Deathloop’s Ramblin’ Frank Spicer doesn’t have a Slab, but he does have a shiny gun. And a container full of fireworks.
Our Deathloop “The Ballad of Ramblin’ Frank” guide will help you find everything you need for the break into Frank’s, search Frank’s Club, kill Frank Spicer, take Frank’s Constancy Automatic, find the fireworks, go to Otto’s at noon (or later), return to Otto’s in the morning, prevent the fire, find the code, open the container, and sabotage the flaps steps of this Lead.
Table of contents
- The Ballad of Ramblin’ Frank
- Break into Frank’s
- Search Frank’s Club
- Kill Frank Spicer
- Take Frank’s Constancy Automatic
- Return to Otto’s in the Morning
- Prevent the Fire
- Find the Code
- Open the Container
- Sabotage the Flaps
- The Biggest Hit
We recommend the Shift and Nexus Slabs for this Lead. Shift will help you move around the various areas you’ll encounter, and Nexus is going to help you deal with the crowds of Eternalists — especially in the later steps.
As for weapons, something silent is always nice to have, and fill your other two slots with your favorites.
The Ballad of Ramblin’ Frank
One of these days, Frank’s obsession with fireworks is going to get him killed.
Our Deathloop guides aren’t the only path through this district. You can take whatever path you want with as much stealth or combat as you see fit. Our guide focuses on the path(s) that lead to every clue and Lead, letting you pick up any useful weapons along the way, and generally avoiding combat.
For this Lead, we’re heading to Fristad Rock in the morning to check out Frank’s Club.
Break into Frank’s
Frank sends up fireworks every evening. The burning details should be in his fortified club. Luckily, no security’s foolproof.
Take the right path out of the tunnels. We’re heading straight along the road to Frank’s front door.
Take out the handful of Eternalists just outside the tunnels, and follow the road up the hill and around to the right.
There are a few more Eternalists at the bottom of the hill along with a turret. Deal with them, and head to the front door of Frank’s Club. Don’t use the ClassPass dispenser — ClassPasses disable your Slab abilities, so we’re going to find a better way inside (that “play their game and everyone loses” graffiti is both a warning and a hint.) Just grab the Opportunity Knocked note to the right of the door.
Go back and stand by the turret facing the club. There are rocks you can climb along the right side. Climb up to the roof.
There are several Eternalists and a couple turrets up here, so be careful. You can sneak past them all if you want, or just start shooting — it’s up to you. From where you climbed up, cross the roof to the right over to the railing.
There are two gaps in the railing — drop through the one on the left and follow the path down to the water.
When you reach the bouy, look back up at the cliff you just descended. There’s a small tunnel above the locked door ahead of you. Climb up to it, and kick through the grate.
Search Frank’s Club
Only thing standing between me and the juicy details about Frank’s fireworks show is his ClassPass security system.
Now that we’ve bypassed Frank’s security, we’re ready to search the club for information and to find and kill Frank.
Throughout the club, there are sensors, turrets, and antennas (antennae?), so keep your hackamajig equipped. Without the ClassPass, you’ll need to hack the antennas over every door to move around. The turrets will take out nearly all of the Eternalists inside if you get them all on your side. Just hack every sensor and antenna you see, and commandeer and deploy every turret.
Pass through the locker room, and through the next air vent grating. In that room, turn around and look at the weird couch you came in past. Climb on top, and use the decorations to crawl up to the window over the door.
There’s a turret at the top of the stairs on your left and another at the bottom of the stairs on the other side of the potted plants. Those two will clear out all the Eternalists in the room.
Shift (or just jump) over to the stairs, and take them up. Turn left at the top.
Look up above the door here for another ledge to climb onto. Use that to jump and Shift across to the orange room in the middle.
Follow along the right wall to find another air vent. Kick through the grate, and climb inside. Follow it all the way to the end.
You’ll land behind a U-shaped bar. Take a left. Hack the sensor in the hallway, and then turn left again. Commandeer the turret in the hall to deal with the Eternalists nearby.
Continue along the hall and watch for a blue room on your right. Cross through the blue room, and hack all of the sensors and turrets on the other side. Frank’s Studio is off to your right.
Instead of hacking the door, jump up and duck through the window above the door.
Look over the balcony on your right, and activate the turret below you to deal with the Eternalists watching Frank. When they’re done, the turret will keep firing at the studio, but the glass is bulletproof.
Leave the turret be for now, and head toward the bed. Check Frank’s minicom on your left. Pass to the right of the bed and grab the Last Take cassette.
Kill Frank Spicer
Ramblin’ Frank Spicer is a man of refined tastes in music and firearms. Bet he’s carrying something worth infusing.
Face back toward the minicom and take the stairs down. At the bottom, duck under the stairs and keep left. There’s a panel to hack open behind the potted plant. Hit the button inside to open the doors to Frank’s Studio.
Take Frank’s Constancy Automatic
Step one, roll into the club. Step two, put Frank out of my misery. Step three, take his gun. Step four, profit.
With the doors open, all you really have to do is wait for Frank and his bodyguards to come out and get shot by the turret. Or you can just shoot them all.
Frank doesn’t have a Slab, but he does have the Constancy Automatic. Claim it.
Before you leave, grab the Fishing for Fireworks cassette from inside Frank’s Studio.
Head for the exit.
Find the Fireworks and Go to Otto’s at Noon (or Later)
Frank’s fireworks are stored in a cargo container by the Bay.
A locked container is being filled with fireworks by an Updaamer named Otto. Frank promised to send him the code at noon.
It’ll be noon when you leave, so let’s head straight to Updaam. Take the right exit out of the tunnels.
Head back toward your apartment (and the Radio Antenna Terminal) in Updaam — Otto’s place is one street over. Stick to the rooftops using Shift to make this a quick trip. Just get close enough to see it and hear the Eternalists down on the street talking.
Return to Otto’s in the Morning
Otto’s Workshop is intact in the morning, but something causes it to burn down by noon.
Cycle through the loop to the next morning and return to Updaam.
Head back to Otto’s Workshop — the path through the Candy Bar and along the cliff’s edge is a good way to go, or you can head along the main road and use the Nexus Slab to take out crowds of Eternalists at once.
Prevent the Fire
The fire is caused by the overloaded power boxes connected to Otto’s fireworks machine. No power boxes, no fire.
Inside, head into the back room. Before you investigate the sparking fireworks machine, head all the way back and check Otto’s minicom and the Frank Originals, Part 1 cassette.
From there, just follow the glowing power cables and shoot the power boxes. There are Eternalists everywhere, so use your Nexus Slab often and take them out.
Just keep following those glowing cables straight to the power boxes. When you take out the last one, Otto’s Workshop will be saved, and you can come back later to find the code.
Find the Code
With the fire prevented, Otto’s minicom will be accessible later in the day. I can find the cargo container code there.
Once again, it’ll be noon when you exit, so let’s head back to Otto’s Workshop in Updaam one more time.
Check his minicom to find a message from Frank with the code. (Remember that the code will be different with every save.)
Open the Container
I can access the container for Frank’s fireworks in Karl’s Bay with the code ----.
It’ll be evening now, and it’s time to head to Karl’s Bay.
Take the right path out of the tunnels and follow the cliff edge all the way to the backside of Hangar 2.
Sabotage the Flaps
Given his limited understanding of rain flap functionality, Ramblin’ Frank won’t notice a little light sabotage.
Check the Keep Out note by the door, and then open Frank’s Container with the code we just found. Inside, turn right to find the Fireworks Launcher where you’ll have the option to sabotage the fireworks.
The Biggest Hit
Frank’s fireworks are vulnerable to sabotage; I can kill him with his own favorite toys.
That completes “The Ballad of Ramblin’ Frank.” We’ve only got one Visionary left, so we’ll head for Aleksis next.