Sector 3 is played in landscape: left thumb moves, right thumb aims and fires. Everything waits until you rotate.
MCC Sentinel Carrie, designation 03006
Common is dormant and most of the lights are out. Entities are grey, like the walls they move along. Your flashlight shows one direction at a time.
Stay alive. Scavenge instant noodles, Blue Water and Strikefish magazines. Magazines ride on Carrie's utility belt. Everything else goes in her bag, which has to be unzipped by hand before she can reach into it, and an open bag can lose things. The world doesn't stop while she digs through it.
The command room is your base. Seal its blast doors to keep entities out, and fix broken doors with steel alloy and a repair kit. Its water dispenser boils Blue Water for cooking noodles properly. Eating and drinking take time, so pick your moment.
A console in the command room still works: save your patrol there to continue later. If Carrie dies, her save goes with her. Stuck? The pause screen has a field manual.
The flashlight runs on batteries, about three minutes each. Turn it off in Equipment to save power and stay harder to spot. A blast door knocked down fries the panel on the wall outside it: rebuilt, the door stays jammed part-open until the panel is rewired with an advanced wiring kit.
Sector 3 waits. It isn't patient.
MCC Sentinel basics, for anyone still out there.
Carrie 03006 stopped checking in.
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