Well... this is a breakout, so we're about to have a naked agent to outfit. Without a neural disrupter, they're defenseless... but you haven't really been relying on your disrupters. And giving Banks the chip to offset the power requirements of your programs is tempting...
...eh, maybe best to wait and see who the agent is. At least then, you'll have some money to spend!
I'm of the opinion that agents can defend themselves with nothing but fancy footwork... this post will show how effective that strategy is, although I won't tell you in which direction.
So, when we left Banks was at the 3D printer I shouldn't have even bothered to go to, and Decker was playing game's with a guards mind. Banks moves over to the console next to the printer, giving her a view of the next room. The only tile she can't see without peaking is a tile in a corner, which borders other rooms on all sides. I know there's no more doors there; at worst by leaving that corner behind i'll miss a safe. So I move on without wasting an AP peaking. Decker is surprised to find a second guard walk into the room, apparently the one from before wasn't set to stationary after all. Oh well; he adds him to the ongoing science project.
Decker's goal here is to move forward but also to keep the stationary guard in this room from going back to his old location. So he moves up:
Only to discover he can't actually advance safely. So he goes back to hiding behind the gun rack. The guard is now moving into a place for Banks to pickpocket him, and earn some bonus credits.
...969 to go before we make up our investment. She then checks a door, finding this:
A secondary server terminal and a power supply. The server terminal will let us connect to a cat who will sell us hacking programs for Incognita. I don't know if its an electronic cat or a physical one; the future is weird like that. I'm fairly excited about this, as the devs recently added some new programs into the game so I might see something new, but I'm going to leave this for later like I should have done with the printer. The power supply is connected to a laser wall somewhere else in the level. Sankaku's laser walls are higher tech than the other corporations, they'll install a hostile AI that will do one of many not good things. Probably the worst out of all the laser walls, of course. At least lethal grids can theoretically be used to kill guards.
Now, to keep the guard from walking back to his old stationary position, Decker does a neat little trick. See, you can sprint to get three bonus AP at the cost of making noise with each move. You can cancel sprints after a step or two. As a result, you can take one step, luring a guard to your current position, and the move silently for the rest of your turn. This is what I meant by when I said Decker would "run circles" around this poor guard.
Both agents move to the end of the room he formerly guarded. Banks finds a room with a facility database and a guard room, Decker peaks into the room with the laser wall. The facility database is a great resource. When hacked, it will tell you the shape of the level. Because objective rooms are oddly shaped, it will point us in the right direction. Next turn Banks hacks the database and does some exploring.
(edit: this had the wrong picture)
This goes wonderfully. That huge, oddly shaped room is the objective. The room Banks checked out is a store room with three safes in it. Banks can go free the prisoner, while Decker uses his free time to loot the safe room.
Decker doesn't need to worry about exploring further this way. The guard in that room opened a door to walk through it, allowing Decker to get a brief glimpse of what's in side. See that internal wall that doesn't match up with the building plan? Almost all rooms have only a rectangular set of external walls. But the exit room isn't rectangular; the corps don't enter it perfectly into the blueprints, so that thieves like us have a harder time locating it. As a result, I know that room is the exit and I know we can loot that area on the way out.
So, there are no alerted guards, and we know where basically everything in the level is. This is what i like to call having control of the situation. There's no random element. Of course, all the guards and one guard elevator are blocking our way out, so it may not stay that way. The dude we were harassing finally gets back to his post; but he doesn't actually block our way to the prison or the exit except with his peripheral vision. We're about to hit alarm level two so I blow 6 power hacking all the safes while I still can. Decker moves in and finds this:
This will let us revive downed agents. I always feel safer having it, but Decker can't carry it without being over-encumbered. So he'll drop it in the main hallway so the prisoner can grab it on the way out.
Speaking of which, Banks reaches the prison. Inside she finds:
...is that Prism? Last time I played, she couldn't even appear in detention centers. They must have changed it in the update.
Oh well, I'm certainly not going to complain. Banks frees her.
Her unique augment gives us one power any time Incognita hacks something. She also has an extra point in anarchy. Because fuck the system. Unfortunately, there's no quick way for her to get out while the captain is still in there. So Banks takes him out, and then gives him a little injection.
Now we have a problem: the alarm level is creeping up to 3, where a guard will be summoned. Bank's disrupter is on a cooldown, and there's a 50/50 chance that the guard will appear in the elevator that's in the way. Waiting isn't an option, its time to blow this joint.
I've got more content but I'm splitting it into two posts as this one is already a wall of text.