Mission
Mission Details
Your mission is to break into TORTOISE headquarters via one of the six access points (marked with AP on the map), navigate from room to room to find Special Agent Peppa Dahl (marked with PD on the map) and the genuine Golden Sphinxes (marked with GS), and exit via a different access point. You are equipped with a tracking device that will record your progress as you go. Additionally, there are some things you should know about TORTOISE HQ in order to complete your mission safely:
The entire HQ is monitored by a proximity sensor that will summon armed guards if you run into an exterior wall, enter the same room or access point twice, or enter three rooms or access points that are all adjacent to each other. You might think you can handle the armed guards, but remember: you have a license to kilt, not to kill. Don't do anything to summon the armed guards.
This symbol marks an impassable space. This room is blocked, and you cannot enter or move through the space.
This symbol marks a room with a killing trap. If you step inside, you will die.
This space marks a guard post. If you step in here, you're as good as dead!
These symbols mark giant magnets. If you enter a space adjacent to the poles of the magnet – immediately to the east of the first magnet, immediately to the west of the second magnet, or either space immediately to the north of the third magnet – you will be drawn into the magnet room.
The magnetic field will interfere with the tracking device; the tracker will record no data for a room with a magnet, and the most recent data point recorded will be erased. Be careful; if your tracking device has no data when you enter a magnet room, it will explode, killing you in the process. Don't let that happen! Also, don't let yourself get caught between two sets of magnetic poles; the combined forces will tear you in two! Also, if you enter a magnet room while carrying the Golden Sphinxes, they will become irretrievably stuck to the giant magnet, and you'll fail your mission.
You can only enter a magnet room via the direction of the poles, but you can exit from any direction not otherwise blocked.
This symbol marks an open pit. You can jump across the pit, but only in a straight line. If the poles of a giant magnet are adjacent to a pit, you will be harmlessly diverted to the magnet room in mid-jump.
These symbols mark rooms with a giant centrifuge, rotating clockwise and counterclockwise, respectively. A centrifuge rotating clockwise will force you so make a right turn as you pass through, and a centrifuge rotating counterclockwise will force you to make a left turn. Be wary of magnets next to centrifuges, though; if a magnet would pull you out a different side than the natural motion of the centrifuge, the combined forces will lead to a messy end.
This symbol marks a laser. You cannot safely cross a laser, but you can enter and exit so long as you stay on one side of the laser.
This symbol also marks a laser, but it's attached differently. You cannot enter or exit such a room from the left or right, and you cannot safely cross the laser alone, but if Agent Dahl is with you the two of you together can disable the laser and cross.
All in the Family | 32 | 11 | 98 | 119 | 39 | 158 | ||
Black Ops | 41 | 122 | 72 | 52 | 90 | |||
Clerical Errors | 86 | 103 | 27 | 50 | 92 | 73 | ||
Color Blocked | 25 | 108 | 62 | 141 | 84 | 10 | ||
Cover Up | 38 | 67 | 144 | 157 | 59 | 83 | ||
Data Extraction | 5 | 105 | 148 | 120 | 95 | 88 | ||
Divided Attention | 155 | 112 | 65 | |||||
European Mission | 125 | 53 | 139 | 31 | 16 | 161 | 74 | |
Garment Design | 51 | 7 | 129 | 99 | 91 | 33 | 12 | |
Get Your Bearings | 45 | 126 | 138 | 87 | 13 | |||
Guess Who? | 15 | 77 | 116 | 149 | 2 | 34 | ||
Inter(cep|sec)tions | 104 | 146 | 8 | 134 | 56 | 70 | ||
Language Barriers | 101 | 114 | 118 | 58 | 130 | |||
Rows and Call-'ems | 107 | 89 | 24 | 123 | 142 | 66 | ||
Satellite Imagery | 159 | 57 | 4 | 93 | 128 | 109 | 23 | 76 |
Spy Glass | 42 | 6 | 60 | 17 | 22 | 160 | ||
Unheard Meanings | 54 | 135 | 79 | 14 | 117 | 97 | ||
You Are a Horrible Crane | 9 | 63 | 121 | 110 | 151 | 1 |
Briefing | 121 | 80 | 6 | 71 | 49 | 43 | 18 | 2 | 26 | 132 | 68 | 94 | ||
102 | 53 | 29 | 137 | 81 | 61 | 89 | 147 | 70 | 143 | 152 | 44 | |||
Codebreaking | 4 | 47 | 100 | 111 | 136 | 20 | 69 | 82 | 37 | 54 | 156 | 41 | ||
Disguise | 72 | 143 | 48 | 106 | 133 | 154 | 78 | 145 | 30 | 113 | 21 | 124 | 90 | |
Reconnaissance | 150 | 131 | 19 | 124 | 140 | 36 | 115 | 75 | 15 | 64 | 28 | 159 | 96 | 32 |
Surveillance | 55 | 3 | 116 | 40 | 35 | 46 | 153 | 127 | 85 | 78 | 88 |