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That tile up north is out of range of the turret, but close enough to chase the guy away. When the guy is gone, it's safe to go under the turret.

This works if I reload and continue from the checkpoint, but if I die in this room then the trigger for the guard running away in the upper part of the corridor seems to stop working:

Ah, I see. Not sure how that happened, but I'll look into patching it when the voting period is over, thank you!