I’m trying to see if it’s possible to do this level without punching anyone. Not for the first time, my conclusion was: “Nope. Hmm, unless…”
I have to get to those stairs. The guard will shoot me if he sees me. I can’t open the building’s other entrance from the outside.
But if I Crosslink this lightswitch to the door, and I can get to it fast enough, I might be able to shut it before the guard shoots me.
A ground-level jump won’t do it: I have to hit the ground under the door going so fast that the momentum lets me skid all the way to the lightswitch faster than I could run. But from up here…
I jump. I skid. The guard draws his gun. I hit the switch. The door slams shut. I’m a genius!
The guard runs towards the door. I can’t take the stairs yet – there’s a guard up there watching the exit. I did not think this through.
I switch to Crosslink mode in a panic, and try to disconnect the handscanner he’s going to use to open the door. In my frantic rush, though, I manage to wire the door to the other handscanner – the wrong connection, the wrong way round, created instead of cut.
The guard’s at the door. I hear the handscanner check his identity. I do the only thing I can think of: hit the light switch again.
The door opened. The guard shot me just as I hit the lightswitch. The lightswitch shut the door. The door triggered the handscanner on my side. The handscanner opened the door. The door swung into the guard and knocked him out.
What I’m Working On
On my Gunpoint development to-do list, my current task is: “Do a quick run through to establish par times for levels.” Instead, in a fairly typical example of why finishing a game takes a long time, I’ve spent three solid days fixing all the things that have fundamentally broken in the first four levels since I last played them. Still, only 16 more to check!