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P R I MA G AM ES . COM 37 CHAPTER 2: JACKNIFE CHECKPOINT A 1 MAP LEGEND 1 2 1 2 1 START POINT TO CHECKPOINT B SWAT SNIPER TWO PATROL COPS BEHIND BLUE PILLARS 2 2 1 1 Merc tells Faith over her comm that Jacknife has been seen near an old Runner training ground near the storm drains. The route is crawling with Blues, though. When you are able to control Faith, jump onto the red vertical pipe near the start point and climb it. Turn left and jump and grab the nearby flagpole. Swing and jump off it to grab hold of a wall-mounted AC unit.
We are comfortable in our homes, have all the information we need filtered, cataloged, purified. We have been made to believe that the past is the past, and to meditate on it too much is to invite it back into our lives. But this is wrong. We have built our memorials, shed our tears, been told to forget. We have been told nothing is wrong now. INTRODUCTION TRAINING CHARACTERS ENEMIES WALKTHROUGH ◗ PROLOGUE CHECKPOINT B ◗ CHAPTER 1 ◗ CHAPTER 2 ◗ CHAPTER 3 When the elevator doors open, step out of them to trigger a cinematic.
A Runner Glyph is stenciled on the wall beyond the fence. Regardless of how you handle the cops, you need to reach the orange stairs leading up to the overpass. If you speedvault the planter to the left of the bottom of the stairs, you can preserve some momentum and save a second or two of time. Pro-Tip A jump and coil is even faster than vaulting the planter. P R I MA G AM ES . COM DICE STUDIO PROFILE Vault the fence and look in the corner of the fenced-in area opposite the glyph to find the bag.