utility Suit, making it's wearer near bulletproof, having 4 hard points, and being the trademark of the consortium bishop, makes you feel unstoppable.
KAR - Kinetic Assault Rifle, your standard weapon, firing most ammunition from standard to specialized, as well as a grenade launcher for firing stun grenades.
CEAR - Consortium Energy Assault Rifle, substandard, but also efficient at what it does, the CEAR has both a sonic attack that can be charged for greater effect to neutralize groups of enemies, and a lethal proton bolt, which can be charged into a stream.
4 Combat Deflective Shield Nodes - With 2 on each of your suits, these nodes may save your life, as they completely negate most projectiles, and only require utility energy to use.
A mysterious pocket-sized PCU - You have it, but you cannot use it due to the severe damage, and cannot repair it since it is an abnormal piece of tech.
WHAT TO DO ABOUT ALL OF THAT
Click on the wrench icon in your inventory, and drag it to an item, this process uses utility energy.

Once this is done, a repair meter will appear.
You can also repair multiple items at a time.

Take note that utility energy is used to incapacitate enemies and power most if not all of your suit functions, so be wise in your energy economy between repairs and function.
And with that, you have repaired some of your gear!
Means of entering the tower [Circumvent the roof]
As bishop 6, you have the world watching you and the consortium backing you, and your actions on zenlil may affect how the operation plays out. Back on the roof where I tazed my first hostile, I looked down while the storm was still clear and saw a landing pad jutting out.
I figured it would be a worthy option and chose to recycle some nearby materials,
in this case a box of chromium.
With the storm closing in once again, I searched for a way to cross and still maintain my stealth
The panelling here offered me a quicker way down without risking detection, but I have no way of knowing if there are enemies on that portion of the roof.
On a roof closer to my height is a save sphere, which is your best friend when you make decent progress and need a place to see your surroundings. This place seems ideal for me to go to where I want to, so I prepare to jump. (A good idea after a power jump is to pair it with the free-fall suit)

Landing across from where I was earlier, I am now able to save in the sphere, and I'm now on the tower above the landing pad below me. I turn around and jump off, engaging my jets and gliding down towards the pad.
After landing, I see a door I can access, which leads me into the hotel portion of the tower with a save sphere to boot.
Means of entering the tower [Using the roof]
Now you may wish to be more sure of the threat never coming to haunt you, and you can approach this in various ways.
1. Stealth- Which involves heavy use of the taser or CEAR, and neutralizing every single combatant on the roof. Staying in the shadows and out of view of others when incapacitating targets is vital in not being seen, it is very possible and easy with practice. The ideal way to do this is to systemically clear each tower of combatants, from top to bottom, as many patrol out of sight of others. When the towers themselves are clear, the difficulty of taking the courtyard is less, as there is nobody above to spot you as you incapacitate more enemies.
2. Direct Combat- You can choose to repair your gear first and foremost, allowing your weapons to function and giving you an edge over your enemies. Strommon gear is the most common for your enemies on the roof, so they stand little to no chance against you save in numbers. Repair your BUS and shield nodes to withstand damage, your KAR and CEAR to neutralize targets, and use your taser when facing single targets unaware to save on alerting others. You can still use the element of surprise on enemies, unless you make yourself known. BE AWARE that the consortium does have your back in this mission, you are also representing them, so lethality should be a last resort, lest you wish for the public to condemn you and the consortium to initiate X-01 on you.
3. Diplomacy- You can avoid any pressure of combat by trying to be diplomatic, and in the case of the rooftop team, who have been sitting out in the cold with weapons that are incredibly weak, might even have success. Most of the people you talk to will direct you to their squad leader if you choose to reveal yourself peacefully, and you will most likely not be fired upon until you do so yourself.
Elon Stone leads the team on the roof, and he also holds the key for entering the tower from this section of rooftop. When speaking to him, you have a variety of options, anywhere from talking to him long enough to convince him that you'll help him, surrender to him to try getting into the tower, or just getting close to him so you can line up your shot. In two of those scenarios, you should receive a key that allows you to use the elevator on the roof, and into the hotel below.
Random tips for playing the tower.
1. You can land anywhere, but be careful the higher up you are, as there is a constant breeze that will push airborne bishops, and it might throw you off the tower if you arent careful.
2. If somebody falls off of the tower as a direct result of combat with you, it will be counted as a kill.
3. The environment holds many secrets and paths, search for them and they may bring answers, or even more questions.
4. Rely on your gear versus the gear of your enemies, you outgun them, they outnumber you, it is up to you to take advantage of their disorganization.
5. Spend more of your time figuring out how to deal with enemies as opposed to waiting for them to come to you, you can fast-forward time with period, and you can enable tactical vision with y to see enemies nearby, even through walls.
6. You represent the Consortium, do what you believe a worldwide peacekeeping force would want.
7. Automated turrets will be your worst obstacle, don't be afraid to destroy or disable them, with the former allowing you to recycle its parts for utility energy.
8. You have jets and armor and shields, your enemies usually only have one of these things, be confident in your ability to beat them, but if you feel overwhelmed, run away to fight another day.
9. Shuckle the first time you hear the generic robot voice, and then again when it changes accent.
[SPOILERS] For those who missed something
For all intents and purposes, you reading a single word of this section frees me from being douchey by spoling, because its your own fault.











1. When you land at the designated LZ from Rook 9, you can climb the antenna to the very top, there is a dialogue prompt and more evidence for you to consider.
2. Attached to this very antenna and coiling down to an elevator door is a cable you may scan for more information.
3. On the tower you land on, there is a hole that leads to a vent system which may or may not provide an alternate means of entering the hotel.
4. There is a mysterious nanite construct on the roof that may provide more information for your mission.
5. After stabilizing the situation on the roof, regardless of the means, an SOS will be flashing in morse, Rook 9 will tell you of this, and a very useful suit hardpoint can be acquired.
6. You will experience distortion shortly after arriving on the tower, and will be prompted to check your map, you can access this location at the top of the hotel park, which is accessible from the landing pad.

11/9/17 additions
1. There is an access point to vents that enter the tower in the park on the roof, you just need to find it.
2. X-01 can be circumvented only after meeting a certain someone.
3. Be super ♥♥♥♥♥♥♥ careful when you enter vents with fans, you can kinda push past or pull away from certain holes and blades to avoid death, but make sure you do it with the intent of pushing a life-saving button. Seriously, this is related to point 1, I got stuck in those ♥♥♥♥♥♥♥ and it sucked.
4. If you find yourself in a place core-like, you can find a very strong firearm within, specifically one the consortium doesn't want you to use.
5. Related to 6 from the first list, when you enter the area, your PCU will be upgraded and allow you to upgrade ALL equipment, even non consortium issue gear, using materials found around the tower and utility energy. Take full advantage for practicality/fun.
6. Will be me telling you where to find the squad lead for the armored team.
Gear found on the tower
I'll do pictures later since im not sure exactly how much ♥♥♥♥ you can find, and for all I know theres more hidden and it'll ♥♥♥♥ me up later but for now ill share what i know.
Consider most of this gear as recycle fodder as you'll only need one copy of any weapon.
1-Strommon rifles, weak as ♥♥♥♥ compared to your KAR, but they will hurt you if you aren't prepared.
2-Strommon shield nodes, relatively weak to force, but make a stealthy+tasey strategy a bit more difficult, especially on enemies with more than one node.
3-Combat shotguns, this ♥♥♥♥♥ will ♥♥♥♥♥♥♥ chew you up if you aren't prepared, and if you choose to use it, the alternate fire is how you vent heat.
4-KARs, if you dont know what this is i hope you actually read this guide afterwards.



Spoily gear








1- Assault Blaster, holy balls does this thing assault people, you need to find it to see why the consortium bans this ♥♥♥♥. Its ♥♥♥♥♥♥♥ wild.
2-Stealth node, you get this baby when encountering a certain android, and so far this is possible in two locations from my experience. Makes life a hell of a lot easier when wanting to do a stealth run, but it does NOT make you silent.
1 Comments
SneakyBeepy 4 Aug, 2018 @ 5:23am 
Thanks for the guide :D