In SiN Reloaded, the route from Freeport City Bank to Water Works runs through Mancini’s escape, the SinTEK chemical plant, the warehouse, the biomech factory, the missile silo, and the sewers. At the bank, unlock the security doors, lower vault security, and read the current combination before touching the vault dials. At Water Works, turn machinery off before opening its drains or valves. This guide takes you through that connected stretch and ends after Eon and Peon; the story continues at the oil rig. It follows the main campaign shown in a Normal difficulty recording with Wages of SiN features enabled. The official Steam page identifies the Reloaded release.
Freeport City Bank: open the vault and follow Mancini
The helicopter approach can leave Blade entering from the roof or from street level. Either way, reach the bank lobby, clear the armed robbers, and keep civilians out of your line of fire. The important detour is the security office. Find the office key in the hostage room near the escalators. Beyond the teller counter, enter the door marked Employees Only, go upstairs, and use the window to reach the security area. The bank computer gives you both the security setting and the combination for the vault.
Use the office console and choose Security Doors, then unlock them. Return to the main menu, open Vault Security, and select Set Low Vault Security. On the same menu, open Current Vault Passcode and note both dial values. Set the physical vault dials to those values. The displayed pair can belong to the current run, so copying a number from somebody else’s playthrough is less reliable than reading your own terminal. Once the vault opens, search it before taking the hole that continues the chase. If the dials seem correct but the vault remains protected, revisit the terminal and check that the security setting changed to Low.

The street chase: buildings, construction site, subway
After the vault, Mancini leads you into the Abandoned Buildings. In the room where he leaves a bomb and blocks the exits, look at the damaged section of wall. Push the loose block and climb out above the blast instead of trying to disarm the device. The route then crosses broken floors and exterior ledges. If you collect the stolen bank bags, treat them as a separate objective while pursuing Mancini; missing a bag does not tell you which opening leads onward. The chase exit is beyond the lower floors of the last building.
In the Construction Zone, find the foreman’s prefab. Talk to him rather than shooting him if you want the SinTEK chemical plant blueprints. Use the crane to drop girders into a route across the site, then move through the damaged building and pipe. The level has alternate exits and an optional hostage rescue, so a different doorway can still advance the chase. Both exits lead into the Abandoned Subway.
The Abandoned Subway is where the pursuit becomes a fight with Mancini’s mutated form. Give the creature room around the escalators, follow it through the opening it makes, and board the subway car when you reach the platform. It attacks again in the cramped car and later on the platform. Those encounters are stages of the same pursuit: if it retreats after taking damage, follow the opened route instead of waiting for it to die in the first room. The chapter ends after the final subway encounter, and Blade’s next lead points to SinTEK.
SinTEK Chemical Plant: alarms, fans, and the lower lab
The chemical plant changes the pace. The opening objective asks you to remain undetected, and employees can raise an alarm. Watch the office windows before crossing exposed floor, deal with anyone moving toward an alarm control, and take an access card from the plant staff. A useful recovery point is the SinTEK security console: its Security Alarms menu changes the alarm status to Deactivated. If an alarm is active, clear the immediate threat and use that console before forcing the next guarded passage.
Another terminal controls ventilation. Its Fan Test Sequence powers the fans down only temporarily. Reach the passage first, start the test, then move through while the fans are stopped; opening the menu long before you are ready wastes the window. When the fan starts turning again, restart the test from the terminal before entering its passage.

In the lab continuation, work through the access-controlled rooms toward the lower level. The lab’s terminal and card route leads to U4 storage and the bioscanner; inserting the sample and starting the scan advances the investigation. A deactivated alarm leaves the lab objectives unfinished; continue to the exit pipe after the bioscan. Once you are across the central bridge, look for the grating into the pipe beneath it. The plant and lab have been revised for Reloaded, so use the door labels and current mission display when an older room description disagrees with the room in front of you.
Warehouse gates and the biomech factory uplink
The warehouse begins with an infiltration route and three lettered security gates. The Warehouse Operations screen reports Gate A open while the later gates are closed. Open Gate B, move through the newly accessible yard, and reach the upper office terminal that opens Gate C. If a shutter still blocks you, inspect the console’s status lines instead of assuming that opening one gate changed all three. The upper office also provides alarm control; another warehouse terminal can deactivate turret groups. Those controls are worth using before crossing the exposed crate lanes.

In the next warehouse section, the main objective is the foreman. The displayed secondary tasks include destroying U4 stores and installing a remote modem; they are separate from simply reaching the factory. Marked U4 crates are dangerous at close range, so shoot them from a distance if you are clearing that objective. The crate stacks hide both enemies and the doors between yards. When you have dealt with the foreman and finished the tasks you want, follow the working elevator rather than returning to Gate A.
At the Biomech Factory, the route moves through security rooms, machinery, and a computer center. Take the access cards needed by the blocked doors and disable the machinery identified by the mission display. Later, collect the disk from its retrieval unit and carry it to the terminal with Security Doors and Matrix Uplink. Unlock the security doors and run the uplink. The message “Virus has been uploaded” is the useful confirmation; merely possessing the disk is not the same step. The onward objective then points toward the missile silo. If the exit remains closed, return to the computer center and verify the door status before retracing the whole factory.
Once the uplink is running, follow the factory signs to the fabrication rooms. Press the red shutdown control in Fab 1, Fab 2, and Fab 3; the machinery objective should change when all three are off. The confrontation with Elexis then releases two biomech creatures. Fight them before looking for the observation booth’s green access card. Bring that card back toward the computer center, open the remaining security door, and reach the helipad control room for the extraction. The helipad pickup takes Blade from the factory toward the missile silo.

Missile Silo: lock down the second warhead, then handle launch three
The silo has several objectives that can look interchangeable when read quickly. First enter the base and disable its security power. Follow the Power Station signs to the generators. The route through the lower base also reaches the captive marines; rescue them if you intend to use the launch abort option, because their information supplies the clearance code in the original campaign route. Do not rely on a code copied from a 1998 guide for Reloaded. The base’s doors and access points have been revised, and the current game’s console is the place to confirm what is still locked.
Beyond the flooded route are the numbered silos. At Silo #1, use Silo Access to open Silo #2. At Silo #2, choose Warhead Status and Lock Down Warhead, then use Silo Access to open Silo #3. Check the status fields after each action. The second warhead should read locked down before you leave its controls; opening the next door alone does not complete that objective.
At Silo #3, choose the outcome for which you have the required access. Launch Status > Abort Launch asks for a clearance code. Use the code obtained in your run if you have it; guessing can trigger security measures. Without a valid code, use the separate Launch Doors > Open Launch Doors option to complete the redirect objective. Opening the doors is not an abort: check the mission display to see which objective completed and what the console now reports. If you already entered an invalid code, reload a save from before the Silo #3 terminal to escape the security response, then take the launch-door route. Continue once the redirect objective advances.

Through the sewers and dam to Water Works
After the silo, the direct approach to the Freeport Water Works is blocked. Enter the sewers and use the pipe and valve system to reach the deeper passages. In the first valve hall, the numbered controls open the drainage route; turn Valve 1 before Valve 2 if you want to preserve the safer original route through that area. If the hall floods after an early turn of Valve 2, drain it with Valve 1 and use the passage that remains available. The drainage passage remains the way forward after the flood.
Follow the sewers through their upper and lower paths toward the dam. The old route can branch through the aqueducts, while the recorded run continues through Lower Freeport Sewers. Once you surface, look up before crossing the open area: snipers cover the approach to the checkpoint. Pass through the checkpoint toward Freeport City Dam. At the reservoir, the intake tower holds the blue access card for the locked worker area. Free the workers without shooting them, collect the green card there, and continue up to the security office. Its console controls both Security Doors and the Tram System; release the tram before searching the station for another exit. Then board it for Water Works. The practical marker that you are back on course is the Water Works mission display, which replaces the dam objectives with clarifier and sewage-intake tasks.
Water Works: finish each machine in the right order
The first Water Works mission explicitly says to turn off the clarifiers and then drain them. The red, blue, and yellow control stations each have a terminal with Power Off. Visit the upper-level terminals first. Only after those machines are off should you use the corresponding lower-level drain valves. Trying to drain a running clarifier can destroy it and fail the mission. If your objective remains open after one drain, check the other colors; the task covers all three tanks, not just the red station beside the entry.
After the clarifier task, reach the Intake Pumping Station. Descend to shut off the sewage pumps, return to the upper controls, and close the corresponding intake valves. The pump-before-valve wording on the mission display is deliberate. If a valve will not complete the intake objective, check the pumps below before repeating the valve interaction. The completion notice and the next cutscene move you from the machinery shutdown to a second attempt to contaminate the outgoing water.

The final chamber has three color-coded contamination objectives plus Dispose of Eon and Peon. Take the colors in the order shown on the mission display: yellow, red, then blue. Each color has a valve down by the water and another on the opposite pipe. Turn both for a color before moving to the next. Eon and Peon enter during this sequence, so use the catwalks to make space and continue checking which color is still active rather than treating the monster’s appearance as the end of the valve task. When all three contamination lines and the creature are checked off, the Water Works segment is complete.
Blade’s next lead is a SinTEK oil rig. That is the next campaign destination, not the ending of SiN Reloaded. This guide ends before the oil rig and the later campaign maps.