Let's Play - Haydee 2 (Part 35) Turning on the lights
It turns out that the dumb idea I had for the fuse (the thing I thought was a battery) was correct! We get the power back on in part of Technical, then manage to get the power back on in the rest of facility as well. It results in a bunch of new things spawning in, but I deal with it pretty well; I only got hit once! Otherwise, we still don't have the blowtorch, so there's clearly more to do in Technical somewhere
There's also a little catwalk that I notice on the way out. No idea how to get there, but there's definitely an entry to it somewhere
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