Achievements Guide - Main Campaign. Walkthrough of the game Deus Ex Human Revolution

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Before embarking on a full-fledged campaign, it is worth paying attention to the “Training”. Here you can master the mechanics of the game, which will be useful as you progress. ...

Before embarking on a full-fledged campaign, it is worth paying attention to the “Training”. Here you can master the mechanics of the game, which will be useful as you progress.

After the introductory video, we talk to Megan and go to the boss. Along the way we explore the laboratory, and also visually get acquainted with new characters. The conversation with the boss is interrupted by an alarm caused by a technical failure. We go directly to the scene of the incident through the service elevator on the left. We enter code 0451 and, going inside, press the button on the elevator panel. We have weapons in our hands, but there is no need to use them at the moment. We move along the corridors, bending down, we pass under glass partition. We observe the scene of the execution of laboratory employees and turn into the room on the left. We remove the boxes from the wall, open the hatch grate and, jumping, get inside. We find ourselves on the other side, right where the employees were killed. We move along the corridor, at the end there will be a door. We penetrate further, but do not forget to close the door behind us. So, two opponents come down the stairs. Our task is to pass unnoticed. There are several ways, the main thing is to choose the right moment. Taking a sitting position, we move around the shelters. At one point they will synchronously dig through the tables. When the one closest to the stairs begins to leave, and another one arrives in his place, we will be able to get to the stairs unnoticed. We go upstairs and move along the corridor. We watch our opponents through the glass. When they start moving, we will be able to enter the room by pressing against the wall and opening the door. The easiest way to reach the door at the other end of the room is from the right side. At the end we use the central box to remain unnoticed. And finally, the last room with four enemies. Everything is simple here: we go down the stairs and use the shelters under the stairs. Let's watch the video. We were killed and, so to speak, restored by introducing implants. Six months later we are back in business.

Detroit.
M1 - Back in the saddle.

We go to the second floor to the technical laboratory, to meet with Pritchard to fix the retinal display. In the communication thread, select “Ignore”. Next we get to the helipad to our boss Sharif. We speak with Farida and select the answer on the left. During the flight, we communicate with Sharif and choose answers - non-lethal melee weapons.

M1 - Clearing Sharif's factory.

Having arrived at the place, we enter the building and meet a policeman at the end of the corridor. After talking with him, we choose outside. On the left there is a staircase leading down. We sneak up on the first enemy and stun him. You can search him, be sure to hide the body after neutralization. There are three more ahead. We stun the terrorist standing with his back to us at the moment when the enemy patrolling near the marked door begins to move away. We hide the body and head to the next goal. We deal with him in the same way. Dealing with the latter will not be difficult. We enter the building. We go straight until we come across a door. This room contains a computer and stairs leading upstairs. Being at the top, we jump onto the boxes. There is an enemy on the right, digging into something. We neutralize him, and then another one patrolling nearby. There is another one standing nearby, which we deal with when the patroller turns away. We go to the other end and, having ambushed the patrolling enemy, we stun him and deal with the one rummaging through the boxes. We have three paths - these are two doors and one staircase in the corner leading up to the ventilation shaft. We will follow it. To successfully jump to the mine, we substitute the box lying nearby, sit down and at the same time press jump + forward. After passing through the tunnel, we will find ourselves in the locker room. There may be useful items in the lockers, so don’t be lazy to inspect them. The next door is locked and requires a password, so we must hack it. We pass further, where four enemies are located in the hall. We carefully go down the stairs before the conversation between them ends. When they disperse, we neutralize the nearest one. We hide the body and stun another one near the table. There are two left who patrol in a circle. First we will deal with the outer one, and then with the one in the center. Ahead is a corridor with a surveillance camera. It’s easy to get around it, just walk under it and avoid its rays. We break open the next door and move on. Ignoring the conversation of the opponents, we turn left and see boxes under the stairs blocking the ventilation shaft. Having passed along it, we find ourselves in another room and stun the only patrolman. We quietly get to the elevator. Having arrived at the desired floor, we immediately select a praxis at the exit. With it we can improve our implants, since we have chosen the stealth mode, we are upgrading the corresponding branches. And at the corner we see a ventilation shaft on the wall on the right. It will lead us straight to the right door, bypassing the surveillance camera.

M2 - Neutralize the terrorist leader.

After the video, we get to the elevator. We go up the stairs and see two patrolmen diverging. It's best to neutralize them and then go left of the stairs. IN last room there will be a ventilation shaft that will take us to the first floor. From there we can easily make our way to the next staircase. Having risen, we open the door and watch the video. We have a choice. We are trying to free Josie. To do this, we constantly select the “Sympathize” branch.

M3 - Evacuation.

We go to the helipad to Malik.

M4 - Finishing the job.

After asking her a little, we head to Pritchard so that he can study the Typhoon. Then to boss Sharif to receive a new task and tell details about what happened at the factory.

M5 - Investigation of a suicide terrorist attack.

Having agreed to a new task, we go to the police station. We go inside and talk to Wen Haas in the window. We constantly select the “Forgive” branch. Having gained access to the morgue, we examine the body and remove the neural node. We go home and connect it to the computer.

M6 - Visit to the PROTEZ clinic.

Upon arrival at the clinic, we learn that no additional injections will be required. At the same time, here we can buy items to increase energy, as well as a more important resource - Praxis.

M7 - Disable transmission.

We go to the slums, where we have to hack the antenna transmitting signals. There are different ways to get into the slums. The easiest way is through the door. However, the path there is blocked by large boxes, which can be moved away if you have the appropriate implant. The second way is through the roof, which can be climbed using the fire escape in the alley. Then we climb along the ledge and find ourselves on the opposite side. We go down the stairs. We penetrate the building and follow the patrolman. Two more people stand further away and talk. Having dealt with this, we go along the right side, bending down. Next we move along the left side behind the containers. At the same time, we listen to conversations between opponents. We enter another building and kill the patrolman. Two enemies are sitting on the sofa and watching TV. After listening to their conversation, we very carefully make our way to the stairs on the left. Having risen, we see mines on the walls. We select a barrel and throw it along the located mines. This way we will destroy them all. Of course, the enemies will be alarmed, so we’ll wait it out and move on. Having dealt with them, we begin to hack the system. We make the antenna inactive and wait for Farida near the helipad.

M9 - Transmission.

Having arrived in the area, we enter the building through the door and after walking a little, watch the video.

M10 - Search for clues in Highland Park.

We open the door and get out. We go around on the left side, hiding behind the containers. You can do without stunning enemies at all. To do this, move only on the left side, remove the containers and sneak to the door. We penetrate the building, there will be a ventilation shaft on the right. We continue to go to the elevator. Here we neutralize the patrolman until the guard above sees him. We hide the body and, bypassing the surveillance camera, get to the elevator. Having gone down on it, we turn right and jump into a certain hole. We remove the box and climb forward along the ventilation shaft. Being in another pit, we wait for the enemy and deal with him. The robot patrols the area, so when he is not looking, we get out of the hole and go further through the door. Two soldiers are talking ahead. We will neutralize one of them when he comes towards us. We climb up the stairs. We get to a room with doors in both directions. We choose the left path. We deal with the patrolman on the central bridge. On the left there is a room in which there is a ventilation shaft near the computer. We get through it to the next room, and from there the easiest way is to get to the stairs, which will take us to the first floor. If necessary, we neutralize the patrolmen. We take the elevator down even lower, where we meet the first boss. To kill him you will need a powerful weapon. We run from column to column, and try to lure the enemy to explosive objects. Don't forget to also dodge enemy grenades and throw your own, since Barrett is vulnerable against them. Useful items are scattered around, including weapons. After the victory, we will collect the remains and return to Malik.

M11 - Whispers of a conspiracy.

Let's visit Pritchard first, because he wants to tell us something important. Having learned new details, we go to Sharif. We meet Bill Taggert in the reception area. In the dialogue, select the “Keep Calm” and “Ask” branches. In a conversation with Sharif, we use the “Justify” branch. Then we talk to him again and, having received a new task, we go to Malik to fly to China.

Shanghai.
M1 - Hunting for a hacker.

Before us is a new city and, accordingly, a new part of the plot. All additional tasks that we did not manage to complete in Detroit will automatically expire, and we will no longer be able to return to them. We get to the penthouse, but we are not allowed to enter it. Therefore, we go further, where there will be a ventilation shaft in the corner. Having passed along it, turn right and go to the end. There will be another ventilation on the wall on the right. From there we open the door leading outside. We don’t stick our heads out until the patrolmen finish speaking. Then we get to the elevator. Going down the elevator, we see vending machines with drinks in front of us. One of them blocked the ventilation shaft. Along it we will get to the desired computer. It is advisable to neutralize enemies nearby. After the break-in, we contact Malik and return back the same way we came. Next we head to the Uley night club. You can get there through the main entrance, but in this case you will have to pay 1000 credits. There is an easier way: on the left in the alley there is a ventilation shaft that will lead us inside. We talk to the bartender and find out about Tong. On the second floor we talk with the manager, selecting the “Pay attention” branch. Now we can go to Tonga and find out where Van Bruggen is. Along the way we will meet Malik, which will turn out to be very strange, and we will carefully ask her about her secrets. It is not at all necessary to complete the quest given by Malik, so let’s move on.

M2 - Obtaining access to Tai-Yun Medical.

After talking with Bryggen in residential areas, we go to the brothel and try to steal the employee’s card. It’s very simple to do this: we go into the next room, and from there through the balcony we get to the desired room. We return to Van Brugger so that he can redo the data for us. After the video, we hand over the weapon to Van Brugger and begin our escape from the area. We head to the stairs and go down to the floor below. We turn right and enter the first room, where there are two opponents. Having neutralized them, we find a ventilation shaft that will lead us to the exit. IN next room there is a patrolman, as well as a surveillance camera. It is advisable not to disturb them, but, at the right moment, to rush past. This is very easy to do, because the camera doesn’t move at all. The last toilet has a ventilation shaft. Having got out of it on the other side, we see a turret in front of us and two opponents on the right. Having slipped past them, we find ourselves in the shower room. On one side there is electricity and on the other there are mines. We grab the box and throw it along these mines. By the time the enemies come running, we will already have time to run to the laundry room. There are two more here, we will deal with them when both are next to us. Then, after saving, we poke our heads around the corner and see ordinary and heavily armed soldiers. You can’t just get through, so they definitely need to be neutralized. One of them will look at us, while the second will turn in the other direction. When he turns around, we quickly move diagonally to the bedside table. We are waiting for the right moment to turn left. We hide behind the cabinet on the right. We wait for the enemy, stun him and finish off the heavily armed one. Next, we leave the building and go on the train, which will take us to Tai-Yun Medical.

Tai-Yun Medical.
M1 - In search of evidence.

We go up the stairs and break open the door. We are stopped by a gasping employee who finds himself in a locked room. To save him, you need to break open the nearby door and unscrew the valve. Then we make our way into the room with the employee, remove the boxes and crawl towards him. After talking with him, we move on. In the server room we are stopped by a security guard. In the dialogue we select “Mention Lee”, and he gladly lets us through. We hack the console in the center and go to the room on the left. We go up the stairs, where we go along the first bridge into the room. We select a pocket secretary, which contains the code for the pump room. We return back to the server room and go down the stairs to the level below. We sneak past the first camera. Then past the second one, but there we turn right. Behind the container there is a ventilation shaft that will lead us to the desired door. We use the elevator, exit it and break open the utility room door on the right. We turn off the electricity and go into the next room. We climb up the structure on the right. We go up the stairs and get to another elevator. On Pritchard’s advice, we’ll hide the weapon and head to the laboratory. We are not allowed there, so we are looking for another way. For example, in the room on the right there is a ventilation shaft. You can get to it by breaking the doors. After passing through the mine, we turn right. There are enemies across the room. We deal with them and at the exit from the room we turn right to the stairs. There will be no problems on the second floor. We will be in the safe zone again. The strict guard will not let us through, so we turn right and, going down a little lower on the stairs, we hack the console while no one sees. We make lasers inactive. When the guard on the other side begins to move away, we catch up and neutralize him. There are two more ahead and the one in the center has a secret code for the desired door. However, that same door can be broken down. In the room with lasers, move first left, then right. To the right is small room, and behind the box in this room there is a ventilation shaft. She will lead us to a room with security. We neutralize the guard sitting at the computer and then the remaining two. Having opened the door, we wait for the laser to go away and quickly move to the right. We pass by the boxes and enter the elevator so that the camera does not notice us.

M2 - Entrance to the dragon's lair.

After the cutscene, go through the door to the left of the elevator. Ahead is a corridor patrolled by a heavily armed soldier. We go around it on the right side, where we neutralize the other one, constantly standing in one place. We hide the body and move on. We move along the corridor to the desired room. Everything here is illuminated by a surveillance camera. Let's climb into the nearby computer and find out the code for the door. It is advisable to turn off the camera at this moment. We take the elevator to Zhao. After the video, we try to escape from the guards that appear. We go down the right stairs. There is a ventilation shaft in the corner leading to the first floor. It will be more difficult to get out of it, so first open the shaft door, this will lure the guards. When they calm down, we can get out and gradually get to the exit. We take the elevator down to the hangar, where we need to neutralize two robots. This can be done using EMP grenades, or by hacking computers nearby. Having finished with them, we open the gate using the button on the tower and get into the rescue helicopter.

Montreal.
M1 - Meeting with Elisa Kassan.

Having landed on the helipad, we enter the building and move to room 404. Since the doors are blocked, we go around. After talking with Eliza, we learn that we have fallen into a trap. We leave the room and turn right. In the next room there is a ventilation shaft. We go straight along it and listen to the conversation of the opponents. We get out and turn left. We move between the tables, and then go down the stairs. We turn left and follow the corridor. To prevent the camera from detecting us, we quickly hide behind the sofas on the right until the enemies see us. And from there we get into the elevator. We move along the corridor, we see two people ahead. We enter the room on the left and from there we get to the second floor, where we destroy the patrolmen one by one. From the back side we go down and sneak to the desired door. It is advisable to neutralize a heavily armed soldier. Having gone down the stairs, we head to the funicular. We immediately neutralize the two standing with their backs to us. It will not be possible to approach the cable car directly, so we move away the nearby vending machine and through the ventilation shaft we find ourselves in the room with the cable car. We climb up the stairs and, luring opponents here, neutralize them. We get to the button that calls the funicular. However, we are not in a hurry to press: we will install containers near the elevator door so that you can hide behind them. After all, the funicular will not arrive soon, and in the meantime the opponents will be hanging around here. Our task is to hold out at any cost. We go down on the funicular and, turning right, sneak under the camera. We are waiting for security to appear behind the sofas. After talking with each other, one of them will go back. At this moment we leave the shelter and follow him. This way we can safely pass the switchable lasers. At the end, we will stun the enemy so that he does not interfere with our calm progress through the complex. Turn right and enter the first door. We leave the other one when the enemy moves away. We stun him and hide his body in the room. Next is a long corridor, at the end of which there is a chamber. Before we go around it, let's look into one more room. We will find an access code on the computer. Around the corner is another room with ammunition storage. Opening next door, when the enemy moves away and turn left. Having walked forward a little, we go down the stairs and hide behind a column. Having found the moment, we sneak to the door. We go down the stairs and move on when the heavily armed soldier turns away. On the left there is a door to a room through which we will go and find ourselves on the other side. We turn right, where there will be a small room with two patrolmen. We act very carefully, rolling from one obstacle to another and always keeping an eye on the camera. Further in the corridor there is another surveillance camera, we pass under it and crawl along the ventilation shaft. Before you go to fight the second boss, let's look into the room on the left. There is a heavy machine gun with a lot of ammunition here.

The leader of the mercenaries is perhaps the most powerful enemy in the game. She uses very powerful weapons and can also turn invisible.

These are the recommendations for battle. If the “EMP Protection” implant is installed, then you can calmly run during her attacks in the longest circle, trying to provoke the explosion of her mines near special devices on the wall. This will cause electricity to spread as the floor is covered with a layer of water. Taking advantage of its slowdown, we quickly attack with everything we have.

The second option is as follows. We run around the second circle, i.e. the smaller one, and try to attack as accurately as possible, at the same time, running away and dodging her attacks. In case you run out of ammunition, you can always find it in the large circle wall cabinets. When the enemy is in an invisible state (recharging), she can attack suddenly and without warning from our artificial intelligence assistant (Elisa Kassan). Therefore, at this time you need to be in the smallest, central circle. To see its location you need to use the ability to look through walls. Having finally dealt with the boss, we will examine the corpse in search of useful items, as well as the entire hall, leave the building and get to the rescue helicopter.

Detroit.
M1 - Conversation with Sharif.

We head to our apartment to talk with Sharif.

M2 - Find Isaiah Sandoval.

We receive a VIP pass and head to the convention center. Having burst in there, we enter into dialogue with Taggart. In the conversation, select the “Conflict” branch. Having successfully persuaded him to give away Sandoval's location, we go backstage. After talking with him again, we get to Grand River Road. You can enter the apartment through the fire escape. Noticing two people talking on staircase, wait for them to leave, and go into the right apartment. In the next room is Zeke Sanders. We open the door and quickly deal with him. We remove the drawers and go to the bathroom. Here we also remove the drawers and activate the electrical panel on the wall. A secret bunker has opened, in which Sandoval is probably hiding. We go down the stairs a little, then jump onto the barrels, walk a little along the structure and turn left. We jump down, and from there we go forward and go down the stairs again. Let's go forward and hide behind the box on the left. Let's wait until the patrolman leaves and make our way into the passage on the wall to the left. We neutralize the next guard when he gets between the lasers. We hide the corpse and very slowly sneak past one single mine. In a conversation with Sandoval, select the “Cruel Mercy” branch. We get to the surface and get to the roof of our house, where Malik will be waiting for us.

Detroit.
M1 - Old debts.

Pritchard is not in the office, but he asked to see Sharif. After the video, we return to the helipad to go back to Hengshu and find Vasily Shevchenko’s transmitter, and perhaps himself.

M2 - Find Vasily Shevchenko's transmitter.

After we crashed and were shot down, we take advantage of Malik's distraction and go in search of the transmitter. We turn right, jump down and sneak through the building before the enemies notice us. Before the helicopter explodes, we will already have time to get to the elevator. Once in Lower Hensha, we continue our search. Along the way, we get advice from Pritchard to visit the local PROTEZ clinic to get a new biochip. There is an enemy near the clinic that needs to be neutralized in order to move on. We go down into the subway and take the train to the Yuzhao region. The door we need is carefully guarded. In the alley we come across sewer hatch and go down. You need to go on the right side, it’s much safer. First we deal with the patrolman, and then with the one sitting on the chair. We dump the corpses into the water. We pass further through the central door. Here, on the contrary, we first neutralize the sitting person, and then quickly the patrolman. We pass further behind the boxes. There are two people sitting on the sofa and they will probably notice us if we move in the open. Using rolls, first to the left and then to the right, we get to the doors. We sneak behind the sofa and then behind the rusty cars. At the end, we remove the boxes and enter the desired door.

M3 - Hide and seek.

After talking with Tong, we go to the Belltower port. Having reached the surface, we pass further than the main gate, where we remove the box and enter the territory. We pass forward and, having let the robot through, go down the stairs. We lie in wait for the patrolman and neutralize him when he gets closer. We hide the body and sneak under the camera. We go up the next stairs again. Hiding behind the trucks, we move forward, the main thing is that the sniper above does not notice us. There is a camera and a patrolman ahead. We carefully pass behind the containers, preferably neutralizing the patrolman, who, by the way, has a pocket secretary with a code for the door next to the camera. We find ourselves in the right room and neutralize the sleeping guard. We break open the door and get the package from the locker. We return to the cell, or rather to the door next to the cell. Open it with the received code. Having entered the warehouse, turn right and move to the end. Let's wait until the guards finish speaking and move on. Once on the other side, we go up to the second floor. We climb the metal stairs to the very top and jump through the passage in the ceiling into the room. We install explosives and watch the video.

Singapore.
M1 - Rescue of Megan and her group.

Having got out of the capsule in which we stayed for several days, we leave the building through the door next to the red gate. We turn right and listen to the conversation of the patrolmen, hiding behind the barrels. One of them will come towards us, and we will neutralize him, then drag the body away. There is a passage straight ahead. We remove the container from the path and climb into the building through the window. It's very easy to neutralize everyone here. In the last room we hack the central computer, thereby completing an additional task. Now it has become much easier to navigate. We get out of here through the double doors and turn right. Going around the terrace, we will watch for the patrolman and neutralize him. Having hidden the body, we enter the building on the right. After sterilization, we will find ourselves in the central hall. There is a ventilation shaft to the right of the chamber. Let's carefully follow the enemy and sneak there. We get out from the other side and go up the stairs. Having risen, we turn right and follow the long corridor, eliminating the guards one by one, until we find ourselves at the door where one of the employees is being held. We hack it until the camera sees it. After talking with Nia Colvin, we set off to save the other members of the group. Getting to the next scientist, who is in the laboratory on the third floor, is a little easier. We go up the stairs in the central hall and turn left, of course, when the patrolman does not see. We enter the door on the right and move along the corridor. We pass through the lasers using the guard, who periodically walks back and forth. We speak with Eric Koss and leave the laboratory using the elevator located in the next room. Having gone down the elevator, we leave the room and turn right. Then turn right again at the first turn. There are guards ahead, finding the moment, we quickly climb the stairs to the right. We go through the central door to the left and go down the stairs. We hack the terminal to turn off the lasers. We go down the elevator straight to the next scientist - Declan Faherty. After talking with him, we return to the elevator. The main person left to save is Megan. Faherty gave us a virus that needs to be downloaded onto the main computer located outside the complex. This virus will make it impossible for Belltower to monitor our scientists. We leave the building the way we got here. To the right of the exit there is an enemy with a turret, as well as a patrolman moving back and forth. When they gather in a heap, we throw an EMP or a smoke grenade at them, pressed against the wall. Thus, we will deal with everyone without raising the alarm. You should not throw a smoke grenade into the area viewed by the turret, as it will quickly detect the “enemy” and begin continuous fire, which will naturally lead to undesirable consequences. We move further, where two cameras and a robot await us ahead. It won't be difficult to get around them. In the room with the main computer, we load the resulting virus into the disk reader next to the computer. After talking with Pritchard, we wait until the patrol that has appeared leaves, and we go to the elevator through the opened gate. We watch the video and begin the battle with the next boss - John Ramira. Immediately after the video, we throw a grenade at him and hit him with the most powerful weapon that we have. Our implants are disabled, so we can't use abilities like Typhoon, etc. There is a place on each side of the central glass where we can press ourselves and fight off the enemy. If he throws grenades to smoke us out, we quickly run to the opposite shelter. John is especially vulnerable when jumping over glass. We attack it until it is completely destroyed. We finally get to Megan. After the video, we go to the hangar to open the roof, thereby preparing for evacuation. We watch through the glass the rescue of employees and then quickly run to Leo’s shuttle to go to Panhea. We stun opponents who stand in the way with simple blows.

Panchaea.
M1 - Stop transmission.

Having received instructions from Pritchard, we head to the tower. We navigate by the beacon on the screen. We jump down and after walking a little, we come across electrified water. We jump onto the pipe on the right and move along it. We remove the container and jump onto the pipe on the left again. Having passed the corner, we shoot the boxes and penetrate into the ventilation shaft. Inside you can see a mine, which is easily destroyed by a shot. Once in the room, turn off the electricity and exit through the door. We turn right and move along the corridor. We turn right and go up the stairs. The hardest part is over, all that remains is to get to the elevator. We move along the corridors to the center of the tower. In a conversation with Hugh Darrow, select the “Criticize” branch. Having received the access codes, we return back to the elevator. We will have to break through the crowd of distraught employees. Don't forget that they are fast, they cause serious damage even alone, but most importantly, they cannot jump over even the simplest obstacles.

To be continued…

Deus Ex: Human Revolution is such a diverse game that there are several ways to complete it. You can go into a room and simply shoot everyone, you can use conversations to extract valuable information and win people over, or you can act quietly and unnoticed in the style of Sam Fisher. We will use the last method in passing Deus Ex: Human Revolution, because it is the most interesting.

After the introductory video, we talk to Megan and follow her. As soon as we arrive at the site, the attack on the office will begin. We need to get into the basement and find out what's going on. We go down the elevator, go along the corridor to the first large hall. 2 enemies will come out of the door above. We quietly neutralize them and move on. We find ourselves in the next room with other enemies, we sneak past them, hiding behind boxes and stands. Then we will be attacked and a cut-scene will begin...

We watch the video, talk to everyone in the office, get to know our surroundings. Then we go up to the second floor to help the technician fix the device, select “Ignore” in the conversation. Now we go to our boss on the helipad, during the flight we select “Non-lethal weapons”.

Our first task will be to clear the factory from terrorists and free the hostages. We speak with the special forces commander and go inside. We stun the first enemy, drag the body to a dark corner. There will be three more enemies in the next room. As soon as they begin to disperse, we neutralize them one by one and hide the corpses.

We go further along the corridor, open the door, jump into the ventilation and go out into the office space. We neutralize two enemies, then go to the stairs and again jump into the ventilation, placing the boxes under the hatch. To go further, you need to hack the system. This is easy to do; if it doesn’t work out, you can take training. All locks are the same in terms of picking.

Next there will be another crowd of terrorists. We wait until they finish chattering and stun them one by one. We hide the bodies and move on. There will be a video camera in the corner of the corridor; you can easily bypass it without getting into its viewing angle. We go further, to the right of the stairs there will be a pile of garbage, removing which you can open the ventilation passage. The only patrolman will be waiting for us at the exit.

Having stunned him, we go to the elevator and rise higher. Having gone around the camera, we go through the doorway and watch the video. Now our task is to neutralize the leader of the separatists. We go up the stairs, pass two enemies and go into the opening on the left. We follow the map to the place where the hostages are being held, watch the video.


#2

The situation can be ended different ways, but the most painless one is to always choose the “sympathize” answer option. The hostage has been saved, now we return to the helicopter and complete the mission. In our office we go to Pritchard, then we go to Sharif. We need to enter the police station and examine the body. Most quick way- in a conversation with an old friend at the counter, choose the answer “forgive”, but you can also secretly sneak into the morgue, receiving a thousand or two points. To do this, we avoid being seen by our colleagues and crawl through pipes and channels.

We examine the body, take out the chip and talk to Sharif. He asks us to visit a hospital for people with implants. We go to the clinic, talk with the doctor and return to the office. Now we need to cut off the supply line in the slums. We go to the building on which the antennas are located.

We climb the stairs on the side, walk along the balconies and go through the window opening. We wait until the enemies separate and stun them. We go further, slip past the patrol, and also past the mines, which will be a little further. We get out onto the roof, approach the antenna and deactivate it.


#3

We return to our helicopter, follow the instructions and go to the park. We go into the building, hide behind boxes and furniture, go through the left door. We walk along the corridor, stunning enemies and hiding their bodies in secluded places. We pass by the surveillance camera and get into the elevator. We go down, immediately go right, neutralize the enemy and move on.

There will be two patrolmen at the exit. We neutralize them and climb up the stairs. We go along the corridors until we get to the first boss. To defeat him, you need a powerful weapon, but also be aware of your surroundings. When the boss is getting ready to jump on you, stand near the various barrels and transformers and watch the fireworks. Well, you can simply hide behind the columns from impulses.

We return to the helicopter, talk with Pritchard in our office, go to the boss and answer with the “Justification” item. We go to the helicopter and go to Shanghai. There will be guards at the entrance to the building, so we won’t go ahead. We turn right into the passage and go to the end. We open the door, wait for the enemies to pass and quietly neutralize them. We take the elevator, then we get to the computer from which we need to steal information. Now we go to a party in the town of Uley, they will demand money from us for entry. Of course, we are not greedy, but we will try to find another way. To the left of the entrance there is a sewer shaft through which you can enter the club. In the building we speak with the Bartender and go to the second floor to the boss, in the conversation we select “Attention”. Next, we find out the location of the hacker and go back.

We meet with Van Bruggen, then go to the hotel. You need to steal a pass from one of the employees. We climb onto the balcony, jump over to another room and take the card. A cut-scene will begin, after which you need to clear the entire building and then get out of it. We go down the shaft, then go along the corridor, not forgetting about mines and traps.


#4

If you have a special ability, you can cut off the turret, but if not, then just bypass it. Then we neutralize all enemies and move on to the next task. We go into the building, a suffocating scientist will ask us for salvation. We break into the door on the right and turn the valve all the way, go into the room, talk to the scientist.

We go further, pass by the cameras in the server room, and then along the shaft we get to the elevator. There will be enemies in the next room. We need to neutralize them without raising alarm. We cut off the electricity and move on. Pritchard will get in touch and advise you not to wave your weapon too much, which we will follow.

They won’t let us into the workshop, but on the right there will be a ventilation shaft, at the exit of which two guards will be on duty. We go upstairs, they won’t let us in again. We hack the consoles, turn off the turrets and cameras and go through the mine. We go out, neutralize all the enemies and go into the elevator, trying not to attract attention.

The battleship can be bypassed on the right, because it is difficult to deal with it, and we don’t need the extra waste of ammunition. Bypassing the cameras, we move further and get to the Chinese woman. We need to leave the building. We neutralize the enemies, climb into the shaft and go to the elevator. We deactivate the robots and get into the helicopter.

We talk with Sharif and go on a mission. We enter the hall, speak with Taggart, select the “Conflict” branch, go to Sandoval. We go up the stairs, neutralize the enemies, hide the bodies. We move the boxes aside and move on. We jam the soladat, neutralize the mine and find Sandoval. In a conversation with him, select the “Mercy” branch. We return to the helicopter and complete the task.
After the cut-scene we go right along the corridors. We go down the elevator and receive an assignment from Pritchard to visit a local clinic. After that, we go further along the sewer, knock out the enemies standing at the exit, move on, simultaneously neutralizing the enemies and not forgetting to hide the corpses.

We find Tong, talk, then go to the seaport. Be extremely careful in the port area. There are cameras, robots and patrol officers everywhere. We get to the other side, climb up, sneak past the enemies and plant explosives, and then run away. Let's watch the video.


#5

We get out, go to the street, eavesdrop on the conversation. After this, we neutralize both talkers, move on, climb out the window. We move on, after the cleaning procedure we head to the main hall. We eliminate all enemies, look for a room with a hostage. We save the girl, then go in search of the remaining prisoners.

The first one is locked up on the third floor, near the laboratory assistant. The second sits in the basement, which can be reached by going down the elevator. Now our task is to save Megan. We leave the building, SILENTLY deal with all the enemies, not forgetting to hide the bodies. We walk along the street. Robots can be disabled using grenades; it is extremely difficult to bypass them. We go into the server room, load the virus into the database, talk to Pritchard.

We go further and get to the boss. To destroy it, throw grenades and use grenade launchers. Also don't forget to use the environment to fight him. After the victory, we go to Megan, then we go to the helipad and complete the mission.

After the cut-scene, we walk through the electrified water, climb into the office through the pipe and move further through the building. We find a room with a control panel, turn off the electricity, and go to the elevator at the top. We go up further, meet Darrow, when communicating with him, select “Criticism”. You need to go further, but here you will meet very unusual enemies.

Imagine for a second that you are playing a zombie game. What's the main thing about it? No, of course, survival comes naturally, but the main thing is not to let crazy people get close to you. In close combat they are very dangerous. Now the only thing left to do is to break through the crowd of psychos, save our boss and get to the final enemy.

Zhao is not very dangerous. To destroy her, you need to activate 3 charges in the room, and then finish off the villain herself. After its destruction, we move on, and then several buttons will await us. The end of the game depends on which one you choose. I recommend saving and trying all the options. Adam Jensen says the right things in these endings.

Kirill Shitarev

Street Wars

Near future. More precisely, the 2050s. As befits the world of cyberpunk, we are greeted by a gloomy world of all-powerful corporations, global networks and implants. There are rumors of secret societies bent on world domination. However, rumors are rumors, and the plague of the new century, aka the Gray Death virus, is raging in everyone major cities. The corrupt government has a vaccine, but it only reaches the powerful and rich. The poor rebel and attack troops and government institutions. In response, punitive actions are carried out with the help of elite forces, troops of the global military organization United Nation Anti-Terrorist Coalition (UNATCO). Something like the unforgettable GDI from C&C, at first glance. They rely on the power of the latest weapons and semi-cyborgs packed in titanium armor. Militants from the terrorist organization New Secessionist Front (NSF) try to take part in all spontaneous protests against the authorities. It's like the Brotherhood of NOD. The main feature is secrecy and surprise. The battle is on equal terms. UNATCO has a lot of money and advanced technology, and the terrorists have gained the support of the population and are well-kept in secret.

Our hero, JC Denton, represents the pinnacle of all nanotechnology. He is a super cyborg, every molecule of which is completely enhanced by electronics. The best agent of the anti-terrorist UNATCO, superior to his brother Paul Denton, who was improved using similar, but earlier and undeveloped, scientific technologies. There are two more relatively strong agents (Anna Navarre and Gunther Hermann), who also underwent mechanical improvement, turning into a walking pile of metal. However, you are a more advanced and modern operative of the Organization. This is in theory. But in practice you will have to work a lot to prove it. You will have to deal with secret organizations, fight constant conspiracies, remaining in the dark whether you are doing everything right or, on the contrary, acting in harm. Secret laboratories of bacteriological weapons, underground military complexes, underwater bases, dimly lit dirty quarters of cities. Just remember that any goal can be achieved in different ways. You can walk over corpses (then you get a DOOM shooter), or you can not kill anyone in battle one person and easily win through various tricks and tricks (something like “Thief”). You can communicate with all the characters and listen to their conversations for hours. You can read all the newspapers and voluminous books in an attempt to get more information. You can hack every computer and read mail. Of course, there is a mission framework, but within these frameworks anything is possible. Almost all. Almost everything is like in a real RPG. So, the game begins at the foot of the Statue of Liberty...

Special abilities

Since the hero is simply a cyborg skillfully created with the help of nanotechnology, he is not forbidden to use exorbitant and impossible powers. ordinary person abilities. At first it is only lighting, but then 9 more super skills will be added to it. All of them are in special canisters, that is, flasks, which, with the help of any medical robot, are installed in a certain part of the hero’s body. Each canister has a choice of two abilities: if you choose one of them, the second will forever be closed to you. So choose carefully. Abilities can be of four levels of development; improve them using a different type of canister. By the way, do not forget that using all your abilities takes a certain amount of bioenergy. If you look at abilities as spells, then bioenergy is mana. You can restore this “mana” using a repair robot or a portable battery that restores one-fourth of your maximum energy reserve. Remember that from EMP grenades and enemy lightning, bioenergy is reduced and even completely depleted!

Environmental Resistance– this ability allows you to reduce harm from various natural hazards such as electricity, gases and radiation. Similar in action to the Hazmat suit.

Aqualung– the better developed, the more time the hero can spend under water. Similar in effect to the Swimming skill.

Microfiber Muscle– allows you to lift very heavy objects, such as large iron boxes. The stronger the hero, the more weight he can lift.

Combat Strength– increases the damage done by melee weapons: knives, crowbars, swords, sticks.

Ballistic Protection– thanks to this ability, the hero can more easily withstand attacks from bullets and cutting weapons. The hero receives noticeably less damage, but he still does not become immortal.

EMP Shield– a special shield that protects your bioenergy reserves from being sucked out by electronic fields and EMP grenades.

Run Silent– a lot of noise is made while running, so if there are opponents nearby, they will definitely hear you. Therefore, you can move silently either by crawling or running with the help of this device.

Speed ​​Enhancement– a cool and useful ability, as it gives three effects at once. Higher jump, less fall damage and faster running speed. Useful if you need to quickly get away from enemies. You can also jump somewhere without the help of a small box.

Energy Shield– allows you to take less damage from energy weapons, such as a plasma rifle, and from a flamethrower. Not very commonly used weapons, but very dangerous if enemies have them.

Regeneration– regeneration, that is, the gradual restoration of health lost in battles. A very useful thing, since you will not be so dependent on first aid kits and the number of medical robots. Plus, with the help of a repair robot, it will be possible to completely recover. Get to level 2 as quickly as possible to heal 15 lives per second, not 5. On the 3rd there will be 25, and on the fourth there will be 40 lives at once.

Aggressive Defense System– activating the ability allows you to explode rockets and grenades flying at you right in the air, at some distance from the hero. Useful against enemies with GEP guns. Effective.

Spy Drone– a special small metal “drone” bee gathers inside the hero’s body, which you control to inspect the area and explore suspicious rooms where you don’t want to pry without preliminary preparation. Pressing the mouse while controlling it causes an EMP explosion, which is similar in effect to similar grenades. Unfortunately, the drone is slow and uses a lot of energy.

Targeting– a special system is built into the agent’s eyes, which allows him to scan an enemy caught in the crosshairs. In addition to increasing the accuracy of a weapon, with a developed ability, information is also provided about the health of the victim’s body parts and about his weapons. At the fourth level of development, a small screen appears, similar to an optical sight.

Vision Enhancement– turning on infrared light is not very useful, but when developing the ability to the third or higher level it allows you to look through walls!

Cloak- invisibility for all living creatures. Mechanical ones still see you using radar. It spends a huge amount of bioenergy, so it makes sense to develop it in order to reduce “mana” costs.

Radar Transparency- essentially the same as Cloak, but invisibility applies exclusively to mechanical creatures. Living things can still see you.

Power Recirculator– using other abilities while this one is activated consumes less bioenergy. The higher the development, the greater the savings.

Synthetic Heart– an unusual ability that (when activated) increases the level of all other abilities. Requires development to be effective.

Weapon

All weapons have their strengths and weaknesses. Try to take this into account when choosing tactics to destroy the enemy. The same flamethrower or shotgun is effective only at close range, but a rocket rifle and sniper are effective at long range. But there are differences here too. It is better to use a flamethrower against several nearby enemies, and a shotgun against one or two. A sniper can still be useful in a face-to-face showdown if you have a good reaction, but the explosion from a rocket will hit the hero one hundred percent if you shoot at an enemy two steps away from you.

Weapon characteristics

There are more than five of them, but only the following five can be improved with the help of special boxes, which are enough to increase the characteristics of the weapon selected in the inventory one-time.

Accuracy. The higher it is, the faster the weapon is aimed. That is, the faster the crosshair of the sight narrows, which means the smaller the deviation of the bullet from the target. Also reduces scope wobble, even nullifying it at 95% accuracy and above. Accuracy decreases as the health of one or both of the hero's hands deteriorates. This indicator is critical for long-range weapons and mid-range combat. When shooting at point-blank range, accuracy is no longer so important.

Recoil. Recoil. The smaller it is, the less the front sight will move with each new shot. Important for weapons that need to be fired several times to destroy one enemy. Therefore, it is almost irrelevant for a flamethrower, rocket rifle, sniper.

Reload. The speed of reloading a weapon after it runs out of ammo. Important for weapons that quickly “eat” charges and that kill in more than one hit. The smaller the capacity of the horn, the more important it is too.

Clip. Capacity of the weapon's horn. The higher it is, the more ammo or charges the weapon can use before the next reload. Important for weapons that eat a lot of ammo.

Range. Shot range. There are two types: maximum range and effective range. Only the second can be improved. The higher the number, the farther the weapon can shoot. Improving the indicator is important for weapons with a short range, such as a crossbow or flamethrower.

Weapon upgrade boxes can also provide the following three bells and whistles. They may or may not fit a specific weapon. So, you cannot attach an optical sight to a flamethrower, much less a silencer.

Add-ons

Laser Sight– laser sight. It is incredibly rare and is a red dot that appears in the place where the next shot will land. Can be used with an optical sight, or maybe without it.

Scope- optical sight. Allows you to accurately aim at the enemy's head in order to kill him with one hit. Used if the enemy is far away. At close range you can actually do without it. With low accuracy, the weapon moves from side to side, making aiming difficult. Initially, the sniper has it.

Silencer– muffler. Unlike the two top improvements, it acts automatically and permanently. With its help, the sound of a shot is muffled, turning into a click. This way, you can silently kill enemies with headshots without attracting the attention of their nearby comrades. The crossbow is initially silent.

Melee Weapons

Melee weapons are intended not for killing the enemy, but for breaking wooden boxes with things (stick) and stunning the enemy (taser). Destroying an enemy with melee weapons is quite difficult. It requires skill and desire to sneak up on the enemy. This type of weapon deals low damage, which is compensated by high speed. As a rule, they occupy one cell in the inventory and do not waste charges or ammo.

Knife, sword- used to kill the enemy. It is advisable to aim for the throat and attack on the sly, remaining unnoticed until the first blow.

Baton– unlike sharp weapons, it stuns the victim. The rest is the same.

Shocker (Riot Prod)– electrically stuns the enemy with one or two blows. Spends “charges”, the number of which is limited. Can be used four times without recharging. It is advisable to aim at the body and strike on the sly - in this case it is more effective, that is, it can knock down the enemy in one go. Tougher enemies like Agents require multiple hits.

Peppergun– a primitive means of temporarily neutralizing enemies. While they rub their eyes, they can be stunned or killed. A gas grenade is more effective, and “charges” come across very rarely.

Pistols

Something between melee weapons and shotguns. Fortunately, they take up little space in your inventory (one cell) and, unfortunately, have little destructive power. Ammo is found very often, but it is also spent quite quickly. Best use pistols - shooting in the head. If you aim at the body, then they do not justify themselves.

Ordinary- a standard gun, useful at the beginning of the game, but then turns into a means of shooting lonely and weak enemies in order to save ammo. A good use is to headshot a lone sentry if there are no enemies nearby. In close combat with machine gunners it will lead to death (yours, not theirs). Too long pauses between shots and only six rounds in the clip. And reloading is even very slow.

Silent(Stealth) - it sucks in theory, but in practice it turned out to be a good thing due to the very high rate of fire and fast reload. Very often used to quickly and silently destroy one or two enemies. You need to hit a couple of times in the head or fire almost all ten shots into the body.

Crossbow- a cool thing, thanks to its noiselessness and great destructive power. One hit to the head with a regular dart usually results in death. Tranquilizer darts (green) stun the enemy approximately ten seconds after hitting. That is, use the “shoot, hide, return to search the body” tactics. Lighting darts are not very useful thanks to the flashlight built into your body. Not the longest shot range.

PS20– disposable laser pistol. It's a weak thing, but he's very accurate. Either spend it right away or throw it away so it doesn’t take up space in your inventory.

Guns

The most commonly used weapon. Cartridges come across relatively often, and the killing power is high. They take up more space in the inventory than pistols (three or four cells), but still not as much as heavy weapons. A sniper and an assault shotgun are sufficient for any firefight. We use the first at a distance, the second – when the enemies come closer.

Sawed-off shotgun– will get caught in the very first mission. It is effective only in close combat (in which the enemy will also not hesitate and will not hesitate), shoots slowly and takes a long time to reload. Ideal against one enemy with a weak weapon. If there are two opponents, then it is best to immediately switch to a faster weapon, otherwise you will die. As soon as you find an assault shotgun, immediately throw away the sawn-off shotgun.

Assault Shotgun- just a cool thing, the most successful weapon for close combat, if you forget about the bulky flamethrower. It shoots very quickly and has a decent supply of ammunition in the clip. With accurate shooting from this weapon, it is quite possible to kill up to three or four machine gunners. Great stuff. In addition to regular cartridges, there is also Sabot. Insanely good against mechanics and only against them. A few hits on an armored robot may well destroy it.

Assault rifle- an incredibly inconvenient weapon, however, it is worth having with you. Firstly, he comes across a lot of cartridges. Secondly, in close combat you can kill one or two soldiers with pistols without much hassle. If there are more enemies, they will kill the hero while he is reloading. It is also suitable for shooting at medium distances, but in this case you will have to increase accuracy with the help of special improvements. Ammo is consumed very quickly and the full supply (300 rounds) is enough for ten to fifteen enemies, no more. Fortunately, in addition to regular cartridges, it can also fire special explosive cartridges. They are just as powerful as LAM explosives, but they can be found more often and are also easier to aim.

Sniper rifle– if you attach a silencer and a laser sight, and also spend all the accuracy improvements on it, you will simply get a BFG and an atomic strike in one bottle. At the beginning, take care of your ammo and use it only after achieving 90-95% accuracy. One hit to the enemy's head almost always means one finished corpse. Very high firing range. A weapon for instantly and with impunity the destruction of any number of soldiers at long distances. It has proven itself well at medium distances. If you have good reactions, you can also use it in close combat. The main thing is to quickly aim at the head...

By the way, if you are not sure that you will hit the enemy with a sniper rifle, then do not shoot. Losing several cartridges in vain is very unpleasant for her, even if the bandit was eventually destroyed. Try to spend all Accuracy upgrades you receive on the Spiper Gun.

ATTENTION! At the master level in shotguns, you will be able to destroy such things as peephole cameras, automatic guns, and alarm systems with one hit from a sniper rifle! Remember this.

Heavy weapons

It usually takes just a ton of space in the inventory, usually eight cells. You can carry a maximum of two of these things, provided that you give up a lot of useful things and devices like armor, grenades and guns. Heavy weapons are quite effective even when not upgraded, unlike rifles and pistols. Naturally, the hero’s running/walking speed slows down very much. Ammunition (cartridges) is quite rare, as are weapons of this kind themselves.

Flamethrower. It is enough to fry any enemy soldier for at least a second to destroy him. There is no need to aim, and there is no need to be afraid of return fire, since burning enemies do not shoot. Few charges and a short firing range are what limit the use of a flamethrower. A useful thing if you find a place for it in your inventory.

Laser rifle. Fires quickly, causing high damage with each hit. High firing range and low recoil. However, cartridges are found quite rarely. It is inconvenient to use in close combat. In the long range too, since the projectile flies for some time, and the enemy may have time to get away from it. Purpose – combat at medium distances. Not bad to use against mechanical robots. Inconvenient weapon.

Rocket launcher(GEP). With this little thing you can always treat your enemy with a rocket or two. Designed to fire once and then reload. In principle, one shot is enough to destroy most enemies. Rockets are found quite often, so don't save them too much. Beware only of the blast wave, which can hit you too. An excellent remedy against robots and locked doors. Capable of self-targeting. The best weapon from the heavy weapons section.

LAW- This is a disposable grenade launcher. I advise you to always take it with you, so that if you don’t kill the enemy, you can knock down a locked door. At least you'll save some lock picks.

Explosives

All grenades explode approximately two seconds after they are thrown and reach the surface. They occupy one cell in the inventory. They can be attached to walls, in which case they act like mines. As soon as the enemy gets closer to the wall, they explode. Luckily, your grenades don't react to you.

Scramble- a grenade that temporarily but strongly brainwashes a robot caught in the sphere of its explosion, so that it ceases to be your enemy, but looks for the nearest robot and starts firing at it with all its guns. It doesn't last very long, but it's a useful thing.

LAM- explosives, the most common and most lethal of grenades. Almost certainly will kill any enemy and knock down any door. However, when people see it lying on the floor, they begin to run away from the area of ​​the expected explosion, so it is not very useful in battle.

EMP– causes a wave of electromagnetic pulsation, acting as a means against any enemy electronics, which it successfully neutralizes for a while. Disables alarm panels, camera eyes, laser fields and automatic guns. It can also calm the robot if you hit it successfully. Harmless to health ordinary people, however, steals their bioenergy. If there is any other grenade in the explosion field of this grenade, it will be neutralized. That is, you can walk up and calmly pick it up without fear of an explosion.

Gas– a cloud of green gas makes all enemy soldiers caught in it cough and rub their eyes. While they are inactive, no one bothers to carefully make a small hole in the head of each of them, even with the most ordinary pistol.

Items

Ballistic Armor- special armor that protects against most of the damage caused by bullets. Lasts long enough to last exactly one firefight.

Thermoptic Camo- armor that makes the hero invisible for a short period of time both to living beings and to robots.

Rebreather– for some time under water the hero can breathe from this device. Useful if a long swim is required and oxygen may suddenly run out.

Tech Goggles- allow you to better consider everything that is happening. Not very useful.

Binoculars- complete crap. Although it allows you to see distant objects and people at a great distance, it takes up space in your inventory. The best way to view distant things is with a sniper scope.

Hazmat Suit– in this suit the hero receives less damage from all sorts of natural dangers such as radiation, fire, toxins, electricity and EMP fields.

Multitool– allows you to hack various electronic objects. Something like: computers, guns, alarms. The higher the Electronics skill, the fewer multitools required to hack each object. Fits up to 20 pieces.

Lockpick– the same as for the multitool, but only breaks doors, non-electronic locks and drawers. Fits up to 20 pieces.

First aid kit– restores lost health. And he does this instantly, at any second of the battle. You can be treated “in general,” or you can heal a specific part of the body. Apparently more necessary than the rest of the body. Fits up to 15 pieces. Effective with the Medicine skill trained.

Food, water and alcohol. While cigarettes take away health, all food and drinks of life are restored mainly by two units. A bag of soy food heals as many as five hit points.

Fire extinguisher– can perform various functions: immobilize the enemy for a few seconds and disable laser fields for a very short period of time. You can also put out the flames on yourself.

Cigarettes– reduce health, but some craftsmen use their smoke to neutralize the laser beam for a very short period of time.

When upgrading the hero’s skills, remember that at least for missions up to the 7th-8th you can leave Computers, Electronics, Lockpicking at the trained level. However, a higher value in Electronics and Lockpicking will allow you to spend significantly less multitools and lockpicks (respectively) on each object you hack in the second half of the game. The advanced level in Computers (you shouldn't raise it higher at all) will teach the hero how to reprogram automatic guns. So, do not pay attention to computer logins and passwords. Any of them can be easily hacked, even if your Computers skill is at the trained level. In any case, you will have at least ten seconds to turn off all guns and cameras. It’s true that you won’t be able to read the email completely: here you can either hack the computer several times if you quickly read English, or find and enter the password with your login. There is another option - simply take a picture with an unread letter using a screenshooter program (for example, Hypersnap - http://www.hyperionics.com) and calmly read the text on the screenshot. Swimming may not be developed at all. I advise you to raise Medicine to trained, and leave it there: this way you will heal 60 health points with a first aid kit, and not 30. I did not develop Environmental training, nor did I improve Explosives. Grenades already work exactly as they are supposed to work. It turns out that your whole choice comes down, for the most part, to the fact that of the four areas of weapons to develop: heavy weapons, rifles, pistols or low-tech weapons. In passing the game, you can only get by with shotguns or pistols, occasionally using heavy weapons. However, it will no longer be possible to manage only with heavy and low-tech weapons.

Any explosive will destroy the laser fields without causing an alarm. In the same way, you can remove peephole cameras and automatic guns. Most doors can also be blown up. However, why waste weapon charges or LAM on this? If possible, place a box with TNT next to the door, move away and fire your pistol once. Voila! By the way, you can only throw a box of TNT on the ground if you are crouched. If you throw it while standing, you cannot avoid instant detonation from contact with the floor and subsequent (very quickly) explosion. Save lock picks and multitools. Always try to open a locked door with a key (what if it does?!), and only then break into it. It's the same with multitools. First, look in the records to see if you have the code, and only then open it. Sometimes it is useful to blow up very strong doors, which require two or three master keys. Doors, drawers and all objects with a strength of 25% or less can be broken with a regular crossbow. You let the dart through the door, take it and repeat the procedure. This way you won't even spend a single dart! By the way, strong doors with 50% and below can be knocked down with a shot from a sniper rifle at the master level and (sometimes) advanced. It is possible to destroy cameras in the same way.

If you find a new character with whom the hero begins to communicate, then after the end of the first conversation, be sure to contact him again. Again and again. Until no new conversations can be started. Always talk to neutral and friendly people in bars, on the streets, etc. There is a chance to learn some useful code or buy things. Explore the levels. Look for hidden places where you can find useful things and also get points for research.

The guards sometimes clearly draw a certain line of behavior. Some of them, despite the hurricane fire from your side, will definitely run to the nearest alarm. The vast majority of enemies will also begin to run away if they are seriously injured. These guys need to be caught up and killed in hand-to-hand combat. If there is an alarm remote control not far from the enemy, then most likely he will run towards it. In this case, either quickly shoot your opponent with a sniper rifle, or hit him with a shocker at close range. By the way, the best weapon, at the beginning, for close combat and (always) for breaking boxes is a stick, baton. Throw away any knives and crowbars you find so as not to litter your inventory.

Robots are not burdened with excessive intelligence, like other mechanisms. Behind them you can easily run in the right direction. What makes robots different is that they have no hearing, so they only notice things that they see directly in front of them. The best way to destroy a robot is with explosive weapons like LAM, LAW, GEP. However, Sabot shotgun rounds and explosive assault rifle rounds will work just fine. You can also “disable” the robot with an EMP grenade explosion or “remake” it with a Scramble grenade. Agents, that is, people in black (Man in Black), explode when they are killed, forever destroying all the ammunition and things they have on them. The best way to prevent the agent from exploding is to stun him with several hits of the taser.

Use the Spy Drone to disable its EMP attack on enemy fields, cameras, and guns. You can also neutralize mines installed on walls. By the way, if you stand in front of a locked door and launch a drone, it may be right outside the door! Using the Microfibral Muscle special ability, you can lift heavy boxes not only to find something new behind them, but also to block narrow corridors along which an attack could begin.

Always shoot for the head. However, if you are aiming from an assault rifle, then aim the burst at the chest; anyway, the recoil will immediately raise the sight to the head. Wounds to the hands seriously reduce accuracy, which is very dangerous for snipers. Try to hide somewhere during firefights between your allies and enemies. This way, at least you'll avoid wasting ammo and not getting shot in the... uh... head. Moreover, if a “good” soldier is killed, then his cartridges can also be taken into your pocket. Spend the upgrades you find wisely. Or a sniper rifle, or a shotgun, or a crossbow, or a pistol. Heavy weapons are usually powerful enough to require upgrades.

Next point. Always do everything quietly. In unfamiliar areas, crouch rather than run. Try to hide in the shadows and use silent weapons. It would be a good idea to drag the bodies away if possible. Never rush into a room with several soldiers, firing all guns blazing. Most likely, the hero will simply catch a couple of bullets in the head and safely throw back his flippers about four seconds after the attack. In already known areas, run. Of course, this creates a lot of noise, but if you need to move silently, you can run “crawl” for a while. By the way, this is no slower than simple walking. Ways to remain unnoticed when the enemy is looking in your direction: stand very far away, be in the shadows, hide (crouch) behind cover. Run towards enemies in open field and opening hurricane fire from all barrels is the best way to die (if you are not playing on the easy difficulty level, of course). The right commando agent will first hide behind a box or in a dark corner, and then begin to silently “snap” or cut opponents one by one. Enemies who are unaware of your presence are harmed more than those who are already prepared for your attack. Try to sneak up. It is always easier to take down a patrolman standing still than the same one running around and spraying fire on you.

Standing very close to burning barrels on city streets is life-threatening. Or rather, for the legs. They begin to burn little by little, and their condition slowly worsens.

There are two ways to get money. This is to find a green plastic credit card and hack a bank machine. You can only buy things from conversations with characters. There are usually three different items offered for sale.

What is the best way to place inventory items on buttons? Here is my signature layout. At “1” let there be a stick, at “2” a shocker, and from “3” to “7” all gradually cooler weapons: a pistol, a crossbow, a shotgun, a machine gun, a sniper. Let there be master keys on “8”, and multitools on “9”. Well, there will always be keys at “0”.

Enemies

Simple UNATCO soldier, policeman, NSF terrorist.

They are equally weak in battle and their coolness depends very much on their weapon. The soldiers seem to run more from side to side, but this does not help them much. One shot to the head from a pistol very often solves all problems. True, sometimes a direct hit in the face from a sniper rifle does not kill, but that’s just bad luck for you. Before fighting with infantrymen, look in advance at what they are armed with: it’s immediately noticeable whether they are holding a pistol or a machine gun.

MJ12 Soldier, Chinese army soldier. Dresses in dark and green uniforms, respectively. Usually well armed, including flamethrowers and rocket rifles. More durable than regular infantry. They know how to strafe, that is, move around the battlefield in every possible way, not forgetting to pour lead on the hero. Some of them squat, which is very unpleasant. Try to take these guys down quickly.

Man in black. Also known as an "agent". As soon as you see these guys, you will immediately understand who we are talking about. Much more durable than any soldier, sometimes requiring a couple of hits to the head from a sniper rifle. They are good with weapons and shoot accurately. Having received a mortal wound, they do not fall to the floor, but explode, causing damage to everyone nearby. If you don’t kill them, but stun them with the same shocker (four or five hits are required), then the body will not explode, which means it will be possible to remove a grenade or two and ammunition from the body.

Commando. The person who as a result scientific experiments, was turned into a killing machine. Thick black armor combines with heavy weapons. At a long distance they use a GEP gun, that is, a rocket rifle, and at close range they shoot from a machine gun. They hardly feel shots from a plasma rifle and resist flamethrower flames. The best way to kill is with explosive weapons or multiple machine gun/shotgun hits to the face. With developed skill with guns, these guys can actually be killed with one hit to the head. Besides, it will be a silent death. If you have a fully developed Aggressive Defense System, then turn it on and run away from the commando. They will be killed by the explosions of their own missiles, while you will be safe.

Combat robot. There are three types: small, medium and giant. All robots are quite dangerous even for a tough hero, but fortunately they are less common than non-mechanical opponents. You can kill the robot with an explosive weapon or a grenade. Can also be neutralized with an EMP grenade. There is an option to kill using Sabot cartridges from a shotgun; they are specifically designed to combat enemy vehicles. Please note that robots do not have hearing, but only vision!

Spider robot. A small iron bug that shoots electric lightning. Lightning only works at medium distances, so it is not dangerous from afar. But if you come closer... Each lightning not only harms your health, but also takes away bioenergy, which is very dangerous! It is dangerous to kill these creatures with explosive weapons, as you can damage yourself. Therefore, it is advisable to use Sabot shotgun shells. With a developed skill, two hits are enough.

Lizard. It spits acid and is quite tenacious. Try to destroy immediately or at a long distance. The sniper and shotgun are suitable for this, as are heavy weapons. Hazmat Suit and the Environmental Protection ability help against acid.

Monster. A huge beast on four legs. He runs quickly and bites his legs: if he gets to the hero, then most likely he is a corpse. He has a huge amount of health, but fortunately he can be killed in one hit by something explosive. There is also a small monster: it is harmless.

Alien. A white man with a huge head and big round eyes. It's rare and not very dangerous. It spits clouds of radiation, but dies with one correct hit from a sniper due to lack of survivability. Hazmat Suit and the Environmental Protection ability help against radiation.

Walkthrough

At the very beginning, you are required to allocate 5000 points to train the specializations required for your character. I advise you to bring Weapons: Rifle, Weapons: Pistol, Computers, Lockpicking to Trained level. There will be 500 “free” points left: don’t spend them yet. Once you gain more experience, upgrade to the trained Electronics specialization.

As you progress, you will often have to return to already known maps (for example, to the UNATCO base). At everyone on such a new visit, will appear in drawers, on shelves, in pantries and in all other places of this type new gizmos. In the same bunker near the base, with each new mission there will definitely be something useful.

One last note. Each mission task can have two or three types of its implementation. And how can you get to the goal? different ways(through main door, through a basement ventilation hatch, a window, along the roof or, say, through an inconspicuous gate at the back of the house), and solve this goal in completely different ways. For example, enter a previously found code into a computer and hack it; blow up the door, open it with the same key taken from the guard killed a couple of minutes ago; go to another passage protected by laser beams. Which, by the way, can actually be neutralized in one of numerous ways, such as a regular or EMP grenade, a missile from a weapon, a fire extinguisher, pepper spray, or a cigarette. You can even place boxes on top of each other next to the laser and, using the height, jump over the beams from them. Or even crawl under some rays and jump over the next ones. So, all the ways to complete this or that task are so numerous and very original that it is in no way possible to list them in the walkthrough. Therefore, the easiest (compared to others) method of solving the mission goal will usually be indicated. Sometimes, however, alternative ones will be indicated.

I developed skills in rifles (for a sniper and shotgun) and pistols (crossbow) to master, and left all the rest at trained or did not develop at all. Moreover, I had no problems completing it even at the highest level of difficulty.

First mission: Statue of Liberty

At the very beginning, the hero is dropped off at the docks. There are several useful things here, including in the drawers (you will find a master key). Walk forward a little and in a conversation with your brother, choose one of three types of weapons: a GEP rocket rifle, a sniper or a crossbow. You will soon receive a crossbow, but the GEP takes up a lot of space and, moreover, is really only required in later missions, which are still a long way off. Go down the ladder nearby in the water and out iron box From the rods under the docks, take a battery and a multitool. As soon as you leave the docks, you will find boxes on the left, jump onto the small one, and from it onto the large one. Take the small one from the ground and place it on the large box you are on. Use the small box again to climb onto the second large box. There you will receive a gas grenade. Go down and on the side of the large box you will find a locked door: if you spend a master key on it, you will find a medical robot inside. This piece of iron can almost completely cure a hero an infinite number of times.

Now go east, trying to save ammo and stun the soldiers with a stun gun. Along the way you will find another multi-tool, and then you will come out to a dark clearing. She is guarded by a couple of talkative terrorists. Walk north into the bunker. Inside it, go up the stairs for the multitool. Press the button and hack the computer to disable the lightning. Behind them you will find two improvements: laser guidance and ammunition. To the west of the bunker there is a whole mountain of boxes - you can use them to climb into the statue itself to avoid disassembly at its entrance and on the first floor. However, I advise you to continue the path from the bunker to the northwest. Spot the box with TNT explosives and find the fisherman's house. Buy darts and sniper ammo from the old lady, and then talk to the guy to complete an additional objective in the mission. Standing with your back to the entrance to the house, a little ahead and to the left you will see the railings protecting the docks from the ocean. Climb under the railing and dive down. Use a master key to break open the door to the hold and dive out. Now turn on the flashlight and swim inside the ship. There are three boxes here, hit the first one, grab the contents and emerge for fresh air. Repeat the procedure two more times and get a shotgun plus two improvements: reload speed and accuracy. Return to the exit from the docks, grabbing a crate of explosives along the way.

Follow the path west and then south. Periodically leave the box and kill the guards. As soon as the message about the security robot arrives, hide and track down the iron creature. When it drives away, place a box in the path of its patrol route and take cover again. The moment the robot approaches the explosive, shoot at it with a pistol. Now destroy the living guards and break open the box in the central barn to get sniper ammo and money. To the east there will be an entrance to the Statue of Liberty. Quickly run along the northern wall to the computer by the door and hack it. Turn off the peephole and open the doors. In the box nearby, take out the master key. Do not go inside the statue yet, but explore the area to the south to neutralize the still living terrorists. A little further along the road and to the left will be the base of your allies. Open the barn by dialing code 0451. Inside, don't forget to take the first aid kit from the top cabinet. After hacking the computer, open the hatch next to the barn and take out the EMP grenade inside it. Return to the statue and try to quickly knock out the guard inside before he raises the alarm. The passage on the left, which is protected by laser beams with an alarm, will have LAM explosives. In the corners of the hall there is also a box with a first aid kit and a bank machine (top line - 230023, bottom line - 4558). There will be a ventilation grill in the corner of the passage on the left. Crawl along the passage (turn on the lights!) and, after passing the first room on the left, pick up the multitool. In the next room you will find another first aid kit and a laser. Return to the first room and hit the locked door with something. A security guard will come running at the sound and unlock the lock. Neutralize him and get another explosive in the room nearby. In a room with a guard and a peephole, you need to quickly run to the computer on the opposite wall and hack it to open the door and turn off the peephole. Take the Accuracy Improvement from the table.

Next, talk to the captured agent and go out into the entrance hall of the Statue of Liberty. You can give him a gun, or you can refuse him. Go up to the second floor, take the master key from the box, and then go up the stairs all the way up. Destroy both guards and try to disarm and take all three gas grenades that are installed on the wall of each of the three passages. Saving and restoring the game will greatly help in this difficult matter. Go up another floor and neutralize a couple more terrorists: you can use a gas grenade. Take the laser from the balcony and go further up. Take the special ability canister and talk to the bandit leader. A soldier will appear and you can leave. There is an option to stun the bandit and/or soldier (take the assault rifle from the latter). Go outside and go to the allied base. Meet your brother at her door and go inside. Once you get to the main office (after checking your fingerprints), begin exploring it. You need to find the chapter - Menderley. Ignore the locked doors on either side of the entrance for now and head down to the third floor. Find the medic's room and use the medical robot to install a special ability. Find the warehouse manager's room (he will give you a silent pistol) and take either a master key or a multitool. It remains to discover the premises of the chief computer engineer, who conducted conversations with the hero during the mission. As soon as you enter the room, immediately turn 90 degrees to the right and crawl forward, inspecting the floor. Open the floor hatch and take out an improvement - an optical sight and a key to the office. Open the door by entering code 2001 into the computer. Before leaving, take food from the table.

Return to Chief Menderley and report that you are ready to complete the task. Note: if during the course of the task you stunned or killed a soldier of the bandit leader, the boss will definitely report this. There is also a women's toilet at this base: if you go there, Menderley will also be unhappy. Leave the room and open the doors on the sides with the computer technician's key. You will find an accuracy improvement, a lockpick and a multitool. Leave the base and run to the docks where you started the mission. “Use” the boat and you will be taken to the next episode.

Second mission: on the streets of New York

If you unlock the box behind you with a master key and enter code 9183 into the computer, you will open a secret passage. However, it is advisable to immediately run after your ally from the very beginning of the mission. Wait until she kills all the enemies, and only then enter one-story building. You already know the password to the computer - 666, but it would be nice to talk to the child and treat him to food for 50 points. Go down and pass the first passage on the left. Hack the door and blow up the safe. It will contain a canister of special abilities. Hack the computer to operate the doors, and also hack the panel and turn off the guns. Go further forward and in the room with a box and a peephole, quickly kill the soldier and flamethrower that comes next. On the left there will be a room with boxes and the objective of the task: a canister with a vaccine. Go forward and destroy several soldiers to eventually exit through the secret passage to the starting point of the stage.

Now run to the northeast and watch the firefight from a safe distance. Next, from the conversation with Anna, take the EMP grenade and go to the entrance to the subway. From afar, shoot the bandits hiding behind the boxes. If it’s difficult, you can throw a gas grenade. Next, go down and turn the corner. Shoot the terrorists, but don't get close to the blue rays! Take the box and place it at the point where the beam comes from. Now close the beam point against the other wall. The passage is free! Note: there is another option for fighting the terrorists who have seized the subway. Just find a small house with a ventilation hatch near the metro entrance. Get inside and go through the passages to the station guarded by the enemy. Shoot the terrorists from several ventilation grilles and exit. The third option, the most “evil” one, is to shoot at the box of explosives. The subsequent Armageddon will kill all the hostages (there will be no punishment for this) and terrorists, and at the same time remove the rays. So, the enemies are destroyed, and one of them has a flamethrower. Take this weapon, it will come in handy a little later. Talk to the former hostages, if they survived, open the train door and go.

There will be a sewer hatch right at the exit from the metro. Remember its location. Now immediately go northeast and set the two robbers on fire. In gratitude for the feat, you will learn the password: Underworld. By the way, in this and subsequent battles, try to use a flamethrower. This way you will save ammo for conventional weapons, plus throw away the flamethrower (which takes up so much space in your inventory!) with a light heart when it runs out of fuel. Look around the area. To the west of the subway exit there will be a building with a red neon sign at the entrance. This is the Underworld Bar. Further to the west there will be a dead end with a thug and a beauty. Kill the guy and go to the bar. There, talk to the entire local population. Buy two beers from the barmaid and talk to the pilot at the counter. One of the girls will say the password: bloodshot, and the other will say the code number for the entrance to the warehouse (3316). Now come out. There will be two at the exit cash register: Hack both, but first withdraw money from account 947761, PIN 2867.

Look around the streets. You will find the Free Clinic and the Ton Hotel, as well as a warehouse that had a fierce shootout between police and bandits. First, go to Free Clinic. Inside, break the locked glass doors by hitting them several times with a stick. Set the medical robot's special ability and get treated. Talk to everyone and leave without buying paid treatment. However, you can intervene in the conversation between the doctor and the patient to choose the first answer. So you can buy a first aid kit for a measly 180 credits, and then a second, third, or tenth. Now go to the Ton Hotel. Just don’t go through the main doors, but go around the building and find the fire escape. Place an iron box next to it and climb up and out the window. Click on the painting and enter the password 4321. A bookcase nearby will open, take a lot of useful things from there. Exit the room and you will see two terrorists standing with their backs. Kill them both silently or stun them with a shocker, trying not to give the bandit time to kill the hostages. From the second floor of the hotel, shoot the terrorist hiding next to the clerk on the first floor with a well-aimed shot. From the latter, take the key hanging behind his back to the locked door on the second floor. Leave the hotel.

Return to the entrance to the subway and find a descent somewhere down two steps from it. Press the button and the hero will tell you the password (bloodshot). Go inside and to the left of the blue lasers, hack the computer with a multitool. Go forward and talk to Smuggler. When you receive the key, stop shopping and go up the stairs. Enter the password that is on the wall next to the bed (432) and take all the useful items, including the invisibility armor. Go outside and use the key to open the sewer hatch, which is located next to the entrance to the subway. Climb under the first red laser beam, then jump over the second one. Climb up the stairs and wait until the alarm ends, collecting all the useful things from the corpses. An assault rifle will immediately appear. Jump down so as not to hit the beam near the stairs. Hack the box and enter the code - 2167. In the corridor, crawl under the rays so as not to hit them and enter the same code to open the door (the same code will be useful here several times). Carefully run past the peephole and hack the computer, hiding behind the box. Disable all three cameras and open all doors.

Next, go up the stairs to find yourself in a huge hall with a pool of chemicals below. Kill the guards and take the useful items from the room on the left. There will be a computer next to the wall next to which you find yourself after going up the stairs. Hack it and "turn the bridge". Go straight and go down the stairs on the opposite wall. Immediately fry the soldier, go forward and behind the next door you will see a long corridor with a water channel on the left. In the center of the pipe near the channel there is fuel for the flamethrower. In the next room, immediately go down the stairs, but stand so that there is a wall on either side. The guards will start running, and it is very convenient to shoot them with fire. After killing everyone, go back upstairs and hack the computer to turn off all electronics and open the doors. Explore the premises to find the scientist. Send him home: If you have destroyed all the soldiers, then do not follow him. Hack the computer at the door next to the stairs and you will be taken to the warehouse. In addition to a bunch of useful things, there is also a disposable rocket launcher. Take it and go outside. Return to Smuggler and he will sell his goods at a much cheaper price.

There was one last building left that had not yet been explored: the one that had the most lively firefight between NFS and UNATCO. This is a warehouse called Osgood & Sons Imports. The door is locked, don't waste your master keys on it, just walk along the wall a little to the right and you will see a small window hidden behind a trash can and a box. Knock out the glass and find yourself inside. Open the locked door: behind it there will be a special ability enhancement module. Next, do not go down the stairs into the basement with red laser beams - this is absolutely unnecessary! Just exit the west side of the building through one of the doors. On the way, break open the box, you can find a flamethrower in it. Be sure to take it: you can even throw away an assault rifle or shotgun. Next, already on the street, place the small box next to the large one and climb up. Jump to the other side of the fence and disarm the LAM attached to the wall. Climb the stairs one flight higher and, looking around a little, you will notice that behind the next fence there is a mass of barrels. Shoot them and there will be a global explosion. Jump off the stairs on the other side of the fence and go forward. To your left there will be a staircase leading up (let's call it staircase “A”). Pass it and go along the long dark passage. Along the way, defuse two LAM explosives hanging on the wall to the left. When you go out into the open, prepare a flamethrower. Quickly fry all three terrorists, and then the dogs. One of the enemies will have LAM, so you need to destroy them extremely quickly.

Next, search the corpses for the key to the locked door. But don't open it, go left and go around the building. As soon as you see a ladder leading to the door on the opposite side of the building, go there. With a few blows of the stick, break the door and hack the computer. Turn off the cooling and the reactor will explode. Now attract the attention of the terrorists and jump out into the street, standing on the side of the door and preparing a flamethrower. Five or six people will run out. It is advisable to burn them all quickly. After work, you can throw away the flamethrower if you think that it takes up too much space. Explore the first floor, where the destroyed generator is located. Find the entrance to the basement and, crawling through the beams (avoid the cameras!), find a room with a computer and two “weapon” boxes (a couple of LAMs inside). Hack the computer panel on the wall opposite the computer and turn off all cameras. Next, I advise you to blow up the safe under the computer to get a new special ability module. Take also the key, it will be useful to open the locked door to another vault with a master key and pistol cartridges.

Now go up to the upper floors: there should be no living opponents. You can already finish the mission (and miss a good replenishment of ammo for the spyper). To do this you need to go up to the roof and get into the helicopter. At the top you will be met by a friendly agent Herman, if he is blocking the passage, then simply attack him and run past, onto the roof... However, I advise you now to return to the stairs “A”. So, go up the stairs and immediately along the left wall of the square barn climb to its roof. Quickly kill the soldier to prevent him from throwing explosives at you and take them from the corpse. From above, kill a couple of enemies within sight and go back down, breaking the boxes with ammunition. Break the window glass and go through the house to another glass. Go down and jump onto the roof of the building below. Now all that remains is to move towards the building in which the generator was located. On the roof, which is easy to climb via a long ladder against the wall, a helicopter awaits you.

At the UNATCO base, search all the caches and rooms again (do this in every mission!), and then install a special ability in the medical room. The warehouse owner will also throw in an accuracy upgrade, two multi-tools and (if you haven't killed enough) ammunition for an assault rifle. After talking with the main boss, Manderley, go outside and get into the helicopter again.

Third mission: dungeons and airport

Once in the city, immediately run to the entrance to the subway. But don’t go in yet, but quietly and peacefully in one of the houses find a little man who will tell you the password (6653), if you know the secret word - underworld. In the subway, go to the telephone booth and enter the password into the computer. In the new area, explore the entire abandoned metro station. There will be a drug dealer in one of the corners, and a certain Charlie in the northern part. He will ask you to enter the room to the north of him. True, the entrance is littered with boards, which need to be destroyed using LAM. Go up to the second floor and talk to the terrorist leader. Either pay him 750 or agree to complete the task. Having chosen the second option, return to the drug dealer and, without starting a conversation, just fire a volley into his head with something powerful. Take the Zyme drugs from the body and go to the men's toilet, which is located here, on the first floor of the station. Lenny will be inside, give him the "dope" and take the LAM. Next, return to the crime leader on the second floor and get another package of explosives. Now you can act “ugly”. Blow off the leader's head and then smack his two guards nearby as well. You can remove another (third!) one pack of LAM from the leader. All that remains is to quickly go down to the first floor along the nearest stairs - this way you won’t have to fight with the rest of the punks.

Return to the door Charlie spoke about and clear the rubble with one explosive. Go inside, quickly pass the steam pipe and turn both valves. Return to the task orderer and find out the password (5482). To use it, go to the women's restroom and find a computer under the sink. Enter the password and run into the passage that opens nearby. Once in a new area, immediately run to the right, that is, to the south. Shoot the terrorists along the way and reach the southernmost wall. On the right there will be a semi-room with drawers. Move them aside and below, on the wall, press the button. A secret passage to the NFS commander's office will open. Listen to him, and then finish him off to take the cartridges from his body. Also grab the key and other useful things and walk along the corridor to the north. Open the door to the men's room, there will be a passage to the next part of the dungeons. So, take the EMP grenade from the hole in the wall on the left. You can use it to temporarily turn off the laser beams in the passage on the left. You can also head into the passage on the right. However, you will first need to crack the shield next to the steam jets and turn the valve to protect the path from the hot gas. Next there will be a corridor with several peepholes and a guard. From the body of the latter you need to take the key for the door. Further, the path will again be blocked by red laser beams. Destroy them by shooting the TNT box from a safe distance. Press the button on the wall on the left and a bridge will extend.

Jump from it onto the platform above the pool and quickly jump to the next one. Just as quickly, jump to the other side, to the exit from the area with the pool. Walk down the darkened corridor and turn the corner. Stop! There is an EMP grenade attached to the wall on the left. It must be neutralized and, only then, move on. There is one more test left - to pass two combat robots patrolling the corridor. Use either EMP grenades or try to run past unnoticed. I strongly recommend choosing the second option, for which you sneak into the dark hole in the wall on the left as soon as both robots turn their backs. Next, run into another hole near the opposite wall. Get out of it through the tunnel through another hole and run to the exit. If the robots did not notice this maneuver, then everything is fine. However, if they spot you, then try to hide better and sit out for a few minutes. Next you will have to deal with living opponents. After opening the door, quickly and quietly run to the left. Open the door to the toilet on the first floor and knock out the guard. Take the key from him and return to the door. Now run to the right from her and immediately go up to the second floor. The key will fit two doors: you need the one that leads to the room with the computer. Hack the computer on the wall and turn off all the peepholes. Ufff... You can already breathe freely. Quietly and peacefully destroy the enemy and enter the dark room with the helicopter. Try to quietly “take down” or stun the patrolmen, and then take on the two guards at the exit marked with the red Exit inscription. Take the elevator to the top.

Next is a matter of technology. After opening the door, immediately run to the southwest (there will be a helipad in the northeast), to a cluster of boxes. Among them, rush south, avoiding encounters with robots. Almost before reaching the wall, turn left: there will be a van from a truck and a house (BoatHouse) with a lone flamethrower. Take the key and break the box with shotgun shells in the water. After exiting the building, quickly return to the cluster of boxes and go all the way south. On the left there will be a pair of guards who can be silently stunned in turn with a shocker. Next, move east. Open the box with the red light with the key and press the button. The gate will open, you need to enter the house. Silently kill the soldier standing near the entrance before he raises the alarm. Directly opposite the door is a dart shooting range: from it you can take three crossbow shells. To the left of the shooting range there will be a dead end. In fact, there is a button at the bottom that you can press to open the passage. In the secret place there will be a lot of ammunition, a key and even LAW. Go up to the second floor and unlock the door to the bedroom. It makes sense to crack all three boxes if you have a supply of master keys: in one you will find darts, in the other - a multitool and a battery, and in the third - a LAM. Leave the bedroom and dial the code (5914) on the computer at the door. The door will open and you will be taken to a mini-airport. Buy goods from a mechanic in a bright overall and go up the ramp into the plane. Go down to the basement, where you will find a canister with a vaccine. Enter the code 9905 into the mechanism with the special ability canister to receive it. Next, return to the main floor of the plane and break open the double locked doors. Talk to Lebedev, the leader of the NFS, and prepare your weapons. Agent Anna will now appear and demand that your interlocutor be destroyed. You can kill Lebedev (Anna will be happy) or do nothing but talk to the leader of the terrorists (then Anna herself will shoot the little man). The third option is the most interesting: destroy Anna with your own hands and communicate normally with Lebedev. Face to face, so to speak.

Exit the closed hangar with the plane. Along the way, you already came across corner towers, at the doors of which hung a peephole and a pair of automatic cannons. So, in the nearest such tower there is a pair of multitools. Go to the BoatHouse, there will be ammo in the tower to the north of it. Walk along the wall towards the helipad: the next tower contains a GEP gun. Well, in the last tower there is an improvement for weapons. By the way, in the southeast of the helipad you will find a warehouse with damaged electrical equipment. Here you can find ammo, an EMP grenade, and a weapon upgrade for additional ammunition. Return to the helipad and fly back to base. Talk to everyone and collect all things. Don't forget to set the special ability in the medical department. Talk to the boss and go to the helicopter.

SECOND PAGE

Fourth mission: former friends and new allies

You find yourself in an area already familiar from the second mission. That is why it will become easier to navigate. So, go down from the roof to the second floor and climb through the window into your brother’s room. Don't forget to go to the secret place and get a special ability upgrade canister. Next, go down to the first floor and talk to the hotel owner. As soon as he asks to borrow a gun, agree. Wait half a minute and the gangster will come. Kill him with a shocker or a shot in the head and take your weapon from the corpse. Go out into the street, and then go to the entrance to the subway. Visit Smuggler: you can buy a couple of weapon upgrades and fuel for a flamethrower from him. You can climb into the sewer, the entrance to which is located not only at the subway, but also next to the stairs that lead to your brother’s home. Not only will you get 60 points, but you will also find ammo for your sniper rifle. Exactly opposite the entrance to the subway, a gate has now opened that leads to the next part of the area. Walk forward and go inside the large warehouse. Go up to the third floor and find a room with a computer. To clear the neighboring room of poisonous gas, you need to find a button on the wall in this room and press it to turn on the ventilation. In the room cleared of poison, find the computer and hack it. Open the door and turn off the peephole. Go down to the first floor and not far from the stairs, near the locked gate, you will see a hatch opened through your efforts. Go downstairs. Hack the door to your left or blow it up with a weapon/LAM. In the next room on the left, hack the computer and open all the doors, turning off the peepholes.

In the next room there are three boxes with TNT explosives. Behind one of the three doors (the one that does not lead to the north) there will be a corridor with guns and laser beams. I advise you to take a box of explosives, place it next to the nearest beams and detonate it from afar. Repeat the procedure for the second row of beams using the second TNT box from the nearest room. In the next room, just take one box of explosives from several in the corner and take it to the room with a locked door and a closet with things. Place the box between the door (it leads out of the dungeon) and the closet and blow it up. Take all the items from the box and read the message inside and on it. Return to the room with several TNT crates and detonate one of them next to the barrels of poisonous gases and the locked door. After the toxic green cloud clears, take the items and leave the dungeon.

Enter the warehouse again and go up from floor to floor until you reach the roof. Here go into the building and hack the computer on the table. Click on the four options in succession and the door to the next room will open. Hack the second computer standing there and “transmit the message.” Your allies, UNATCO soldiers, will begin to attack you! Quietly kill a couple of enemies nearby, but do not leave the roof. Go to its northern side and jump down to the roof below, turning on Speed ​​Enhancement (if you have it). Carefully take out the couple of soldiers below and jump down to the second roof below. Quietly go down the stairs to the ground. Carefully leave the area and go to the Ton Hotel. Go up to the second floor and visit your brother. After the conversation, the assault on the entire hotel will begin. At the exit from the room, throw a gas grenade and destroy three “men in black” and the soldiers. Kill the sniper near the balcony and throw down (don’t lean out, throw while sitting!) three more gas grenades. Go up and shoot the soldiers below from the balcony. The best options for this are the sniper and the silent pistol. After destruction, approach the brother who is standing by the stairs and watch him disappear. Run out of the hotel and let yourself be killed by the first soldier you come across.

Mission five: prison escape

You are in a cell at a secret enterprise of the secret organization Majesty 12. After Anna arrives (if she is still alive), a message will appear from a certain Daedalus, who will open the cell door so that the hero can crawl under it. On the right there will be a table with a guard sitting behind it. Hide behind the box, take the stick from it, and watch the guard go somewhere. Break the box (there is a shocker inside) and quickly run towards the enemy. Stun him and immediately return to the camera before the cannon fills you with lead. Enter the code into the computers at both cells (4679). Heal from the medical robot, take two master keys and a disposable laser from the body. In another cell, the prisoner is alive and can even join you. I advise you to order him to stay, since there will be no help from him in battle.

Run out of the room and go south in the corridor (towards the warehouse-Armory). In the north, by the way, there will be a command post (Command Center). So, you will find yourself in a hall with several boxes and an upper tier, on which a sniper soldier is patrolling. I advise you to hide behind the boxes and stun the soldier patrolling the first floor with a shocker. Do it discreetly and hide the body. Move along the wall on the right and take the multitool from one of the drawers. After passing the room from north to south, you will exit into a corridor with steps. It is patrolled by two combat robots, which it is better not to mess with. From the steps, go straight and on the left you will see a door that needs to be opened by hacking the computer. Quickly kill the soldier inside and immediately go up to the second floor. Disable the camera using the computer on the wall and collect all the things. The password for the container with the plasma rifle is 5239. Decide for yourself whether you need such a machine or not. Go down to the first floor, there also collect all, all, all things. After hacking the computer, disable both robot guards outside.

Leave the warehouse and run north, through the room with the upper tier and to the entrance to the compartment with the prison cells. From here, go north to the command post. Try to quickly (or slowly but quietly) eliminate all the guards and dogs. Inside, hack the computer to disable all the peephole cameras. Head towards the laboratories, the entrance to them is located right next to the exit to the prison compartment. The doctor who comes out to meet you will tell you a new code - 0199. Walk a little forward, and on the left there will be a laboratory with cells. Carefully take down the two guards and try to stun the agent. In the room, hack the computer and use the options. After exiting the computer, press the button to the left of the door as quickly as possible. She will close the cages with lizards spitting acid. If any of these little animals get out, destroy them. Next, take a new special ability from the container and immediately install it on the medical robot. Leave the laboratory (don't forget to take two images from the tables) and go to the next medical compartment. There you will have to deal with several more enemy machine gunners. Don't forget to neutralize the secretary too. Enter the code (0199) and talk to your brother. Or look at the body if you couldn't save it. Go out to the command post and find a door that leads further north. Enter the code received from Daedalus (1125) and you will be taken to the UNATCO base. Next, inspect all the rooms. In the medical room, pick up a new special ability and install it immediately. You can pick up absolutely all items from the warehouse manager. Next, talk to the hacker, he will give you the key to the door if you have already killed Anna. If not, then you will have to do it. You can kill her with a weapon, or you can say a code phrase. It consists of two parts: the first is in Anna's computer, and the second is with Chief Manderly. Buy a couple of grenades from administrator Shanon if you have the finances. However, I would advise not to waste money on them, they are too expensive. Neutralize the boss and leave the base. Hop on a helicopter and go on a journey.

Mission six: China

You find yourself at an enemy helicopter base. Go straight, that is, to the south and in the floor near the locked gate you will find a ventilation hatch. Open it and climb inside. Turn immediately west, around the corner and turn west again as soon as you see the passage on the left. Dial code 99871 on your computer or hack it with a multitool. Run out of the tunnels to the surface. Now you can climb onto the roof of the base using a long wooden ladder to destroy two soldiers, one of whom has a GEP gun. However, if you don’t need it, then it’s better not to visit the roof. So, find the passage on the side that leads to the iron stairs. If you go up, you will come to Flight Control, but for now go down. Thanks to the poisonous gas, five out of six enemy infantrymen are dead. Finish off the living one and search the rooms. There will be a gas grenade in a locked drawer near the kitchen. On the second tier, with lockers, you will also find useful things. Open the first box from the stairs and crack the third box as you go. This way you will find the keys you need. Go now to Flight Control. Unlock the door to the left of the entrance and press the button labeled Weapons Lock. Get down to the helicopter and watch it take out the door with a rocket. I advise you to throw a grenade at one of the Scramble robots, crawl through the remains of the door and quickly get into the elevator before the gun kills you. The elevator will take you to China Street.

So, to your right (east) is the police station. Before entering it, break the boxes in the dark open building near its wall and find a movable panel at the bottom of the wall. She will lead you to a room with some useful items and give you the password (911) to enter the police station. Enter the code and immediately stun the first policeman. Go into the next room and deal with the second one. Collect all your things, and then enter the code (87342) into the computer to open the hatch in the floor. Go down, grab everything and read the information. Get to the surface and understand the situation. If you go north you'll find the Lucky Monkey Bar and the VersaLife Lab. If you go west, you will come to Tonnochi Road. Go east to find the Light Path clan base and a guard at the entrance to talk to. It turns out that you need to find one actress (Maggie Chow), which is connected with the disappearance of the legendary sword. If you go further east you will find Canal Road. Head towards Tonnochi Road, passing the waterways area along the way. In it you can find a fisherman and learn valuable information, or you can find an old ship on which a certain girl will sell as many as three upgrades for weapons for measly credits. So, in the Tonnochi Road area, the only attraction is a luxury hotel, where the required actress settled. Exactly opposite the entrance to the hotel there will be a slightly hidden elevator, which you can take to the stairs leading to the roof. Along the way you will come across a locked door - this is the apartment of the black helicopter pilot. On the roof itself you can get a sniper rifle and shells for it.

Come to the hotel. There are several options to visit the actress. The easiest one is to just take the elevator and go up. The riskiest one is to hack the local computer. You can use it to open the gate behind the hotel. Behind the gate there will be a staircase to the elevator, which can be taken up if you dial code 1709 on the computer. By breaking the glass on the roof, you can fall into the actress’s room (by the way, the alarm will immediately go off!). The third method is the most sophisticated. Enter code 3444 into the computer at the second elevator, go up to the dark and destroyed floor. From there, break the gate and neutralize the red rays. So, if you raise the alarm in the actress’s room, a secret passage will immediately open and several infantrymen will run out. One of them will have a plasma rifle! After interrupting them, go inside and hack the computer in the room with the legendary sword to take this artifact for yourself. Go to Lucky Monkey bar. Inside it, go along the corridor to the disco. Along the way, by the way, you will see a grocery store closed with glass. At the disco, go up to the second floor and behind the bar counter, find a passage in the wall. Chat with the leader of the Red Arrow clan. As soon as the conversation with him ends, the club will be attacked by enemy special forces. The bandits will deal with him without you. One commando in the corridor, however, is best lured to the allies. During a firefight, glass can be broken. grocery store to get a few hundred credits there. Most likely, in this case it will be necessary to kill the police nearby.

Return to the street and talk to the guard at the base of the Light Path clan. He will give the password to the door next to him (1997). Enter it, go inside and in the large room on the wall, enter the password into the local computer. A passage to the next part of the bandits' lair will open. Click on the button on the wall on the left and meet the desired man, named Tracer Tong. After the conversation, go straight and then left into a large room. Stand in the center, in a circle, and watch the operation. After it, talk to Tracer again and start searching the rooms nearby. You will find a medical area, as well as a room with weapons, in which you will find grenades for an assault rifle. After you clear the rooms of unnecessary things, leave. Don’t forget to take the key to the apartment pilot.

Go to the Versalife headquarters and enter the code 06288 to pass. Go up to the third floor and find a man in a jacket. He will promise to give you an important password for 2000 credits. If you want, then pay. The second option to find out the code is to hack the computer and simply make yourself a fake pass. The third option is to quietly eliminate the guy (make him with a silent weapon and without witnesses!) and talk to the lone programmer on the third floor. As a thank you, you will receive 150 points and the same password (6512). Enter it into the computer at the elevator, which is also on the third floor, and you can ride it. You will find yourself in a hall with a huge hand - the Majestic 12 symbol. There will be two passages behind it. Go to the one on the left and explore it. If you start picking locks, you'll have to fight with the guards. Having examined everything you can, you actually discover that through the ventilation duct from the toilet you can get into a whole network of manholes and passages. However, this is not for everyone. Return to the hall with the hand and now go through the other door. Go up to the top floor and take the key there. Also hack the computer to turn off the cameras and open the floor hatch in the hall with a huge hand. Go down there. There are three areas there: the first laboratory contains the required disk, the second is a hall with experimental creatures, and the third laboratory contains canisters with special abilities. On the way from the first laboratory, you will also come across barracks with several soldiers, but they do not have anything particularly valuable.

Hack the computer in the third laboratory and unlock all the doors, turning off the radiation. Take special abilities and install them immediately. In the second laboratory, you can take the key and immediately unlock the acid-spitting lizards with it. These creatures can take down a couple of guards on their own. So, go to the first laboratory, hack the computer there and get the required information. Quickly return to the hall with your hand, where you kill enemies or run away from them to the elevator. Take the elevator and rush to the exit. On the street, go to Tracer Tong, heal there and listen to the instructions to go to the temple two steps from its base. After a conversation between the two leaders from Tong, it turns out that you need to find a special virus from the same Versalife corporation. Go to Canal Road, open the door there using the code 55655 and take the multitool plus a flamethrower. Jump through the hole to find yourself in a pond. Get out through the pipes into the hole and read the password information (768). Go down and left. A message will come from Daedalus with the following task: destroy the reactor of a special machine using the password 525. Crawl into the hole on the right and in the room enter code 768 into the computer. The door to the red tunnel will open. Get to the end of it and press the button. The glass walkway will rise, allowing you to move on.

Find a computer, hack it. After turning off the electronics, at the same time lift the glass walkway back up. Below it will be a ladder to the next area. Disable the blue lasers either by hacking your computer or using an EMP grenade. You can also cleverly use two boxes, but this is not for everyone. Hack the computer (or enter login: mchow password: Damocles), download the virus and open the door to the mechanism. Go into the tunnel on the side and go down the stairs. Go down one floor, to the canisters with special abilities. Go down and get treated by the medical robot. When you find yourself at the mechanism at the very bottom, the actress herself will run out to meet you. If you didn't kill her earlier, of course. Prove to her that an ordinary pistol is much more dangerous than the coolest sword and find a computer nearby. Enter code 525. Colorful explosions will begin, while they are going on, quickly jump into the passage below, more precisely, under the mechanism. From the poisonous liquid, quickly jump into a well with clean water. Swim through the tunnel, take the crossbow with paralyzing darts from the dead swimmer. Put the mutant to sleep with them and follow the path further. You will find yourself in an already familiar place. Get on land and visit the pilot's apartment on Tonnochi Road. Take the ammo and go to the Tracer Tong. After talking with him (if your brother is alive, then you will see him too!) go to Fresh air and get into the black helicopter.

Mission Seven: Farewell to New York

Carefully! The streets are patrolled by reinforced squads of police and UNATCO soldiers, so try to kill them silently, or better yet, not get involved in battle at all. Go down the fire escape from the roof of the building to your brother's apartment. There, take things from the secret place and get out through the window back to the street. Go downstairs and go through the door next to it that leads to the Underworld Tavern. Inside, talk to the Harley informant. After communicating with this subject, strike up a conversation with the soldier at the bar counter. Promise him to find out what is going on at the naval military base by choosing the first answer. Exit through the door you came in through. You will see that there is a Free Clinic nearby. You can go in there and kill the spy reporter, but it's not necessary. Go to the warehouse, Osgood and Sons Imports, through which you made your way to the reactor. Find the man Stanton Dowd in the corner of this burnt building and talk to him. Then there are the options. If you go to Smuggler, you will most likely have to fight quite a bit. Either heavy artillery or patience and a sniper rifle will come in handy. You can use the invisibility ability. Try not to fight with Majesty 12 troops. They move in a crowd and there is nothing to take from them as a trophy. At Smuggler you'll find five LAMs for the penny price of 3,500 credits. If you have money, then buy it. However, going to a dealer is risky. In any case, return to the roof of the building and fly away.

Mission eight: Naval Base

The pilot will drop you off on a deserted area and tell you that there is a grate nearby that will lead you to the entrance to the base. Further, if you talked with the soldier in the Underworld Bar in the previous mission, then the soldiers at the gate will give you a key and calmly let you through. Otherwise you will have to kill them. Or build a ladder from trash cans near the fence and climb over. Or find the entrance to the manhole system under the gate. On the territory of the base, local guards will not be very friendly, immediately opening fire when you appear. Immediately open the doors to the two trucks on the right and take the ammo and first aid kit. Nearby there is an entrance to a warehouse, near which a soldier walks with a LAM grenade. Kill him quietly and take the dangerous toy. Upon entering the warehouse, immediately turn into the room on the left and pick up the key there. Hack the doors and take another key. Finally, hack the computers and turn off the “eyes”. Leave the room and immediately go up the stairs. Break the boxes and take the cartridges from them. Open the door nearby with the key and knock out the guard on the bridge. You will find yourself in the second warehouse. Jump down and carefully (without attracting the attention of the robots!) move towards the room next to the gate. Inside, go up the stairs and grab the items. LAW will be very useful to you. Go back down and press all the buttons: they will unlock three bunkers nearby. Enter the nearby bunker with several TNT boxes. They can be placed in the center of the warehouse. There will be a robot in the farthest bunker, destroy it with a grenade launcher. Another robot will come from the gate; it can be killed with a TNT explosion or Sabot shotgun shells. Collect the contents of the bunkers and go out into the fresh air. You will see two small buildings. Enter the one on the right by entering code 2249 or breaking the window. Inside, collect your things and recharge your bioenergy. Use the key to open the door of another building and inside you will find a key and a magazine, the picture of which will be entered into your computer.

Go out to the warehouse with bunkers and jump on their roofs and climb up. Jump down to the barrels and place more barrels at the locked gate. Make a little noise and a huge robot will appear. At this moment, explode the barrels from a safe distance. Walk outside and you will see the entrance to the marine terminal directly. Enter the password 0909 into your computer and log in. Go past the shower room on the left and the soldier guard to reach the docks and a giant super cargo ship. Hack the computer at the raised ramp and it will go down. You can jump into the water and swim around the ship on the other side to climb it there, but this is inconvenient. So, once on the ship, immediately use the stairs leading up. This way you will find yourself inside, in the cabins. Kill the sailors with pistols and explore the premises. Take the ambrosia flask and find a safe with a special ability enhancement canister. After searching other places, go up the stairs. There are three rooms with names at the doors: sickbay, electronics, armory. Be the first to visit the sickbay, that is, the medical bay. Take the key there, find out the code 9753 to the engineering bridge and heal. Open the ventilation hatch in the room and crawl straight along it. You will find yourself in a room with electronics. Restore bioenergy and find out code 83353. All that remains is to visit the armory by entering code 71324 into the computer at the door. Grab everything valuable and go out. Go up another floor to find the captain's quarters. Find another key to the lower deck and take more than two thousand credits. Go back down all the way and open the door with the key.

You will find yourself in a large hall with many pipes and boxes. Under the stairs there is a post of three machine gunners. It is advisable to kill them by throwing a gas grenade or something serious. In the northwest corner, near a cluster of barrels, there is the first hatch (tri-weld seam), which needs to be blown up using LAM or, for example, explosive cartridges from an assault rifle. In the center of the hall, enter code 9753 into the computer to lower the bridge. Climb the stairs and cross the bridge into the room. Knock out the glass and follow the pipes to the southwest corner of the hall. There, climb onto the boxes and throw the LAM on top to the second hatch. So, you need to blow up three more similar hatches. Next, go through the post of dead machine gunners and follow the tunnel east and north until it turns east again. Here you will find a technician and a robot. Take the multitool and the key nearby. Go into the room with electrical discharges, and to the right of the doors, destroy the crazy spider robot guarding the first panel that needs to be hacked. Pick up the ventilation mesh on the floor nearby and follow the hole until you come across a laser. If it is touched, another spider robot will be revealed. Behind the laser there will be a second panel that needs to be hacked. Climb outside and see that the power is turned off. Find a hatch in the room, on the right wall, and blow it up. Next, go up the stairs to the iron tier and open the door by typing code 83353 on the computer. You need the door that is located on the far side from the entrance to the room in which you turned off the electricity.

Go down the stairs to the helipad. Carefully finish off the guards, and one of them will have the key to the lockers that are located inside the building nearby. In the corner to the left of the entrance there will be the penultimate, fourth hatch that needs to be blown up. Leave the area and return to the iron tier in the room with the electricity to go through the other door this time. Go south and then east and you will come to a room with working turbines. Kill the guards and find the button next to the computer. Hack the computer and “turn the current” on the ship. Jump onto one of the turbines, and then onto the second one, to try to jump to the platform with the medical box. This is a secret area with several useful things. In addition to the cartridges, you will find a special ability canister (you already have one) and a GEP gun. Return to the room with the pistons and blow up the last hatch. A series of explosions will begin, leave the ship the way you got on it. Once on the docks, go to their western part. Climb the stairs nearby and follow to the room with the computer. Hack it and go through the door, which will lead to a sparkling tunnel with electricity and two spider robots. Once you kill them with Sabot shotgun shells, open the door on the opposite side to find a couple more robots. Climb up the stairs and climb into the hole. Hit the grate or shoot it with a crossbow to reach the helicopter. You will fly back to New York, or rather to the cemetery of this glorious city. Press the button at the gate and the caretaker will come out. Finish him off and find the crypt just to the left of the gate. Inside, talk to the little man and take all the useful things from the tombs nearby. In the locked safe next to one of them there will be a special ability enhancement canister. Go out into the fresh air and destroy several soldiers. Run to the cemetery caretaker's house and throw a grenade into the first room, what with bookshelves. Run outside and quickly get into the helicopter before you are shot by the new enemies that have just appeared.

Mission nine: search in Paris

(Note: The local police will not attack you until you do something illegal in front of them, like breaking into a door. I advise you to stun them quietly and one by one.)

Your first task is to get down to the ground. This can happen in two ways. First: you can use the elevator by entering the password 4003. Second: just jump along the tiers of the empty elevator shaft until you see a passage in the wall. Go up the stairs and meet a strange woman. She will tell you the password to the sewer door: 0001. You are required to help her cope with the mutants: an additional task will appear to kill four lizards. Search the shelves in the woman's room to find a battery, then go downstairs until you reach the door to the sewer. Take the Hazmat suit nearby and enter the code 0001. The suit will come in handy, since an area of ​​​​strong radiation will begin behind the door. Use the regeneration special ability or Environmental protection, if available. Run along the left wall and turn into the passage. It’s already safe here: charge your bioenergy and go down the stairs into the sewer. Kill the four lizards that are not far from each other and return to the woman. Inform her of your victory and return to the sewers. Get to the lizard corpses and now go to the end. Go up the stairs and open the hatch above your head.

Look around carefully. Three commandos are patrolling the street: try to take them down, or get ready to hide behind boxes and barrels. I preferred to quietly kill everyone with a sniper bullet in the back of the head. If you fight openly, then turn on the Aggressive Defense System, since the enemies use not only machine guns, but GEP guns. Take the key to the catacombs from one of the dead commandos. The door to them is in the northeast corner. Open it with the key, but don't go in. Find building number 14 to the southwest and go inside. On top floor hack the closet and take the valuables. Also take the battery from the shelf. Hack the computer and turn off everything by opening the door. Go downstairs and collect things in the basement. Recharge your bioenergy and take the LAW. Get out and go down into the subway, the entrance to which is on the street nearby. Talk to the arms dealer to the left of the entrance and move on. Destroy the robot with a LAW shot to then finish off the living guards. Carefully! One will have a LAM, and the other will have a flamethrower. Get healed by the medical robot and collect supplies. Return to the merchant and buy a weapon upgrade, which costs three times less than before. You can also buy LAM. By the way, you can withdraw some money from an ATM by entering 2221969 and the password dullbill.

Exit the metro building, and opposite there will be an entrance to the catacombs. Take the dungeon map from the room near the stairs. It is quite accurate, so look at it often to better navigate. So, go down the steps and run forward until you are warned about enemy soldiers. Disarm the gas grenade on the wall near the passage and finish off the three soldiers patrolling the area. Continue down the corridor and you will receive a voice message again (beware, flamethrower!). Next, finish off the commando and find yourself at the wall with the master key. Click on the brick protruding from the wall on which this master key was lying. Then click on the brick on the wall to the left. After entering the secret area, speak with the leader of the Silhouette organization. He will give you the key and ask you to save his two comrades who are kept in bunker number three. Leave the bunker area and open the door with the key. Go forward, kill the commando and look into bunker number two. You can buy a first aid kit or sleeping darts from a homeless person. Next, go to the very north, break the boxes of ammunition there and defuse the explosives on the wall nearby. The passage further north is closed... Go back a little and go west, to bunker number three. Look at the map often. When you reach the bunker, knock out the first patrolman to pick up his LAM. Next, you will find red laser beams, turn 180 degrees and go up the stairs. Blow up the iron mesh - the robot will repair the mechanism with electricity. Restore bioenergy and collect things. Take one TNT box and take it down the stairs back to the beams. Place the box and blow it up to destroy the lasers as well. Go further and find yourself in the bunker itself. Kill the commando, then (if the skill in guns is developed at master) use a sniper to destroy the camera. Destroy the soldiers and the survivors will run to the alarm panel. At this moment, kill them with a shot to the head. Next, open the door to the bunker itself, and both prisoners will run out. You go into the hall with columns to destroy the agent there, the woman in black. Take the sniper rifle and the sewer key from her desk. Exit the bunker and return to the Silhouette chapter. After talking with him, return to bunker three, but now do not turn towards it, but go further west, open the door and follow the tunnels.

Climb out through the unlocked hatch nearby and run to the nearest dark corner to the south. From there, explore the area. Turn on invisibility and run inside the booth in the north. From there, take out the commando with a sniper and shoot the guards when they appear at the entrance. After the battle, hack the computer and turn off the robots. Eliminate another commando and the rest of the guards. Go south along the eastern wall. On the right there will be an alley with a lone passerby. Talk to him and notice the door nearby. It leads to the Club. Don't go there yet, but go further south. Climb up the inclined path into the apartment and take credit cards on the second floor. Go outside and if you go further south, there will be a green illuminated door on the left. Hack it (stun the cop!) and inside you will find a whole cache of weapons, along with upgrades and a plasma rifle. There will be a hotel right next door. On its first floor, find a bandit with a bodyguard and agree to rob the bakery. On the second floor, take the key from the trash can and use it to open one of the rooms. You will find a battery and a credit card. Exit and go west, there you will find a bakery. Knock out the glass if you are not afraid of the alarm and open the ventilation panel. You will find useful things and six pieces of the drug. Take them to the bandit at the hotel to get 300 credits. There is a store next to the bakery, break the door and find an ATM. Enter the following codes to get money. The number in brackets is the number of credits in the account. 1) 005133, salem008 (200) 2) 004418, morbus13 (100), 002639, aramis01 (150), 001506, naga066 (300).

Return to the Club entrance, which is located next to the hotel. Blow up the door and find a door with a computer inside. This is a warehouse, to get to it enter the code 1966. Talk to the public in the club. Buy batteries from the man sitting in the corner for 250 each. Stock up on them. Next, go up to the second floor and talk to the young girl sitting at the table. Go out into the street the same way you got into the club. Talk to the woman again and get into the helicopter.

You will find yourself at a huge mansion. Go around it and from the back side break the boards blocking the entrance with a stick. Find the stairs that lead to the second floor. Walk forward a little, and when your companion says that there is a key behind the flower, take it. Use the key to open the door further down the road. Click on the painting in the bedroom to get another key. Go down from the second floor to the first and find the stairs that lead to the wine cellar. Inside, find the candelabra on the wall and use it. A secret passage will open, along which you need to go, breaking the boards. Hack the computer to open access to the special ability canisters in the room with the computer. Take LAW and other weapons. Hack the computer itself and “send a message.” Leave the house: from the back door, walk straight through the labyrinth. It is quite small, but there will be commandos who need to be taken down. Behind the labyrinth there will be an entrance to the family crypt. You should go there.

Mission ten: Cathedral of the Templars

Once you appear in the sewer, immediately get out. Place one of the boxes next to the large ones, and climb onto it and climb to the window. Break the glass and climb up the board to the second floor. Find the key to the gate near the mirror. Go downstairs and unlock the gate. Move forward carefully, as encounters with enemies will begin. Use LAW on the robot. After a while there will be a metro station on your left, ignore it for now. Go further and find yourself on a bridge over the water. If you want to swim for a very long time, you can dive. However, I advise you to just go forward and go out to a small courtyard. Turn left and hide in a dark corner. Crawl straight forward along the wall and when you receive a voice message, look to the left. You can climb up this grate, which is what you will do. Break the window on the roof and fall down. Take the key under one of the books and go down the stairs nearby. Kill two commandos: one can be taken out with a sniper, and the second can be shot from around the corner with a shotgun. Search the rooms to find a lot of useful things. Return to the library and explore this tier. Kill the sniper standing by the window and find the bridge that leads to the next tower. Carefully! First, you will need to kill both snipers, and another one that is standing not far from them. Enter the tower and go down two flights. Enter the passage to the north and go down the gray stairs. Open the door by typing 1942 on your computer and turn off the red beams. Hack the computer to disable the electronics and collect useful items. Using a small box, you can climb onto the larger ones and find a battery and a weapon upgrade there. Then exit and move on. Go up the flight of stairs and to the east there will be a passage to the computer room. However, do not rush to go there, but rather rise even higher to find and destroy the woman in black. Take all your things and return to the door leading to the computer room. Enter the password 0022 and break the box behind the door. There will be a fire extinguisher there, take it: it will come in handy if you get set on fire. Go down the stairs to the room with the computer, but very slowly. Agent Gunther is standing to the left of the stairs. Try not to let him notice you and start a conversation. That is, it should not be completely visible. Shoot LAW at him and he is no longer an enemy. Finish off the enemy and hack the computer. Perform the required operation and exit. Along the way, you can talk to the image of your main enemy. Leave the castle and go to the metro entrance. Below, use the robot to restore energy and go down to the train. Agree for the person to take you to his boss. Once you find yourself in a new place, start exploring it. You need to find a room with a computer specialist and a boss. The boss will give you the task to go to his base. Agree and hack the computer to open access to canisters with special abilities. There is a locked door in the room behind the computer guy. Enter code 8001 to open it. Take the key and go to the bathroom on the first floor. Move the mirror and use the key to open the entrance to a new area. Chat with the frozen person. After the conversation, return to the point where you appeared and open the door nearby. Here is the helipad. However, do not rush to get into the helicopter! Just kill or stun the mechanic, and then get in... The helicopter will go on a new mission.

Mission Eleven: Scientific Complex

After dropping you off on the roof of the house, the helicopter will fly away. Collect all the weapons from the dead and go down the stairs. Quickly destroy the peephole and then hack the computer. Go further and, having opened the next door, get ready to destroy the two infantrymen facing you. You will go out into the corridor with two more fighters and one man in black. You can throw a gas grenade and shoot everyone, or you can push a cart with a TNT box in their direction to blow it up. The door on the left is locked (let's call it "door 1"). If you go further to the left, you will find a computer into which you need to enter code 5868. Climb through the hole under the computer and you will find the key to the storage room. Blow up a closet with valuables or break into it. If you go up the stairs, you will get to the second floor of the complex, but you don’t need that yet. Return to the exit and go right from it. Find yourself in a room with a peephole and double doors on the left leading to the central exit of the complex. However, for now, go forward to open the storage room with the key you found earlier. Inside you will find explosive cartridges for an assault rifle, plus the doctor will give you an EMP grenade. Next, return to the exit from the complex and destroy both commandos that are standing with their backs. Sniper bullet + the back of the enemy's head = instant death, as you have already noticed. Don't get caught by enemy robots! Next, immediately rush left and turn the corner. Go straight and run your nose into the second computer, into which you need to enter code 5868. Be careful! Two soldiers perched nearby on a fuel rig, one of whom was a sniper.

Return to the entrance to the main scientific complex and from there you will see two fairly large buildings. The one on the left is the robot parking lot (security). Click on the button at the entrance and knock on two more buttons inside to activate both iron defenders. These guys are strong enough to deal with all the offenders. You can leave it to them to destroy all surviving enemies. Now go into the second large building. Inside, talk to civilians and search everything. You will find a lot of good things. When you finish the search, go up the stairs to take the sniper rifle and its ammo. Next, go downstairs and follow the corridor. You will need to destroy two spider robots, do this either with a shotgun or with explosive cartridges from an assault rifle. EMP grenades will also work. The door on the left (hack it) leads to a flooded area where you can find a special ability upgrade and a key to the engineering room. However, you can only swim here for a long time if you have developed the appropriate abilities or have scuba gear. So, go past the door, and right in front of you will be the entrance to the engineering room. Hack this door and make your way through the pipes above the radiation zone. Jump off as soon as dangerous place will end. Kill the spider robot below and go down the stairs. Turn off the beams, or go through them and destroy the cannon at the end of the corridor. On the remote control, press the number 3 and go back upstairs. Go across the bridge to the other side, destroy the spider robot and take the key from the scientist’s body. Open the door and go up, in the already familiar area, to the second floor. Unlock the previously locked door with the key and go down the stairs in the new area. Talk to everyone in the command center and restore bioenergy to the repair robot. Go into the room with electricity discharges and run along the right wall across the computer. Hack it to disable all the lightning on the first floor. Now press the button in the center of the floor to lower the elevator. Use it to climb to the second tier. Also, use multitools to hack the computer to remove the electricity and hack the computer. Use the only option and return to the command center. Listen to the new task. Leave the complex for fresh air and go north, towards the road out of the area. After talking with Tong, get on the helicopter. Go forward and meet two tramps. You can buy upgrades for weapons from them, which is very nice. These same homeless people will give you a key to the sewer. Near the starting point there is a small building, open its door with new key. Appearing at the top, immediately prepare any silent weapon. Preferably a sniper. In this task, under no circumstances should you allow the enemy to raise the alarm! Lean out of the shelter and quietly eliminate the infantryman. Do you see a building with boarded up shutters? Go inside and turn into the passage on the left. Then go into the dim room again on the left. In the corner there will be a stove with a pipe leading to a ventilation hatch. Place a wooden box next to the stove and climb into the hatch. Climb to the roof and carefully jump onto the roof of the building in the south. The hostage is being kept in this house Carefully jump down the hatch and immediately shoot at the man in black, so that you can then transfer fire to the soldier.It would also be a good idea to throw a gas grenade at the enemies before they notice you. There will be a hostage in a small room. Order her to stay put, while you yourself destroy a couple of commandos walking nearby. Tell the hostage to get out and go with her south to the helicopter. There is a sum of money in a small building nearby. Fly away.

Mission twelve: Underwater Center

Try to avoid the first robot you see on the road and run towards the giant structure. Along the way, destroy the soldiers and find a small barn. Hack the door to take supplies and take two keys from the niche in the wall. The column that is located near the barn contains a door. Open it with the key and go upstairs. Walk along the flights of stairs at the top until you find a bridge guarded by a foot soldier. Kill your friend and turn right. In the laboratory you will see a pool of water: enter code 1223. In the water, immediately turn into the passage on the left and swim into the hole. You emerge quickly enough, there should be enough air. Dive into a new area and step forward. Silently take down the soldier on the top tier by squatting on the threshold of the room with the scientists. Also expect a man in black to appear from the passage on the left. Talk to the scientist to get the map. Now go out of the room with the scientists a little back, to the south. Go down the stairs, kill the grunt and go down again. After walking a little along the corridor, you will see a hall with two cannons and a soldier. Destroy the enemy, leaving the guns alone, and open the hatch. Along it you will get to an iron bridge with flamethrowers. Open the second hatch, which leads to the next building. Finish off the guard and go down the elevator. Run forward and hide by crouching behind the far side (from the entrance) of the iron box. Hack the computer directly above your head and turn off all cameras. Walk along the corridor into the hall with the scientists and quietly shock the lone guard. Hack the computer nearby and disable the cameras. Also open the doors. Go up to the second floor and destroy both soldiers. Next you will find a repair shop with two mini-submarines. Take the one that is not being repaired at the moment.

Search the corpses and take the contents of the boxes near the stairs. Go upstairs, and then another floor higher. If you want, look into the room with a broken camera and take the plasma rifle from the pool. I would advise going even higher, to the very top. In the hall, immediately destroy the automatic cannon in the center and hack the computer to turn off the cameras. Open the door on the left and there will be a well-locked door directly in front of you. To get the key for her, you will have to destroy the cannon in the passage on the left and take the thing from the dead infantryman. At the destroyed warehouse, stock up on batteries and break open the door opposite. There will also be a warehouse there, but only richer. So, open the door with the key and kill a couple of lizards. Go down the stairs and kill another lizard in the flooded area. There will be a door to the left of the stairs. Enter the code 5690 into the computer next to it. Behind the next door, jump past the electrical flashes and you will find yourself in a large room with various digging and drilling equipment. From the entrance, go forward and take the door on the right. Kill the big monster with one explosive round or grenade and take the weapon upgrade plus key from the table. Get out and walk straight. When you see a door, break it open. Behind the two doors in the next corridor there will be small rooms with wardrobes. In one of them (in the room with the lizard) there is an upgrade for weapons. Go down the stairs and break open the door nearby if you want to get regular and invisibility armor. Examine the two rooms again and go to the elevator. Go down it and blast the laser beams. If you touch them, a huge cloud of spider robots will appear. Walk forward along the corridor and exit into a giant room with a rather large spider robot. Kill the bastard, he's not very durable.

Calling the elevator to the left of the entrance, you will find yourself in a radiation area with multitools and a master key. Having called the elevator, to the right of the entrance, you will find several lizards guarding the batteries. Next, from the main hall, go forward to the large elevator. Before you climb up it, jump into the water. Take the special ability enhancement canister from the body floating in the center of the pool. Go up the elevator and destroy the two automatic cannons on the sides. Hack the computer to lower the bridge into the room with the computer. Once there, hack it and “pump information.” Get out and go back the way you came. Stop in front of the drilling equipment room! You will be greeted by a cyborg firing a plasma cannon. Two or three hits with something explosive and you are the winner. However, you can also run past. A diver will be encountered in a flooded area. You will meet another one later, on the way to the mini-submarine. Once you get to it, sit down and return to the main enemy base. Go out onto the bridge where the flamethrower stood and go inside another complex. Climb the stairs to the very top and board the helicopter. If you saved the doctor's daughter in the previous mission, you will receive a special ability enhancement canister.

You find yourself near a nuclear center captured by the enemy. Immediately kill the soldier on the tower with a sniper, otherwise he will finish you off! There is a gate right in front of you, but it is locked. Therefore, go around the fence of the center for now and quietly kill the dogs with a silent pistol. When you see a small building standing a little further from the fence, go in. Kill the three soldiers inside using a gas bomb or cunning combat tactics. Take the center gate key and money. Climb to the second floor and you can follow the board straight to the center, passing the fence underneath you. From above, quickly kill several soldiers and, if possible, two robots. There is nothing interesting in the three houses, except for a small supply of ammunition and a repair robot. Do you need a shed, semi-fenced metal mesh. Blow up or break open the door and go down the stairs to the very bottom. Open the door using 8456, repeat the procedure several times. They won't let you into Missile Silo yet; you'll have to go into the passage nearby. Destroy the laser fields and then the commandos nearby. Go up to the second floor and get ready to kill or stun the three men in black. After neutralizing them, press the Abort Launch button, and then hack the computer to “redirect the missile.” Now go to Missile Silo. In front of you there will be a dark corridor, on the other side of which several commandos and men in black will appear at once. You can fire a couple of explosive cartridges or rockets at them, or you can simply lift the cover of the floor hatch, which is located at the very beginning of the tunnel. In any case, take the elevator and go to the fourth floor to recharge your bioenergy. Now go to the second floor and quickly kill the man on the crane before he has time to throw a grenade. Go to the sixth floor and go up the stairs. The helicopter will pick you up for your next mission.

Mission thirteen: The winner takes ALL!

Immediately take out the sniper on the tower in front of you. Turn around and go to the barn. If you hack it, you will find a box with LAW behind the cannon. However, if you feel sorry for master keys, and you have enough explosive weapons, then it is better not to go inside. Go to the sniper tower door and get a map of the area. You need to get into the Bunker. There are two relatively convenient routes.

1) In the northeastern part of it there is a small building marked as Comm Building. Inside, take the tower key and return to it. The two robots can be ignored. Inside the tower, defuse both LAM explosives on the stairs by hand or with an EMP grenade and go down. Take supplies from the boxes and climb to the very top of the tower. There's a dead sniper lying here. Hack the computer next to him and open the gate. Exit the tower and go exactly north. After passing the huge gate, immediately hack the computer on the left to turn off the camera. The area is patrolled by two robots, if there is a Scramble grenade, then use it. At the fork, turn right and find yourself in the machine room. Collect supplies from the recesses on either side of the entrance and restore bioenergy. Using the TNT box, blow up the door of the building on the left and click inside on the remote control behind the switchboard. Next, return to the fork and step into another passage. Go down the elevator and find the body of a mechanic with two batteries under the elevator. Now open the doors to the Bunker.

2) There is another way. Go to the large hangar in the northwestern part of the area, near which the second of the robots is spinning. Climb into the half-open gate and get ready to destroy two commandos with rocket rifles and a man in black. Happened? Climb the board onto the roof of the room, and take the key to the storage room there. Jump down into the room on the second tier, where there is a peaceful soldier and a repair robot. You can also get into this room by breaking the door on the second tier or jumping through the broken window. After communication, return to the ground and if you want to get a flamethrower and supplies for it, then break open the door opposite the large water tank that stands in the corner. Hack the small door at the bottom of the tank itself and throw a grenade or something explosive through the opening, aiming for the fan. After its blades are destroyed by the explosion, jump down and find yourself in the water. On the left there will be a passage leading to the laser field. Blow it up with an EMP grenade or hack the computer nearby. Go down the stairs and you will find yourself in the Bunker. Don't forget to take the batteries under the elevator nearby.

So, you are in the Bunker. Go through the gate and destroy the peephole in the next room, it will be on the left. Disarm the lasers with an EMP grenade. As soon as the generator on the right explodes, listen to the message from the friendly little man through the communication terminal at the generator. From here, go into the passage in the north, when you see a door on the left, open it using code 8946. To the left of the door there will be a niche with a dead scientist, open it using code 0169. Take the things, including the key to sector three and the special ability enhancement canister. Get out and go further along the corridor. When you see another door on the left, you can ignore it, or you can enter code 8946 to kill the woman in black. Go further forward and you will see a spacious hall with decent security. Take out a soldier in the distance and a commando will run towards you. Lure him into the corridor and kill him. Next, return to the exit to the hall and use your sniper rifle to shoot the soldier standing on the crane on the left. There is one more commando left and the job can be considered done. All that remains is to open the door leading to sector 3 with the key and press the button at the elevator. Two infantrymen and a man in black will arrive: get ready to meet them. Next, go down the elevator and find yourself in a new area. A Tong will appear at the communication terminal, which will give your computer a new image with a map of the area.

1) To your left is a greenish pond with columns. You can get into it through the tunnel nearby. Swim to the center, avoiding the lizards, and take the key and the code number for the reactor - 2001. However, if you already know the code, then it is not necessary to go down. And the key is suitable for a building next to the exit: the door can be broken open and the guards can be attracted, who will open the way themselves. Be careful! Destroy the monster and remove the patrolman with the GEP gun from afar. Go down the stairs and enter the code to the reactor, 2001.

2) The second way is more interesting. Climb the stairs to the left of the entrance, which is next to the pond. Go along the bridges to the open door. Put the soldiers down and go upstairs. Along the way, you will come across a door to the Aquinas Hub, but you won't be able to open it yet. At the very top, take down the man in black and hack the computer to open the door to the reactor and gain access to a canister with an improvement in special abilities. Going down the small ladder, kill the sniper and take the ammo. If you climb to the very roof of the building, you will find out the code for the box with explosives (4225).

So, go to the reactor. Pass the two huge tanks on the sides and climb the stairs to the lone mechanic. He will tell you the code for Aquinas Hub (1038). Exit the reactor and try to avoid the two aliens. Open the door to Aquinas and get treated by the medical robot. Go down the stairs and from here you will see two paths. Straight down along the iron bridges, plus to the left, up the steps. To your left. Kill the commando in the corridor and in the next room (Aquinas Control) restore the robot's bioenergy. You can hack the computer next to the door to find ammo. Take the elevator to the third floor and walk across the bridge to the supercomputer. After talking with him, go down the elevator to the second floor. Next, there will be a shootout between two commandos and two robots friendly to you. If you want, then help your own. Next, go out along the corridor to the bridges leading down. Kill both aliens and go down to the very bottom to take the map of the fourth Bunker, which is located near the body next to the radioactive greenish barrels. Find the entrance to the red-lit corridor and go down the stairs. When you see the door with the computer, get ready to meet a soldier. Enter 4225 into the computer to find a rocket and three boxes of TNT. Do you see a huge spider robot walking on the ground below? Throw a box of explosives at him from above. If they hit him, he's dead. Get down to the ground and go to the locked gate. There will be a door with a computer on the side; if you break it, you will get ammo. The gate will open on its own, allowing access to the hall with the body.

Behind the next room there will be a hall with several bodies in cryogenic chambers. Next to them will be written the names and year of birth, as well as Additional Information. One of the cells is empty - you were born in it, by the way. So, the door in the corner will fly off, so try to be away from the explosion. Go into the corridor on the left and hack the computer. Turn off the radiation, then open the door and turn off the camera. Go through the room with a couple of aliens to get to Bunker Four. Here you will be met by the main enemy located in an electrical protective sphere. After talking with him, destroy the two automatic cannons. Next, save. From this point on, you have a choice between three different endings to the game. They are determined depending on your actions.

I. Merging with a supercomputer. So, take the passage on the left and then turn right. The road will lead you to a locked door with an Aquinas Router sign. Hack it (or enter code 6765) and inside, press the two buttons on the side of the computer. This will give you access to the computer itself. Hack it and select the only available option. Leave the area and go to Aquinas Control, where you will go up to the third floor, to the supercomputer. This way you will merge with him into one whole and gain complete power over the world.

II. Destroying a supercomputer. After seeing the electric sphere and destroying both cannons, go into the passage to the south. Use the stairs to get to the metal elevator. He will take you to the very bottom. Now, either quickly destroy the creatures with the best weapons, or turn on invisibility, or run away. Find the entrance to Coolant B13 in the northwest corner of the floor. Enter code 2242 into the computer to open the door. Kill the commando inside, as well as a couple of grunts. Press the button on the remote control and exit. Now leave the area and run to the reactor you were going to to find out the code to the Aquinas Hub. Do you remember passing by two tanks, shrouded in greenish smoke and guarded by a couple of aliens? Now you will need to go down to the very bottom of each tank to press both buttons. You will be severely tormented by radiation, so turn on the special abilities Regeneration and Environmental protection. You can also spend all remaining first aid kits. Having done the job, climb up and go to the mechanic nearby. In his booth, press the first button on the wall, which will raise the cover of the second button. Press the second and third, kill the mechanic, and then press the button on the remote control. Thus, the global Network will be destroyed, and the world will be blessed with a new Stone Age without any global systems and supercorporations.

III. Independent power over the world. The most difficult ending. To get it, you will have to work a little. So, the level is a three-story complex. On the top floor is the energy sphere of the main villain. You will be confronted by various enemies that cannot be killed completely, as they are re-produced by construction machines in the form of blue booths. There is one such machine on each of the three floors: it can be turned off by going to the “UC Control” room located on each floor. On the top floor, you only need to turn left from the energy sphere and you will immediately run your nose into the door of such a hall. Take it out with explosives and turn the switch inside. Now, by destroying all the creatures on the top floor, you will get rid of them once and for all. Return to the sphere and from it go into the passage to the south. Go up the stairs, but do not use the elevator, but go along the corridor and go down the steps to find the first bluish flask. Enter the code (7243) into her computer to turn it off. Destroy the two robots that appear nearby and go to the small elevator. Don't use it, but jump onto the roof in the corner where the dead scientist lies. You are on the middle floor. Go down the ramp to the west and you will see a second room with UC Control. Blow up the door and disable the second machine. Deal with the aliens and in the center of the level you will find a second flask with code 7243. Now find a barn with a radioactive danger icon in the southeast corner of the floor. Turn off the third flask inside, and go down the passage on the side to the lower floor. Immediately kill monsters with powerful explosive weapons; super cartridges for an assault rifle will also do. Make your way to the northwest corner, there, next to Coolant B13, is the last UC Control. Destroy the door and disable the final machine. In the center of the level, find the last flask and use code 7243 to close it. In the northeast corner, open the door by entering code 6765, run past the electricity and take the elevator up. Right next to it there will be a door to the Aquinas Router room (but you don't need it) and an open Infusion Control booth. This booth is for you. Press the button on the remote control and watch the ending. The world is led by the secret organization Illumati, with your help achieving the well-being and prosperity of all humanity.

Before embarking on a full-fledged campaign, it is worth paying attention to the “Training”. Here you can master the mechanics of the game, which will be useful as you progress. After the introductory video, we talk to Megan and go to the boss. Along the way we explore the laboratory, and also visually get acquainted with new characters. The conversation with the boss is interrupted by an alarm caused by a technical failure. We go directly to the scene of the incident through the service elevator on the left. We enter code 0451 and, going inside, press the button on the elevator panel. We have weapons in our hands, but there is no need to use them at the moment. We move along the corridors, bending down, we pass under the glass partition. We observe the scene of the execution of laboratory employees and turn into the room on the left. We remove the boxes from the wall, open the hatch grate and, jumping, get inside. We find ourselves on the other side, right where the employees were killed. We move along the corridor, at the end there will be a door. We penetrate further, but do not forget to close the door behind us. So, two opponents come down the stairs. Our task is to go unnoticed. There are several ways, the main thing is to choose the right moment. Taking a sitting position, we move around the shelters. At one point they will synchronously dig through the tables. When the one closest to the stairs begins to leave, and another one arrives in his place, we will be able to get to the stairs unnoticed. We go upstairs and move along the corridor. We watch our opponents through the glass. When they start moving, we will be able to enter the room by pressing against the wall and opening the door. The easiest way to reach the door at the other end of the room is from the right side. At the end we use the central box to remain unnoticed. And finally, the last room with four enemies. Everything is simple here: we go down the stairs and use the shelters under the stairs. Let's watch the video. We were killed and, so to speak, restored by introducing implants. Six months later we are back in business.

Detroit. M1 – Back in the saddle.

We go to the second floor to the technical laboratory, to meet with Pritchard to fix the retinal display. In the communication thread, select “Ignore”. Next we get to the helipad to our boss Sharif. We speak with Farida and select the answer on the left. During the flight, we communicate with Sharif and choose answers - non-lethal melee weapons.

M1 – Clearing Sharif's factory.

Having arrived at the place, we enter the building and meet a policeman at the end of the corridor. After talking with him, we choose outside. On the left there is a staircase leading down. We sneak up on the first enemy and stun him. You can search him, be sure to hide the body after neutralization. There are three more ahead. We stun the terrorist standing with his back to us at the moment when the enemy patrolling near the marked door begins to move away. We hide the body and head to the next goal. We deal with him in the same way. Dealing with the latter will not be difficult. We enter the building. We go straight until we come across a door. This room contains a computer and stairs leading upstairs. Being at the top, we jump onto the boxes. There is an enemy on the right, digging into something. We neutralize him, and then another one patrolling nearby. There is another one standing nearby, which we deal with when the patroller turns away. We go to the other end and, having ambushed the patrolling enemy, we stun him and deal with the one rummaging through the boxes. We have three paths - two doors and one staircase in the corner leading up to the ventilation shaft. We will follow it. To successfully jump to the mine, we substitute the box lying nearby, sit down and at the same time press jump + forward. After passing through the tunnel, we will find ourselves in the locker room. There may be useful items in the lockers, so don’t be lazy to inspect them. The next door is locked and requires a password, so we must hack it. We pass further, where four enemies are located in the hall. We carefully go down the stairs before the conversation between them ends. When they disperse, we neutralize the nearest one. We hide the body and stun another one near the table. There are two left who patrol in a circle. First we will deal with the outer one, and then with the one in the center. Ahead is a corridor with a surveillance camera. It’s easy to get around it, just walk under it and avoid its rays. We break open the next door and move on. Ignoring the conversation of the opponents, we turn left and see boxes under the stairs blocking the ventilation shaft. Having passed along it, we find ourselves in another room and stun the only patrolman. We quietly get to the elevator. Having arrived at the desired floor, we immediately select a praxis at the exit. With it we can improve our implants, since we have chosen the stealth mode, we are upgrading the corresponding branches. And at the corner we see a ventilation shaft on the wall on the right. It will lead us straight to the right door, bypassing the surveillance camera.

M2 – Neutralize the terrorist leader.

After the video, we get to the elevator. We go up the stairs and see two patrolmen diverging. It's best to neutralize them and then go left of the stairs. In the last room there will be a ventilation shaft that will take us to the first floor. From there we can easily make our way to the next staircase. Having risen, we open the door and watch the video. We have a choice. We are trying to free Josie. To do this, we constantly select the “Sympathize” branch.

M3 – Evacuation.

We go to the helipad to Malik.

M4 – Finishing the job.

After asking her a little, we head to Pritchard so that he can study the Typhoon. Then to boss Sharif to receive a new task and tell details about what happened at the factory.

M5 – Investigation of a suicide terrorist attack.

Having agreed to a new task, we go to the police station. We go inside and talk to Wen Haas in the window. We constantly select the “Forgive” branch. Having gained access to the morgue, we examine the body and remove the neural node. We go home and connect it to the computer.

M6 – Visit to the PROTEZ clinic.

Upon arrival at the clinic, we learn that no additional injections will be required. At the same time, here we can buy items to increase energy, as well as a more important resource - Praxis.

M7 – Disable transmission.

We go to the slums, where we have to hack the antenna transmitting signals. There are different ways to get into the slums. The easiest way is through the door. However, the path there is blocked by large boxes, which can be moved away if you have the appropriate implant. The second way is through the roof, which can be climbed using the fire escape in the alley. Then we climb along the ledge and find ourselves on the opposite side. We go down the stairs. We penetrate the building and follow the patrolman. Two more people stand further away and talk. Having dealt with this, we go along the right side, bending down. Next we move along the left side behind the containers. At the same time, we listen to conversations between opponents. We enter another building and kill the patrolman. Two enemies are sitting on the sofa and watching TV. After listening to their conversation, we very carefully make our way to the stairs on the left. Having risen, we see mines on the walls. We select a barrel and throw it along the located mines. This way we will destroy them all. Of course, the enemies will be alarmed, so we’ll wait it out and move on. Having dealt with them, we begin to hack the system. We make the antenna inactive and wait for Farida near the helipad.

M9 – Transmission.

Having arrived in the area, we enter the building through the door and after walking a little, watch the video.

M10 – Search for clues in Highland Park.

We open the door and get out. We go around on the left side, hiding behind the containers. You can do without stunning enemies at all. To do this, move only on the left side, remove the containers and sneak to the door. We penetrate the building, there will be a ventilation shaft on the right. We continue to go to the elevator. Here we neutralize the patrolman until the guard above sees him. We hide the body and, bypassing the surveillance camera, get to the elevator. Having gone down on it, we turn right and jump into a certain hole. We remove the box and climb forward along the ventilation shaft. Being in another pit, we wait for the enemy and deal with him. The robot patrols the area, so when he is not looking, we get out of the hole and go further through the door. Two soldiers are talking ahead. We will neutralize one of them when he comes towards us. We climb up the stairs. We get to a room with doors in both directions. We choose the left path. We deal with the patrolman on the central bridge. On the left there is a room in which there is a ventilation shaft near the computer. We get through it to the next room, and from there the easiest way is to get to the stairs, which will take us to the first floor. If necessary, we neutralize the patrolmen. We take the elevator down even lower, where we meet the first boss. To kill him you will need a powerful weapon. We run from column to column, and try to lure the enemy to explosive objects. Don't forget to also dodge enemy grenades and throw your own, since Barrett is vulnerable against them. Useful items are scattered around, including weapons. After the victory, we will collect the remains and return to Malik.

M11 – Whispers of a conspiracy.

Let's visit Pritchard first, because he wants to tell us something important. Having learned new details, we go to Sharif. We meet Bill Taggert in the reception area. In the dialogue, select the “Keep Calm” and “Ask” branches. In a conversation with Sharif, we use the “Justify” branch. Then we talk to him again and, having received a new task, we go to Malik to fly to China.

Shanghai. M1 – Hunting for a hacker.

Before us is a new city and, accordingly, a new part of the plot. All additional tasks that we did not manage to complete in Detroit will automatically expire, and we will no longer be able to return to them. We get to the penthouse, but we are not allowed to enter it. Therefore, we go further, where there will be a ventilation shaft in the corner. Having passed along it, turn right and go to the end. There will be another ventilation on the wall on the right. From there we open the door leading outside. We don’t stick our heads out until the patrolmen finish speaking. Then we get to the elevator. Going down the elevator, we see vending machines with drinks in front of us. One of them blocked the ventilation shaft. This will take us to the desired computer. It is advisable to neutralize enemies nearby. After the break-in, we contact Malik and return back the same way we came. Next we head to the Uley night club. You can get there through the main entrance, but in this case you will have to pay 1000 credits. There is an easier way: on the left in the alley there is a ventilation shaft that will lead us inside. We talk to the bartender and find out about Tong. On the second floor we talk with the manager, selecting the “Pay attention” branch. Now we can go to Tonga and find out where Van Bruggen is. Along the way we will meet Malik, which will turn out to be very strange, and we will carefully ask her about her secrets. It is not at all necessary to complete the quest given by Malik, so let’s move on.

M2 – Obtaining access to Tai-Yun Medical.

After talking with Bryggen in residential areas, we go to the brothel and try to steal the employee’s card. It’s very simple to do this: we go into the next room, and from there through the balcony we get to the desired room. We return to Van Brugger so that he can redo the data for us. After the video, we hand over the weapon to Van Brugger and begin our escape from the area. We head to the stairs and go down to the floor below. We turn right and enter the first room, where there are two opponents. Having neutralized them, we find a ventilation shaft that will lead us to the exit. The next room contains a patrolman, as well as a security camera. It is advisable not to disturb them, but, at the right moment, to rush past. This is very easy to do, because the camera doesn’t move at all. The last toilet has a ventilation shaft. Having got out of it on the other side, we see a turret in front of us and two opponents on the right. Having slipped past them, we find ourselves in the shower room. On one side there is electricity, on the other there are mines. We grab the box and throw it along these mines. By the time the enemies come running, we will already have time to run to the laundry room. There are two more here, we will deal with them when both are next to us. Then, after saving, we poke our heads around the corner and see ordinary and heavily armed soldiers. You can’t just get through, so they definitely need to be neutralized. One of them will look at us, while the second will turn in the other direction. When he turns around, we quickly move diagonally to the bedside table. We are waiting for the right moment to turn left. We hide behind the cabinet on the right. We wait for the enemy, stun him and finish off the heavily armed one. Next, we leave the building and go on the train, which will take us to Tai-Yun Medical.

Tai-Yun Medical. M1 – In search of evidence.

We go up the stairs and break open the door. We are stopped by a gasping employee who finds himself in a locked room. To save him, you need to break open the nearby door and unscrew the valve. Then we make our way into the room with the employee, remove the boxes and crawl towards him. After talking with him, we move on. In the server room we are stopped by a security guard. In the dialogue we select “Mention Lee”, and he gladly lets us through. We hack the console in the center and go to the room on the left. We go up the stairs, where we go along the first bridge into the room. We select a pocket secretary, which contains the code for the pump room. We return back to the server room and go down the stairs to the level below. We sneak past the first camera. Then past the second one, but there we turn right. Behind the container there is a ventilation shaft that will lead us to the desired door. We use the elevator, exit it and break open the utility room door on the right. We turn off the electricity and go into the next room. We climb up the structure on the right. We go up the stairs and get to another elevator. On Pritchard’s advice, we’ll hide the weapon and head to the laboratory. We are not allowed there, so we are looking for another way. For example, in the room on the right there is a ventilation shaft. You can get to it by breaking the doors. After passing through the mine, we turn right. There are enemies across the room. We deal with them and at the exit from the room we turn right to the stairs. There will be no problems on the second floor. We will be in the safe zone again. The strict guard will not let us through, so we turn right and, going down a little lower on the stairs, we hack the console while no one sees. We make lasers inactive. When the guard on the other side begins to move away, we catch up and neutralize him. There are two more ahead and the one in the center has a secret code for the desired door. However, that same door can be broken down. In the room with lasers, move first left, then right. To the right there is a small room, and behind the box in this room there is a ventilation shaft. She will lead us to a room with security. We neutralize the guard sitting at the computer and then the remaining two. Having opened the door, we wait for the laser to go away and quickly move to the right. We pass by the boxes and enter the elevator so that the camera does not notice us.

M2 – Entrance to the dragon's lair.

After the cutscene, go through the door to the left of the elevator. Ahead is a corridor patrolled by a heavily armed soldier. We go around it on the right side, where we neutralize the other one, constantly standing in one place. We hide the body and move on. We move along the corridor to the desired room. Everything here is illuminated by a surveillance camera. Let's climb into the nearby computer and find out the code for the door. It is advisable to turn off the camera at this moment. We take the elevator to Zhao. After the video, we try to escape from the guards that appear. We go down the right stairs. There is a ventilation shaft in the corner leading to the first floor. It will be more difficult to get out of it, so first open the shaft door, this will lure the guards. When they calm down, we can get out and gradually get to the exit. We take the elevator down to the hangar, where we need to neutralize two robots. This can be done using EMP grenades, or by hacking computers nearby. Having finished with them, we open the gate using the button on the tower and get into the rescue helicopter.

Montreal. M1 – Meeting with Elisa Kassan.

Having landed on the helipad, we enter the building and move to room 404. Since the doors are blocked, we go around. After talking with Eliza, we learn that we have fallen into a trap. We leave the room and turn right. In the next room there is a ventilation shaft. We go straight along it and listen to the conversation of the opponents. We get out and turn left. We move between the tables, and then go down the stairs. We turn left and follow the corridor. To prevent the camera from detecting us, we quickly hide behind the sofas on the right until the enemies see us. And from there we get into the elevator. We move along the corridor, we see two people ahead. We enter the room on the left and from there we get to the second floor, where we destroy the patrolmen one by one. From the back side we go down and sneak to the desired door. It is advisable to neutralize a heavily armed soldier. Having gone down the stairs, we head to the funicular. We immediately neutralize the two standing with their backs to us. It will not be possible to approach the cable car directly, so we move away the nearby vending machine and through the ventilation shaft we find ourselves in the room with the cable car. We climb up the stairs and, luring opponents here, neutralize them. We get to the button that calls the funicular. However, we are not in a hurry to press: we will install containers near the elevator door so that you can hide behind them. After all, the funicular will not arrive soon, and in the meantime the opponents will be hanging around here. Our task is to hold out at any cost. We go down on the funicular and, turning right, sneak under the camera. We are waiting for security to appear behind the sofas. After talking with each other, one of them will go back. At this moment we leave the shelter and follow him. This way we can safely pass the switchable lasers. At the end, we will stun the enemy so that he does not interfere with our calm progress through the complex. Turn right and enter the first door. We leave the other one when the enemy moves away. We stun him and hide his body in the room. Next is a long corridor, at the end of which there is a chamber. Before we go around it, let's look into one more room. We will find an access code on the computer. Around the corner is another room with ammunition storage. We open the next door when the enemy moves away and turn left. Having walked forward a little, we go down the stairs and hide behind a column. Having found the moment, we sneak to the door. We go down the stairs and move on when the heavily armed soldier turns away. On the left there is a door to a room through which we will go and find ourselves on the other side. We turn right, where there will be a small room with two patrolmen. We act very carefully, rolling from one obstacle to another and always keeping an eye on the camera. Further in the corridor there is another surveillance camera, we pass under it and crawl along the ventilation shaft. Before you go to fight the second boss, let's look into the room on the left. There is a heavy machine gun with a lot of ammunition here. The leader of the mercenaries is perhaps the most powerful enemy in the game. She uses very powerful weapons and can also turn invisible. These are the recommendations for battle. If the “EMP Protection” implant is installed, then you can calmly run during her attacks in the longest circle, trying to provoke the explosion of her mines near special devices on the wall. This will cause electricity to spread as the floor is covered with a layer of water. Taking advantage of its slowdown, we quickly attack with everything we have. The second option is as follows. We run around the second circle, i.e. the smaller one, and try to attack as accurately as possible, at the same time, running away and dodging her attacks. In case you run out of ammunition, you can always find it in the large circle wall cabinets. When the enemy is in an invisible state (recharging), she can attack suddenly and without warning from our artificial intelligence assistant (Elisa Kassan). Therefore, at this time you need to be in the smallest, central circle. To see its location you need to use the ability to look through walls. Having finally dealt with the boss, we will examine the corpse in search of useful items, as well as the entire hall, leave the building and get to the rescue helicopter.

Detroit. M1 – Conversation with Sharif.

We head to our apartment to talk with Sharif.

M2 – Find Isaiah Sandoval.

We receive a VIP pass and head to the convention center. Having burst in there, we enter into dialogue with Taggart. In the conversation, select the “Conflict” branch. Having successfully persuaded him to give away Sandoval's location, we go backstage. After talking with him again, we get to Grand River Road. You can enter the apartment through the fire escape. Having noticed two people talking on the staircase, we wait until they leave and go to the desired apartment. In the next room is Zeke Sanders. We open the door and quickly deal with him. We remove the drawers and go to the bathroom. Here we also remove the drawers and activate the electrical panel on the wall. A secret bunker has opened, in which Sandoval is probably hiding. We go down the stairs a little, then jump onto the barrels, walk a little along the structure and turn left. We jump down, and from there we go forward and go down the stairs again. Let's go forward and hide behind the box on the left. Let's wait until the patrolman leaves and make our way into the passage on the wall to the left. We neutralize the next guard when he gets between the lasers. We hide the corpse and very slowly sneak past one single mine. In a conversation with Sandoval, select the “Cruel Mercy” branch. We get to the surface and get to the roof of our house, where Malik will be waiting for us.

Detroit. M1 – Old debts.

Pritchard is not in the office, but he asked to see Sharif. After the video, we return to the helipad to go back to Hengshu and find Vasily Shevchenko’s transmitter, and perhaps himself.

M2 – Find Vasily Shevchenko’s transmitter.

After we crashed and were shot down, we take advantage of Malik's distraction and go in search of the transmitter. We turn right, jump down and sneak through the building before the enemies notice us. Before the helicopter explodes, we will already have time to get to the elevator. Once in Lower Hensha, we continue our search. Along the way, we get advice from Pritchard to visit the local PROTEZ clinic to get a new biochip. There is an enemy near the clinic that needs to be neutralized in order to move on. We go down into the subway and take the train to the Yuzhao region. The door we need is carefully guarded. In the alley we come across a sewer hatch and go down. You need to go on the right side, it’s much safer. First we deal with the patrolman, and then with the one sitting on the chair. We dump the corpses into the water. We pass further through the central door. Here, on the contrary, we first neutralize the sitting person, and then quickly the patrolman. We pass further behind the boxes. There are two people sitting on the sofa and they will probably notice us if we move in the open. Using rolls, first to the left and then to the right, we get to the doors. We sneak behind the sofa and then behind the rusty cars. At the end, we remove the boxes and enter the desired door.

M3 – Hide and Seek.

After talking with Tong, we go to the Belltower port. Having reached the surface, we pass further than the main gate, where we remove the box and enter the territory. We pass forward and, having let the robot through, go down the stairs. We lie in wait for the patrolman and neutralize him when he gets closer. We hide the body and sneak under the camera. We go up the next stairs again. Hiding behind the trucks, we move forward, the main thing is that the sniper above does not notice us. There is a camera and a patrolman ahead. We carefully pass behind the containers, preferably neutralizing the patrolman, who, by the way, has a pocket secretary with a code for the door next to the camera. We find ourselves in the right room and neutralize the sleeping guard. We break open the door and get the package from the locker. We return to the cell, or rather to the door next to the cell. Open it with the received code. Having entered the warehouse, turn right and move to the end. Let's wait until the guards finish speaking and move on. Once on the other side, we go up to the second floor. We climb the metal stairs to the very top and jump through the passage in the ceiling into the room. We install explosives and watch the video.

Singapore. M1 – Rescue of Megan and her group.

Having got out of the capsule in which we stayed for several days, we leave the building through the door next to the red gate. We turn right and listen to the conversation of the patrolmen, hiding behind the barrels. One of them will come towards us, and we will neutralize him, then drag the body away. There is a passage straight ahead. We remove the container from the path and climb into the building through the window. It's very easy to neutralize everyone here. In the last room we hack the central computer, thereby completing an additional task. Now it has become much easier to navigate. We get out of here through the double doors and turn right. Going around the terrace, we will watch for the patrolman and neutralize him. Having hidden the body, we enter the building on the right. After sterilization, we will find ourselves in the central hall. There is a ventilation shaft to the right of the chamber. Let's carefully follow the enemy and sneak there. We get out from the other side and go up the stairs. Having risen, we turn right and follow the long corridor, eliminating the guards one by one, until we find ourselves at the door where one of the employees is being held. We hack it until the camera sees it. After talking with Nia Colvin, we set off to save the other members of the group. Getting to the next scientist, who is in the laboratory on the third floor, is a little easier. We go up the stairs in the central hall and turn left, of course, when the patrolman does not see. We enter the door on the right and move along the corridor. We pass through the lasers using the guard, who periodically walks back and forth. We speak with Eric Koss and leave the laboratory using the elevator located in the next room. Having gone down the elevator, we leave the room and turn right. Then turn right again at the first turn. There are guards ahead, finding the moment, we quickly climb the stairs to the right. We go through the central door to the left and go down the stairs. We hack the terminal to turn off the lasers. We go down the elevator straight to the next scientist - Declan Faherty. After talking with him, we return to the elevator. The main person left to save is Megan. Faherty gave us a virus that needs to be downloaded onto the main computer located outside the complex. This virus will make it impossible for Belltower to monitor our scientists. We leave the building the way we got here. To the right of the exit there is an enemy with a turret, as well as a patrolman moving back and forth. When they gather in a heap, we throw an EMP or a smoke grenade at them, pressed against the wall. Thus, we will deal with everyone without raising the alarm. You should not throw a smoke grenade into the area viewed by the turret, as it will quickly detect the “enemy” and begin continuous fire, which will naturally lead to undesirable consequences. We move further, where two cameras and a robot await us ahead. It won't be difficult to get around them. In the room with the main computer, we load the resulting virus into the disk reader next to the computer. After talking with Pritchard, we wait until the patrol that has appeared leaves, and we go to the elevator through the opened gate. We watch the video and begin the battle with the next boss - John Ramira. Immediately after the video, we throw a grenade at him and hit him with the most powerful weapon that we have. Our implants are disabled, so we can't use abilities like Typhoon, etc. There is a place on each side of the central glass where we can press ourselves and fight off the enemy. If he throws grenades to smoke us out, we quickly run to the opposite shelter. John is especially vulnerable when jumping over glass. We attack it until it is completely destroyed. We finally get to Megan. After the video, we go to the hangar to open the roof, thereby preparing for evacuation. We watch through the glass the rescue of employees and then quickly run to Leo’s shuttle to go to Panhea. We stun opponents who stand in the way with simple blows.

Panchaea. M1 – Stop transmission.

Having received instructions from Pritchard, we head to the tower. We navigate by the beacon on the screen. We jump down and after walking a little, we come across electrified water. We jump onto the pipe on the right and move along it. We remove the container and jump onto the pipe on the left again. Having passed the corner, we shoot the boxes and penetrate into the ventilation shaft. Inside you can see a mine, which is easily destroyed by a shot. Once in the room, turn off the electricity and exit through the door. We turn right and move along the corridor. We turn right and go up the stairs. The hardest part is over, all that remains is to get to the elevator. We move along the corridors to the center of the tower. In a conversation with Hugh Darrow, select the “Criticize” branch. Having received the access codes, we return back to the elevator. We will have to break through the crowd of distraught employees. Don't forget that they are fast, they cause serious damage even alone, but most importantly, they cannot jump over even the simplest obstacles. On the way to the final battle, we can save Sharifa and Taggart. They will not be marked on the mini-map, so you will have to find them yourself. So, we took the freight elevator down to the very bottom. The final boss is Zhao Yunzhu. Probably the easiest fight compared to the previous ones. First, we activate three buttons and kill three clones, respectively. At the top, machine guns move in a circle. The easiest way to avoid them is to follow one of them, managing to activate the button and shoot the platform. Zombified opponents will appear from the rooms, and in these same rooms there are useful items. Having finished with the clones, we proceed to Zhao. So that the robots cannot reach us, we enter one of the rooms and, pressing ourselves against the wall, shoot from afar at the boss. It is advisable to do this with a sniper rifle, which is also located in one of the rooms. Having finished with it, we move on and make the final choice, on which the ending of the game depends.

Former operative Adam Jensen works as the head of security for the world's most important biotechnology corporation. Everything was going just fine for him until the company’s office was attacked by unknown people. Most of the scientists died, and the main character himself was seriously injured.

To keep Jensen alive, management carried out mechanical improvements to him. Now Adam is in a world where no one can be trusted. In this world, implants turn ordinary people into supermen. Humanity is beginning to develop along a different path. Some consider themselves gods.

Together with Adam you will have to figure out what is really going on. It is important to remember that all decisions and actions can forever change the world around us. The fate of humanity depends on your final decisions.

Deus Ex: Human Revolution - Director's Cut

Everyone has long since worked, but the headquarters of Sharif Industries is full of life. In the morning, the staff goes to Washington to speak before the UN commission. On it, Dr. Megan Reed will present a new invention. She's nervous, just like her colleagues. Even David Sharif himself is on pins and needles.

Security Chief Adam Jensen is also on edge. However, he doesn't show any sign. He had already checked the security posts and personally discussed tomorrow with the cops. All that remains is to go to the boss to report. Everything is ready for the event.

Long live the revolution!


Adam Jensen does not yet know that a “surprise” awaits him soon

Meg goes with Adam to Sharif. When you approach the girl, Adam will begin the scripted path to the boss. Along the way, Dr. Reed behaves strangely - he asks for forgiveness and wants to say “something important,” but stops himself. Jensen will think it's because of nerves. Megan goes to her friend's laboratory, Adam goes to Sharif's penthouse.

Walkthrough of the game Deus Ex: Human Revolution - during the report, the fire alarm will sound. There was an accident in the laboratory where Megan went! Adam must check what happened. The boss says the private elevator code is 0451.

Run to the elevator, enter the code, go down to the laboratory. Francis Pritchard (Chief Information Security Officer) is contacting you. He says one security camera is broken. The connection is interrupted: Adam takes out a machine gun:


When these two realize that they are not alone in the room, it will be too late.

You see this picture: some mercenaries are destroying equipment and shooting at scientists. So, shoot at your enemies. Take a straight road to the laboratory where Megan was going.

Important! If you strive to have the “Pacifist” achievement, then you cannot even kill the scumbags who destroy equipment. Go around them in an arc, hiding behind the equipment.

Jensen breaks forward and runs into the mercenary commander. This is a big guy, all in prosthetics. They will crush Adam a little, then they will put a bullet in his body. The last thing Jensen sees is Megan Reid knocking his prosthetic arm to the floor:

Back in action


6 months have passed. David Sharif's scientists have done a tremendous amount of work, bringing Adam back from the other world. But now the hero goes all out of biochemistry.

The head of security is blown up by an alarm. David Sharif says we need to get to the helipad quickly. But you can’t get there quickly - retinal implants don’t work well. We'll have to go to the hacker - Pritchard.

Choice: When Sharif says that people's lives are at stake, this is serious. If you don’t want to fail half the mission, then don’t stay at the headquarters. Run to Pritchard, then to the landing pad.

The walkthrough of the game Deus Ex: Human Revolution continues. Frank's office is located on the 2nd floor, to the right of the stairs. The hacker will make the implants. Then go to the helipad. Pilot Farid Malik is waiting for you.

Sharif under siege


The helicopter flies to the factory. Along the way, David Sharif will talk about the situation. The plant, which produces implants, was attacked by the Purity Movement. It is led by Zeke Sanders. The soldiers have already cordoned off the building and want to destroy everyone. However, in one workshop there is a top-secret implant - the Typhoon system. The cops shouldn't be allowed near him. Your task is to get inside, steal secret development, and settle scores with Zeke. It would be nice to save the hostages, but this is not necessary.


You are dropped off on the roof of a neighbor's building. Go to the back room and talk to the special forces soldiers. They won't tell you anything valuable. Exit the utility room to the other side of the roof and go down. This will take you into enemy territory.


There will be a sentry around the corner. He stands with his back to you. Hit him in the head. Afterwards, go to the courtyard and examine the situation. If you have a firearm, you can walk noisily and with gunfire through the yard. You can easily deal with three sleepy guards.

The bloodless path is much longer. Drag two boxes to the containers near the wall and climb up. Find the fire escape that leads to the roof. Get there to electrical cables, look to the right. Through the small hole that is covered by the box, climb up to distribution panel, turn off the electricity. Run to the far edge of the roof, climb into the air duct. It will lead you to the back room of the warehouse.

The walkthrough of the game Deus Ex: Human Revolution continues. There are 5 terrorists in the warehouse. It is better to go on the left side of the room. Hide behind drawers and shelves. Next - either immediately onto the ramp, and through the door into the corridor, or through the foyer, where two guards are repairing the turret.

Three guards are talking outside the locker room. Then they will disperse. Only one will remain. Knock him, go to the gateway to the internal laboratories. Pick the lock, go through “disinfection” and find yourself on the balcony. The hall is guarded by 4 people. Another is searching the back room. Start with him. Go out onto the stairs on the left side, jump over the railing. Go to the back room and deal with the terrorist. Then show yourself in the opening for a moment so that the patrolman sees the movement and goes to check. Knock him out. Just take out the others one by one.


On the loggia of the laboratory they are holding hostages. Its doors are open. But upon entering, a gas bomb is activated. It's better not to enter through the doors. Climb through the ventilation under the stairs in the corner. Shoot the bomb flasks, or hack the control panel. It is also fashionable to dial 1505 on the emergency shutdown remote control. But first, remove it from the guard.

Consequences: if Adam did not show good diligence and spent a lot of time walking inside the building, then do not do the above. The bomb will explode before you arrive.

The walkthrough of the game Deus Ex Human Revolution continues. If you successfully dealt with the bomb, then forgive the hostages to be as quiet as possible. Greg Thorpe will say that Zach took his wife to the director's office.

Go to the assembly shop where the Typhoon is lying around. There will be a security camera in the next corridor. A guard walks underneath her. Walk past quietly. Pick the lock on the door. This will take you to the assembly shop. He is guarded by four people. You need an elevator at the far end.

You find yourself in the server room. Owners of the Turret Hacking implant will quickly run through the corridor to the terminal. Then they will hack it and turn off the turret. Others should calmly climb into the ventilation on the right side of the corridor.

So, you are in the laboratory where the Typhoon lies. There is already some hacker there. He has implants, which is unusual for purity warriors. When you approach, the hacker will shoot himself! Sharif will say that the corpse should be left for the cops, but you are picking up the Typhoon. Go find Sanders. Go to the elevator, then through the passage, then to the stairs. You will come across guards talking.


No need to go down to the first floor. When playing through the game Deus Ex: Human Revolution, go to the conference room, then go down the stairs to the toilet. The drawer next to the toilet door gives a great view of the office. Use it. Upstairs will be the director's office. Sanders sat inside and held a gun to Josie Thorpe's head. He says there were no hackers with him.

The worst thing is to let Zeke and the hostage go. Then he will run away and the woman will be killed. It's best to tell Zack that you're not talking to terrorists. Then he will pause before shooting Josie. During this time, stun him with a paralyzer, or kill him with a shot in the head. But the peaceful way is to convince him that he left the hostage and got out of here. The boss will be unhappy, but Zeke will admit that he has a debt to Jensen.

So, go to the helicopter that will take you to Sharif Industries.

Return

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