Quadrilateral Cowboy

Quadrilateral Cowboy

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Quadrilateral Cowboy Walkthrough
By Gray
   
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Satsuma Tower: The Satsuma Job
Job 0: Training Wheels

A fairly straightforward tutorial session. Walk up to the desk and access "telnet", then "door3.open(3)". Proceed through the hatch and clamber up the structure towards grate4. Place down your deck nearby and type "grate4.open(3)", using your mouse-button to auto-execute the command and pick up your deck at the same time. Proceed through the grate, and do the same with grate5: "grate5.open(3)".

Through the door and to the right you'll come across a coded door and a code delivery mechanism. Pull the lever to get a code, then enter it to the door and proceed down the hall. Entering another room, there will be a similar mechanism, but a laser trap, "laser9" is guarding the code delivery.



Position yourself in such a way that you can see the laser mechanism from your deck, and type "laser9.off(3)". Don't use enter or LMB to execute it, instead use right-click to leave your deck and send out the code, then execute "laser9.off(3)" when the code is about to pass through the lasers to turn them off in time.
Enter the next room and do the same with the pair of other lasers, only this time using the command "laser19.off(3);laser20.off(3)" in order to disable both lasers at the same time. Remember, position your deck in a way that you can see the code capsule traveling, and you can disable the lasers in time.



Past the door and to the right is a camera, "camera3" guarding the contracts room. Place your deck down on the floor, close to the camera and run "camera3.off(3)", using the LMB to autoexecute the command. The contract will be on your left, highlighted by a spotlight, click on it to take the pictures, then click on it again to take the camera once the pictures are done. Once you're exiting, be sure to run "camera3.off(3)" once more in order to leave with the camera off. (You can use the Up arrow key to run previously typed commands.)

After that, take the exit door and it's a straight shot out of the building to the extraction point.

Job 1: Waiting Game
Enter the skylight with either "skylight2.open(3)" or "skylight1.open(3)", depending on which skylight you're using. Skylight 2 exits right where the first suitcase is, guarded by an anti-electrostatic wish field and a camera, "camera1". The field prevents you from bringing your deck through (it'll only force you to drop it, it won't trigger an alarm) so you'll have to delay disabling the camera with a wait command: "wait(3);camera1.off(3)" (the wait number can be any number, make it longer if you can't get to the camera in time). Once you've executed the command, head through the door, wait for the camera to turn off, then grab the case and out.

Proceed down the ramp and you'll come across a similar room, but with the camera guarding the door, not the case. The camera will have to be off during your entry to the room, then off for your exit, while you don't have access to your deck. As the tutorial prompt would suggest, you can delay the cameras being off with another wait command: "camera2.off(3);wait(5);camera2.off(3)" This will disable the camera for 3 seconds, allowing you to enter and grab the case, wait 5 seconds, then turn the camera off for 3 seconds again for you to exit.
(Note: With these types of commands, do not use a wait equal to, or shorter than 3 seconds. This is because the console immediately executes "wait(#)" after the camera.off command: 'camera2.off(3);wait(5);camera2.off(3)' only leaves a period of 2 seconds between the cameras being off, since it starts waiting immediately after camera.off executes.)

After that, climb back up the ramps, open the skylight back up with "skylight2.open(3)" and clamber up for extraction.

Job 2: Un Momento
Enter through a skylight, then drop down to the ground floor (you don't take fall damage, so don't worry). Access the port by the air conditioner and turn it on, then enter through door9 via your deck: "door9.open(3)"





Here's where it gets tricky: the prototype is on a pressure pad, which sounds an alarm after 10 seconds have passed, and in that time, you'll need to:
  • Re-open door9 to exit the showroom.
  • Get on the airvent and let it carry you to the top floor.
  • Open skylight2 and clamber through it.
You also won't be able to execute commands in the showroom itself due to the field. There are many ways of tackling this, but this is how I solved it:
"wait(3);beep(1);wait(2);door9.open(3);wait(3);skylight2.open()"
Execute the command before entering the room. This command will wait 3 seconds, then sound a beep as a signal for you to take the device. After 2 seconds (enough time for you to reach door9, hopefully), it'll open the door, then it waits 3 more seconds before opening skylight 2 indefinitely. The alarm will sound if skylight2 stays open for longer than 3 seconds, but it's better than the skylight closing on you while the 10-second countdown is about to expire. Give the command a few test runs without grabbing the device, and adjust the timings to your own liking.
The Finger Lime Funicular
Job 0: In The Cage
Head down onto the crane/tram thing and pull the lever for track 0. Use the access port and drop down into the hatch. Unscrew the hatch to the left, and set up your gear: deck, CCTV, and place the weevil inside the unscrewed hatch.



Enter weever.exe via "weever" (if you're in telnet for whatever reason, "exit" first, then "weever"). Type "connect nell" in order to connect to the weever and get the display up on CCTV screen 1. After that, you need to guide the weever to the other side via movement commands. Use the weever's camera to guide him through with "go #" (# is any, generally steps of 100 tend to work well), and " turn #" (negative to turn left, positive to turn right, numbers are in degrees: 90 directly turns right, 180 turns the weever around). If the weever ever gets stuck, type in "stand" to reset the weever, and continue using turn and go commands to guide him down the hallway. You can also use the "stop" command whenever the weever's moving to directly stop him and reorientate the weever mid-movement.

Once the datajack's cover gets removed, the weever's in range of it. Type "datajack 0" to access it. Grab the cases, then leave either by pressing the button to the right and clambering up, or re-accessing the hatch and clambering up that. Head back to the tram and pull the auxillary lever, then clamber up to extract.

(If, for some reason, you're the sympathethic type, you can rescue your weever by re-typing "datajack 0" to close the vault, then guiding him back through. You don't need all of your equipment to finish a mission, but leaving behind equipment can lead to some occasional awkward moments.)

Job 1: Peg Square
Head on the tram and pull the lever for track 1. This time, the hatch is far too small for you to enter, so set up your gear on the top, and place the weever on the hatch, then open it with the port to the side.



Your weevil's most likely fallen on it's back from the fall, so type "stand" to reorientate the weevil. Make sure to "connect nell" to get camera access, then use the CCTV to locate the datajack. You can use "turn 360", "stop"ping the weevil once you see the jack from CCTV, then using "go" and "turn" to access it. Once in range, "datajack 0" will open the vault in the car, and "datajack 1" will open the gate near the back of the car, allowing you access. Grab the cases, clamber out and extract.

Job 2: Ramp Scallion
Same procedure: tram, track 2. The gate this time is easily accessable from a jack, but the vault itself is gated off. Set up your kit, placing the weevil where you can easily reach it. Once deployed, the weevil functions as a physics object, allowing you to grab it and toss it onto the ledge with the datajack (hold LMB). If you miss, direct the weevil to the pinch point and grab it to try again. Once your weevil's on the edge, get it to the datajack: use "datajack 0" to open the vault, then "datajack 2" to be able to access the vault. Leave the same way you came in.
The Bergamot Bank Job
Job 0: Gravity Yank
Deploy the launcher and position it to toss yourself to Bergamot I. Place down your deck first, access telnet and set a wait command, followed by a command to open the bridge: "wait(2);bridge1.open(3)". Yes, you could drop down, then use the command, but the deck tends to fall through the pipes if you use it like that.

Go across the bridge, access the datajack and clamber into the room. The vault's on a pressure plate, but the extraction point is directly underneath the tower, so you can simply push the safe out of the window and jump out after it: you and the safe should arrive to extraction, finishing the mission.

Job 1: Bank Shot
Deploy the launcher, unscrew the vent and crouch into it. Deploy the CCTV, Deck and Weevil, connect to weever, and use it to guide the weevil into the small hole on the far wall. Once it's inside, access the datajack nearby to drop the weevil through into the vault room.




Make sure to "stand" the weevil once it's fallen through, then use it to access the datajack in the vault room: it should be behind the safe. Once again, use "turn 360" to look about the room, then navigate over to the jack. "datajack 0" will open up the door and let you drop down into the vault room. Set up the launcher on the platform, position it to land on Bergamot III, then push the safe onto the launcher, and hop in it yourself to extract.

Job 2: Zig Zag

There will be a vent to your right. Unscrew and hop in, then drop down, unscrew the other vent and head towards the safe. Pull the lever to extend a bridge. Set up a launcher as close to the edge as possible, and aim it towards the right, open side of the neighbouring building.




Launch yourself over, and set up the second launcher, make sure it's slightly ahead of the area that shows where the safe will land, and reorientate it to launch towards the extraction point on top of Bergamont III. Take a test run to make sure it'll work, then push the safe onto the launchers, and follow after it.
Clinica de Repulse Bay
Job 0: Thread the Needle
Press the button to extend the bridge, then proceed along it, enter the airlock, and cycle through it. Deposit off your breathing aparatus if you want, then clamber up to the left side to reach coma ward A. Enter the ward and open the slot on the door, and place the autocase on the counter that's adjacent to the door, setting your case and CCTV by the observatory window.



Acesss "aimbot", then "deploy" the case. Adjust the laser sight of the case by using "turn #" command (negative turns left, positive right), and the "pitch #" command (positive moves up, negative moves down). Once the laser's positioned on the button, enter the "fire" command in order to shoot at the button and open the door. Enter the ward and interact with the man to deploy the brainbox, and once it's finished downloading, grab it and head out the same way you came in. Make sure to grab an extra set of oxygen gear if you deposited your earlier suit.

Job 1: Pair Programming
Enter the clinic once more and clamber up the right to reach ward B. Press both buttons as quickly as you can, then enter the ward. Set up the case adjacent to the door, open the slot, and set up your gear by the window once more.



You'll want to positon the case to fire on a button, then figure out how much you need to turn in order to hit the next button. From personal experience, the buttons are generally 6 apart, so "turn 6" or "turn -6" will positon the case to fire on the second button. After that, string together a command to fire on one button, turn, and fire on the other: "fire;turn 6;fire", for example. Download into a brainbox, then leave like in job 0.

Job 2: Smash and Grab
Enter the clinic once more, but this time keep your oxygen gear on, you'll need it later. Enter the clinic, climb up and head to the opposite side. Don't head into ward C, however, instead head into the neighboring room marked "Observation Nook."





Head through and deploy your autocase, aiming at the button the opposite side of the nook. Once it's aimed, "fire" from the deck. It should cause the gravity to go out in the nook, so re-orientate the rifle to fire on the button once again: remember that once deployed, except for the
deck, all gadgets function as physics objects, so you can grab the case and orientate it manually instead of using the deck commands. "Fire" once more, and it should both destroy the glass, and hit the button. Enter Ward C, get the brainbox, and leave.
The Valencia Villa
A quick note on Blink.exe
Before I get into the actual job, you should know how Blink functions as a tool. Blink, effectively, types commands that you tell it to based on the number of blinks that you do. For example, "blink 1 beep(1)" will cause a beep for when you blink once.

However, this runs into issues when the wrong program is running and you blink a command: if weever.exe is running, and you have "blink 1 fire", when you blink, the deck will type in a fire command into the weever program, which obviously, causes nothing to happen. There are two ways around this:

The first, as the tutorial suggests, is to close whatever program you're in right now, load the program you intend to use, then type the command, all in one blink action. For example, "blink 1 exit;aimbot;fire" will exit whatever program's initalized (including aimbot), enter aimbot.exe, then sends a fire command.

The second is simply ensure the deck is loaded with whatever program you want to use. Entering blink and using "blink 1 fire", then typing "exit" followed by "aimbot" will load the aimbot program, allowing it to fire on the blink.

In order to ensure as little conflict in this walkthrough as possible, all blink commands will use the exit-program structure in their blinks, however, do remember the other type as a possibility, as rarely do you ever need to use blink for more than 2 gadgets at once.


Job 0: Timber Big
Enter through the skylight and place your weevil on one of the potted plants that's rotating around. Deploy your deck and go into "blink" to assign your weevil to datajack on a blink: "blink 1 exit;weever;datajack 0" Once that's done, head through the field, use the valve and wait for the weevil to pass through the datajack. Blink to turn off the lasers, then push the safe through and down into extraction.

Job 1: Wood Worm
Head to the datajack, and open window 1. Head up the ramp, and towards the tree, and set up the autocase, use your deck to position the autocase to fire upon the lower button: you can use your zoom (Z) to check and make sure the laser's positoned on the button, you can do a test fire and make sure that it'll hit the button.




After that, exit aimbot and enter the "blink", then enter the command "blink 1 exit;aimbot;fire". Enter through the door to the left, then blink to fire the autocase and disable the lasers: note that there's a rotating light fixture that may block your shots, so it won't always hit. Once you're inside, turn left and hit the light switch that's on the left to disable the light fixture, making sure the laser's still on the button. Head to the library and pull the book Chelsea Burning by Valdez. Grab the safe, blink to disable the lasers, and head out into extraction.

Job 2: Master Wiggle
Follow through with the same procedure in job 1: deploy the autocase, make sure it can fire on the bottom button. However, make sure that the autocase can also pitch upwards and fire on the second button, and add additional blinks to pitch the autocase on both buttons: "blink 2 exit;aimbot;pitch 1" and "blink 3 exit;aimbot;pitch -1". Enter the house via firing on the button, turn off the light fixture and pitch the gun up, then fire the upper button in order to disable the staircase lasers. Once you're up, access the vault by pulling the plant on the top row, second from the left.

The safe's on a pressure plate, so upon taking the safe, you'll need to do the following:
  • Fire on the upper switch to disable the staircase lasers.
  • Pitch the autocase down, then fire on the lower button to disable the entrance lasers.
  • Exit and head to extraction.
You can go through this by using the blink commands: blink to fire, blink to shift down, then blink to fire. However, you bind a blink to just one command that will execute the whole sequence. For example: "blink 4 exit;aimbot;wait(3);beep(1);wait(2);fire;wait(2);pitch -1;fire"
Make sure the laser's situated on the top button before triggering the command, which would beep to signal you to take the safe, waits, fires on the top button to disable the staircase lasers, shifts down, then fires to disable the entrance lasers.
Repulse Bay Impound Lot
Start with Enginani. Head down, saw through the grate, then go along the corridor. Door Jaw the door, saw through the grate that's past it, then head down the grate and push the button.






Switch to Greaser. Follow Enginani through the compound, but instead of following her down the grate, go left, squeeze through the opening, there should be a pit with a robot and lasers. Wait for Enginani to push the button to deactivate the lasers, then hop down, activate the datajack on the robot and use it to turn on the tower. Head back up and out of the compound, then climb up the newly raised tower, plug into the datajack there and activate.

Switch back to Enginani. Clear out of the compound, then wait for Greaser to datajack into the tower on the top. Enter the gate that opens, and saw near the green switch. Once that's done, clamber up and get to extraction.
Abulelito Truck Job
Start with Enginani. Drop the railings towards the truck, then deploy a launcher and aim it onto the roof of the truck. Jump through, and saw through the panel.

Switch to Greaser. Jump with the launcher (make sure to wait for Enginani to aim the launcher onto the roof of the truck). Crouch, then go through the tight corridor, unscrew the hatch and jump down, then use the valve.

Switch to Enginani. Wait for Greaser to go through with dropping the hatch door, then deploy a launcher back towards the Farfig, the ship you came in on.

Switch back to Greaser, and start pushing the safe towards the door. Wait for Enginani to adjust the launcher to the Farfig, then launch the safe and yourself to extract out.
Malta Stock Exchange
Lower the railing and deploy a launcher, aim for the door and launch yourself. Force open the door; this will effectively put your mission on a 3-minute timer, so be sure to move fast.

Follow along the corridor, up the spiral staircase and through the door. Head through the door to the right, look up and saw through the grate. Climb through, hang right then squeeze through until you reach the elevator shaft. Clamber up the green ledges until you reach the top, then go through the door, look left and flip the switch. Head back down the elevator shaft, and go through the opening that was created, it should lead to an electrified grate that cannot be broken through.




Deploy your autocase, deck, and CCTV. Deploy the autocase, then aim it for the door button through the grate. (You can use setpos 699 -32 -206 to aim the autocase) Exit aimbot, then enter the blink, and bind the fire to your blink. Be sure to grab your deck, then head back down through the hole and through the door where you went through the grate through the roof. Fire the autocase to open the door, then head to the hatch, unscrew the hatch, and connect the p[hone to your deck. Push the button and leave out the front door, climb up the ledge above the door, and head towards the platform, where you can deploy another launcher to jump back to the Farfig.
Abby Yoyo Space Elevator
Head straight, go through the airlock and follow the corridor. Head behind the Ramenpanadas stand, where there's a grate. Saw through, and head through the vent system in the grate, and follow through until you get into a larger room.



On the side you arrive in, set up your deck and weevil, and on the other side, place the weevil magnet facing towards the weevil nearby the datajack on the otherside of the pit. Go into blink and configure a command to access datajack 0 and 1 from the weevil: "exit;weever;datajack 0;datajack 1". Saw through the grate on top of you, and turn on the weevil magnet. Wait for it to spool up, and when it's nearly complete, blink and activate the datajack to disable the first two laser sets, then blink once more when the weevil's across to disable the second set of lasers. Alternatively, bind this command to a blink:
"wait(2);beep(1);wait(5);exit;weever;beep(1);datajack 0;datajack 1;wait(1);datajack 0;datajack 1"
Activate the magnet on the first beep, and wait for the second to start moving. Make sure that the grate's already open before attempting this. The timing may be a bit tight, so attempting it manually may be easier.

Once you're past the door follow the hallway, and pull into the hatch on the left to enter the control room. Crawl along, and when you're in the glass room, turn around, press the button, and hit the lever and valve once each, so that the sign is laying flat towards your left, like in the picture. Crawl out and continue along, unscrew the pressure hatch, and exit into the bathroom.



Remember to go back for your weevil, weevil magnet and deck. They'll be needed for the next section. Head back into the lobby area. Deploy the autocase and aim it towards one of the emergency switches. Bind a blink to the fire command, then grab your deck and head outside.




Clamber up above the airlock and towards the neon sign that you laid down earlier, stand on it, stay still, and blink to fire the autocase and launch yourself upward. Move along the neon sign until you reach the end. Exit the aimbot program and enter telnet, and use telnet to open the door. Activate the valve then hop down to the brainbox room.


Place the weevil on the vent and use your deck to access datajack 0 via the weevil. (If it gets stuck, use the weevil magnet to pull it back out.) Once that's all done, clamber up, go along the neon sign once again, then hop down to extraction.
13 Comments
PhoenixBlue44 26 Sep, 2021 @ 9:55am 
To make the clinica mission easier, you don't actually have to reorient your autocase. Since you can put in multiple commands and your autocase never runs out of ammo, for the last stage of it where you need to shoot out the window in observation, just orient your gun, and hit fire; fire; fire.
It'll hit the button fast enough whilst blowing out both windows.
PhoenixBlue44 26 Sep, 2021 @ 9:44am 
I'm all about cheesing Malta and Abby Yo Yo.

For Malta: drop a weevil through the electrified grate, make it jump to the datajack. Set up a blink command to make it open it up with datajack 0.
The autocase idea does work, but it's much faster just to drop a weevil and set up a blink command BEFORE you get out the door jaw thing.

For Yo Yo: I just shot out the glass in the control room for the sign, then set up another blink to shoot it out to ride up to the satellite.
Zyro 23 Sep, 2021 @ 5:31am 
"Thread the Needle" had a bug for me: "fire" only opened the door when I started it with left mouse click (leaving deck), not when pressing enter.
Zyro 23 Sep, 2021 @ 5:27am 
In Ramp Scallion, you don't need to throw poor Weevil around! You set it behind the bars, make it walk to the gap and then "jump" over. (The number behind the go never did anything for me, btw, always had to "stop" manually, even after "go 1".
Wig Bang 3 May, 2020 @ 1:07am 
in abby yoyo space elevator, placing the weevil on the vent does nothing. it just floats there.
weather warning 31 Dec, 2017 @ 9:30am 
In "Abby Yoyo Space Elevator", it's possible to cheese the four lasers: Take the weevil, set it next to the SECOND set (after the drop), and run "datajack 1; datajack 0". Then, press against the pipes and jump upwards. You will most likely clip through the floor and are able to open the door easily.
antler 10 Oct, 2016 @ 2:03am 
but i still love u :8bitheart:
antler 10 Oct, 2016 @ 2:02am 
might wanna update this, some of the blinks and shit dont work as listed ( and no, im not doing them incorrectly. )
taytothief 30 Aug, 2016 @ 6:22pm 
Thanks for the guide. You should consider including Leif's method for Abby Yoyo
MT Foxtrot 5 Aug, 2016 @ 12:45pm 
For abby yoyo space elevator, I just took my lantern and through it at the "controls" upper window, and skipped the laser part.