The time has come to take Abel back from The Minister, but getting past your own defences will take practice.
Even the best laid plans can go awry. Unfortunately the plan to retake Abel is no different.
Improvisation is the order of the day, especially when Tom DeLuca offers to help you escape.
With the Minister listening in to all radio traffic you need a private way to communicate. Maxine has just the solution.
Living on the run is taking its toll. Janine suggests you follow up on an offer of a more permanent place to stay.
Disguised as Exmoor Militia you run distraction in New Canton while Janine goes after the real prize: the Minister's fuel dump.
Sam's got hold of the un-edited Ministry documentary about Abel. It's as terrible as expected.
Today's mission to infiltrate a Ministry base isn't going to be easy, especially considering who you'll be working with.
Working with Amelia's always a gamble, but this time Janine's stacked the odds in your favour.
A routine escape drill becomes not so routine when you and Amelia disturb some of the new base's older residents.
To win back Abel and stop the Minister's plans you're going to need powerful allies. Luckily Amelia has some…
Dr Lobatse and Steve's cover is running out, so Janine sends you on a combined rescue and scouting mission.
Imprisoned at Abel, the Minister takes you on a tour to persuade you of all the 'good work' they're doing.
Now the Minister thinks you're on her side she has a mission for you; help find the rebel base.
Sigrid takes you on a trip down memory lane, to when she and Van Ark first met.
Veronica wants you along for a science outing, and confides in you along the way.
Ian will stop at nothing to track down his supplies thief, and keep order, so Steve hatches a plan.
Kytan fills you in on intel he's gathered from Ian, and you should have everything you need to lock Abel's labs.
Cover finally blown, Veronica saves you from certain death - by turning you into a test subject.
A prisoner of the Minister, Veronica's unfortunate test subject and now trapped with Ian's special zoms... things don't look good.
On a mission to pick up information from a Netrophil dead-drop you run straight into trouble...
A meeting with the Exmoor Militia turns into a chase across some quintessentially British countryside.
Bafflers are needed before you can carry out the Exmoor Militia's request, and a nuclear power plant is the best place to get them.
Getting hold of the Exmoor Militia's requested item involves breaking into a very unusual mansion.
You'll need to muster all your courage and derring-do to escape this house of film sets with your prize.
It's vital your meeting with Netrophil today goes according to plan; you need all the allies you can get.
Today you're heading to a dead-drop in a post-zombie apocalypse graveyard, what could possibly go wrong?
Ellie's skills will be needed once you have the Viking artefact, but first you need to get her away from the Ministry
As heists go, breaking into a royal residence with the help of the king is certainly unusual
No-one thought they'd ever travel abroad again, but this trip to Finland is for business, not pleasure
Navigating the Viking caves is a deadly puzzle that can only be solved using deductive reasoning skills
Finding an alternative way home leads to the discovery of even more disturbing things about the Ministry
The Plan C escape is on thin ice, literally, as your next flight out of Finland leaves from the middle of a glacier.
Steve's cover is blown, and the Minister leaves Ian in charge of his cruel and unusual punishment
Getting the Minister's command code requires spying on her from outside an airborne zeppelin. Don't look down!
The last remaining secret way into Abel is a set of spooky tunnels used for dubious experiments, so you need to check they're safe.