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WALKTHROUGH · Mission 6 OF 11

Emergence

Mission 6 of 11

Explore an abandoned CIA lab and survive a mind-warping nerve-agent trip.
Setting: ATA facility, Kentucky · 7 February 1991

Pick up every phone

There are five telephones scattered around the facility, and answering all of them is the mission’s challenge. They are easy to walk past and easy to lock yourself out of once an area is behind you — so answer them as you find them rather than planning a sweep at the end.

  1. At the central hub, next to the keycard slots — it starts ringing after your first elevator interaction.
  2. In the hallway between the Advanced Combat Research and Administration wings, once you have that first card.
  3. On the Administration wing’s balcony, reached with the grappling hook you pick up in ACR.
  4. On the way to the Joint Projects entrance, again with the grappling hook.
  5. In a dark room right after the elevator ride up to Biotechnology, once all four keycards are in.

How this one works

This is the research facility, and it is not a normal Call of Duty level. You are looking for the source of the Cradle bioweapon in the Biotechnology wing, and the door needs four Director keycards. Each one is held by a Director, and each Director is a fight rather than a firefight.

The four keycards

Advanced Combat Research comes first — that one is fixed. After it, the other three are yours to take in any order. That matters more than it sounds: it means you can leave the one that is giving you trouble for last, when you know the building.

  • Advanced Combat Research — the first, and the gate to the rest. The Director here takes an Abomination form.
  • Administration — this one has a step before the fight: you have to find four missing reports first, under lit lamps around the room — on the central table, on a desk in the corner, in the dark kitchen area, and in the conference room. Collecting them stirs the mannequins scattered around, which only move while you are not looking at them.
  • Joint Projects — a Mimic Director.
  • Cognitive Research — behind a drain switch you have to activate before the fight.

The finish

All four cards go into the central terminal, and the lift takes you up to Biotechnology. The Executive Director is waiting in Prophet form, and that fight ends the mission.

What finishing it gives you

  • Head Games — the achievement, for completing the mission.
  • Allied Effort sticker — for completing the mission.
  • Collect Calls — the challenge: answer every telephone in the building. Five of them.

Still to verify

Cross-checked on 5 September 2026 against Game8’s walkthrough and a second guide (FandomWire/TheGameSlayer for the phones, an independent Administration-keycard guide for the reports) — which agree on the phone locations and the report locations added above. They do not agree on the Mangler question: Game8 names a Mangler-type Director for both Administration and Cognitive Research, while another guide describes Administration’s boss with a different mechanic (no bullet damage until its shell is broken by repeated grapples) without calling it a Mangler. That is a real disagreement between sources, not a gap in reading, so it is left unresolved rather than guessed at. What is still unverified is the only thing reading cannot settle — nobody here has played it.

Track it as you play

Everything below syncs to your Game Memory, so you can tick items off on one device and pick up on another.

← The Cradle Next: High Rollers →
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