Prerequisites:

In settings, enable the following options:

  • POI audio indicator enabled
  • Look at waypoint, on scan
  • Shortcut 1 or 2, Screen reader status.
  • Look sensitivity and aim sensitivity: 0-1

Outside.

After a cinematic where Miles arrives at the museum, the first segment requires you to find a control panel. Waypoint will be unavailable during this segment. We will instead use facing to find the objective.

Using the default facing when you loaded into the checkpoint, pan straight up using the right stick. Then, slowly begin panning down and keep hitting L2 R2 to zip to point. The goal is to hit the highest point available when facing this direction (southeast), but nothing will happen if you attempt to zip without a point being in your field of view.

Do not aim to look for prompts. You will not need to use L2 aiming during this segment.

You will zip a total of 4 times. After each zip, pan upward. Then, check you’re still facing Southeast before slowly panning downward while attempting to zip again. Each zip will be southeast, to the highest point available.

  1. Long zip.
  2. Long zip.
  3. Very short zip. This one may be skipped depending on facing.
  4. Very long zip.

The 4th zip will take you to the top of an adjacent building.

Pan downward to look at your feet. Pan left or right until you face south, while still looking straight downward. Attempt to zip to point. If you can't zip, keep looking at your feet while slowly panning right, then attempt again. You have succeeded when you year the L2 R2 zip to wall prompt. Once you hear this prompt, do not move. Miles will say “There we go, control panel”.

Using right stick, pan around, and slowly raise your view until you hear the zip to wall prompt again, without the use of aiming. You'll most likely need to face west, northwest, or southwest. Zipping to this wall will initiate a cutscene, and put you into a spider-bot inside.

Inside the Museum

While indoors, you will not have access to your compass or normal traversal abilities.

Vent 1.

You will start in a vent. Temporarily deactivate the “look at waypoint option” for this vent. Instead, use right stick to pan and center the POI indicator sound. The sound centers correctly here, but the waypoint snapping does not. Upon hearing the jump jet prompt, hold R2 while holding forward until it depletes. You will then arrive at your first electrical box.

Electrical boxes.

Completion of each electrical box is a checkpoint. There are 4 in all. You will be prompted to hold L1 R1, then shoot three sparking wires with webs. If you have trouble finding the L1 R1 prompt, you may need to back up and/or strafe to either side while waypointing to center your view on the box. Once the box is open, pan around with the right stick, and use R1 or square to shoot webs. There is a slight cooldown for each shot. Press R3 to recenter your view of the electrical box if you have trouble finding the wires. Wires will stop buzzing once you've shot them successfully. Use small flicks of the right stick. Consider lowering your look sensitivity in settings.

Box 1

The only wire will be straight upward from the waypoint.

After the first box, re-enable the “look at waypoint” setting. Walk toward the next waypoints.

Room 1

While walking forward, you'll drop down then immediately receive a call from Ganke. As soon as you hear the bring-bring of an incoming call, start using jump jets while occasionally clicking R3 and holding forward until jump jets run out. Release forward and R2, and do not click R3 again. Strafe forward with left stick until you hit a barrier (if you're not already there), then strafe right until you hit a barrier.

Hold a right strafe while holding jump jets for exactly three seconds, then release both. If you hear a long fall, you did not make it on top of where you need to be. You may be able to re-attempt this jump multiple times before resetting to checkpoint. Attempt this jump until you hear a very short landing.

Waypoint again to recenter, then hold forward and R2 while clicking R3 often, until you can hear that the waypoint is un-occluded, then release forward and R2. Hearing the un-occluded waypoint means you've made it to the top of a display case, so that you can enter Vent 2.

Waypoint again. It is possible to fall off this high ledge before making it inside the vent. The waypoint will want to take you to the right side of the vent opening, so strafe forward and left at a diagonal while clicking R3. If you fall, restart. You are safe and inside the vent once Miles says, "keep following that wiring".

Vent 2

A ramp near the end of this vent may require you to back up significantly, strafe left, then re-waypoint. Do this if you don’t seem to be moving anywhere. There is no risk of falling.

When Miles says "Must be some valuable stuff in here.", you have reached a checkpoint and are leaving the vent.

Room 2

Keep waypointing while walking straight forward. You will fall off several ledges. Keep walking forward while occasionally waypointing, until you are in a corner with no way to move forward or left. It may take up to 30 seconds of slow walking to arrive here. Occasionally strafe left to speed this up.  

Once you’re stuck in the corner, strafe right for 1 full second. Then waypoint and hold forward and jump jets until the jets deplete, then release both. This will put you on the ledge below the electrical box. You cannot arrive at the level of the electrical box at this step, because the jets can't gain enough elevation to get you up there. The waypoint may sound un-occluded, but you need one more jump to make it up there.

Waypoint again, then do not click R3 during this next jump. Hold forward and R2 until you hear the error buzz of the electrical box very strongly on the left side. Release jump jets and forward to land. The sound will start to pan over to the left, but you’ll need to go a teensy bit further until it’s loud on the left side. If the error sound crescendos and begins to fade, land and strafe backward a little bit. Then, waypoint again. You may need to strafe backwards slightly to trigger the L1 R1 prompt.

Box 2.

One wire is slightly left of center, and the other is slightly right.

Room 2 Continued

Enemies will now spawn in this room. You do not need to distract them. If you have the difficulty set to Friendly Neighborhood, you will not take damage. R3 to waypoint, then hold forward and jump jets until the jets deplete. Then click R3 repeatedly while walking forward.

Once you make it into the next room (the previous enemies are no longer shooting at you, and a goon is hyping himself up by talking to himself), you're at a checkpoint. Reset to this checkpoint for these next steps.

Room 3

Districting this goon is somewhat of a necessity, as gunfire can interfere with your ability to find the next vent. Waypoint once from the checkpoint, then walk forward for approximately 3 seconds. Do not waypoint again during these next steps.

Strafe right until you hit a wall. This takes approximately ten seconds. Then strafe forward and slightly right until you hear an L1 R1 pull prompt. The window for this prompt will be small, so you may need to back up or go slightly forward while hugging the right wall. Do not adjust the camera.

After you flush the toilet, strafe left for one second then back up for about five seconds (until you hit a wall). The guard should not see you for long enough to alert, as long as you keep moving toward that back wall. Once you’re there, you’re safely out of his line of sight. The guard will remain distracted and out of your sight for the remaining steps in this room.

Once you hit that rear wall, waypoint occasionally while strafing left for about 20 seconds. Once you get to the left wall, back up and strafe left to ensure you're in a corner. Then waypoint again. Hold forward and R2, until jump jets deplete. Keep holding both until you have landed. Waypoint again, once.

This next jump can be tricky, and precision is important. Without strafing or waypointing, hold jump jets for 2-3 seconds. Then, strafe forward for half a second while continuing to hold jump jets. Release both forward and R2. Check your waypoint. If it sounds un-occluded, you've made it to the vent and can proceed forward. If it's still occluded, try the 2-3 second jump jet and nudge forward again until you hear it.

It is very important that you not strafe forward until you've held jump jets for 2-3 seconds here, as you can end up stuck underneath a barrier with no way upward.

Vent 3

Waypoint and hold forward until you receive a call from Rio. Wait until the call finishes to hear the next waypoint. It should now sound occluded. Do not walk forward, or it will ruin your progress by dropping you out of the vent. Instead, strafe left and slightly backwards while waypointing until you drop down a short ledge. After this drop happens, you’re safe.

Hold forward and keep waypointing while occasionally inputting a brief jump jet to hop over barriers. When Miles says "Relay's up near the ceiling", you have reached a checkpoint and are in the next room. Reload to this checkpoint.

Room 4

Strangely, you have access to your compass in this room.

Load to the checkpoint. Do not waypoint when you first load in. Instead, hold forward and jump jet until fully depleted, then release both when you begin to fall. You should land on a marimba. Strafe slightly to either side to confirm, and you'll hear the spider bot tippy tapping some music.

Waypoint once from here. Then hold a strafe forward and slightly left while holding jump jets for four seconds. You're looking for a sound of a quick landing, not a long fall. If you hear a long fall, reload the checkpoint. If you hear a short landing, you've made it to the high point.

Waypoint again. Then hold forward and R2 until jump jets fully deplete. This jump requires very little precision. Waypoint while walking forward until you reach the electrical box.

Box 3

As always, you may need to back up or strafe slightly to trigger the L1 R1 prompt. For this box, keep clicking R3 while holding back and left. There is a lip along the edge to keep you from falling all along here. There is no such lip to the rear and right, so use caution if you instead find yourself needing to strafe right to hit the prompt.

Once the third box is open, shoot the wires as before. The first is just right of center. The second is just above.

Once Miles says "there's one more relay to bring back online", reload the checkpoint to advance slightly to the next vent.

Vent 4

Waypoint while walking forward as normal. The final room has three goons which will open fire once they can see you. This is unavoidable, but the final electrical box is much easier.

Advance forward while waypointing. After a long drop, you will hit an obstacle and be unable to move forward. While occasionally waypointing, hold forward and jump jets until they deplete, then repeat this once more. You should then be at the box. The goons will see you during one of these jumps, and start shooting. The relay box is on top of a short ledge, so you can easily jump jet back up to it, while waypointing, if you lose it.

Box 4

The three wires are slightly right, slightly up and left, and slightly up.

Completing this box will trigger a cinematic, ending your misery.