Content Type: Gaming Guides
After leaving Momo’s apartment, hop into the nearby bucket and ride it across the gap, then hop out and use the AC unit to get onto the ledge above you. Look ahead and you’ll see a bunch of Zurks scurrying around. They’re in your way, so you’re going to have to trick them to get past them.
Once safe, jump across the gap, heading towards the tower — when in doubt while in this area, just head towards the tower, since that’s what you’re ultimately trying to reach.
After jumping the gap, you’ll have to find a way around some more Zurks.
Once safely above the Zurks, you won’t be able to head straight towards the tower, so turn slightly right and continue forward, using your cat skills to jump up onto the higher ledge.
You’ll find yourself facing a large neon sign that you can inspect to remember another Memory. Then turn around — the way forward is visible from here.
Completing the puzzle will bring you to a puzzle that combines mechanics from two previous puzzle types. Move the barrel towards the swinging girder, then jump onto the barrel and from there onto the girder.
Make your way to the next rooftop, and from there take the next girder to the following roof. When you land, a bunch of Zurks will start scrabbling at the fence near you — avoiding them will require some clever maneuvering.
Once you’re safe from the Zurks and on some higher ground, keep jumping upwards until you’re as close to the large neon sign as possible. Then you can jump onto the nearby yellow crane and follow it to the balcony of the tower. There, you’ll have to knock down a plank to reach the nearby vent. Inside the tower, continue forward until you walk on a wooden board that takes you over a fence.
Here, you’ll see a bunch of Zurks wandering around in the area ahead — you’ll need to run past them, around the fence, and up onto the scaffolding. From the scaffolding you can jump to one of the swinging girders — at that point, you’ll be safe from the Zurks.
You’ll need to jump immediately to the higher section of scaffolding once the girder swings close enough, otherwise it will reset and you’ll have to jump back to the lower scaffolding and jump to the girder again. Now jump up to the next floor of the tower and continue forward to find the next puzzle.
Jump up to the next girder, and from there to the next floor. Some Zurks will start running at you — stand to the far side of the room, and then once they get near, run to the other side of the room and across the narrow wooden boards to the other side of the gap. Turn right and jump up onto the scaffolding, and keep jumping higher until you can leap to another girder. From there, you can make your way forward onto the next level of the tower. Now you’ve got to call the elevator, and survive while you wait for it!
Once the elevator arrives, you’ll need to jump into it by first jumping onto the boxes on side of the elevator cage, and from there to the top of the elevator cage. Then you can hop down inside the elevator and use the panel to send it back up. Once the elevator reaches the top of the tower, you’ll need to use the stool to reach the top of the elevator cage. Jump down and walk over to the panel on the front of the transmitter, and use the Transceiver on it.
You’ll be treated to a cutscene, and when it ends B-12 will have another Memory and you’ll find yourself in front of a bucket — hop in and ride it back down into the Slums!