Deus ex human revolution a conversation with a sharif. Deus Ex: Walkthrough

  • 17.05.2020

There are two types of spurs, Blond. Some enter through the door ... And the second through the window.

Feature film "The Good, the Bad, the Ugly"

The working day is long over, but the headquarters of Sharif Industries is bustling with life. Tomorrow morning, the staff will travel to Washington and speak before the UN Commission, where Dr. Megan Reid will present her new invention to the public. Megan is terribly nervous and for some reason is sure that the performance will turn into shame. Her colleagues are also getting nervous - everyone, from interns to professors, fusses in laboratories and double-checks the calculations. Even David Sharif's heart is out of place - even though he is all in anticipation of the triumph of his company.

Adam Jensen, the head of security for Sharif Industries, is also nervous. But, unlike everyone else, he does not show it - after all, at least someone in this bedlam must keep his face with a brick. Adam checked the security posts, personally discussed the plan of tomorrow's event with the Washington police ... It remains only to drop in to the chief and report. After all, what could possibly go wrong?

Long live the revolution!

Adam Jensen does not yet know that in just half an hour all the precautions he has taken to protect the company will go to waste.

Meg offers to accompany Adam to Sharif - she doesn't care on the way. As soon as we get to the girl, Adam will go on a scripted journey to the boss.

All the way, Dr. Reed will behave very strangely - constantly ask Adam for forgiveness for some unknown reason, gather up the courage to say "something important", but immediately take his words back, and at every opportunity to leave from talking about his opening. Jensen will blame everything on the girl's nervous state and will not go into questions. Megan will go to her friend's laboratory, and Adam will go to Sharif's penthouse.

The report of the chief of security will be interrupted by an alarm - but not a security one, but a fire alarm, reporting an accident in one of the laboratories. And not in some random laboratory, but in the one where Megan left a couple of minutes ago! Most likely, there is nothing serious there, but on such an important night, neither Sharif nor Jensen want to risk anything - Adam would be better off personally checking what happened in the laboratories. The chef will tell us the code from his personal elevator - 0451 .

We run to the elevator doors, enter David's code, go down to the laboratory. The chief of information security Francis Pritchard will contact us, who will have time to report that none of the surveillance cameras is working on the floor ... After which the connection will be interrupted. Suspecting something was wrong, Adam will get the machine gun ...

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

A bleak picture will appear before our eyes - unknown mercenaries in red and black uniforms beat equipment, burn laboratories and shoot scientists. We are not given much choice at this level - forward, through the destroyed workshops, shooting raiders from time to time in our path. The straight road will lead us to the very laboratory where Megan was going to go.

IT IS IMPORTANT: if you are going to get the achievement "Pacifist", which is awarded for completing the game without a single kill, keep in mind that the countdown has already started. Even the scum who smash Sharif Industries cannot be killed - just walk around in a wide arc, hiding behind the equipment. Rumor has it that this is a bug that will be fixed in future patches.

Jensen rushes forward without looking back ... And rushes right into the commander of the mercenaries - a hefty fellow, prosthetic from heels to ears. Adam will immediately break through the impact-resistant glass, demolish several tables with valuable equipment ... And to be sure, they will put a revolving bullet into the semi-insensible body. The last thing Jensen sees, before passing out from the pain, is how a soldier blows Megan Reed to the floor with a blow of his prosthetic arm ...

Back in the ranks

So what kind of "black helicopter" is this? The identification marks are in place, the flashing beacons are flashing regularly ... No conspiracy theory can be fooled.

Six months have passed since the attack on Sharif Industries. Scientists David Sharif did an amazing job, literally pulling Adam out of the world. True, not so much has survived from Jensen's former body - from now on main character almost all of it is biomechanics.

The security chief is pulled out of the hospital by alarm. David Sharif asks us to proceed to the helipad as quickly as possible, claiming that the lives of dozens of people are at stake. But we cannot fulfill the order of the chief immediately - the retinal implants are shitty, everything flickers before our eyes. Must visit our great hacker, Pritchard.

THIS IS A CHOICE: when Sharif says that people's lives are at stake, it is not just whipping up drama. The matter is urgent, so if you do not want to fail half of the task in absentia, not linger at headquarters - run to Pritchard, and then to the landing site.

Frank's office is on the second floor, to the right of the stairs along the corridor. The hacker will fix our implants without stopping to grumble. He blames Jensen for the success of the attack on Sharif Industries. You can have a little quarrel with your “colleague” on this topic, but it will be faster to simply ignore the provocation. We leave for the helipad, where Adam is already waiting for the pilot - Farida Malik.

"Sharif" under siege

Like old action comedy films. A guard will come into the back room, and Jensen will come out.

The helicopter departs for one of the Sharif Industries factories, and on the way, David Sharif will briefly outline the situation for Adam. The implant factory was attacked by the anti-implantation movement For Purity, led by a certain Zeke Sanders. Spetsnaz has already cordoned off the building and is ready to arrange a bloodbath for the rebels, but in one of the workshops of the factory there is still a military implant of the highest secrecy - the Typhoon system, to which the police cannot be allowed in any way. Jensen's task is to get into the building, steal the Typhoon and deal with Zeke. It would be nice to save the hostages, if possible, too, but, in principle, it is not necessary. Sharif will ask us which weapon we prefer - lethal or non-lethal, for melee or ranged combat.

Farida will drop us off on the roof of the building next to the factory. We go into the back room, talk to the special forces, ask about the situation at the factory. However, they will not tell us anything of value - the soldiers know about the situation no more than we do, they did not pry inside. We leave the utility room to the other side of the roof, go downstairs ... Well, that's it, we are in enemy territory.

A lone sentry is on duty just around the corner, his back to us. Feel free to hit him on the head. After that, under the cover of air conditioners, we pass along the alley to the courtyard and study the situation. If you have firearms, as well as the desire to go through with firing and noise, then you have a direct road through the courtyard. Three sleepy guards are not serious, it is easy to deal with them.

The other path is longer, but bloodless. We drag a couple of smaller boxes to the containers near the wall and climb up. We are looking for a fire escape leading to the roof of the factory. There we reach the electric cables blocking the further path, and look to the right. Through a small hole covered by a drawer, you can crawl to the switchboard and turn off the electricity. We run to the far edge of the roof and crawl into the duct, which will lead Adam into the back of the warehouse - the same one we would have entered through the door.

There are five terrorists in the warehouse, the easiest way to sneak past them is on the left side of the room - hiding behind shelves and boxes. Further - either through the foyer, where two guards are repairing the turret, or directly to the ramp - and through the door into the corridor.

Outside the dressing room, three guards are chatting and will soon disperse to different rooms. There will be only one left in the corridor - we will knock him and calmly walk to the airlock to the internal laboratories. We break open the lock on the door, go through the "disinfection" and find ourselves on the balcony of the first laboratory.

The hall is guarded by four soldiers, plus one more searches the back room. Let's start with him - we go out onto the stairs to the left, jump over the railing, sneak into the back room, neutralize the terrorist. Then for a second we show ourselves in the doorway so that the patrolman noticed the movement and came up to check. We send him to a friend to rest. The rest are simply and artlessly turned off one at a time - they often and for a long time turn their backs to each other.

Hostages are being held on the loggia of the same laboratory. The doors of the loggia are open, but as soon as we go inside, the gas bomb on the table is activated. The timer ticks fast enough on it, so we will not enter through the doors, but crawl through the ventilation in the corner under the stairs. You can defuse the bomb either by breaking any of the chemical flasks with a shot, or by hacking the control panel, or by entering the emergency shutdown code on the same remote control ( 1505 ), which can be removed from one of the guards.

THESE CONSEQUENCES: if Adam did not show due diligence and spent too much time walking around the Sharif Industries building, then nothing of the above should be done. The bomb went off before we arrived at the factory, and the hostages are already dead.

If we have coped with the sapper work successfully, then we ask the hostages to be quiet. One of them - Greg Thorpe - will say that Zeke took his wife with him to the director's office to serve as a "human shield".

We continue our way to the assembly shop, where the Typhoon lies. In the next corridor there is a surveillance camera, under which a guard is patrolling. There is no need to arrange a firefight - two more soldiers are on duty in the next room, and the camera will not fail to raise the alarm. Better to go quietly. We break open the lock on the door at the end of the corridor - we get into the assembly shop, guarded by four terrorists. We are in the elevator at the far end.

We will find ourselves in the server room, the exit from which is covered by a turret. Holders of the "Hacking Turrets" implant will dash through the corridor under fire to the security terminal, hack it and disable the turret. The rest will calmly crawl into the ventilation to the right of the corridor and get out already beyond the area under fire.

Finally, having got into the laboratory where the Typhoon is kept, we will see that it is already occupied by an unknown hacker, and obviously with implants - which is atypical for fighters for purity. Even more atypical is the fact that upon seeing Jensen approaching, the hacker will immediately ... shoot himself! Sharif will order to leave the corpse for the special forces, in case the implants are mined, and Adam, meanwhile, will pick up the Typhoon. Go ahead to find Sanders, take the elevator, then across the passage, then up the stairs, until we bump into the talking guards.

Not the most polite start to a conversation, to be sure.

It is not worth going down the stairs to the first floor - we will go to the conference room and from there we will go down to the toilet through the ventilation. A drawer near the toilet door offers a wonderful view of the office. Sitting there, you can either flip the guard from any small arms, or take a moment, slip to the left, hide behind office furniture and, under its cover, reach the stairs upstairs. And upstairs is the director's office, where Sanders locked himself, holding a gun to Josie Thorpe's head. And he claims he has no idea of ​​any "modified" hackers on his team.

The worst thing Adam can think of is to release Zeke along with the hostage. Sanders will get into a gunfight with the police and flee, but Greg's wife will be killed. A better option is to tell Zeke that we are not negotiating with the terrorists. In this case, he will gather courage for a couple of seconds before shooting at Josie. This is enough to stun the rebel with a stun or kill with an accurate headshot. Finally, the most peaceful way to solve the problem is to convince Sanders to leave the hostage alone and get away, good-bye. The chief will be very unhappy, but Zeke reluctantly admits that he is now in Jensen's debt.

Whichever path we choose, we will learn about the consequences a little later. And now we have only one road - to a helicopter and to Sharif Industries ...

The wolf among the sheep

At the police station, a petty bandit is being interrogated with might and main. Public services are no longer aiming at larger matters.

We give "Typhoon" to Pritchard, then we go to the report in David's penthouse. We get either a scolding for letting the bandit leave (or killing a valuable witness), or thanks for handing over the stunned Zeke to the police. But they will not scold or praise much. Obviously, Sanders is just a small fry that someone used to deliver their man with hacker implants to Sharif's factory. It is all the more strange that the Detroit police forensic experts claim that no no implants were found on the hacker's body. Sharif orders Jensen to sneak into the police morgue and personally examine the hacker's body. Plus, the boss wants Adam to undergo a routine examination at the PROTEZ clinic.

A doctor's examination will not take long. But to get to the police station, you have to try. The easiest way the game is pushing aggressively is through the front door. The problem is that the station attendant is an old and far from good friend of Jensen's, Wayne Haas. He will immediately inform us that the site is closed, sealed and sealed, and he does not at all want to part with work for our whim. Nevertheless, it is not difficult to convince him, especially with the social one. Having broken down, Haas will write us a pass, after which Adam will only have to go down to the morgue located in the basement of the building. The guards will not touch us.

If you are disgusted with communicating with these slugs, then you can get into the building through the sewer. Jensen will get out right next to the morgue, in a corridor blocked by laser alarms, which are easy to hack and disable. If you are reluctant to crawl through the waste, make your way to the backyard of the site. From there it is easy to get inside either through the roof (the duct will take Adam to the third floor of the building), or through a locked (but hackable) fire exit. Please note that if we go around Haas, the police will be extremely against our presence in the station - up to attempts to shoot Adam on the spot. It will be necessary to get into the basement as quietly as possible, because the police in the station incredibly a lot - which, in general, is not surprising.

The prosecutor in the morgue decides that the secret services sent Adam, and will happily provide access to the hacker's body. We remove the implanted neural node from the corpse and get out of the building through the door (if we are happy in the area) or through the sewer.

Sharif stops Jensen from lugging the implant into the office - Pritchard hasn't finished testing the network and setting up the firewall yet. Instead, Adam is asked to run home and connect the neural node to his home computer so that Frank can create a virtual network and examine the implant remotely.

Cassandra Reed, mother of Adam's deceased bride. Copes with his grief even better than the main character.

Adam lives in the Chiron Building, and in a very nice apartment. We connect the implant to the computer, contact Pritchard, and find out some very interesting information. The neural node allows you to completely control the body of its owner! The "hacker" who was breaking the Sharif Industries network did not know anything about computers - someone else was controlling his hands. And the signal driving the neural node came from an abandoned factory in Highland Park. But it's too early for us to go there. Pritchard discovered a breach in the company's security system - a bypass channel that transmits data to a radio tower in a slum in Detroit. Before continuing the investigation, Adam must "put out" this channel of information leakage. It's just that a street gang of opponents of implants lives in the slums, so there is nothing to go there in the open and think.

THESE CONSEQUENCES: if at the Sharif factory Adam persuaded Sanders to leave the hostage and leave in an amicable way, now Zeke will contact him and make an appointment at the headquarters of Sharif Industries. At the meeting, he will give us a few notebooks with passwords, which will be useful in the future.

Ghosts and pawns

The extravagant-looking young lady is not a moth at all, but a police investigator under deep cover. Plus, an old friend of Adam's.

The easiest way to get into the slums is through the rooftops. We climb up the fire escape to the building located between the Chiron Building and the slums, we pass through its attic, we get out onto the roof and very carefully climb through pipes and air conditioners to the attic of the outermost building in the slums. Then the happy owners of the Ikar system demolish the cracked wall with a grenade (or modified hands), deal with two guards and plan down to the basement.

The rest can take an excellent sniper position on the fire escape and properly feed the bandits with tranquilizers (or lead). Then you can sneak through the door, behind which only three sleepy guards are waiting. But it is better to go downstairs, into the sewers, which will lead Adam almost to the goal of the assignment. We will only have to discard disgust and jump into the river of sewage in order to bypass the bandits guarding the passage we need.

There are a dozen bandits in the yard, but it is quite easy to get around them - along the wall and the fence, hiding behind the containers. If we went through the sewers, then there is no need to make our way anywhere - we are already at the foot of the desired building.

On the first floor there are three bandits. Two are watching TV and do not even look into the corridor, one will walk away out of natural need - well, he just begs for a blow to the head. We go around the "TV viewers" and climb the construction stairs to the attic of the building. Very slowly and carefully we crawl along the corridor, removing abundantly placed mines from the walls. There are two more enemies on the roof, but while they are talking, it is very easy to get around them and hide behind the air conditioners. We hack the control panel on the tower and turn off the transmission.

Now we rise to the roof of the building and wait until Farida arrives for us. Time to go to Highland Park!

Shadow play

If this elevator stops now, Jensen will be in trouble.

Not far from the landing site, there is a friendly bandit who will willingly share news. The factory is not so uninhabited - about a month ago, soldiers came in large numbers here, brought in weapons and equipment, dispersed all the locals and guard the camp so that mom does not grieve. We pass into the factory building, look out the window ... Yes, there are not just soldiers, but those same the soldiers who smashed Sharif Industries six months ago! Moreover, they are already packing up their things and are talking about how it’s time to "make ends meet." Maybe we will finally find out who runs everything here.

The easiest way to get through the courtyard full of guards (seven people in the yard, three more in the guardhouse) into the warehouse where the mercenary base is located is through the roof. We go around the guard along the fence on the left side, we drag the box to the scaffolding, climb onto them, wait for the guard standing on the porch to smoke a cigarette, run to the fence. It has a third level lock, the code is 7984 .

Another option is through a door guarded by a smoker. The third - through the main gate, along the wall to the right in the courtyard. This is especially easy for owners of modified legs, which can climb onto containers and cut dangerous corners.

One way or another, we will find ourselves in the main warehouse - either on the second floor or on the first. Our goal is an elevator in the center of the first floor. The second tier is patrolled by a lone sniper, which is very easy to remove. Four guards patrol the ground floor, plus one more in the guardrooms. It is easy to bypass or stun the patrolmen one at a time, the main thing is not to be seen by the cameras at the corners of the guardrooms. In the empty room on the left there is an air duct that will lead Adam straight to the elevator.

The elevator will take us to the warehouse basements, to a room with two mercenaries and a huge guard robot. We will go around the room on the left - the entrance is blocked off, but we will drag the box to the barricade and jump over. The main thing is that the snipers who roam the bridges above the ceiling do not notice. If you want to clean up the room, there is a rocket launcher with ammunition in the same room.

Is it better to deal with one robot, or several snipers? That is another question.

There are two guards in the next corridor, and the corridor itself leads to the prison block. In front of the prison - an empty guardhouse with a third-level computer (password neuralhub). We turn off all observation cameras, if desired and the presence of an implant, we switch the turret to clear the prison block from the guards. There are six guards there, all crawling along the tiers like cockroaches. Immediately to the left of the entrance, behind the boxes, is the ventilation shaft. We crawl along it, get out on the other side of the room, make a dash to the right - we are in the corridor leading to the barracks. The barracks are empty ... Except for the two "feds" who will let Adam through if he knows the access codes from Zeke. If not, you have to fight. After that, there is a clean road to the next elevator, which will bring Adam to an empty basement.

Let's run through completely empty hangars. The leader of the mercenaries will jump into the elevator in front of Jensen's eyes - and he was, and one of his henchmen will enter the hall, Lawrence Barrett, the first game boss.

Barrett will grind us with a machine gun, and in the intervals between bursts - throw fragmentation grenades in whole handfuls. If you have a couple of EMP or flash-noise grenades left, the fight will not be the slightest problem for you - they stun Barrett for a time long enough to thrust a submachine gun or a dozen pistol bullets into his head. It will be a little more difficult without grenades - you will have to run around the hall, hiding behind the columns and running away from the abundantly thrown explosives. It is important to remember that when the boss throws grenades, he does not look around at all, so at this moment you can quickly change position, go to the rear of Barrett, or calmly catch your breath while he pours fire on a long-empty shelter. If you run out of cartridges, run around the back rooms, there are mountains of this good. But there is no need to think about punching Lawrence in hand-to-hand combat - you just have to approach him at close range, and he will punch himself so that it will not seem like a little.

The dying Barrett will give Adam the address - the penthouse of the Hensha Gardens residential complex in China, after which he will blow up on his own grenade, unsuccessfully trying to take Jensen with him to the next world. We leave the building through the elevator, on which the leader of the mercenaries disappeared from us, and the faithful Farida will take us to Sharif Industries.

Black cat in a dark room

Bill Taggart, leader of the Human Front. Feigns charm, but in fact - a clever politician.

Immediately after boarding, Pritchard will contact us and ask for a meeting. It is recommended to do this before Conversation with Sharif - Frank will report that the communication channel, hacked by the mercenaries six months ago during the attack on Sharif Industries, was opened by David Sharif himself, and will ask to speak with him on this topic.

In the reception room of the penthouse, a not very pleasant guest awaits us - William Taggart, founder of the Front of Humanity party and the most ardent opponent of implants in the entire United States. The politician, wearing the most mournful face, came to testify sympathy for Sharif and assure everyone of his complete innocence to the troubles that befell the corporation. Taggart will try to show sympathy for Jensen, but will only get him to indicate the door - either extremely polite or openly boorish. Having had a heart-to-heart talk in this way, we go to a report to the authorities.

David admits that he really opened a secret communication channel secretly from his own guards, and then safely forgot about it. To get out of it, why he did it, Adam will have to sweat, but this is no longer part of his main tasks.

Sharif demands that Jensen travel to China and verify the address given by Barrett. Well, maybe you can take a nap in the helicopter ...

Black market

Even in 2027, Shanghai remains true to its old traditions.

Hensha Island is a huge human anthill, which has grown in height no less than in breadth. Therefore, the "Icarus" implant will be very useful for Adam - it will facilitate travel around the city. Upon reaching the Hensha Gardens, we will not be surprised to find that the complex is cordoned off. On guard is the Belltower security agency hired by the Chinese government to carry out police duties.

As usual, you can get into the building in a whole bunch of ways - for example, through the front door (ten guards) or the fire door on the roof (only two). The safest option is through the elevator shaft, which is not guarded at all. Climb up the scaffolding near the wall of the complex, walk along them to the end, pick the lock in the utility room and crawl to the elevator through the ventilation. The stairs in the mine will lead us to the top floor of the hotel.

The corridor is patrolled by two soldiers, in the penthouse there are three more. The owners of the reinforced arms will not encounter any of them, because they will move the vending machine opposite the elevator and climb into the ventilation shaft, which will lead them directly to the target. Others can enter the same shaft from the penthouse bedroom, avoiding the need to sneak around the room past the guards. We'll find the computer of a hacker named Arri Van Bruggen, aka Miller. The man who hacked into the security systems of Sharif Industries and wiped his nose on Pritchard himself is now on the run.

Malik will advise us to check the Beehive Club - its owner, Tong Si Hung, is an influential crime boss, and not a single high-profile event in the city passes by. The problem is that they won't let us into the "Beehive" just like that. You can give a thousand credits to the guard at the entrance, but it's easier to go around the club on the left and climb into the ventilation shaft in the alley.

After asking the bartender where to find Tong, we will receive an offer to try our luck upstairs, in the VIP-hall. Indeed, only the most inattentive players will not guess that the bartender there, hung with implants and surrounded by bodyguards, is Tong. This obvious truth will reach Adam only with the use of a social implant - otherwise it will take a long time to persuade the cunning mafia to meet with “Mr. Tong”. If we don’t persuade, we will need to make our way into the guarded basement, climb through the ventilation to Tong’s office and eavesdrop on the necessary information there. In any case, we will find out the address where Melnik hid - the Alice Garden Hotel.

Van Bruggen will not even deny his participation in the destruction of the corporation. Moreover, he will report that the customer, Tai Jung Medical, a direct competitor to Sharif, is now trying to get rid of the unnecessary performer.

Corporate wars

If Adam sticks his head around the corner, he will suffer acute poisoning from heavy metals. Straight to the head.

The hacker will report that he has evidence of the Tai Jung conspiracy, but they are hidden on the servers of the corporation itself - Arry did not have time to copy the information before fleeing. To get to the TUM building, Van Bruggen will offer to steal an electronic pass from one of the employees.

An employee is resting at the Honghua Hotel. It will not be difficult to steal a card from him - while the guard is busy with the "night butterfly" in the bathroom, the pass is lying on the table in the living room.

The hacker still lurking at Alice Garden will reissue the document in our name. But as soon as he finished work, Belltower's mercenaries, sent to soak the ends, would rush into the hotel. Arri will beg for help ...

If you go down the main staircase to the hallway, there is a very high risk of stumbling into crossfire from a heap of machine guns. So from the Van Bruggen capsule we turn left and, while a couple of warriors examine the capsules for the presence of unnecessary witnesses, we go down the stairs of the service. There, under the cover of boxes, we make our way to the exit.

So it is - the main entrance is tightly sealed. Have to run through the laundry. The main threat on this path is not carried by rare guards (who can be bypassed, if not behind their backs, then by the nearest ventilation), but the road through the shower room, one passage in which is under current, and the other is mined. Here we are already proceeding from the availability of improvements: either we go through the cables, or we jump onto the water pipes and go through the top, or we crawl along the right road, removing mine after mine.

The last machine gunner with his partner, which separate Adam from the street, can be bypassed through the manhole on the right side. The only thing left to do is to reach the Tai Jung Medical building, where a fast train will rush Adam into the basements of the corporation.

Seeking Evidence

It is not known what the designer of this alarm was guided by, but certainly not for safety reasons. It is as easy as shelling pears to go through such a “barrier”.

We go up the stairs from the subway, break open the door of the first level and ... we get a call for help. The scientist calling out from behind the glass managed to damage the gas pipe. You can overlap it from the next room ( 4865 ). In gratitude for the salvation, the scientist advises to tell the guard at the entrance that we are from him. In this case, traveling through this part of the level will be practically safe. The only thing Adam will be asked about is not to shine in front of the cameras and the guards below. In addition, the guard can be bribed or bluff, pretending to be a plumber.

To reduce the likelihood of detection by the camera, you can hack the mobile crane control panel ( 5720 ), move it under the open doors in the upper part of the complex. True, this path is suitable only for the owners of the "Ikar" system. There is no staircase in the technical well, and the height is sufficient to kill.

After that, all that remains is to get to the high-speed elevator, which will take Jensen to a higher level - to the implant warehouse. On the roof, you can fly into a puddle under tension - we carefully go around it and make our way through the ventilation to the switch that cuts off the electricity. After that, it remains to climb to the stairs on the shelves with boxes. If there is a jump improvement - just jump out, if not - do not hesitate to use smaller boxes.

We sit down in the next elevator, which will take Adam to the upper floors of "TYUM". Scientists will mistake Jensen for a guard, guards for a scientist, and thus, until Adam gets a weapon, everyone will treat him like a family. However, we will not be allowed into the protected area anyway - we need a pass. On the way from the elevator, one of the employees just complains about the loss of his. We sneak into his office, shovel e-mail and find out that the pass has already been found and is in the security room. Since Adam has nothing to do with the protection, it is better to crawl into the guardhouse bypassing. The bypass ventilation pipe can be found in the room opposite the scientist's office.

You can do without a pass - behind a locked door leading out of the office, there is a pipe that just goes out into the protected area. Or you can just move the soda machine under the balcony above the corridor. But in this case, you cannot do without a jump amplifier.

After that, Adam needs to climb the stairs to the data center. It belongs to the high-security zones, and Adam will not be allowed there just like that. We'll have to penetrate in a bad way. You can either turn off the laser grating by hacking the control panel, or wait until the patrolman comes up - the barrier will turn off automatically, after which all that remains is to hit the guard in the head. Next - to reach the end of the corridor, neutralize one more soldier in heavy armor and get through the ventilation to the guardhouse. There or we hack the service exit ( 0703 ), or use the security terminal (password: muonrule) that opens the main door.

The polite guard who let Adam through with a stolen pass will surely get it. However, we will not know this.

On the approaches to the data center, you need to portray one of Ocean's friends - the room is studded with a laser detection system. Half a minute of observation - and the path of passage becomes obvious. Just keep in mind that if you get into the laser beams, security will come running to the alarm from almost the entire floor.

Arry did not lie - there is evidence on the servers, and very solid. This is a security camera footage of Zhao arguing with the mercenary commander. The lady claims that kidnapping Reed's team was foolish. Sharif will immediately track them down on the implanted tracking devices, and Zhao does not believe that "this precious Lizochka Kassan of yours" will help cover their tracks.

It will take Jensen a few seconds just to catch his breath. Meg and her companions are alive! We need to find Zhao and shake everything she knows out of this hypocrite.

The path to the director's penthouse is through the elevator. The easiest way to get around the couple of guards who control the approaches to it is through the meeting room. It remains to go along the corridor and, without reflecting in front of the camera, open the lock ( 6906 ). We are there. The penthouse is empty and unguarded ...

Zhao will go into hysterics and, while Adam blinks, sneaks into the secret hideout. The trap is nowhere more primitive. Of course, a crowd of guards will rush into the penthouse right there.

If there is no desire to send the whole crowd to the next world - on the right hand, near the stairs, you can find a ventilation shaft that will lead Adam almost to the exit. All that remains is to seize the moment and slip back into the elevator, which will take us to the helicopter hangar.

They are looking for us. Seek, eagles, seek. Do not forget to look into the ventilation.

Bad luck ... The landing pad is guarded by two patrol bots - real titans who can turn Jensen into mince simply by stepping on him. You can deal with them by presenting each of them with an EMP grenade. If there are no grenades, we sneak up the stairs to the balcony. In one of the observation rooms, located there, there is a button that opens the hangar roof, in the second - a control panel for bots. We hack, disable. As soon as we clear the area and open access to the landing site, a helicopter will arrive for Jensen. Forward! But not to Detroit, but to Montreal, to the headquarters of the Peak TV company! I need to ask a couple of questions to Miss Eliza Cassan, the most popular TV presenter in the world ...

White noise

From the helipad we head straight to the only entrance to the building.

Peak network

We will make a close acquaintance with this celebrity. It’s not even clear whether it’s pleasant or not.

We go down to the main office of "Pik". Sensing trouble, even cockroaches fled from there. Pritchard doesn't like this situation either, and he advises Adam to sort things out as quickly as possible and get out of there. On the way to the key room 404, we methodically ransack all the tables for usefulness, and also hack all electrical engineering to gain experience and useful information.

Jensen's conversation with Eliza Kassan is interrupted by the alarm. A few seconds later, seven soldiers rush into the office, which are relatively evenly dispersed across the room and balconies. If there is no desire to get involved with them in a firefight, they can be bypassed by ventilation - from the room opposite the four hundred and fourth to the balcony, and then down the stairs. We leave in the room, which is patrolled by a couple of guards, covered by a vigilant camera, and along the right wall we will sneak to the elevator shaft.

Another option is to go downstairs, under the cover of office equipment and desks. Let's go around the room along the perimeter on the left side. Then the security in the next room can be bypassed using the air duct in the men's room.

After that we have a direct road to the elevator. If there is a system "Icarus" - you can "miss" past the elevator and glide into the empty elevator shaft located nearby. One way or another, we will get to the third floor of the skyscraper.

You can also get there without an elevator at all, through a server room. True, in this case, Adam will need to improve his hands, allowing him to break through the walls. Or a couple of pomegranates. The way to the server room can be found if you go around the main office not on the left side, but on the right. The corridor itself will lead us to the stairs to the desired room, after which it remains only to make our way to the lower floors.

The road to the funicular is guarded by four soldiers (one of them in heavy armor) and a stationary turret, all under the cover of two snipers. Strongly only a heavily armed fighter will interfere with us, so it would be desirable to get to him under the cover of furniture, knock and hide at some table.

If there is a desire to shoot everyone, then it is best to do this from the side of the operator's booth. You can get there either by breaking the third level lock (if you decided to ride the elevator), or through the ventilation (if Adam planned on the wings of Icarus). If by this moment Adam has an improvement that allows you to hack turrets, you can turn the soldiers' weapons against them. The turret control terminal is located under the stairs on the outside of the control room. Although before that, it is better to deal with the snipers in advance - the turret will not reach them in any case.

The path is blocked by a door with a lock of the first difficulty level. If you break it, two guards below will get alarmed and go to find out who is making noise there. But next to the door is a thin section of the wall, and the rumble of crumbling plaster does not bother anyone.

On the way, Pritchard contacted Adam and said that the called funicular, not only is driving very slowly, but also activates an alarm signal, so that guests will not hesitate to look at the light.

The approach to the funicular is guarded by two patrolmen and a turret under the supervision of a camera, so it will not be possible to go directly. If you lure the turret to your side, then not only patrolmen will get nuts, but also those who run to the sound of a running engine (about seven people). The difficulty is that the terminal is located next to the gates of the funicular. But the fact that he is under the cover of the boxes makes the task a little easier.

On the way to the funicular, you can see a drinks machine - it closes the ventilation shaft that leads directly to the terminal. If Adam does not know how to move heavy objects, you can sneak along the fence of the stairs leading to the balcony. There you can equip a firing point or find a ladder leading to the terminal.

Cellars "Peak"

The stun gun gets rid of annoying enemies quickly, silently, and, with a certain sleight of hand, unnoticed by their colleagues.

A long descent in a cable car cab takes Adam to a semi-storage room with one cell. The passage to the corridor is blocked by a laser grating, the control panel of which enters the tracking zone. And a couple is walking along the corridor, who are unlikely to be happy to meet. If you have a camouflage system, you can safely ignore both laser protection and live security and just walk past them. If there is no camouflage, and you don’t want to meet with the guards, there is a thin wall to the left of the grill, in the room behind which there is a ventilation pipe running parallel to the corridor.

One of the exits opens immediately behind the corridor and leads to the guardhouse. There you can turn off the cameras that monitor the passages and go to the stairs to the second floor. The further path will lead Adam to the armory. The main thing is not to catch the eye of another camera, which, having found Jensen, will happily roll out a combat robot towards him. You can disable or reprogram all this technique from the weapon. And if you also open the doors in it ( 1980 ), then you can expropriate items that are pleasant to the heart and inventory.

From the exit to the guardhouse, the pipe goes to the left and up. If you head in that direction, Adam will look out of the wall at a level of two meters from the floor, right behind the backs of two talkative soldiers. The difficulty in eliminating them is the camera (there are more than enough of them at this level) and the patrolman who periodically looks into this corner. Although, if you choose the right moment, you can eliminate everyone without raising an alarm.

Either way, Jensen will enter the main hall. The only difference is that if you make your way through the upper floor, you can turn off the remaining two cameras and the robot guarding the exit and approaches to it.

On the stairs, you can run into a deafening mine. She will not spoil her health much, but she will let the guards know that an uninvited guest is approaching. We carefully deactivate it and, if necessary, save it as a keepsake.

The further path is blocked by a hefty forehead in heavy armor and with a machine gun on his shoulder. You can shoot him right in the aisle, but if his carcass falls into the field of view of the camera, then a bunch of guests will run away. The camera, however, quietly disconnects from the next room, you just need to tilt unnoticed through the passage. If you don't want to mess with anyone, you can break the wall opposite the aisle. The ventilation shaft located there makes it possible to shorten three-quarters of the way to the exit. If the situation allows, the door blocking the exit can simply be forced open. The third level of complexity by this point should no longer be a big problem. Or you will have to go around, risking running into other patrolmen.

In front of the computer center, our main goal at the level, it will be useful to look into the back room. And if, at the same time, there is room in your pockets, you can get hold of a brand new machine gun. At the computer center, Adam meets real Eliza Cassan. What Jensen previously mistook for a hologram is just an artificial intelligence interface. The real face of the most popular TV presenter in the world is a huge server cabinet.

The conversation, undertaken in an attempt to find out where Megan Reed had gone, interrupts the appearance Elena Fedorova, the second boss of the game. It was she who at one time halved the staff of Sharif Industries and disappeared from under our noses in Highland Park along with her commander.

Elena is a fast fighter armed with two submachine guns and a stealth system. But the most dangerous for us is her melee attack. Fedorova quickly shortens the distance and delivers a powerful blow to the area, similar in effect to the Typhoon implant. To dodge this attack, you need to sprint towards Fedorova a second before the strike; if you do everything quickly, Adam will have time to get out of the affected area. Having spent all the energy of the implant, Elena will turn on camouflage and try to escape from the line of sight. At this moment, she is practically defenseless, but if you run close to her, she will open fire from a service weapon that can turn Adam into a sieve in a couple of seconds.

Eliza will lead us into a trap twice. But at the same time, more than the most faithful friends will help us.

There are four electric generators near the walls of the room, each of which can disable the blow of Elena who missed Jensen. Then both her and us will be electrocuted for some time - and if this only stuns the lady, then Adam, who has not bothered with an EMP protection implant, can easily kill. It's not enough just to dodge the explosion - the floor is covered with water, which conducts electricity remarkably. And this is in server room, Yes. For the same reason, it makes no sense to try to throw EMP grenades at Elena.

But gas mines, grenades and a stun gun remarkably disable the boss for a while. Fedorova is especially conveniently stunned when she approaches for a hand-to-hand attack. And while the enemy is incapable of fighting, we plant as many bullets into him as we can. And you can just throw fragmentation mines under your feet, the main thing is not to get into the radius of the fragments yourself.

After the fight, Eliza will share a telephone conversation with Adam. It was none other than Isaiah Sandoval, the right hand of William Taggart, who helped the mercenaries to cover the traces of the kidnapping! It was he who removed the tracking devices from the bodies of Sharif's employees.

On the only possible road we return to the helipad. It's time to head back to Detroit and ask someone a couple of questions.

Truth and lie

The social activity of Detroit citizens can only be envied. It's three in the morning in the yard, and they have a mass protest and civil unrest.

While Adam staggered around Montreal, Detroit was covered with a wave of riots. Duty waving posters "Down with implants!" turned into a rally, a rally into a natural revolt, and now Sharif Industries is practically under siege. The siege is so dense that David Sharif cannot even get into his own office and meets Jensen at his apartment.

In the current situation, the chief blames the Illuminati Order, who seek to appropriate Megan Reed's discovery. Sharif claims that her invention will permanently save humanity from the negative consequences of prosthetics, so that all people can become ... more than people. Like Adam. David will share information that the Front of Humanity is almost in full force attending its leader's speech at the convention center near the main building of Sharif Industries. We will go there.

THESE CONSEQUENCES: if during the robbery of the police morgue you tried to go through the main door, then at the exit from the Chiron Building, Adam will be met by Wayne Haas. He was finally kicked out of work, and once again he found someone to blame for his problems. You can take pity on the loser (Adam will recommend him to Sharif's security service) or tell him what you think of him - then the matter will end in battle.

The network of clinics "PROTEZ" is open 24/7 to help everyone in need of implants.

In the area of ​​the clinic "PROTEZ" Pritchard will contact Jensen and please him with the news that Sandoval is no longer in the building. However, this does not change our route - Isaiah did not leave the coordinates, we will have to go and find out from Taggart where his assistant disappeared.

Once in the building, we go up to the second floor along the near or far escalator and head to the assembly hall, where William is performing. The leader of the Front of Humanity does not show any desire to cooperate. In order to squeeze information out of him, you will have to defeat him in a kind of debate in front of the public.

If it was not possible to convince Taggart, we will turn to his computer for help. To do this, we go back a little, jump over the cords blocking the corridor, and move on until we get a turn from the very unfriendly types from the gate. After that, we pass into the men's room, where there is a wonderful air duct, which will lead Adam to where he needs to go. The main thing is not to fall on the guard's head. The same ventilation can also be accessed through an emergency exit and technical rooms, but this will take much more time.

One way or another, we learn that Sandoval went home, which means that there is a road for us.

In the apartment, Adam will find a corpse and traces that Sandoval went down the drain. You can follow him either through the broken wall in the bathroom and the descent behind it, or by finding in the same bathroom a switch, enclosed by boxes, which opens a secret passage to the stairs. It remains only to eliminate a couple of bandits hanging around the sewer hatch.

You can walk along the sewers to Isaiah's shelter either on the left side, where the path is blocked by laser gratings and mines, or on the right, where malevolent personalities crowd with weapons in their hands. You can also find a technical hole behind the barrel. There is only one laser array from the exit to Sandoval's room.

Isaiah in the darkest depression - all the dirty machinations of the "Front of Humanity" Taggart shoved on him. Sandoval won't even deny. Yes, he helped the mercenaries kidnap scientists, for which he now deeply regrets. No, he failed to remove the tracking devices from their implants - he just changed the frequency of the signal, removing the "dead" from Sharif's radar. Seek and you will find. After finishing the confession, Isaiah will take out a revolver and one single cartridge for himself. But the shot may not happen if we are able to convince the scientist that he still has something to live for.

Fallen soldiers

Not saved ... Farida Malik, practically the only loyal ally of Jensen, is somewhere there, under a pile of charred metal.

Regardless of the state of Sandoval, we leave the sewers through the back door of his room. We need to report everything to Pritchard, and the only way to the beleaguered Sharif Industries is by air. We return to the roof of the Chiron Building, where the faithful Malik is already waiting for us.

And at Sharif Industries, surprise after surprise awaits Adam. Not only did Pritchard disappear somewhere on business, but also in the office of the chief Jensen will not be met by David, but Hugh Darrow, the creator of the technology of biomechanical implants. The ensuing conversation about the unique project "Panheya", a huge station that will save the Earth from global warming, interrupts the appearance of Sharif. A signal from one of the tracking sensors belonging to Vasily Shevchenko was found in the Hensha area. So Adam has to go to China again.

On approach, Farida will report that the Chinese government has canceled their pass, and therefore will have to look for a new landing site. But at this moment an EMP rocket flies into the helicopter.

Here Jensen has a rather difficult moral choice - to run to the elevator, while an impressive crowd of mercenaries will methodically turn the aircraft into a pile of wreckage, or rush to save Malik, who did not have time to evacuate. Save Farida can, but the fight will be frankly difficult. The hardest part will be for those who go to the honorary title of pacifist - but also nothing incredible.

The elevator will take Adam to the Daigong area, not far from the PROTEZ clinic. From now on, the Belltower Corporation guards will be very "glad" to see Jensen, and when they meet, they will solemnly greet him with gunfire from all barrels. The Yuzhao area, from which the tracking sensor signal comes, can be reached by subway, the descent to which is right along the road. The second path leads past the "Hive". To do this, you need to climb the stairs behind the Tai Jung clinic, walk along the alley and disassemble the trash blocking the hole in the fence. And then follow the signs.

THIS IS A CHOICE: It's been a few hours now that Jensen's (and everyone else's) implants have begun to malfunction from time to time. For us, this manifests itself in short-term interference on the screen and the disappearance of the interface for a few seconds. In Hensha, Pritchard will get in touch, who will report that the problem is well known and the World Health Organization has already released a new biochip. It can be installed free of charge in any PROTEZ clinic ... Or you may not install it. After all, the world is failing any implants, regardless of the generation, manufacturer and date of manufacture, and this is very suspicious.

Regardless of how you get there - by subway or on foot - the entrance to the Collectors' hideout, from which the sensor signal emanates, is within easy reach. But the main entrance is guarded by six people who are in no hurry to leave. You can get involved in a firefight, or you can just look for workarounds. One of these paths leads through the sewers, where it is much easier to seep past the guards. You can climb to the roof of the building - there the ventilation grill is not guarded by anyone at all.

Inside the building, you just need to get to the key point located a floor or two below (depending on which way Jensen made his way). You can go down there directly along the ramp, simultaneously shooting everything that moves. Or you could knock out two chattering goners and go down the technical stairs on the first floor, through a freshly made hole in the wall. Behind the car, near the hole, there are several boxes that block the loophole directly to the signal source.

Surprise. The sensor signal comes from a mechanical arm that already belongs to Mr. Tong. From him we will receive information that it is not "Tai Jung" who is involved in the disappearance of the scientists, but "Belltower". Every couple of days, ships belonging to the corporation leave the port in an unknown direction. On a tip from the head of the Chinese group, who has his own interest in weakening Belltower, Adam is sent to the port.

A harvest of hope

Not a very comfortable and not very safe hideout. Catch your breath and change position.

The gate leading to the port is not only closed, but also guarded. The computer from which you can open them is in the trailer a little further. But the guards will definitely come to check with what joy it was behind their backs that the sash decided to roll to the sides. If you do not want to convince the guards of the right to visit the port, you can bypass them on the left or right side of the gate. On the right is a hole in the fence, blocked by a large heavy box. The path to the left is through an even larger metal container, from which you can jump over the fence. But you shouldn't jump right away - the container is energized from the fallen electrical wire. You can turn off the voltage from the same trailer where the gate control panel is located.

Port Belltower

We sit high, look far away. Port Belltower clearly needs cleaning.

Jensen needs to retrieve the "package" left by the people of Tonga. It can be reached both from above and along the sewer. Sewer passages are to the left and right of the port storage area. But to pass this path, it is advisable to acquire a breathing implant - otherwise, it will simply not be possible to approach the exit from the sewer due to particularly suffocating gases. The security robot plying at the exit can either be bypassed or turned off by an EMP grenade.

The house with the parcel is guarded by two soldiers - a sniper on the roof and a patrolman inside. The sniper can be removed from a distance (and let him lie, no one will see the body anyway), or you can climb up to him along the boxes, which form a very convenient staircase. Inside the house you can enter both through the door, which is under the supervision of a patrolman, and through the window on the side. You can also make a new door in the wall, but then the guard will come up to see who is making noise there.

Oddly enough, there is a bomb in the appointed place, which Tong asks to place on the port commander's desk. The manager's office is located inside the warehouse, and the most inconspicuous path there leads further through the sewers. At the exit, we try not to be seen by the turret - we reach the garbage containers and climb them to the ground level. Under the cover of trailers we make our way to the building, push the trash can under the window and climb onto the balcony. You can deal with a lone sniper using your favorite method. A locked door leads further to the warehouse ( 6555 ) and ventilation, the entrance to which is located just below the railing.

If you don't have enough strength to carry the trash cans, you can break the window and crawl through it, alarming the guards. You can also, without catching the eye of the camera, crawl to the door of the warehouse ( 4589 ) and enter as a white person.

The easiest way to the chief's office is on the left side. Under the cover of the boxes we reach the stairs, and there along the stepladder to the roof and from there to the ventilation. You can also enter the door behind a couple of idle fighters - code 3295 ... If you look into the closet under the stairs and eliminate two warriors there, then you can reprogram the turret, and then it will cope with the protection itself.

And all would be fine, but only on the timer of the bomb, Adam discovers not the promised two minutes, but only ten seconds. Jensen barely has time to break the window and jump out of the second floor a split second before the explosion. After that, it remains only to follow the advice of Tonga and hide in the cargo hold.

Singapore complex

In the future, laser alarms will be improved - to see the beams, JC Denton will pitch like a locomotive. Jensen sees it that way.

Jensen wakes up a couple of hundred kilometers from the place of departure - in Singapore. As Pritchard, who miraculously stayed in touch, reports, signals from the missing group of scientists are very close. But where exactly is not clear, the connection is unstable due to the signal suppressor. Therefore, it would be nice to turn it off.

We leave the warehouse. Immediately near the exit, a couple of soldiers, not expecting trouble, are peacefully talking. We deal with them at our own discretion. The control panel for the "jammer" is located in the barracks nearby. The closest path to the building is through the window and straight ahead. Another pair of patrolmen can interfere here, but it is quite easy to neutralize them from the back. You can also get into the building by slipping through a hole in the fence, pushing aside a heavy box and using another window, without guards. Turn off the suppressor antenna ( 0111 ). Now Pritchard can pinpoint exactly where the scientists' signals are coming from.

There are two entrances to the research complex. The first one can be reached by turning to the right from the building with the remote control. To the second, if there is no desire to shove ahead, you can crawl through unnoticed - in the presence of reinforced legs. From the entrance to the building, turn left and move the box covering the hole in the fence. We are waiting for the patrolman to turn away, we jump to the transformer booth, and from there - over the fence.

Scientists can be rescued in any order - depending on which side Adam entered the building. Declan Faherty is in the basement of the left wing. To get to it, it is enough to go down the elevator located near the entrance next to the laser grating. Nicky Colvin's room is located on the second floor of the right wing. You can get there from the side of the door, on the way to which you will have to do something with a couple of guards, a video camera and a lock of the third difficulty level. Alternatively, there is a wall on the first floor, breaking which we get into the ventilation leading directly to Niki. Eric Kos was hidden above everyone else - right on the third floor. If not laziness, we are looking for a ladder, if laziness and there are reinforced hand implants - an elevator. It is easy to find it if you turn right down the corridor from Dr. Colvin's room and walk to the door. The door is locked with a lock of the third difficulty level. We break open or literally two meters further we make a new passage. To get into the cockpit, you just need to pull apart the boxes blocking the passage.

As a result of communication with scientists, an interesting picture emerges. Vasily Shevchenko began making plans to escape practically from the very moment of the abduction. And he even created a special virus, which, being uploaded to the Belltower computer network, should prevent scientists from tracking the sensors. But Vasily did not have time to implement his plan. This task will fall on Jensen's shoulders - after all, only by killing the corporate network, he will be able to get into the inner laboratories of the complex where Megan is being kept.

It is more convenient to leave from the right wing - through the basement or going down the stairs next to Nicky Colvin's office. But in either case, you will need to punch a hole in the wall. In the first case, we will find ourselves in a corridor filled with poisonous gas. You can remove it by turning the valve nearby. In the second option, only the patrolmen inside the building can interfere.

The road to the computer goes through an alley where two robots pose the greatest danger. It is better to bypass them and reprogram them from the security terminal. When, after downloading the virus, three soldiers run out to the sound of the alarm, the bots will easily deal with them. Adam will just have to walk to the elevator and go down to the bunker, where he will be ... met by Zhao and Jaron Namir- the third boss of the game and the same person who commanded the attack on Sharif Industries and personally crippled Adam.

THESE CONSEQUENCES: If Adam replaced the "floundering" biochip, then he will have to fight this battle without the help of implants. Only passive enhancements such as skin carapace, breathing device and the like will function, while everything else, including even the game interface, will be hopelessly tainted by Zhou's interference.

After the attack on Sharif Industries, the mercenary acquired a cloaking system and a plasma rifle. Fighting him can be very easy or very difficult. It all depends on what kind of implants Jensen has acquired by this time. Improvements are highly desirable to allow you to ignore the light-noise and gas grenades, which the boss simply throws around in batches. Also, strengthening the skin, which reduces damage, does not hurt. In this case, Namir can simply be shot. If it didn't work out with such details, you will have to run in circles, periodically catching the boss with mines. Just keep in mind that he loves to climb walls and rarely gets into traps.

Even half-blind, deprived of implants and considerably weakened Jensen is able to put an end to Namir's plans.

After defeating the commander of the mercenaries, a direct corridor will lead Adam to the man he has been looking for - Megan Reed. It will also help to bring the disabled implants back to normal if Jensen bought the trick with a "free improved biochip." Developed, by the way, by the Meg team, commissioned by TYUM.

Adam is furious at how easily Megan got down to work for her captors, but she informs him that she was convinced ... Hugh Darrow! Which just gathers UN leaders and heads of leading corporations at its Panhea station, ostensibly to discuss the future of implantation technology. Adam tries to get in touch with Sharif, but it's too late, the meeting has already begun. Jensen can only watch the live broadcast from the venue of the summit.

Darrow goes to the podium, flips the switch ... And all the owners of the implants, who have updated the biochip, at once fall into a frenzy. Some of them simply fall to their knees, unable to endure the tearing pain in their heads, but most begin to behave violently and aggressively. Megan recalls that the new biochip allows you to transmit any information to the brain and is able to force the mind to produce the most terrible hallucinations.

It's time to leave Singapore. Scientists hijack a helicopter (or wait for Farida's arrival, if she is alive) and go to Detroit. And Adam's path lies in "Panheya" - the place where the installation that distorts the signals of biochips is located.

Moment of truth

A huge puddle in which electric cables float is not the best way to the tower. Unless, of course, there is a protective implant.

The last level of the game is more like Left 4 dead, how Deus Ex... The signal, acting on the biochip, turned the modified people into a bunch of bloodthirsty zombies. They do not touch each other, but when they see Jensen, they will strive to destroy him at any cost. It is good that in such an aggressive state they do not use weapons, but prefer their own hands. We urgently need to turn off the installation broadcasting the Darrow signal.

Upon arrival, Adam is greeted by chaos and devastation. All entrances to the station are either blocked or destroyed. If you have a jump amplifier, you can get inside, first climbing onto the containers, and then through the ventilation inside the complex. The second path leads through the basement. Here, an improvement would be extremely useful, allowing you to ignore the electrical effect - the floor in the basement is not only flooded with water, but also no one bothered to disconnect the broken cables. In addition, the basement corridors are mined. If electricity is still capable of sending Adam to the next world, we make our way over the flooded floor through the pipes, we find the ventilation hole, illuminated by the detonator of a fragmentation mine, and we make our way into the generator room through it. From there we go up the stairs.

This proud building was supposed to save the Earth, not plunge it into chaos.

It will not be possible to move around the station in full - the doors are tightly closed, and it is impossible to open them with improvised means or bypass. So you need to disable the security system first. The security terminal is located in the tower of the complex, which can be easily reached by elevator.

Near the button, Adam meets Darrow, who explains the motivation for his action. The millionaire is convinced that people have played with the gods and this is leading society to destruction. Modified citizens are easy to control, even by means of biochips, and their moral standards are getting weaker and weaker from year to year.

Hugh warns that disabling the security system will not only open all doors, but also free the hordes of hallucinated staff at the complex. In addition, he will report that the broadcasting station is covered by the most powerful defense system in the world - "Chiron", and only he has access codes. By the method of a long argument, the scientist can be convinced that his act is terrible and wrong - then Darrow will give the codes and ask Adam to tell people the truth about what he was trying to achieve.

After deactivating the security system, we go down the elevator, and ... Darrow did not deceive. The complex is no longer crowded. The madmen see badly, but such a crowd that they just plug the aisles with their bodies. Through the garage, directly or through the ventilation wells, we rise to the second floor and jump into the broken window. And then - along the corridor to a multi-level balcony. In the same corridor, if you move the soda machine aside, you can get to the PROTEZ clinic, which, oddly enough, is still working.

The PROTEZ clinic operates even at a dilapidated station in the Arctic Ocean.

On the balcony, Adam begins to pick up the distress signal from both the upper and lower floors. Taggart and Sharif gathered around them adequate people and barricaded themselves in rooms that you won't suddenly get to. Taggart is on the same level Jensen goes to the balcony - the topmost one. If Adam has the Icarus system and the jump amplifier, you can simply jump down, go to the end of the room and return to the balcony through the scaffolding, otherwise we make our way through the crowd of madmen. Further - bending down under a bunch of beams blocking the door, we find ourselves in the corridor, which is being watched by the cameras. You can bypass the chambers by jumping onto the pipe to the left and going along the wall to the ventilation, which will lead the survivors to the shelter. Or you can open the door on the right, go around the crowd of zombies on top and find the entrance to the same ventilation, or make a hole in the wall. The frontal route will work only for the most talented hackers - the door to Taggart is locked with a fifth level lock.

The Sharif is on the lower level, in the engine room. If we have Icarus, we just jump into a huge round well near the balconies, calm down three aggressive personalities and get through the ventilation to Sharif. You can also get there if you use the elevator on the middle floor, and there you just pass the crowd of zombies either under the cover of invisibility, or through the pipes under the ceiling.

IT IS IMPORTANT: the number of endings directly depends on whether Adam visited the hideouts of Sharif and Taggart. Both will ask him not to tell people, which is why Darrow made all the fuss. Sharif will propose to say that the madness of the modified around the world is a virus launched by the Front of Humanity to get rid of any opposition to progress. Taggart will propose to move his party to the top by tightening control over implant manufacturers. To do this, he needs Adam to declare on the air that the tragedy is just the side effects of a defective batch of drugs that suppress the rejection of implants.

It remains only to pass a long corridor, the second half of which is simply teeming with people. We sneak past them on technical balconies, or we simply activate acceleration and literally run over our heads.

Adam is now separated from the broadcast center by a long, long descent by elevator. And below - Zhao, who from the very beginning stood behind Namir's back. The lady will immediately try to take control of the Chiron supercomputer, but will suffer a crushing fiasco in this field - more likely Chiron will take control her... But it doesn't make it any easier for us - both Zhao and the machine agree that Adam has no place here.

End of the road

In the closet of a cheap apartment, trying to help an old man beaten to a pulp, Jensen utters a phrase after which even the gloomiest player will want to live.

The last fight is perhaps the easiest in the game, even though it is divided into two whole stages. In the first of them, Jensen will be confronted by a Chiron consisting of three machine-gun turrets on a ring rail under the ceiling.

As soon as the Chiron is out of action, the second phase of the battle will begin. Zhao, covered with bulletproof glass, will begin to open the compartments with patrol bots. There are four robots in total, you need to destroy everyone - fortunately, they are produced strictly one at a time. At the same time, flocks of deranged workers will start running into the room, and Zhao will periodically release 220 volts to the floor. At first, only a quarter of the floor will be affected by electricity, but after killing the first robot, the current will spread through half of the hall, after the second it will begin to capture three quarters, and when the fourth bot leaves the arena, each electric shock will affect the entire floor. You can and should hide from electricity in utility rooms and in open compartments for bots.

After all the robots are destroyed, the bulletproof glass in front of Zhao will shatter, and we will only have to finish off the failed queen of the world.

IT IS IMPORTANT: if Adam has a laser rifle, the fight can be avoided altogether. "Saber" everything is one - that the wall, that the shelter, that the bulletproof glass. Zhao can be easily shot with a miracle weapon in the first stage of the battle. If there is a rifle, but there are no charges - run around the back rooms, there will be a couple of batteries.

The body will heal ... But the mind is not always so malleable.

* * *

The explosion of "Chiron" will free the passage to the broadcast center, and the caring Eliza Kassan herself will offer to compose an appeal to the people. Telling people the truth about what Hugh Darrow wanted to achieve, even if it put an end to all attempts to develop implants further? Or, perhaps, to blatantly lie for the benefit of universal progress, having untied Sharif's hands? Or keep silent, preserving the fragile status quo at the cost of an incredible strengthening of Taggart's position?

Or ... spit on everything? You just need to go into the corridor next to the broadcasting station and turn off the Panhei pressure control systems. The huge station will go to the bottom - along with all these purists and technologists, politicians and inventors, each of whom is sure that he can speak for all of humanity. And Adam ... He's so tired of all this anyway.

The choice is yours.

1 2 3 All

Before embarking on a full-fledged campaign, you should pay attention to "Training". Here you can learn the mechanics of the game, which will be useful as you progress. After the introductory video, we talk with Megan and go to the boss. On the way, we study the laboratory, as well as visually meet new characters. The conversation with the boss is interrupted by an alarm caused by a technical failure. We go directly to the scene through the service elevator on the left. We drive in the code 0451 and, going inside, we press the button on the elevator panel. A weapon appeared in our hands, but the need for its use on this moment no. We move along the corridors, bending down, we pass under the glass partition. We observe the scene of the execution of the laboratory staff and turn into the room on the left. We remove the boxes from the wall, open the hatch grate and, jumping up, we get inside. We find ourselves on the other side, exactly 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 are going down the stairs. Our task is to go unnoticed. There are several ways, the main thing is to find the right moment. Having taken a sitting position, we move around the shelters. At one point, they will simultaneously dig into the tables. When the one closer to the stairs starts to leave, and another arrives in his place, we can make our way to the stairs unnoticed. We go upstairs and move along the corridor. We watch the opponents through the glass. When they start moving, we can enter the room by pressing against the wall and opening the door. The easiest way to get to the door at the other end of the room is from the right side. At the end, we use the center box to go 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. We are watching the video. We were killed and, so to speak, restored with implants. Six months later, we are back in business.

Detroit. M1 - Back in the saddle.

We leave for the second floor to the technical laboratory, to a meeting with Pritchard to fix the retina 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 the answers - a non-lethal melee weapon.

M1 - Cleaning up Sharif's factory.

Arriving at the place, we enter the building and at the end of the corridor we meet a policeman. After talking with him, we choose outside. On the left is a staircase leading down. We sneak up to the first enemy and stun. It can be searched, 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 do the same with him. Dealing with the latter is not difficult. We enter the building. We go straight until we come across a door. This room contains a computer and a staircase leading upstairs. Being at the top, we jump to the boxes. On the right is the enemy, digging in something. We neutralize him, and then another patrolling nearby. There is another one nearby, which we deal with when the patroller turns away. We go to the other end and, having watched the patrolling enemy, we stun him and deal with the one digging in the boxes. We have three paths - these are two doors and one staircase in the corner leading up to the ventilation shaft. We will go along it. To successfully jump to the mine, we substitute a box lying nearby, sit down and simultaneously press jump + forward. After passing through the tunnel, we find ourselves in the locker room. There may be useful items in the lockers, so we are not lazy to examine them. The next door is closed and requires a password, so we must crack it. We pass further, where four enemies are located in the hall. We carefully go down the stairs until the conversation between them ends. When they disperse, we neutralize the closest of them. We hide the body and stun one more near the table. There are two left who are patrolling in a circle. First, we will deal with the extreme, and then with the one in the center. Ahead is a corridor with a surveillance camera. It is easy to get around it, it is enough to pass under it and not fall into its rays. We break open the next door and go further. Ignoring the conversation of the opponents, we turn left and see boxes under the stairs blocking the ventilation shaft. After passing through it, we find ourselves in another room and stun the only patrolman. Imperceptibly we get to the elevator. Arriving at the desired floor, we immediately select praxis at the exit. With the help of it, we can improve our implants, since we have chosen stealth mode, we are modernizing the corresponding branches. And in the corner we see a ventilation shaft on the wall on the right. She will lead us straight to the desired door, bypassing the surveillance camera.

M2 - Neutralize the leader of the terrorists.

After the video, we get to the elevator. We go up the stairs and see two diverging patrolmen. It's best to neutralize them and then go to the left of the stairs. The last room will have a ventilation shaft that will lead 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 before us. Trying to free Josie. To do this, we constantly select the "Empathize" branch.

M3 - Evacuation.

We leave for the helipad to Malik.

M4 - Finishing the job.

After asking her a little, we are heading to Pritchard to study the Typhoon. Then to the boss Sharif to get a new assignment and tell the details about what happened at the factory.

M5 - Investigation of a suicidal terrorist attack.

Having agreed to a new assignment, we go to the police station. We go inside and speak with Wen Haas in the window. We constantly select the "Forgive" branch. After gaining 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 clinic PROSTHESIS.

Upon arrival at the clinic, we will 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 leave for the slums, where we have to hack the antenna transmitting signals. You can get into the slums in different ways. The easiest way is through the door. However, there are large boxes blocking the way, which can be moved aside with a suitable implant. The second way is through the roof, which can be climbed by the fire escape in the alley. Then we climb up the cornice and get to the opposite side. We go down the stairs. We penetrate the building and follow the patrolman. Two more are standing further away and talking. Having dealt with this, we go on the right side, bending over. Next, we move along the left side behind the containers. At the same time, we listen to conversations between opponents. We enter another building, kill the patrolman. Two enemies are sitting on the couch watching TV. After listening to their conversation, we very carefully make our way to the stairs to the left. Having risen, we see mines on the walls. We select the barrel and throw it along the located mines. Thus, we will destroy them all. Of course, the enemies will be alarmed, so we will wait and move on. Having dealt with them, we proceed to hacking the system. We make the antenna inactive and wait for Farida near the helipad.

M9 - Transfer.

Arriving in the area, we enter the building through the door and after passing a little, we watch the video.

M10 - Search for evidence 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 opponents altogether. To do this, we move only on the left side, remove the containers and sneak to the door. We penetrate into the building, there will be a ventilation shaft on the right. We continue to walk towards the elevator. Here we neutralize the patrolman until the guard above sees. We hide the body and, bypassing the surveillance camera, we get to the elevator. Going 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 is patrolling 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 it comes to us. We climb up the stairs. We get to the 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. On it we get into the next room, and from there it is easiest to get to the stairs, which will lead us to the first floor. If necessary, neutralize the patrolmen. On the elevator we go down even lower, where we meet with the first boss. It will take a powerful weapon to kill him. We run from column to column, moreover, we try to lure the enemy to explosive objects. Do not forget to dodge the enemy's grenades and throw our own, because Barrett is vulnerable against them. Useful items, including weapons, are scattered around. After the victory, we will collect the remains and return to Malik.

M11 - A whisper of a conspiracy.

First, let's visit Pritchard, because he wants to tell us something important. Having learned new details, we go to Sharif. We meet Bill Taggert in the waiting room. In the dialog, select the branches "Keep calm" and "Ask". In a conversation with Sharif, we use the "Justify" thread. Then we talk to him again and, having received a new assignment, 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 automatically burn out, and it will not be possible to return to their completion. We get to the penthouse, but we are not allowed to enter it. Therefore, we pass further, where there will be a ventilation shaft in the corner. After passing along it, we turn right and go to the end. There will be another ventilation on the wall to the right. From there we open the door leading outside. We do not protrude until the patrolmen finish talking. 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. On it we will get to the required computer. It is advisable to neutralize nearby enemies. After hacking, we contact Malik and go back in the same way as we came. Then we head to the Uley nightclub. 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 speak with the bartender and find out about Tonga. On the second floor, we talk with the manager, choosing the "Sharpen attention" branch. Now we can go to Tonga and find out where Van Bruggen is. On the way we will meet Malik, which turns out to be very strange, and carefully ask her about the secrets. It is not at all necessary to complete the quest that Malik will give, so let's move on.

M2 - Gaining 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 is very simple to do this: we penetrate into the next room, and from there, through the balcony, we will get into the desired room. We return to Van Bruegger to remake the data for us. After the video, we transfer the weapon to Van Bruegger and start our escape from this area. We head towards the stairs and go down to the floor below. We turn to the right, we enter the first room, where there are two opponents. Having neutralized them, we find the ventilation shaft, which will lead us to the exit. There is a patrolman in the next room, as well as a surveillance camera. It is advisable not to bother them, but, having picked up the moment, to slip by. It is very easy to do this, because the camera does not move at all. The last toilet has a ventilation shaft. Having got out of it from the other side, we see a turret in front of us and two opponents to the right. Skipping past them, we find ourselves in the shower. On the one hand, it blocks electricity, on the other - mines. We grab the box and throw along these mines. While the enemies run up, we will have time to run into the laundry. There are two more here, we will deal with them when both are next to us. Then, after saving, we lean out from around the corner and see the usual and heavily armed fighters. It’s not easy to slip through, so they must be neutralized. One of them will look at us, while the other will turn in the other direction. When he turns around, quickly move to the bedside table obliquely. We are waiting for the right moment to turn left. We are hiding behind the curbstone on the right. We wait for the enemy, stun him and finish off the heavily armed one. Further, we leave the building and go to the train, which will take us to the "Tai-Yun-Medical".

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

We rise along the stairs and break open the door. We are stopped by a choking employee trapped 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 guard. In the dialogue we choose "Mention Lee", and he gladly lets us through. In the center we hack the console 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, in which there is a code from the pumping 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, but there we turn right. There is a ventilation shaft behind the container, which will lead us to the desired door. We use the elevator, after leaving it, we break open the door of the utility room 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 the advice of Pritchard, we will hide the weapon and head to the laboratory. We are not allowed there, so we are looking for another way. For example, the room on the right has a ventilation shaft. You can get to it by breaking the doors. After passing through the mine, we turn right. Opponents are across the room. We deal with them and at the exit from the room we turn right to the stairs. No problem on the second floor. We will find ourselves in a safe zone again. A strict guard will not let us through, so we turn right and, going down the stairs a little lower, we break into 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 very door can be broken open. In the room with lasers, we move first to the left, then to the right. To the right 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 until the laser leaves, and we 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 to 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 another, constantly standing in one place. We hide the body and go on. We move along the corridor to the desired room. Here everything is illuminated by a surveillance camera. We climb into a nearby computer and find out the code for the door. It is advisable to drown the camera at this moment. We take the elevator to Zhao. After the video, we are trying to escape from the guard that appeared. 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 we will open the mine door, this will lure the guards. When they calm down, we can get out and gradually get to the exit. We'll go down to the hangar on the elevator, where we need to neutralize two robots. This can be done using EMP grenades, or by hacking nearby computers. Having finished with them, we open the gates using the button on the tower and we sit down in the rescue helicopter.

Montreal. M1 - Meeting with Eliza Kassan.

Having landed on the helipad, we enter the building and move into 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. There is a ventilation shaft in the next room. We go straight along it and after listening to the conversation of opponents. Get out and turn left. We move between the tables, and then we 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, in front we see two. We enter the room to 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. Going down the stairs, we go to the funicular. Immediately we neutralize two, standing with their backs to us. It will not be possible to go directly to the funicular, so we move aside the nearby vending machine and through the ventilation shaft we get into the room with the funicular. We climb up the stairs and, luring opponents here, we neutralize them. We get to the button that calls the funicular. However, we are in no 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 at this time opponents will hang around here. Our task is to hold out at any cost. We go down the funicular and, turning right, we sneak under the camera. Behind the sofas we are waiting for the appearance of the guards. After talking to each other, one of them will go back. At this moment we leave the shelter and follow him. That way we can safely walk past the lasers to be deactivated. In the end, we will stun the enemy so that he does not interfere with us calmly moving along the complex. We turn right and enter the first door. We leave from the other, when the enemy moves away. We stun him and hide the body in the room. Further there is a long corridor, at the end of which there is a cell. Before going around it, let's look into one more room. We will find the access code in the computer. Around the corner is another room with an ammunition storage. We open the next door when the enemy moves away and turn left. Having passed a little forward, we go down the stairs and hide behind a column. Having picked up the moment, we sneak to the door. We go down the stairs and go further when the heavily armed soldier turns away. On the left there is a door to the room, through which we will pass 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 looking behind the camera. Further in the corridor there is another surveillance camera, we pass under it and crawl along the ventilation shaft. Before going to the battle with the second boss, let's look into the room on the left. Here is a heavy machine gun with large quantity ammunition. The leader of the mercenaries is perhaps the most powerful enemy in the game. She uses very powerful weapons and can also turn invisible. Recommendations for battle are as follows. If the "Protection from EMP" implant is installed, then you can safely run during her attacks along the longest circle, trying to provoke an 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 from everything that we have. The second option is as follows. We run in the second circle, that is, the one that is smaller 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 them in large circle wall cabinets. When the enemy is in an invisible state (recharging), then she can attack suddenly and without warning from our artificial intelligence assistant (Eliza 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. Finally, having dealt with the boss, we will examine the corpse in search of useful items, as well as the entire hall, leave the building and reach the rescue helicopter.

Detroit. M1 - Conversation with Sharif.

We are heading to our apartment for a conversation with Sharif.

M2 - Find Isaiah Sandoval.

We receive a VIP pass and go to the conference center. Bursting there, we enter into a dialogue with Taggart. In the conversation, select the "Conflict" thread. Having successfully persuaded him to give out the location of Sandoval, we go backstage. After talking with him again, we get to the Grand River Road. You can get into the apartment through the fire escape. Noticing two people talking on the staircase, we wait until they leave, and we pass into the desired apartment. Zeke Sanders is in the next room. We open the door and quickly deal with him. We remove the boxes and go to the bathroom. Here he also clears the boxes, and we activate the electrical panel on the wall. A secret bunker has opened, in which Sandoval is likely 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 pass forward and again go down the stairs. 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 out 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 drop by Sharif. After the video, we return to the helipad to go back to Henshu and find the transmitter of Vasily Shevchenko, and perhaps himself.

M2 - Find Vasily Shevchenko's transmitter.

After we crashed, being 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, until the opponents noticed us. Before the helicopter explodes, we will have time to get to the elevator. Once in the Lower Hensha, we continue our search. On the way, we get advice from Pritchard to visit the local clinic PROSTHEZ, to get a new biochip. There is an enemy near the clinic, which must be neutralized in order to go further. We go down to the subway and take the train to the Yuzhao area. The door we need is carefully guarded. In the alley we stumble upon a sewer hatch and go downstairs. You need to go on the right side, it is much safer this way. 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 one, and then quickly the patrolman. We pass further behind the boxes. There are two sitting on the couch and they will surely notice us if we move in the open. Using the 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 leave for the port "Belltower". Having got out to the surface, we pass beyond the main gate, where we remove the box and penetrate into the territory. We pass forward and, having passed the robot, we will go down the stairs. We watch over the patrolman and neutralize him when he comes closer. We hide the body and make our way 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 in front. We carefully pass behind the containers, preferably neutralizing the patrol officer, who, by the way, has a pocket secretary with a door code next to the camera. We fall into the necessary room and neutralize the sleeping guard. Break open the door and get the package from the cabinet. We return to the camera, or rather to the door next to the camera. We open it with the received code. Entering the warehouse, we turn right and move to the end. Let's wait for the guards to agree, and go on. Once on the other side, we rise to the second floor. We climb up the metal stairs to the very top and jump through the passage on the ceiling into the room. We install explosives and watch the video.

Singapore. M1 - Rescue Megan and her group.

After getting 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 go to us, and we neutralize it, then drag the body further away. There is a passage straight ahead. We remove the container from the path and climb into the building through the window. It is very easy to neutralize everyone here. In the last room we hack into the central computer, thereby completing additional task ... Now it has become much easier to navigate. We get out of here through the double doors and turn right. Bypassing the terrace, we will watch the patrolman and neutralize him. Hiding 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. We will carefully follow the enemy and slip there. We get out on the other side and go up the stairs. Having risen, we turn right and follow the long corridor, eliminating the protection one by one, until we find ourselves at the door where one of the employees is being kept. We break it open until the camera sees. After talking with Nia Colvin, we go to rescue other members of the group. Getting to the next scientist, which is located 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 to 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. Going down the elevator, we leave the room and turn right. Then turn right again at the first turn. Ahead of the guards, picking up 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 disable the lasers. We go down the elevator straight to the next scientist - Declan Faerty. After talking with him, we return to the elevator. It remains to save the main person - this is Megan. Faerty gave us a virus that needs to be downloaded to a host computer 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 coupled with a turret, as well as a patrolman moving back and forth. When they gather in a heap, we throw at them, pressing against the wall, EMP or a smoke grenade. Thus, we will deal with everyone without raising the alarm. Do not throw a smoke grenade into the area viewed by the turret, as it will quickly detect the "enemy" and start continuous fire, which will naturally lead to undesirable consequences. We move on, where two cameras and a robot are waiting for us in front of us. It will not be difficult to get around them. In the room with the main computer, load the resulting virus into the disc reader, next to the computer. After talking with Pritchard, we wait until the patrol that appears will leave, and we will go to the elevator through the opened gate. We watch the video and proceed to the battle with the next boss - John Ramira. Immediately after the cutscene, we throw a grenade at him and use the most powerful weapon that we have. Our implants are out of order, so we cannot take advantage of opportunities such as the Typhoon, etc. On each side of the central glass there is a place where we can press 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. Finally we get to Megan. After the video, we go to the hangar to open the roof, thereby preparing for the evacuation. We observe the rescue of employees through the glass and then quickly run to Leo's shuttle to go to Panhea. We stun enemies standing in the way with simple blows.

Panhea. M1 - Stop transmission.

After receiving instructions from Pritchard, we are heading towards the tower. We are guided by the beacon on the screen. We jump down and after passing a little, we stumble upon electrified water. We jump onto the pipe on the right and move along it. We remove the container and again we jump onto the pipe on the left. After passing the corner, we shoot the boxes and we 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, go up the stairs. The most difficult part was completed, it remains only 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" thread. Having received the access codes, we return back to the elevator. We will have to break through the crowd of distraught employees. Do not forget that they are fast, inflicting serious damage even one by one, but most importantly, they cannot jump over even the simplest obstacles. On the way to the final battle, we can save Sharif and Taggart. They will not be marked on the minimap, so you will have to find them yourself. So, we went down on the freight elevator to the very bottom. The final boss is Zhao Yunzhu. Probably the easiest fight in comparison with the previous ones. First, we activate three buttons and kill three clones, respectively. Above, machine guns move in a circle. The easiest way to avoid them is to follow one of them, having time to activate the button and shoot the platform. Zombie opponents will appear from the rooms, and in these very rooms there are useful items. Having finished with the clones, we proceed to Zhao. To prevent robots from reaching us, we enter one of the rooms and, pressing against the wall, shoot from afar at the boss. It is advisable to do this from a sniper rifle, which is also located in one of the rooms. Having finished with it, we pass further and make the final choice, on which the ending of the game depends.

General information:

Estimated difficulty of achievements: 6/10

Offline: 49 (1000)

Online: 0

Estimated time to get 1000 points: 25 - 35 hours (depends on skills and partly on luck)

Minimum number of passes: 1 (recommend 2-3)

Achievements that can be accidentally missed: there is

Does Difficulty Affect Achievements ?: Yes

Glitchy achievements: unknown

Introduction:

In Deus Ex: Human Revolution, you play as Adam Jensen, a security specialist for one of America's largest biotech companies. But when a company is attacked in which scientists are killed, your line of business will change a little. While scientists are making strides in improving athletes, soldiers and spies, turning them into super-beings, someone is working very carefully to direct the evolution of humanity along a special path. You will have to find out who is doing this and why, but it will also present you with a choice that will decide the fate of humanity.

Before starting the walkthrough:

First, you must decide how you want to approach the game.

If you are going to play for achievements, then you will need to do the following:

  • Play on Give Me Deus Ex difficulty.
  • Never raise the alarm.
  • Don't kill anyone.
  • Collect all 29 e-books.
  • Complete all side quests and earn achievements related to them.

If you want to complete the game more than once, which will make your life easier, then you can divide the achievements in half. For example, you can play the game first without raising an alarm or killing anyone on the Tell Me a Story difficulty. Then play the game a second time on "Give Me Deus Ex" difficulty, and collect all eBooks and finish off other achievements that you may have missed on the first playthrough. In the end, it's up to you how much to spend on Deus Ex: Human Revolution.

During the passage, try to hack as many items as possible and knock out as few enemies as possible (use a non-lethal melee attack if you want to get the Pacifist achievement). Save before the end of the game, where you will be presented with a choice. You will need to reboot 3 times to see all endings.

Note:

In Deus Ex: Human Revolution, side quests and side missions await you, and the game usually rewards you with achievements for completing them, as well as completing certain goals in them. Unfortunately, these side quests and associated achievements can be skipped and must be completed before heading to Detroit or Hansha. But if you follow the directions from the guide, then you probably won't miss more than one achievement related to additional quests.

Collectibles:

The game has 29 unique e-books that are associated with the achievement "Doctorate / Doctor of Science" and are scattered around the world of Deus Ex: Human Revolution. Collecting them gives each bonus 200 experience points (Scientist) and, of course, 50G for collecting everyone. In the tooltip for this achievement, you will find an excellent video guide to their location.

Praxis:

You earn praxis points by earning a certain amount of experience points and using praxis kits. Praxis is used to improve Adam's implants throughout the game. And of course you don't want to waste praxis on useless things? Below is a list of improvements worth investing in praxis.

Icarus Landing System

If you think that the modified Adam Jensen can jump from any height without damage to health, then you are greatly mistaken. Its limit without damage is only a few meters. Using the Icarus landing system, you can jump from any height and not receive damage. This ability is especially useful when discovering additional paths and is also necessary if you are going to find all e-books, as one of the books in Tai Yun Medical will require you to use this ability. I would acquire this ability as soon as I hit Hensh.

Hacking: Capture

You start the game with the first level of jailbreak, which allows you to jailbreak devices with the same level. If you have an Explosive Mission Pack that was included in a special edition of the game (or it can be purchased in the Marketplace for 320 microsoft points), then this skill need not be improved, since you will have a hacking device that hacks devices with level 5, and helps you discover hidden paths and find e-books. If you do not have this add-on, then improve it when you have extra praxis.

Implanted Rebreather

This is an auxiliary implant that can pass you through rooms with poisonous gas. If you feel that you need it, then feel free to take it.

Dermal Armor

This is a really useful skill on Give Me Deus Ex difficulty. It reduces the amount of damage, which is useful when escaping during combat and boss fights.

Move / Lift Heavy Objects

This is a very useful skill and should be your first or second upgrade to buy. Move vending machines and trash cans and you'll surely find a ventilation duct behind them to make your stealth passage easier.

Sharif Energy Converter 8 "(Sarif Series 8 Energy Converter)

Purchase additional power units and energy recharge accelerators when you have praxis. They help very well with stealth passing, and help you stay in stealth mode for longer. This allows you to pass through a large protected area without being noticed. You can also deal with a large number of enemies melee, but remember that only one power unit is restored automatically, and to recharge the rest you need to use energy bars.

Cloaking System

Most useful improvement of all. Modify it as quickly as possible so that it lasts as long as possible. You will be able to pass through a whole group of enemies without any problems, and they will not notice you. Perhaps the best and most rewarding improvement in the game.

Explosive System "Typhoon" (Typhoon Explosive System)

This is an auxiliary implant and it is easier with it once with bosses. If you have 2 praxis points and have problems with the boss, then this implant is for you.

Social Enhancer

It is required for the Ladies Man achievement when you hit Hansha a second time. Not really very useful unless you want to open up unique dialog options, of course.

Conclusion:

A Thousand in Deus Ex: Human Revolution shouldn't be too difficult for you if you go through it properly. Hopefully after reading this guide, the achievements in the game will seem less daunting to you. I went through the game 6 times and did not regret not a second spent in it. I hope that you too will share my love for her.


Trooper / Fighter 50

Complete Deus Ex: Human Revolution.


Just complete the game on any difficulty level and the achievement will unlock.


Legend 100

Complete Deus Ex: Human Revolution on Hardcore.


As with the previous achievement, you need to complete the game, but on "Give Me Deus Ex" difficulty.


Deus Ex Machina 50

Unlock all the endings found in Deus Ex: Human Revolution.


There are 4 endings in total in the game. You can save at the end of the game (after defeating the final boss) and load the save after each cutscene to choose other endings. You must find Taggart and Sharif at the last level in Panhea and talk to them, otherwise you will not be able to select all 4 endings.


Pacifist 100

Complete Deus Ex: Human Revolution without killing anyone yourself (bosses do not count).


The achievement is not as difficult as it sounds in the description, but there are several points to pay attention to while playing through the game.

The achievement is also not affected by: killing bosses, destroying robots and turrets, as well as introducing a lethal dose of morphine in the "Old acquaintances" additional quest.


Foxiest of the Hounds 100

Complete Deus Ex: Human Revolution without ever triggering an alarm.


This is an achievement in which you must be sure not to make mistakes when trying to hide from detection. First of all, I advise you to save often in order to save your heart from a blow. Save every time you pass one of the dangerous zones, before burglary, etc.

Also, some implant improvements can help you to get this achievement. Most of them are listed in the guide above. The main assistant for you will be the camouflage system. With it and fast recharging of power units, you will be able to bypass the danger zone very quickly. The main thing is to use the disguise on time.

Things that can be detrimental to obtaining this achievement:

  • Never make enemies, turrets and cameras hostile to you. If this happens, then load the last save. If suspicious or alarmed is written above the card, then everything is in order.
  • When hacking a turret, do not use it against enemies. If she starts to kill them, then the enemies will raise the alarm.
  • When you stun someone, hide the body. Otherwise, guards or cameras will notice him and raise the alarm.
  • Save before hacking something. If you spend all your burglary attempts, an alarm will be triggered.
  • In some locations you will meet enemies that are already automatically hostile to you, but do not worry as it was conceived according to the plot. The enemies did not see you, but they know that you are somewhere nearby. You need to quietly bypass this location, and everything will be fine.

Old School Gamer / Pixel Hunting 10

You found all of the hidden objects in Megan's office. Too much free time?


As soon as you start a new game, you will find yourself in Megan's office. You need to find the following things:

  • E-book with information about patient X;
  • Toy racing car;
  • Being More Effective book;
  • An old photograph;
  • Megan's computer (read all letters);
  • Newspaper.

You can watch the video guide.


Doctorate / Doctor of Science
50

Read all 29 different "books of experience" in one playthrough.


These are collectibles found in the game. Below is a video guide to the location of all e-books:


Up the Ante! / The rates are going up! 15

Upgrade any weapon the first time.


See Gun Nut.


Gun Nut / Psycho Warrior 20

Fully upgrade one weapon.


As you progress through the game, you can find and buy weapon modifications that will improve it. Fully modify your weapon to get this achievement. In the "equipment" menu (button), you can learn more about which upgrades you can use on certain weapons. Select a weapon in the equipment menu and pressand then select Explore and click again... A full description of the weapon will appear, in which it is written about the possibility of installing certain modifications. The easiest way to do this achievement is with a tranquilizer rifle.


First Hack 5

Successfully complete your first hack.


See "Hax0r1!"


Hax0r1! 15

Successfully hack at least 50 devices in one playthrough.


This achievement will unlock during the game if you successfully hack everything you see. You can save before hacking if you have problems with them. After unsuccessful attempts, you can boot and try again.


First Takedown 5

Perform the first neutralization. Civilians don't count, so be polite to them.


See "Opportunist".


Opportunist 15

Perform 50 neutralizations in a single playthrough (civilians do not count).


Perform 50 deadly or non-fatal neutralizations in a single playthrough (civilians do not count) to unlock this achievement.

Non-lethal neutralization occurs when you stand next to an enemy and press, but deadly when you pinch.


Consciousness is Over-rated 15

Kill at least 100 enemies in a single playthrough.


To obtain, you can use not only non-lethal neutralization, but also knock out enemies with gas grenades, a paralyzing pistol and a tranquilizer rifle. To find out you knocked out the enemy or killed, then approach him and above him there should be a Zzz icon, not a skull icon.


Transhumanist / Limit of Opportunity 5

Fully upgrade any implant the first time.


Purchase all the upgrades from one of the implants of your choice. You can see a list of all the improvements below. It is worth noting that some of them cost 2 praxis points.

Skull modifications:

  • Social proofreader
  • Pathfinder radar system
  • Infolink
  • Stealth Monitor
  • Hack: Capture
  • Break-in analysis block
  • Hack: Fortification
  • Hack: Stealth

Torso modifications:

  • Sentinel RX health monitoring system
  • Energy converter "Sharif 8"
  • Rebreathing implant
  • Explosive system "Typhoon"

Hand modifications:

  • Cyber ​​prosthetic hand
  • Sight stabilizer

Eye modifications:

  • Supervision
  • Eye prosthesis

Back modifications:

  • Reflex enhancer
  • Landing system "Ikar"

Skin modifications:

  • Skin carapace
  • Disguise system

Leg modifications:

  • Cyber ​​prosthetic leg

The easiest way to upgrade the radar is as it only requires 1 praxis. Before that, I advise you to save, since the radar is not very useful compared to other implants.

Lesser Evil 10

Understand Karella's problem.


At the beginning of the game, after returning to the headquarters of Sharif Industries, you can talk to Carella and inquire about his problem. You have to stop the turnover of the batch of the stolen drug and talk to Carella again to get this achievement. He will also give you a weapon modification for completing a quest.

You can watch the video guide.


Motherly Ties 10

Resolve your grieving mother's doubts.


After you leave the headquarters of Sharif Industries and enter the streets of Detroit, you will immediately meet Mrs. Reed, who will beg you to help find out the truth about Megan's death. This is a rather lengthy side quest and one of the first.

First of all, you need to convince Wayne Haas to let you into the morgue at the police station. If you do not, then the entire police will be hostile to you and make your life hell. After convincing him, you will also receive the achievement "The Desk Job".

Break into a level 3 safe in the garage next to the site, and read all e-books with evidence, and also take the bracelet. It is better to keep it for yourself if you want to get the achievement "Sentimental Value", as you finish the quest.


Cloak & Daggers 10

Deal with the person in the shadows.


On one of the streets of Detroit, you will meet a black prostitute who is actually an undercover police officer. Find her mono on the street between your house and the police station. Talk to her and she will offer you a mission.

You must complete several tasks to prove Jack O "Malley's guilt. You will have to act like O" Malley's man and set up two gangs against each other to start gang wars. However, this can be prevented.

At the end of the mission, while talking with O "Malley, he will offer you a bribe. Accept it and you will receive the achievement" The Take. "


Rotten Business 10

Help a representative of the oldest profession to put things in order.


When you get to Hengsha, go to Honghua Hotel. Go up to the 4th floor and in one of the rooms you will meet a woman and a man who are arguing about the implant. Talk to the woman to receive this quest.

In the first mission, you will need to save her friend, into whom, according to her, they want to forcibly insert implants. She is being held by 3 gang members in a garage in one of the alleys. Eliminate opponents, then open the garage and talk to Ning. She will thank you and run away from the city. Return to Mei and receive your reward.

In the second mission, she will ask you to get rid of Daimon Chan by killing him or planting drugs on him so that he is arrested. Get to his apartment and knock him out. He will be alone. Do not use weapons, only melee, non-lethal neutralization. Get his body out of the apartment and throw it off the roof to make it look like suicide and you will receive "The Fall" for this achievement. Return to Mei and receive the long-awaited achievement and reward.

Hint: It is best to save before the second quest, because if you kill Daimon Chan by throwing it off the roof, you will lose the "Pacifist" achievement. During the conversation with Mei, it is necessary to ask about another way to get rid of Chan. She will give you drugs that you can plant in his apartment. First, we go through the mission in the first way and get the achievement "The Fall / Flight", and then load the save and go through the second way.


Bar Tab / Bartender 10

Help the Hive bartender with the bills.


At the Hive in Shanghai, after talking to Tong, talk to the bartender Bobby Bao on the first floor. He will tell you about a broker named Jaya, who did not pay the bills and went into hiding. You need to find her. To do this, you will have to hack 3 devices located on the roofs of several houses in the city to find out its location. As soon as you find her, she will explain that she was deceived, and she does not want to pay them for the implant.

There are two ways out:

  1. You can pay 5000 credits to Bobby Bao and he will promise not to touch her. For this you will receive the achievement "Guardian Angel".
  2. Cut it out and pull the implant out of it.

Both options will unlock this achievement, but the first option is definitely better as you get another achievement.

Personally, I first saved, then paid the debt for it and received the "Guardian Angel" achievement. Then I loaded the last save, knocked it out and took the implant. This saved me 5000 credits.

You can watch the video guide.

Shanghai Justice 5

We'll have to play detective, but justice must be done.


During the passage of the main tasks in Shanghai, Malik will ask you for help. Her friend was killed and she wants to bring justice.

When you get to the suspect's apartment, you should pay attention to the following things:

  • Baseball Bat - Found at the door.
  • E-mails - found on the computer in the bedroom. It will need to be hacked.
  • The answering machine is next to the bed in the bedroom.
  • The broken clock is in the bedroom next to the wardrobe.

You now have enough evidence to blame Lee Hong. Go to the Beehive on the second floor. He will sit alone. You must select the following answer options: Forged, Drunk, Antique Clock, Pregnant, LIMB / Belltower. You will receive the achievement "Super Sleuth".


Smash the State 10

Help Officer Nicholas solve the problem.


You will receive this quest after exiting the conference room in Detroit, when you get there a second time. Nicholas is afraid that something might blow up the police station.

Your task is to find his location of the terrorist (I had him in the sewers), knock him out or kill him. And then defuse the bomb. Use the code "0000" to disarm her and get the achievement "Lucky Guess". Return to Nicky and receive this achievement and reward.

You can watch the video guide.


Acquaintances Forgotten 10

Follow Pritchard's clues and get to the bottom of the truth.


When you first return to Detroit after discovering the FEMA warehouse in Highland Park, you must convince David Sharif to tell you the truth (see "Yes Boss"). After the conversation, return to your office and read the 3 new emails that came to your computer. Then return to Sharif and continue the main plot.

When you get to Detroit for the second time and the final time, Pritchard will contact you when you are near the conference room and the side quest begins. He will not appear unless you read 3 letters when you first arrived in Detroit.

When you get to Brandon Redford's apartment, you will find him dying in the bathroom. Keep giving him morphine and then try to leave. He will ask you to stay and inject a lethal dose of morphine. For this you will receive the achievement "Kevorkian Complex".

We continue the quest and go to the garage, where we find a photograph in the safe and five emails in the computer.

We complete the last stage of the quest and get the achievement.



Corporate Warfare 10

Protect the interests of the client by making a not too aggressive takeover.


You will be contacted by a person whom, due to spoilers, I will not name when you are in the Youhzai area. You will be asked to stop the terrorist group and return the data chip. Make sure not to kill anyone, so use a stun weapon.

Go back and make sure you have the Social Proofreader skill. Talk to her and try to find out the truth using pheromones before handing over the chip. This will also give you the Ladies Man achievement.


Talion A.D. / Talion principle 10

Fight against the warrior-priest in the thickets of the urban jungle.


To obtain this achievement, you need to go to the LIMB Clinic on your second arrival in Hansha after being contacted by Pritchard. Talk to the doctor to the left of the counter, and he will ask you to find the escaped officer. If you did the achievement "Corporate Warfare", then where the terrorists were, there is a hatch that leads to the sewers, where the one you need is hiding.

Talk to him if you want to avoid the battle and lie to the doctor or convince him that he did everything right. The achievement will unlock.


Secret achievements


Ghost 15

You made your way through a dangerous area without giving yourself away.


Just make your way through the danger zone without raising any alarm or being discovered to receive the Ghost bonus.

The easiest to do in the first mission at the Sharif Industries plant. As soon as you go down from the two stairs, around the corner you will meet an enemy who needs to be knocked out. After the forklift, you will see a wooden box that needs to be placed next to the boxes on the left. We climb these boxes onto the container and then climb onto the roof. Further in front of you will be an obstacle in the form of electricity. To your right is a wooden box that you can move and find a ventilation passage behind it. We pass through it and cut down the switch. We pass further and climb into the ventilation. The achievement will unlock.

You can watch the video guide.


Unforeseen Consequence 15

You convinced Zeke Sanders to release the hostage.


When you run into Zeke Sanders, you will have to make the right decisions in the dialogue to get him to release the hostage. Remember that incorrect answers can cost the hostage a life. You can save before starting the dialogue so that you can replay if you are not happy with the result or want to know about other turns of events.

Correct answers in dialogue: Try to free Josie, Reason, Empathize, Reason.

You can watch the video guide.


Balls 5

Like playing with a ball, huh?


As you walk past a residential area in Detroit, you will find a basketball court with a ball. To get this achievement, you need to throw the ball into the ring.

The easiest way to do this is to build a ladder of dustbins and barrels in front of the ring.

You can watch the video guide.


The Desk Job 15

You persuaded Wayne Haas to let you into the morgue.


As soon as you get to the police station, you will meet your old friend Wayne Haas, whom you will need to persuade to let him into the morgue. Personally, during dialogue with him, I chose only the option to forgive.

You can watch the video guide.


Sentimental Value 10

You left yourself Meghan's bracelet. The hardest thing is to let go, right?


During the quest "Maternal Care" keep the bracelet for yourself. When you find a garage with 4 e-books, there will be another safe with 3 levels of protection. Hack it to get the fifth e-reader and bracelet. When you talk at the end of the quest with Megan's mother, do not give the bracelet. This choice does not affect the Motherly Ties achievement.


The Take 10

Greed will destroy someone. You took O "Malley's dirty money and let him go.


At the end of the Cloak and Dagger quest, you will have the choice to arrest O "Malley or let him go and get a bribe. Choose a bribe to get this achievement.


The Bull 25

You have defeated Lawrence Barrett, an elite member of the Secret Mercenary Squad.


You will receive this achievement after killing Lawrence Barrett.

You will meet him at the end of the level at the secret FEMA base. The easiest way to kill him is using explosives. Personally, I have used C4.


Yes Boss 15

You got into an argument with your boss, David Sharif.


You can unlock this achievement when you return to Sharif Industries after the battle with the first boss. Talk to Pritchard first and then the guests. And only after with David Sharif.

I've learned that dialogs can change over time, so it's best to save before this conversation. If he changes the subject and you follow the linear dialogues, then he will overpower you and you will not receive this achievement. This achievement depends in part on luck and intuition.

You can watch the video guide.

Attention! You will not be able to complete the aforementioned quests and get achievements for them after you fly out of Detroit for the first time.


The Fall / Flight 10

You sent Daimon Chan on the journey of a lifetime.


You have to make the death of Damon Chan look like a suicide. See the achievement "Rotten Business" for how to get this achievement.


Darker Shades 15

You were able to convince the bartender to let you in to Tong Si Hung.


On the second floor of the Hive, you need to convince the bartender to let you in to Tong Si Hung. Before you talk to him, you better save.

The achievement can be skipped depending on the route. For example, I sneaked into the bar through the sewers and climbed into the ventilation next to the guard in the basement. After that, I saw a cutscene in which I learned about the location. I didn't have to talk to the bartender, so beware of the ventilation in the Hive.

Correct answers in dialogue: sharpen attention, insist, sharpen attention.

You can watch the video guide.


Guardian Angel

10

You have paid poor Jaya's bills. How human it is of you.


You must pay off the 5000 credits debt in the mission that you received from the Hive Bartender. See the "Bar Tab" achievement for details on how to get this achievement.


Super Sleuth
10

You have famously handled the Lee Gong case.


You need to correctly select all the answers in the dialogue with Lee Gon. See the achievement "Shanghai Justice" for how to get this achievement.

Attention! You will not be able to complete the aforementioned quests and get achievements for them after you fly out of Hansh for the first time.


The Mantis 25

You have defeated Elena Fedorova, an elite soldier of a secret mercenary squad.


You will receive this achievement after killing Elena Fedorova at the Peak TV headquarters in Montreal.

If you fight her (this is the most difficult and the only one with which you will have problems). At the very beginning of the battle, run forward, turn around and throw a grenade at her. This will stun her for 10 seconds. You can shoot her, use explosives and the Typhoon. If you have a lot of energy, then it is best to use it.


The Throwdown 15

You convinced the clever politician Bill Taggart to reveal the truth to the people.

You need to enter the code 0000 in the "Down with the government" quest to defuse the bomb. See the achievement "Smash the State" for how to get this achievement.

You can watch the video guide.


The Last Straw 15

You talked Dr. Isaiah Sandoval out of committing suicide.


After you talk to Taggart, you will need to talk to Isaiah. Isaiah can be found at his secret base in the sewers. Once you go through the guards and bombs, then save before entering the door.

You will face Isaiah, who wants to commit suicide for his crimes, and he will pull out his weapon to do so. Your task is to convince him not to do this. Correct answers in dialogue: cruel mercy, cruel mercy, empathize.

You can watch the video guide.


Kevorkian Complex 10

You have fulfilled the last will of the dying man.


You must inject a lethal dose of morphine into Brandon Redford. See the Acquaintances Forgotten achievement for details on how to get this achievement.

Attention! You will not be able to complete the aforementioned quests and get achievements for them after you fly out of Detroit for the second time.


Good Soul 15

In spite of everything, you managed to save Farida's life.


This achievement is quite difficult for those who knock out the "Pacifist" achievement, but it is still possible. You can watch the video guide.

Or you can save in advance and deal with the enemies using all the means that you have. If you have a sniper, then you can sit down at the beginning of the level and shoot enemies from there. As soon as the robot appears, then run to it and use the Typhoon or EMP grenades.


Ladies Man 10

You convinced Menyao to talk about the mysterious Chiron Project.


Attention! You will not be able to complete the aforementioned quests and get achievements for them after you fly out of Hansh for the second time.



Hangar 18 / Hangar 18 10

You have found and read the secret message. Now you know too much ...


When you see that four scientists are getting into the helicopter, then turn right and move the box, behind which you will see a tunnel with a computer of the 5th level of protection.

Hack it or use the jailbreak device from the Explosive Mission Pack. Read the letter and the achievement will open.

You can watch the video guide.


The Snake 25

You have defeated Jaron Namir, leader of the Elite Belltower Squad.


You will receive this achievement after killing Jaron Namir. DO NOT CHANGE BIOCHIP DURING THE SECOND ARRIVAL IN HENSHA. If you have the Explosive Mission Pack, then you have the Grenade Launcher, which will be incredibly useful. With accurate shots, you can get rid of it in 5 seconds. He also dies very quickly with 2-3 hits by the Typhoon system.

Well, the easiest way you can see in this video.


The Final Countdown 15

You pointed out inconsistencies in his logic to millionaire Hugh Darrow.


Making your way through Panhea, you will meet Hugh Darrow himself in one of the spacious rooms of the Tower. Better save before you meet him. Correct answers in dialogue: suggest, criticize, appeal, appeal.

You can watch the video guide.


The End 25

You defeated Zhao Yunzhu and destroyed Project Chiron.


This achievement is unmissable and will unlock after completing the game.

You don't have to press buttons on the girls to reach Zhao. You can dial the code 2012 on the security panel in the center of the hall. And then sit near the glass next to Zhao and wait until it breaks, and then put a clip of firearms... True, for this method you need to pump the protection against electricity.


The D Project 15

You will not be able to obtain this achievement by selecting credits from the main menu of the game. You need to complete the game and watch the credits to the end.

They say that when you lose a lot of your own body, the hardest thing is just to remain human. Our hero will have to solve a moral dilemma fourteen times - to help or to pass by? Or maybe agree, but prefer the benefit for yourself?

In Deus Ex: Human Revolution, there is no overloaded quest journal, casual passers-by do not offer to take what you don’t know where, and in general, the head of the security service should not play a philanthropist.

And nevertheless, the rare breaks between special operations and international business trips is a high time to settle the problems of friends, colleagues and old acquaintances. Sometimes off-plot missions are found in the most unexpected places - in a brothel or on a ship of a private military corporation. One way or another, this is a source of invaluable experience and new knowledge, and in almost every task we have a difficult moral choice.

Additional quests are available at four locations - Detroit, Hansha, the Belltower ship, and the Rifleman Bank base. Some will appear according to the plot and even after our refusal will not go anywhere - you just have to chat with the character again. The rest are not always obvious and accessible. We'll start from the very beginning.

SECRETS OF THE MISSING LINK
The main villain of the "Missing Link" Peter Burke is armed with a unique revolver. Well, almost unique. You can find another experimental model of a weapon with a laser sight in his office during the theft of lenses. The revolver is in a secret safe.


In the office of Dr. Kavanakh (yes, yes, there is nothing there!) We will hear how one of the "patients" begs to stop her suffering. In the same room, there is a first aid kit containing a lethal dose of morphine.

DETROIT
First time first ... laz


We will not have time to return home after a mess with the "fighters for cleanliness", when the first sufferers will appear right in the office of "Sharif Industries". A colleague got into illegal business, and Cassandra Reed begs to find out what happened to her daughter Megan "on that day, six months ago", when the lab was attacked by mercenaries. In the Slum area, an undercover policewoman hangs out, eager to expose the corrupt cop, and two more mini-quests depend on how exactly Adam spent his time at the factory in Milwaukee.

LESS EVIL (CALLING ADAM JENSEN)


At the end of the first working day, Adam will be asked in a stern voice to look into his office. On the spot, Tim Carella is waiting for him - a scientist in big trouble. He secretly "borrowed" neuroposin from the company's warehouse, repented, but his partner now threatens the poor fellow with compromising evidence if he leaves the game. Purpose: to steal videos. Reward: Laser Aiming System.

IT IS INTERESTING: you can learn about the mysterious thief of neuropozin even before leaving for the factory. Read the mail in your office - one of the employees will express their suspicions and ask for an investigation. An unmarked detective walk takes you through the offices of several employees. You will find another trail of the thief in the ventilation shaft of the Sharif headquarters. But it is better to start ransacking other people's rooms after the mission to Milwaukee - if you do not rush to the helicopter, the hostages will be dead even before the operation begins. In addition, it is impossible to complete the quest before departure.


There are three ways to get into the house where the blackmailer settled: hack the second level terminal on the locked gate (code 0002): build a pyramid from a heap of garbage cans, jump over the fence or climb the fire escape nearby (you need the skill of throwing and moving heavy objects) and enter through roof; climb the fire escape of a nearby building and jump onto the roof (boost jumping is useful).

Nothing awaits us inside but trouble: after reading the mail, a bull with a shotgun will come to visit. Having pacified him, look into the alley where Brian Tyndall hangs around - the culprit of all troubles.

If you are in a hurry, knock out the impudent person and take away the dirt (use tranquilizers or shock imperceptibly, otherwise the nearby punks will open fire). If you have a social proofreader, you can convince him by choosing the "alpha" item. Otherwise, neutralize the two armed gangsters living near the basketball court (use the "reflex booster" to knock both out with one blow, or climb higher and flick them with the tranquilizer rifle).

MOTHER'S CARE


A worried Cassandra Reed will intercept us at the front door of Sharif Industries. Since her only daughter disappeared after a mercenary attack on the corporate headquarters, the lady cannot calm down, complaining that there are inconsistencies in the Megan case. She wants to get to the bottom of the truth.

You can get to the store in several ways: through the police station (back door or ventilation), sewers with aggressive punks, crossing in the east (energized): build a barricade and get over the fence to the left of the site. Inside we will find four e-books (all should be read) and Megan's bracelet in the safe.

Wagner hangs out in the waiting room of the police station. A social corrector will help in the conversation if you apply pressure ("omega") on time. In case of failure, we go to the third floor (it is important to win a conversational duel with Haas so that they let us inside the site, otherwise - only hide and seek and ventilation), hack into the computer in Chet's office and go to the impudent man with compromising evidence - he will not get out.

Captain Penn's office on the second floor is locked with a second level terminal. A policeman wanders nearby, not approving of breaking into government property, so we either quietly deafen him, or go through the ventilation in the next office. The computer in the captain's office is also subject to hacking.

After collecting all the evidence, we go north-west, to the Chiron Building, - Cassandra is already there. We can give her Megan's bracelet or keep it for ourselves - this decision only affects the achievement "Sentimentality".

CLOAK AND DAGGER


Walking in the Slum area, you will meet with a former colleague, detective Jenny Alekzenender (if you delay walking around the city, Pritchard will inform you about her via info link). The girl seeks to expose the corrupt cop Jack O "Malley. The scoundrel is suspected of corruption, trading with local gangs, but he is covered by someone from above, and Jenny's department can not prove anything.

A candidly dressed detective will immediately load Jensen with errands: to find a cache of weapons on the territory of a gang of "boys" in the Slums; search the cop's apartment: meet with O "Malley under the guise of a hitman.

The cache is easy to find by going through the sewers. We approach the checkpoint "boys", hiding in a pipe, behind boxes and concrete blocks, we make our way to the hatch leading to the drains. If we do not turn on disguise, we will be noticed at the moment when we open the hatch, but the optional condition (to remain unnoticed) will still be fulfilled - the bandits on the street will be alarmed, but they will not become hostile.

Inside, you should break through four enemies - these will not stand on ceremony and at the first opportunity they will add lead to the body of our already metal hero. One can be knocked out in close combat, the remaining ones can be filled with tranquilizers or sneaked past using disguise. Having got out through the hatch to the surface, we will see an opening near the barrels, and behind it - the cherished cache.

If there is a social proofreader, when you meet with a police officer, you can get 1000 credits in advance by choosing "alpha" in the conversation. O "Malley will order to pick up a weapon (crossbow) in the service room. Next to Chiron Building, and shoot Double Tee, the leader of the gang, with it. Jenny asks to keep the victim alive, so use the tranquilizer rifle.

The last goal is the apartment of the "werewolf in uniform". She is in the same place as the dwelling of Tyndall, a figurant of the "Lesser Evil" quest. Having broken open the lock of the first level, we will find ourselves in the living room, where there is no evidence, but there is a pocket secretary with a code for the bedroom (1029), protected by a terminal of the 4th level. There are several fragmentation mines inside - we crouch and press Caps Lock to slowly creep up to the charges and disarm them. It remains to examine the cargo with weapons, pick up drugs to the left of the bed and ransack the computer.

ON A NOTE: upon surrendering the quest, Jenny will have a choice - to give the crossbow or keep it for herself. In the first case, we will receive 1000 credits and a modifier to increase the store's capacity, otherwise - only money.


Finally, we will be asked to personally arrest the bastard in his apartment (we can refuse, but why lose experience?). There are several endings: neutralize (lethal or not) or accept a bribe (3000 credits at Jensen's apartment). The amount of experience is the same everywhere, but if you decide to neutralize O "Malley without first talking to him, do it from close range, get 200 experience more.

ONE GOOD TURN DESERVES ANOTHER


If you saved Josie and the rest of the hostages during a mess at a factory in Milwaukee, on your return, look into your office and read a letter from Greg Thorpe, who wants to personally thank Adam for saving him.

We go to the residential area for the old gas station (there we also meet detective Chase on the quest "Maternal Care"), we are looking for the apartment of the Thorpe family on the second floor. Greg will tell you about the Sera merchant and advise you to mention his name when meeting with him, so that we get a discount. This completes the task, you will have to look for the merchant yourself - he stopped in a residential area near the basketball court, on the second floor. To get inside, we use the stairs and climb into the window.


If you win a conversation duel with Zeke Sanders, he will contact you and make an appointment near the Sharif Industries office. The mission does not imply hidden paths and unexpected troubles, the leader of the "movement for purity" will give us a pocket secretary with various codes and information about the F.E.M.A. secret base. In addition, a little experience will be given for the quest.

IT'S IMPORTANT: before leaving for Hansh, talk to Pritchard (when he says that Adam should see him) and convince the boss to talk about a secret communication channel during a conversational duel. When David Sharif sends the data by email, be sure to read all emails in his office. Without this series of actions, one of the tasks is not activated on the second visit to the city.


HENSHA
Problem solver is a profession in demand


After a walk to Highland Park and meeting with the first "boss", fate will throw Adam to Hensha - a multi-tiered anthill where a wide variety of populations hang out. But wherever we are, the skills of "cans" are always in demand. So, a representative of one of the most ancient profession is looking for a representative of the second - a hired killer. A bartender from a prestigious establishment wants a "tax collector", and our friend Malik wants justice. Who should be the first to help?

DROP DEAL


At the Honghua Hotel (Quaygan District), which looks more like a brothel, go up to the fourth floor - you will hear Mei Xuen's quarrel with the manager Edgar. After talking with the lady, we learn that she and other girls are trying to "hook" on implants to please clients with "special" desires. One of the hotel workers, a girl named Ning, disappeared without a trace, and May suspected something was wrong.

Guard Chuan Li knows Ning's location. He asks for 2000 credits for the information, but you can use a social proofreader ("alpha"), and the bouncer will tell you everything for thanks. Or you can first pay the Chinese, then cut it out and take the money back.

The girl is being held in the Daigun area, south of the entrance to the Alice Garden capsule hotel. The three guards are easier to tranquilize or knock out in melee. Ning is in the garage, under the second level lock (code - 5377), safe and sound. We return to May for a reward and further instructions.

Now you should go to the Yuzhao area, sneak into a private apartment and neutralize Daimon Chan, who has become a headache for the girls from Honghua. May asks to adjust the accident, and if we wish, we can clarify if there is a way to do without victims. Miss Xuen will give out a bag of drugs to frame the villain.

Chan's hideout is on the roof, you can get there by jumping from a nearby building. Having crept up to the entrance, overhear the conversation and wait for the target to move away from the door (otherwise the scoundrel will be alarmed), then climb inside and hit from behind. What we do with Daimon after, will not affect the amount of experience, but if the drugs are already planted, killing or dropping his body from the roof will lead to the failure of the mission.

BARTENDER


After visiting the Beehive for the first time, then proceed to the front door of the club. The bouncer will call out to Adama, offering to visit a real bartender for a well-paid job. Bobby Bao will tell the thrilling story of how their gang helped the poor girl Jaya with the installation of a social implant, and she "threw" them, refusing to pay. The task: to shake the hard-earned pennies out of the scoundrel.

To find out where Jaya is hiding, you need to "borrow" from the "Balltower" their tracking system - ride over the rooftops in the spirit of the Florentine assassin and turn off three antennas (breaking into second-level terminals). Difficulties are possible only at the last transmitter - there are two patrolmen, but they can be sent to temporary or eternal rest with one blow.

The girl hid in the Hansha Gardens hotel, where we were looking for the hacker Miller (Belltower, by the way, did not go anywhere and continues to guard the building). There are several endings in the mission: with a social proofreader ("alpha") or brute force to take the chip from Jaya and take it to the "Beehive" - ​​the bartender will not be happy (where, do you understand, the money?) And will not give a reward: persuade her to pay with the same proofreader - the bartender will approve and give us praxis; leave the lady alone and persuade Bobby Bao to write off the debt from Jaya - we pay 5000 credits and get praxis. The latter option promises more experience than others, but if you beg for money and then pay off from the bartender, the XP bonus will be 200 points less.

ON A NOTE: after the mission, you can quietly knock out the bartender (so that his body does not fall into the radius of view of the surveillance cameras) and take back the money spent (or praxis). Collectors in the "Hive" will become neutral for a while (white marks on the map) - sit for a couple of minutes at the bar.


SHANGHAI JUSTICE


When the intricacies of the plot send Adam to the Alice Garden Hotel, we will "accidentally" meet with Farida, our pilot. Even without social implants, Jensen will understand that something is wrong ... It turns out that her friend died in Hensha, but everyone considered it an accident, although Malik excludes this.

After we take the police report from the 009 capsule on the second floor of the hotel, we should go to the Prosthesis clinic and pick up the autopsy report from the mysterious Mr. X. It is not necessary to say a code phrase when meeting - a Chinese man in a funny cap, whatever the outcome, will make an appointment not far from the establishment. You don't need to pay a medical worker a thousand either - our paths with him will not cross in the future.

ON A NOTE: if you refuse the task, there will be no opportunity to talk to Malik again. To reactivate the task, you should "grop" (without target pointers) to find the report in capsule 009 and meet with Mr. X at the clinic.


The next stage of the mission is to infiltrate the apartment of Lee Gong, a murder suspect. The culprit is not on the spot - all that remains is to search the dwelling for evidence. Notice the answering machine near the bed, broken antique clock on a closet, a baseball bat at the entrance, and don't forget to rummage around your computer. After studying the evidence, there will no longer be any doubts about the guy's involvement in the murder.

Lee is chilling at the Hive, on the second floor of the club. We need to crush him with facts so that he himself confesses. It is difficult to fail a conversation, because two of the three options in a dialogue are always correct. Do not just use these options: "inaccurate", "drunkard", "fists", "break", "police".

After Lee Gong's frank confession, all that remains is to add the final touch - to hack the command panel on the same floor. Do not use automatic lockpicks - the guards will instantly get alarmed and open fire. The only guard does not look in your direction, so no tricks are required to break into the third-level terminal. We go out into the street - and the job is done.

DETROIT
The second time - in the same hole!


After staying in Montreal, Adam returns home. The town has turned from a meditative sleepy kingdom into a scattered hornet's nest - the people are against implants, police robots are walking along the streets, society is on the verge of war between supporters and opponents of modifications. Here again you can get hold of a couple of quests - we definitely won't miss one, the other depends on our actions in the previous chapters.

OLD FAMILIES


Remember the covert channel incident and the conversation with Sharif after the mission to Highland Park? If you convinced the boss and then read all the mail in your office, then when you return to Detroit, Pritchard will get in touch. He will give out the address of the detective who looked into Jensen's biography.

Brent Radford lives in a residential area near a basketball court (stairs and through a window), opposite the apartment of the Double Tee gang from the Cloak and Dagger mission. Inside we will find a seriously wounded detective and a stranger in a suit (the spitting image of an agent from "The Matrix"), standing nearby.

After knocking out the enemy, start a conversation with the detective - he tells you to find a first-aid kit with morphine. Radford will lead Adam to a new lead, and finally ask for a lethal dose of painkiller in order to alleviate his suffering. If you are armed with a social proofreader, dissuade the old man from suicide by taking the "alpha" or "omega" position (both work, but the detective will survive only if you choose "alpha").

The next task is to search the data warehouse near the police station. There are already "men in black" hanging around - they need to be neutralized without attracting attention (there is a police brigade around the corner of the building - we don't need extra troubles). In the computer (terminal of the third level), find records of Michelle Walters, and in the safe under the lock of the fifth level (code 4062) - valuable photographs.

IT IS INTERESTING: The identity of the one behind the attack on Radford and showing an interest in Adam's past has not been specified, but it can be assumed that this is none other than Hugh Darrow. On the body of one of the attackers there is a pocket secretary, which indicates the schedule of the routes of movement of a certain Mr. Gray. Destinations include Singapore (possibly Darrow's Omega ranch) and Prague (during our first visit to Hansha we will hear an interview with Eliza, where it is said about Darrow's meeting with the UN delegation).


We go to the residential area (behind the gas station, the entrance through the fire escape on the roof), where Miss Walters settled, to find out the answers to many questions. When we give the photographs to the elderly woman, she will tell about the mysterious past of baby Adam. With a social proofreader ("beta"), the conversation will last a little longer. To take money or not is not important, this decision will no longer affect the plot.

BLOWING STRAPS


After a verbal skirmish with Taggart at the convention center, you meet a former colleague, Officer Nicholas. The policeman is alarmed, and there are good reasons for that - the informant said that the veteran recidivist gangster Jacob White got hold of explosives and was plotting "something big."

The officer asks Adam to comb the subway crosswalk, alley and sewer. With a social corrector ("omega"), you can reduce the number of places for terrorist attacks to two, excluding the metro.

The villain occupied the sewers, bringing with him not only the bomb, but also the turrets. The approach to the criminal is covered with shrapnel mines. The electrified water will come in handy - throwing a turret into it turns the combat unit into a pile of rubbish (albeit without an XP-bonus). Jacob himself is the easiest to put to sleep with tranquilizers (living White is more valuable).

The bomb can be defused in three ways: hack the fourth level terminal (most experience), enter the code 0000, break one of the flasks. In any case (provided that Jacob is alive) we will get 1000 credits and a silencer from Nikki.

HENSHA
How to make money with muscles and intellect


After a short stay at home, Jensen is again thrown into a familiar metropolis. A couple of new tasks await us, where success depends on the talent to convince and skillfully choose words. However, when there are not enough arguments, you can always pass the word to the automaton.

CORPORATE WARS (SPECIAL CAUTION)


When, after an emergency helicopter landing, you finally reach the Yuzhao area, millionaire Hugh Darrow will get in touch with a request for help. The "father" of implant technology is laconic - if you please drop by to the assistant, she will tell you everything.

Mr. Darrow's companion, Mengyao, is waiting for us on a rooftop in a residential area of ​​the city. Calling Jensen a valuable resource, the lady will tell about the Panhea project and admit that the terrorists have stolen some secret information and are demanding a ransom for it. Adam needs to take away the data chip and neutralize the gang.

Five gentlemen with submachine guns await Adam (or rather, the one who was supposed to come instead) in the Daigong area, near the Alice Garden capsule hotel. Menyao asks to take the terrorists alive, so we use our fists or a tranquilizer rifle (having risen to a higher level).

Do not rush to give the girl the chip. If you have a social proofreader, ask her about data on an electronic device. Select the "beta" option - Menyao will talk about a secret project being developed at Panhei. For the quest, we receive 1000 credits, and after that Hugh himself will contact us to thank.

A. D. TALION


If you look into the Protez clinic, you will notice there an anxious Dr. Wien. He will tell a thrilling story about a Belltower operative named Michael Zelazny. He deserted from the corporation and is robbing - taking the lives of the bad guys and sparing the respectable ones. True, the criteria for decency is determined by himself. Vin Hui in the old days personally turned Michael into a murder weapon, installing a bunch of the most modern implants to the fighter, and now he asks Adam to make him think again.

Our target, according to the doctor's assurances, is hiding in a butcher shop in the Yuzhao district. But we will find only the corpse of the special forces and the pocket secretary, which speaks of Zelazny's desire to get into the sewers.

IT IS IMPORTANT: after reading the entry, the next target marker will not appear on the map. This is not a bug, just the exact location of the deserter is unknown and you should look for it yourself. A comrade with a literary surname hid in the Daigong area; you will find the sewer hatch where the terrorists were neutralized in the quest "Corporate Wars".


Having gone down into the drains, go to the green markers on the map - this is Michael and the three fighters loyal to him. Zelazny is a pronounced "alpha", but in a conversation with him the social corrector is powerless. It will not work to convince the saboteur to surrender - you can either approve his actions at the end of the conversation, or join his squad in battle. Whatever you do, the amount of experience is the same (not counting the pluses for winning the battle).

With a forceful approach, a gas grenade is effective - one successful throw will get rid of all enemies. If you are in the mood for a fight, you can not start a conversation at all and attack Michael's squad immediately. If you let the righteous man go in peace, he will contact you via infolink and inform you that Belltower changed the patrol routes for some time.

Dr. Vin will hand you the Praxis Kit regardless of the outcome - even if it's a lie that you haven't seen Zelazny at all.

HEY ZHEN ZHU
Hey there, on the ship!


In the downloadable add-on "The Missing Link", the script will throw Adam onto the cargo ship of the Belltower military corporation. In an unfriendly environment, one should not count on an abundance of people who are suffering for help, but one assignment is still available to us.

ACCEPTABLE LOSS


After you take your equipment out of storage and head to the bow hold, the ship will shudder from an unexpected impact, and the game will ask you to figure out the reasons for the shock.

We go into the control room and climb through the window into the cargo hold with containers. One of the blocks, according to all the laws of gravity, fell down, making a gap in the floor. Cryogenic chambers are stored on the "minus first" floor - one of them was smashed, causing a failure in the operation of the power supply. We need to find a spare battery and connect it to the server.

The find is waiting for us in the adjacent room to the right, next to the elevator. The whole room is littered with boxes, one of them can be pushed aside and made through the crack. There is also another container - by pushing it away, we will get into a cache with a battery and a weapon mod to accelerate reloading.

We connect the power source to the server and finish the optional mission. This good deed will not go unnoticed - the merchant Quinn at the Rifleman Bank military base will give Adam a discount.

RIFLEMAN-BANK
Flare Launcher on Velaya Tower


Leaving the ill-fated ship, Adam will find himself at the secret base "Belltower". The military complex is teeming with enemies, and the only problem we can help them solve is getting rid of the evening watch. But even here you can find a side mission.

GARBAGE HUNTING FOR QUINN (HELP FROM OWN)


During the meeting with Lieutenant Keithner, mention "weapon" in the dialogue - Netanya will tell us. where you can get hold of equipment by sending Adam to the service level to the mechanic Quinn. The avaricious Irishman will show the assortment and tell about the "special offer", the mysterious 329 series grenade launcher. We are talking about a simple rocket launcher, and in order to make it, the mechanic needs parts - the barrel, sight and trigger.

QUOTE: One ship somehow had grenade launchers, but I didn't manage to get to them. Sent to the arsenal. Fortunately, my friend managed to "lose" one grenade launcher during maintenance, but he was fired, and again I did not have time to pick up the weapon. And now this handsome man is lying somewhere, disassembled into pieces! I'm talking about a grenade launcher, not about a friend. Although who knows where he really is.


The sight is in the administrative building (on the way from the first cargo bay to the prison block), in one of the rooms in the western section. The trigger is in cargo compartment 1, inside a container in the western part of the room. The barrel of the grenade launcher is in the cargo compartment 2, in the blue container (it lies on top of the red ones); to get to it, line up steps from boxes and boxes or use a "jump" implant.

These details can be found and picked up even before accepting the quest - then Adam will give all the things to Garvin Quinn without further ado. The mechanic will assemble the flare gun for free immediately after we bring him the last part.

Kirill Shitarev

Street wars

Near future. More precisely, the 2050s. As befits the world of cyberpunk, we are greeted by the gloomy world of omnipotent corporations, global networks and implants. There are rumors of secret societies seeking world domination. However, rumors are rumors, and the plague of the new century, also known as the Gray Death virus, is raging in all major cities. The corrupt government has the vaccine, but only the powerful and the rich get it. Poor people riot and attack troops and government offices. In response, punitive actions are carried out with the help of elite forces, the troops of the world military organization United Nation AntiTerrorist 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 actions against the authorities. It's like the Brotherhood of NOD. The main feature is secrecy and surprise. The battle is on an equal footing. UNATCO has a lot of money and perfect technologies, and the terrorists have enlisted the support of the population and are good at conspiracies.

Our hero, JC Denton, represents the pinnacle of all nanotechnology. He is a super cyborg, every molecule completely electronically refined. The best anti-terrorist agent UNATCO, surpassing brother Paul Denton, who was improved by 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 a pile of metal. However, you are a more advanced and modern operative of the Organization. This is in theory. But in practice it will take a lot of work 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 vice versa. 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. one person and easily win through various tricks and tricks (something like "Thief "). You can chat with all the characters and listen to their conversations for hours. You can read all the newspapers and voluminous books in an attempt to fish out more information. You can hack every computer and read mail. Of course, there is a mission framework, but within this framework everything is possible. Almost all. Almost everything is the same as in a real RPG. So, the game starts at the foot of the Statue of Liberty ...

Special abilities

Since the hero is simply a cyborg skillfully created using nanotechnology, he is not prohibited from using abilities that are beyond and impossible for an ordinary person. At first, this is only lighting, but then 9 more super-cleverness 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 two abilities to choose from: if you choose one of them, then the second will forever become closed to you. Therefore, make your choice carefully. Abilities can be of four levels of development, improve them with the help of a different type of canisters. By the way, do not forget that using all your abilities takes away a certain amount of bioenergy. When viewed as a spell, 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 action to the Swimming skill.

Microfibral muscle- allows you to lift very heavy objects like large iron boxes. The stronger the hero, the more weights he will be able to 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 endure attacks with bullets and cutting weapons. The hero takes noticeably less damage, but he still does not become immortal.

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

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

Speed ​​enhancement- a cool and used ability, as it gives three effects at once. Higher jump, less fall damage and faster running speed. Useful if you need to quickly hit the road 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 often used types of 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. Bring it to level 2 as quickly as possible in order to heal 15 lives per second, not 5. On the third there will be 25, and on the fourth - 40 lives at once.

Aggressive Defense System- activating the ability allows you to detonate missiles and grenades flying at you right in the air, at some distance to the hero. Useful against enemies with GEP guns. Effectively.

Spy drone- inside the hero's body a special small metal bee - "drone", which you control, gathers to inspect the area and explore suspicious rooms where you do not want to meddle without preliminary preparation. Pressing the mouse while controlling it causes an EMP explosion, which is similar in action to similar grenades. Unfortunately, the drone is slow and requires a lot of energy to use it.

Targeting- a special system is built into the eyes of the agent, which allows you to scan the enemy, who is on the "front sight", in the sight. In addition to increasing the accuracy of a weapon with a developed ability, information is also given about the health of the victim's body parts and about her weapons. At the fourth level of development, a small screen is issued, similar to an optical sight.

Vision enhancement- the inclusion of infrared light is not very useful, but with the development of the ability to the third and higher level, it allows you to watch across walls!

Cloak- invisibility for all living creatures. The mechanicals still see you on their radar. It spends a huge amount of bioenergy, so it makes sense to develop it in order to reduce the cost of "mana".

Radar Transparency- essentially the same as Cloak, but invisibility extends exclusively to mechanical creatures. Sentient beings can still see you.

Power recirculator- using other abilities, with this activated, spends less bioenergy. The higher it is developed, the greater the savings.

Synthetic Heart- an unusual ability that (when activated) increases the level of all other abilities. It requires development for the effect.

Weapon

All weapons have their own strengths and weaknesses. Try to take this into account when choosing tactics for destroying the enemy. The same flamethrower or shotgun is effective only at close range, but the rocket rifle and sniper are at the long range. But there are differences here too. A flamethrower is best used against several nearby enemies, and a shotgun against one or two. The sniper can still come in handy in face-to-face disassembly if you have a good reaction, but the explosion from the rocket will touch the hero one hundred percent if you shoot at the 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 for a one-time increase in the characteristics of the weapon selected in the inventory.

Accuracy... The higher it is, the more quickly the weapon is aimed. That is, the faster the crosshair of the sight narrows, which means, the less the deflection of the bullet from the target. It also reduces the oscillation of the telescopic sight, even nullifying it with an accuracy of 95% and above. Accuracy decreases with the deterioration of the health of one or both of the hero's hands. This indicator is critical for ranged and medium range weapons. 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. It is important for weapons, from which you have to shoot several times in order to destroy one enemy. Therefore, it is almost irrelevant for a flamethrower, rocket rifle, sniper rifle.

Reload... The reload speed of the weapon after it runs out of ammo. It is important for a weapon that quickly "eats" charges and which kills with more than one hit. The smaller the capacity of the horn, the more important it is also.

Clip... The capacity of the weapon horn. The higher it is, the more cartridges or charges can be used on the weapon until the next reload. It is important for weapons that strongly "eat" cartridges.

Range... Shot range. There are two types: maximum range and effective range. Only the second can be improved. The higher the indicator, the further 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 be suitable for specific weapons. So, an optical sight and, moreover, a silencer cannot be hung on a flamethrower.

Add-ons

Laser sight- laser sight. It is insanely rare and represents a red dot that appears in the place where the next shot will be. Can be used with or without a telescopic sight.

Scope- optical sight. Allows you to accurately aim at the head of the enemy to overwhelm him with one hit. Used if the enemy is far away. At close range, you can really do without it. At low accuracy, the weapon moves from side to side, making aiming difficult. Initially, there is a sniper.

Silencer- muffler. Unlike the top two improvements, it works automatically and constantly. With its help, the sound of the shot is muffled, turning into a click. Thus, you can silently kill enemies with shots to the head, without attracting the attention of their comrades nearby. The crossbow is initially silent.

Melee weapon

Melee weapons are not intended for killing the enemy, but for breaking wooden boxes with things (stick) and stunning the enemy (shocker). Destroying the enemy with melee melee weapons is not easy enough. It takes skill and desire to sneak up on the enemy. This type of weapon does little damage, which is compensated for by its high speed. As a rule, they occupy one space in the inventory and do not spend charges or ammo.

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

Stick (Baton)- unlike a sharp weapon, it stuns the victim. The rest is the same.

Shocker (Riot Prod)- Electrically stuns the enemy with one or two hits. Spends "charges", the number of which is limited. Can be used four times without recharge. It is advisable to aim at the body and inflict a blow on the sly - in this case it is more effective, that is, it can knock down the enemy in one go. More stalwart 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 works more efficiently, and "charges" come across very rarely.

Pistols

A cross between melee weapons and shotguns. Fortunately, they take up little space in the inventory (one cell) and, unfortunately, have a small destructive power. Cartridges are very common, but they are spent quite quickly. The best use of pistols is for head shots. If you aim at the body, then they do not justify themselves.

Usual- a standard cannon, useful at the beginning of the game, but then turns into a means of shooting lonely and weak enemies in order to save ammunition. A good use is to shoot a lone sentry in the head when 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.

Noiseless(Stealth) sucks in theory, but turns out to be a pretty good thing in practice due to its very high firing rate and fast reloading speed. It is very often used to quickly and silently destroy one or two enemies. Required to hit the head a couple of times or fire almost all ten shots to the body.

Crossbow- a cool little thing, thanks to its noiselessness and great destructive power. One hit to the head with a normal dart usually results in death. Tranquilizer darts (green) stun the enemy approximately ten seconds after being hit. That is, use the "shot, hid, came back to search the body" tactic. Lighting darts are not very useful thanks to the flashlight built into your body. Not the longest range.

PS20- disposable laser pistol. Weak little thing, but he is very accurate. Either spend it right away or throw it away so it doesn't take up inventory space.

Shotguns

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

Trim- will be caught in the very first mission. It is effective only in close combat (in which the enemy will also not smear and hesitate), shoots slowly and reloads for a long time. Ideal against a single enemy with weak weapons. 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 the assault shotgun, immediately throw away the sawn-off shotgun.

Assault shotgun- just a cool little thing, the most successful weapon for close combat, if you forget about the bulky flamethrower. It shoots very quickly and has a decent stock of ammo in the clip. With accurate shooting from this weapon, it is quite possible to lay up to three or four submachine gunners. Great thing. In addition to the regular rounds, there is also the Sabot. Insanely good against mechanics and only against them. Several hits on an armored robot may well destroy it.

Assault rifle- insanely inconvenient weapon, however, it is worth having with you. Firstly, it comes across a lot of cartridges. Secondly, in close combat, one or two soldiers with pistols can be overwhelmed without much hassle. If there are more enemies, then 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. Cartridges are spent very quickly and a full supply (300 rounds) is enough for ten to fifteen enemies, no more. Fortunately, in addition to ordinary cartridges, it can shoot special explosives. They are as powerful as LAM explosives, but they can be found more often and are also easier to target.

Sniper rifle- if you attach a silencer and a laser sight, as well as spend all the accuracy improvements on it, you will just get BFG and an atomic strike in one bottle. At the beginning, take care of the ammo and use it only when your accuracy is 90-95%. One enemy head hit almost always means one finished corpse. Very high firing range. A weapon for instant and unpunished destruction of any number of soldiers at long distances. It has proven itself well at medium distances. If you have good reactions, then you can 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. The loss of several rounds in vain for her is very unpleasant, even if in the end the bandit was destroyed. Try to spend all the Accuracy upgrades you receive on the spyperk.

ATTENTION! At the master level in rifles, you can destroy things such as eye cameras, automatic cannons, alarm systems with one hit from a sniper rifle! Remember this.

Heavy weapon

It usually takes just a breakthrough of space in the inventory, usually eight cells. At most you can carry two such things, provided that you give up a lot of useful things and devices such as armor, grenades and guns. Heavy weapons are quite effective and in an unpowered state, unlike rifles and pistols. Naturally, the running / walking speed of the hero slows down very much. Ammunition (cartridges) are quite rare, as are the weapons of this kind.

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

Laser rifle... Shoots quickly, dealing great damage with each hit. High firing range and low recoil. However, cartridges come across quite rarely. It is inconvenient to use in close combat. In the far distance, too, since the projectile flies for some time, and the enemy can manage to get away from it. Purpose - fight at medium distances. Not bad to use against mechanical robots. Inconvenient weapon.

Flare gun(GEP). With this little thing, you can always treat the enemy with a rocket or two. Designed to fire once and then reload. Basically, one shot is enough to destroy most of the enemies. Rockets are found quite often, so don't skimp on them too much. Only beware of the blast wave, which can hurt you too. An excellent remedy for robots and locked doors. Able to aim independently. The best weapon in the heavy weapons section.

LAW Is a disposable grenade launcher. I advise you to always take with you, so that if you really do not kill the enemy, so as to knock down the locked door. Save your pick at least.

Explosives

All grenades explode approximately two seconds after they have been thrown and reach the surface. They occupy one space in the inventory. They can be mounted on walls, in which case they act like mines. As soon as the enemy comes closer to the wall, they explode. Luckily, your grenades do not react to you.

Scramble- a grenade, which temporarily, but strongly brainwashes a robot that has fallen into the sphere of its explosion, so that it ceases to be your enemy, but looks for the nearest robot and starts firing at it from all barrels. It does not work very long, but it is a useful thing.

LAM- explosives, the most common and most lethal of grenades. Will almost certainly kill any enemy and knock down any door. However, when people see her lying on the floor, they begin to roll out of the zone of the alleged explosion, so she is not very useful in battle.

EMP- causes a wave of electro-magnetic 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 cannons. Can calm the robot too if you hit it successfully. It is harmless to the health of ordinary people, but it steals bioenergy from them. If any other grenade is in the field of explosion of this grenade, it will be rendered harmless. That is, it will be possible to come up and calmly pick it up without fear of an explosion.

Gas- a cloud of green gas makes all enemy soldiers 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 from the most ordinary pistol.

Items

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

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

Rebreather- for some time under water the hero can breathe from this device. Useful if you need a long distance swim, and oxygen can suddenly run out.

Tech goggles- allow you to better consider everything that happens. Not very helpful.

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

Hazmat Suit- in this spacesuit, the hero receives less damage from all kinds of natural hazards such as radiation, fire, toxins, electricity and the EMP field.

Multitool- allows you to hack various electronic objects. Somehow: computers, guns, alarms. The higher the Electronics skill, the fewer multi-tools are required to hack each object. Fits up to 20 pieces.

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

First aid kit- restores lost health. And he does it instantly, at any second of the battle. You can heal "in general", but you can heal a specific part of the body. Apparently more needed than the rest of the body. Fits up to 15 pieces. Effective with Medicine skill trained.

Food, water and alcohol... While cigarettes take away health, all food and drinks of life restore mostly two units at a time. 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 cut down laser fields for a very short time. You can also put out the flame on yourself.

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

While pumping the skills of the hero, remember that at least missions up to the 7-8th you can leave Computers, Electronics, Lockpicking at the trained level. However, a higher value in Electronics and Lockpicking allows significantly fewer multitools and lockpicking (respectively) to be spent on each hacked object in the second half of the game. The advanced level in Computers (you shouldn't raise it at all) will teach the hero to reprogram automatic cannons. So, don't 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. However, you won't be able to fully read the mail: here you can either hack the computer several times if you read English quickly, or find and enter a password with a login. There is another option - just take a picture with an unread letter using a screenshot program (for example, Hypersnap - http://www.hyperionics.com) and calmly read the text in 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, not 30. I did not develop environmental training, nor did I improve Explosives. Grenades already work exactly as they should. It turns out that all your choice comes down, for the most part, to the fact that of the four areas of weapons to develop: heavy, guns, pistols or low-tech weapons. In the passage of the game, you can only do with guns or pistols, occasionally using a heavy one. However, only heavy and low-tech weapons will not be enough.

Any explosive will destroy the laser fields without triggering an alarm. In the same way, you can remove the eye cameras and automatic cannons. 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 shoot once from the pistol. Voila! By the way, you can only throw a box with TNT on the ground if you crouch down. If you throw it while standing, then instant detonation from contact with the floor and the subsequent (very quickly) explosion cannot be avoided. Save lock picks and multitools. Always try to open a locked door with a key (what if it comes up ?!), and only then hack. It's the same with multitools. First, look in the records to see if you have a code, and only then open it. Sometimes it is useful to blow up already very strong doors, for which two or three master keys are spent. Doors, boxes and all objects with a strength of 25% or less can be broken with a regular crossbow. You put the dart at 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 out with a sniper rifle shot at the master level and (sometimes) - advanced. In the same way, it is possible to destroy the cameras.

If you find a new character with whom the hero will begin to communicate, then after the end of the first conversation, be sure to contact him again. Again and again. Until 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 secret places where you can find useful things, as well as get points "for research".

The guards sometimes clearly draw a certain line of behavior. Some of them, in spite of the hurricane fire from your side, will certainly run to the nearest alarm. The vast majority of enemies will also start fleeing if seriously injured. These guys must be caught up and killed in hand-to-hand combat. If there is an alarm panel near the enemy, then most likely he will run towards it. In this case, either quickly remove your opponent from the sniper rifle, or hit with a shocker at close range. By the way, the best weapon, in the initial stages, for close combat and (always) for smashing boxes is a stick, baton. Throw away the knives and crowbars you find so as not to litter your inventory.

Robots are not burdened with excessive intelligence, like other mechanisms. Behind their backs, you can calmly run across to the right side. The difference between robots is that they have no hearing, so they notice only those things that they see directly in front of them. It is best to destroy a robot with explosive weapons like LAM, LAW, GEP. However, Sabot Shotgun Ammo and Explosive Assault Rifle Ammo will do just fine. You can also "disable" the robot with an EMP grenade explosion, or "remake" with a Scramble grenade. Agents, that is, people in black (Man in Black), when they are killed, explode, forever destroying all the ammunition and things they have on them. The best way to prevent an agent from exploding is to stun him with a few shocker hits.

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

Always shoot in the head. However, if you aim with an assault rifle, then send a burst to the chest, all the same, the recoil will immediately raise the scope to the head. Injured hands seriously reduce accuracy, which is very dangerous for snipers. Try to hide somewhere during the firefights between your allies and enemies. So at least avoid wasting ammo and get shot in the ... er ... in the head. Moreover, if a "good" soldier is killed, then his cartridges can also be taken into his pocket. Spend the upgrades you find wisely. Or a sniper, or a shotgun, or a crossbow, or a pistol. Heavy weapons are usually powerful enough to do without upgrades.

Next moment. Always do everything quietly. In unfamiliar areas, squat rather than run. Try to hide in the shadows and use silent weapons. It would be nice to drag the bodies away if possible. Never burst into a room with several soldiers, firing from all the trunks. Most likely, the hero will simply catch a couple of bullets in the head and safely throw off his flippers four seconds after the attack. Jog in already known areas. Of course, this creates a lot of noise, but if you need to move silently, then you can run "crawling" for a while. Incidentally, this is no slower than walking. Ways to remain unnoticed when the enemy is looking in your direction: stand very far away, in the shadows, hide (sit down) behind a cover. Run out to meet the enemies in an open field and open hurricane fire from all the barrels. The best way die (if you are not playing on easy level complexity, of course). The correct commando agent first stumbles behind a box or in a dark corner, and then begins to quietly "snap off" or cut opponents one by one. Opponents who are unaware of your presence are harmed more than those who are already prepared in advance for your attack. Try to sneak up. It is always easier to overwhelm a patrolman standing in place than him, but running and pouring fire on you.

Standing very close to barrels burning on city streets is life-threatening. Rather - for the legs. They begin to burn a little, and their condition gradually worsens.

There are two ways to make money. This is to find a green plastic credit card and hack into an ATM. You can only buy things from a conversation with the characters. There are usually three different items for sale.

What's the best way to put inventory items on buttons? Here's my trademark layout. On "1" let there be a stick, on "2" - a shocker, and from "3" to "7" gradually steeper weapons: pistol, crossbow, shotgun, machine gun, sniper. On "8" let there be master keys, on "9" - multitool. Well, there will always be keys on "0".

Enemies

UNATCO common soldier, police officer, NSF terrorist.

They are equally weak in combat and their toughness is highly dependent on the weapon. The soldiers seem to run more from side to side, but this does not help them very much. One shot to the head with a pistol very often solves all questions. True, there is also a direct hit in the face from a sniper rifle does not kill, but it is just that you are out of luck. Before the fight with the infantrymen, look in advance what they are armed with: it is immediately noticeable whether they are holding a pistol or a machine gun.

Soldier MJ12, a soldier of the Chinese army. Wears dark and green uniforms, respectively. Usually well armed, up to flamethrowers and rocket rifles. More tenacious than ordinary infantrymen. They know how to strafe, that is, to move around the battlefield in every possible way, not forgetting to water the hero with lead. Some squat, which is very unpleasant. Try to get these guys down quickly.

Man in black. Also known as "agent". As soon as you see these guys, you will immediately understand who in question... Much tenacious of any soldier, sometimes it takes a couple of shots to the head from a sniper rifle. They are good at weapons, shooting accurately. Having received a fatal wound, they do not fall to the floor, but explode, causing damage to everyone nearby. If you do not kill them, but stun them with the same shocker (it will take four to five hits), then the body will not explode, which means it will be possible to remove a grenade or two and ammunition from the body.

Commando. A person who, as a result of scientific experiments, was turned into a killer machine. Thick black armor is combined with heavy weaponry. At a long distance, they use a GEP cannon, that is, a rocket rifle, and at close range they shoot from a machine gun. They barely sense plasma rifle shots and resist flamethrower flames. It is best to kill with an explosive weapon or a few hits with a machine gun / shotgun in the face. With a developed skill in guns, these guys can really be killed with one hit to the head. Moreover, it will be a silent death. If you have a developed Aggresive Defense System to the maximum, then turn it on and run away from the commando. They will be killed by the explosions of their own rockets while you are safe.

Combat robot. There are three types: small, medium and giant. All robots are dangerous enough even for a tough hero, but fortunately there are less non-mechanical opponents. You can kill a robot with an explosive weapon or a grenade. Can also be neutralized with an EMP grenade. There is an option to kill with the Sabot-cartridges at the shotgun, they are specially designed to deal with enemy vehicles. Please note that robots have no hearing, they only have vision!

Spider robot. A small iron bug that shoots electrical lightning. Lightning only works at medium distances, so it is not dangerous from afar. But if it comes closer ... Each lightning is not only harmful to health, but also takes away bioenergy, which is very dangerous! Explosive weapons kill these creatures dangerously, as you can injure yourself. Therefore, it is advisable to use Sabot-cartridges from a shotgun. 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 just right for this, as are the heavy weapons. Hazmat Suit and Environmental Protection ability helps against acid.

Monster. A huge beast on four legs. He runs fast and bites his legs: if he gets to the hero, then most likely he is a corpse. It has a huge reserve of health, but fortunately it is killed with one hit by something explosive. There is also a small monster: it is not dangerous.

Alien. A white man with a huge head and large round eyes. It comes across rarely and is not very dangerous. Spits in clouds of radiation, but dies with one correct hit from a sniper rifle due to lack of survivability. Hazmat Suit and Environmental Protection ability helps against radiation.

Passing

At the very beginning, you are required to distribute 5000 points for training the specializations required by the character. I advise you to bring Weapons: Rifle, Weapons: Pistol, Computers, Lockpicking to Trained. There will remain 500 "free" points: do not spend them yet. As soon as you gain more experience, bring the Electronics specialization to trained.

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

One last note. Each task of the mission can have two or three types of its implementation. And how to get to the goal different ways(through the main door, through the basement ventilation hatch, window, on 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, hack it; blow up the door, open it with the same key taken from the guard who was killed a couple of minutes ago; go to another passage, protected by laser beams. Which, by the way, can really be neutralized in one of the many ways like a conventional or EMP grenade, a rocket from a weapon, a fire extinguisher, pepper spray, a cigarette. You can generally put 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. So, all the ways to complete this or that task are so numerous and very original that it is not possible to bring them in the passage. Therefore, the easiest (in comparison with others) way of solving the mission goal will usually be indicated. Sometimes, however, alternative ones will also be indicated.

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

First mission: Statue of Liberty

At the very beginning, the hero is landed on the docks. There are several useful things here, including in the boxes (you will find a master key). Walk a little forward 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, and GEP takes up a lot of space and, moreover, is really required only in later missions, before which you still live and live. Go down the stairs next to the water and from the iron box made of rods that under the docks, take the battery and 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 big one. Take a 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 downstairs 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 heal the hero an infinite number of times.

Now head east, trying to save ammo and stun soldiers with your shocker. Along the way, you will find another multitool, and then go out to a darkish glade. She is guarded by a couple of talkative terrorists. Walk north to the bunker. Inside it, go up the stairs for the multitool. Press the button and hack the computer to turn off 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 get into the statue itself in order to avoid a showdown at its entrance and on the first floor. However, I advise you to continue your journey from the bunker to the northwest. Spot the TNT explosive box and find the fisherman's house. Buy darts and sniper cartridges from the old lady, and then talk to the guy to complete an additional task in the mission. Standing with your back to the entrance to the house, a little ahead and to the left you will see the railing protecting the docks from the ocean. Climb under the railing and dive down. Break open the door to the hold with a master key and emerge. 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 upgrades: reload speed and accuracy. Return to the exit from the docks, grab the box with explosives along the way.

Follow the path west and then south. Leave the box periodically and kill the guards. As soon as the message about the security robot arrives, hide and hunt down the iron creature. When it drives off, place a box in the path of its patrol route and take cover again. At that moment, when the robot approaches the explosives, make a shot at it with a pistol. Now destroy the living guards and break open the box in the central barn to get sniper cartridges and money. In the east, there will be an entrance to the interior of the Statue of Liberty. Quickly run along the north wall to the computer at the door and hack it. Turn off the "peephole" and open the doors. In the box next to it, get the master key. Do not go inside the statue yet, but explore the area in the south to neutralize the still living terrorists. Slightly forward along the road and to the left will be the base of your allies. Open the shed by dialing the code 0451. Inside, do not forget to take the first aid kit from the upper cabinet. After hacking the computer, open the hatch next to the shed and get 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 to the left, which is protected by laser beams with an alarm, will have a LAM explosive. In the corners of the hall there is also a chest with a first-aid kit and a bank machine (top line - 230023, bottom line - 4558). There will be a ventilation grill in the corner by the passage to the left. Crawl down the aisle (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 guard will come running to the sound, who will unlock the lock. Neutralize it and get another explosive in the room next to it. In the hall with a guard and a peephole, you need to quickly run to the computer at the opposite wall and hack it to open the door and cut out the peephole. Take the hit upgrade 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. Climb to the second floor, take the master key from the box, and then climb the stairs even up, until it stops. Destroy both guards and try to neutralize and take for yourself all three gas grenades, which are installed on the wall of each of the three passages. In this difficult task, saving and restoring the game will greatly help. Go up one floor higher and neutralize a couple more terrorists: you can use a gas grenade. Take the laser from the balcony and go upstairs. Take the canister of special abilities and talk to the leader of the bandits. A soldier will appear, and you can leave. There is an option to stun a bandit and / or a soldier (take an assault rifle from the latter). Go outside and go to the allied base. You will meet a brother at her door and go inside. Once (after checking the fingerprints) in the main office, start examining it. You need to find the chapter - Menderley. For now, ignore the locked doors on the sides of the entrance, and get down to the third floor. Find a medic's room and use a medical robot to set up a special ability. Find another 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 technician, 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, examining the floor. Opening the floor hatch, get out the improvement - the optical sight and the key to the office. Open the door by entering the code 2001 into the computer. Before leaving, take food from the table.

Return to Chief Menderley and report your readiness to complete the task. Note: if during the execution of the task you have stunned or killed a soldier at the leader of the bandits, then the chief will definitely inform you about it. There is also a women's toilet at this base: if you stuck in there, then Menderley will also be unhappy. Leave the room and open the doors on the sides with the key of the computer technician. There is an improvement in accuracy, a master key and a multitool. Exit the base and run to the docks where you started the mission. "Use" the boat and you will get to the next episode.

Second mission: on the streets of New York

If you break open the box behind you with a master key and enter the code 9183 into the computer, you will open a secret passage. However, it is advisable from the very beginning of the mission to immediately run after the ally. Wait until she will kill all enemies, and only then go into the 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 the sake of 50 points. Go downstairs and go past 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, hack the panel and disable the cannons. Go further forward and in the room with the box and the peephole, quickly kill the soldier and the flamethrower that will come up 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 in order to eventually exit through the secret passage to the point where the stage starts.

Now run to the northeast and observe the firefight from a safe distance. Next, from the conversation with Anna, take the EMP grenade and go to the entrance to the subway. Shoot the bandits hiding behind the boxes from afar. If it's hard, then you can throw a gas grenade. Then go downstairs and turn around the corner. Shoot the terrorists, but don't get close to the blue beams! Take the box and place it at the point where the beam is coming from. Now close the point with the ray on the other wall. The passage is clear! Note: there is another option for fighting the terrorists who have taken over the subway. Just find a small house with a ventilation hatch near the metro entrance. Climb inside and go out along the moves to the station guarded by the enemy. Shoot the terrorists out of several ventilation grilles and exit. The third option, the most "evil", 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 will 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 drive.

There will be a sewer hatch right at the exit from the metro. Remember its location. Now immediately go to the northeast and set fire to the two robbers. 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 with a light heart, throw away the flamethrower (which takes up so much space in your inventory!) 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. Still to the west there will be a dead end with a brute and a beauty. Kill the guy and go to the bar. Talk to all the local people there. 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). Come out now. The exit will have two cash registers: hack both, but before that, withdraw money from account 947761, PIN 2867.

Look around the streets. You will find the Free Clinic and Ton Hotel, as well as a warehouse that had a furious firefight between police and bandits. First, go to the Free Clinic. Inside, break the locked glass doors by hitting them several times with a stick. Install a special ability on the medrobot and heal. Talk to everyone and leave without buying paid treatment. However, you can intervene in the conversation between the doctor and the patient in order 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 Ton Hotel. Just go not 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 picture and enter the password 4321. A bookcase will open nearby, from there take a lot of useful things. Exit the room and see two terrorists standing with their backs. Silently kill both of them 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 him from the locked door on the second floor. Exit 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 say the password (bloodshot). Go inside and to the left of the blue lasers, hack the computer with the multitool. Go ahead and talk to Smuggler. As you get the key, give up shopping and go up the stairs. Enter the password that is on the wall by the bed (432) and take all the useful things, including the invisibility armor. Go out into the street and open the sewer hatch with the key, which is located next to the entrance to the subway. Crawl under the first red laser beam, then jump over the second. 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 at the stairs. Open 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 come in handy here several times). Carefully run past the "peephole" and hack into the computer, hiding behind a box. Disable all three cameras and open all doors.

Then go up the stairs to the top to find yourself in a huge hall with a pool of chemicals below. Kill the guards and take the utility from the room on the left. At the wall next to which you find yourself, having climbed the stairs, there will be a computer. Hack it and "turn the bridge". Go straight and go down the stairs at the opposite wall down. Fry the soldier immediately, go forward and through the next door you will see a long corridor with a water channel on the left. There is a flamethrower fuel in the center of the pipe near the channel. In the next room, immediately go down the stairs, but stand so that there is a wall on the sides. 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 disable all electronics and open the doors. Explore the premises to find a scientist. Send him home: if you have eliminated all the soldiers, then do not follow him. Hack the computer at the door next to the stairs and you will get 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 wares for a significantly cheaper price.

There is one last building that has 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, do not waste your lockpicks on it, but 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 module for improving special abilities. Further, do not go down the stairs to 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 out the assault rifle or shotgun. Further, already on the street, put a small box to a large one and climb up. Jump down to the other side of the fence and defuse the LAM attached to the wall. Climb the ladder to the flight above and, slightly looking around, you will notice that behind the next fence there is a mass of barrels. Shoot at them, and a global explosion will occur. Jump off the stairs on the other side of the fence and walk forward. To your left there will be a staircase leading up (let's designate it: staircase "A"). Pass her and walk along the long dark passage. On the way, defuse the two LAM explosives that hang on the wall to the left. Going out into an open area, 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 as quickly as possible.

Next, search the corpses for the key to the locked door. But do not open it, but go left and go around the building. As soon as you see at the opposite side of the building a ladder leading to the door, step there. With a few strokes 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 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 all of them 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 cameras!), Find a room with a computer and two "weapon" boxes (there are a couple of LAMs inside). Hack the computer panel on the wall opposite the computer and turn off all cameras. Further, I advise you to blow up the safe under the computer in order to get a new special ability module. Take also the key, it will come in handy to open the locked door to another storage with a master key and pistol cartridges.

Climb now to the upper floors: there should no longer be living opponents. You can already finish the mission (and skip a good replenishment of ammunition for the spiperk). To do this, you need to go up to the roof and sit in a helicopter. Above you will be met by a friendly agent Herman, if he blocks the passage, then just attack him and run past, to the roof .. However, I advise you to now return to the "A" staircase. So, go up the stairs and immediately along the left wall of the square shed climb to its roof. Kill the soldier quickly to prevent him from throwing explosives at you and take it from the corpse. From above, kill a couple of enemies within sight and get down back downward, breaking the boxes with cartridges. Break the pane of glass and go through the house to another pane. Go downstairs and jump onto the roof of the structure below. Now it remains to move to the building in which the generator was located. A helicopter awaits you on the roof, which is easy to climb up the long stairs against the wall.

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 drop an improvement in accuracy, two multitool and (if you killed a little) ammo for the assault rifle. After talking with the main boss, Manderley, go outside and get back into the helicopter.

Third Mission: Dungeons and the Airport

Once in the city, immediately run to the entrance to the subway. But do not go in yet, but quietly and peacefully in one of the houses, find a man who will say the password (6653), if you know the secret word - underworld. In the subway, go to the phone 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 corner, and a certain Charlie in the north. He will ask you to enter the room to the north of him. True, the entrance is littered with boards, which must be destroyed with the help of LAM. Go up to the second floor and talk to the leader of the terrorists. Either pay him 750 or agree to complete the task. Choosing the second option, go back to the drug dealer and, without starting a conversation, just fire a volley into his head from something powerful. Take drugs Zyme from the body and go to the men's room, which is located here, on the ground floor of the station. Lenny will be inside, give him the "nonsense" and take LAM. Then return to the leader of the crime on the second floor and get another pack of explosives. Now you can act "ugly". Take off the head of the leader, and then spank two of his guards nearby. You can remove another (third!) One pack of LAM from the leader. It remains to quickly go down to the first floor by the nearest stairs - so you don't have to fight with the rest of the punks.

Return to the door that Charlie was talking about and clear the blockage with one explosive. Come inside, quickly pass the pipe with steam and turn both valves. Return to the ordering party and find out the password (5482). To use it, go to the women's toilet and find a computer under the washbasin. Enter the password and run into the passage that will open next. Once in the 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 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 off in order to take cartridges from the 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. It can temporarily cut out laser beams in the passage to the left. You can also head to the passage on the right. However, you will first need to crack the flap next to the steam jets and turn the valve in order to secure the path from the hot gas. Further 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 is again blocked by red laser beams. Destroy them by shooting them into the TNT crate from a safe distance. Click on the button near the wall to the left, and the bridge will slide out.

Jump from it to the platform above the pool and quickly jump over to the next one. Jump to the other side just as quickly, to the exit of the pool area. Walk down the darkened hallway and round the corner. Stop! An EMP grenade is attached to the wall on the left. It must be neutralized and, only then, move on. There is one more challenge left - to bypass two combat robots patrolling the corridor. Either use EMP grenades, or try to sneak past. I strongly recommend choosing the second option for which you can sneak into the dark hole in the wall on the left as soon as both robots turn their backs. Next, run into another hole at the opposite wall. From it you will get out along 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 spotted you, then try to hide better and sit out for a few minutes. Then you will have to deal with live opponents. After opening the door, quickly and discreetly run to the left. Open the toilet door on the first floor and stun the guard. Take the key from him and return to the door. Now run from it to the right and immediately rise to the second floor. The key will go to 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 "eyes". Ufff ... You can already breathe freely. Destroy the enemy quietly and peacefully and enter the dark hall with a helicopter. Try to quietly "shoot" or stun the patrolmen, and then just get down to the two guards at the exit marked with a red Exit sign. Take the elevator upstairs.

Further, a matter of technology. After opening the door, immediately run to the southwest (there will be a helipad in the northeast), to the cluster of boxes. Among them, rush to the south, avoiding encounters with robots. Just before reaching the wall, turn left: there will be a van from the truck and a house (BoatHouse) with a lone flamethrower. Take the key and break the box with the shotgun ammo in the water. After leaving the building, quickly return to the cluster of boxes, and go all the way to the south. On the left there will be a couple of guards, who can be silently stunned in turn with a shocker. Then 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 projectiles. There will be a dead end to the left of the shooting gallery. In fact, there is a button at the bottom that you can click to open the passage. In a secret place there will be a lot of ammunition, a key and even a LAW. Go up to the second floor and unlock the bedroom door. 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 - LAM. Exit the bedroom and enter the code (5914) on the computer at the door. The door will open and you will be taken to the mini-airport. Buy goods from a mechanic in a bright overalls and go along the ladder inside the plane. Go down to the basement, where you will find a canister with a vaccine. Enter code 9905 into the mechanism with the special ability canister to receive it. Then return to the main floor of the plane and break open the double locked doors. Talk to Lebedev, the NFS leader, and get your weapons ready. Now agent Anna will appear and demand to destroy your interlocutor. You can kill Lebedev (Anna will be happy) or do nothing, but only talk to the leader of the terrorists (then Anna will shoot the little man herself). The third option is the most interesting: destroy Anna with your own hands and communicate normally with Lebedev. Eye to eye, so to speak.

Exit the closed hangar with the aircraft. Along the way, you have already met corner towers, at the doors of which there was a peephole and a pair of automatic cannons. So, in the nearest such tower there is a couple of multitools. Go to 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 the weapon. By the way, a warehouse with damaged electrical equipment will be found in the southeast of the helipad. Here you can find ammo, an EMP grenade and weapon upgrades for additional ammo. Return to the helipad and fly back to the base. Talk to everyone and collect all the things. Do not forget to establish a special ability in the medical department. Talk to the chief and go to the helicopter.

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Mission 4: Former Friends and New Allies

You found yourself in the 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 into the window, into the brother's room. Do not forget to climb into the secret place and get a canister of special abilities improvement. Then go down to the first floor and talk to the owner of the hotel. As soon as he asks for a gun, agree. Wait half a minute and a gangster will come. Put him down with a shocker or a headshot and take your weapon from the corpse. Go out into the street, and there go to the entrance to the subway. Visit Smuggler: you can buy a couple of weapon upgrades and flamethrower fuel from him. You can get 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 dwelling. Get not only glasses in the amount of 60 units, but also find sniper cartridges. Exactly opposite the entrance to the subway, the gates have now opened that lead 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 adjacent room of poisonous gas, you need to find a button on the wall in this room and press it to turn on the ventilation. Find a computer in a room cleared of poison 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 open by 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 by turning off the peepholes.

The next room contains three boxes with TNT explosives. Behind one of the three doors (the one that leads north) will be a corridor with cannons and laser beams. I advise you to take a box of explosives, put 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 a room with a locked door and a closet with things. Place the box between the door (it leads out of the dungeon) and the cabinet, blow it up. Take all the things from the drawer and read the message inside and on it. Return to the room with several TNT crates and detonate one of them next to the poison gas barrels and the locked door. After the toxic green cloud dissipates, take the gizmos and leave the dungeon.

Enter the warehouse again and go up from floor to floor until you exit to the roof. Then go into the building and hack the computer on the table. Click on the four options in sequence and the door to the next room will open. Hack the second computer there and "pass the message." Your allies, UNATCO soldiers, will start attacking you! Kill a couple of nearby enemies quietly, but don't leave the roof. Approach the northern side of it and jump down to the roof below, turning on Speed ​​Enhancement (if any). Carefully lay down a couple of soldiers below and jump down to the second roof below. Quietly go down the stairs to the ground. Leave the area carefully and go to the Ton Hotel. Go up to the second floor and go to your brother. After the conversation, the storming of the entire hotel will begin. At the exit from the room, throw a gas grenade and destroy three "men in black" and a soldier. Kill the sniper by the balcony and throw down (do not protrude, but throw while sitting!) Another three gas grenades. Go up and shoot the soldiers below from the balcony. The best suited for this is a sniper and a silent pistol. After being destroyed, go to the brother who is at the stairs and watch him disappear. Run out of the hotel and let yourself be killed by the first soldier you meet.

Mission five: jailbreak

You are in a cell at the 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, taking a stick from it, and watch the guard leave somewhere. Break the box (there is a shocker inside) and quickly run to the enemy. Stun him, and immediately return to the camera, before the cannon stuffed you with lead. Enter the code into the computers in both cells (4679). Heal from a medical robot, take two lockpicks and a disposable laser from the body. In another cell, the prisoner is alive and may 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 in the corridor go south (towards the warehouse-Armory). In the north, by the way, there will be a Command Center. So, you will find yourself in a room with several boxes and an upper tier, on which a sniper soldier patrols. I advise you to hide behind the boxes and stun the soldier who is patrolling the first floor with a shocker. Do it imperceptibly, and hide the body. Move along the wall to the right and take a multitool from one of the boxes. After passing the room from north to south, you 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 ahead and on the left you will see a door that must be opened by breaking into a computer. Quickly kill the soldier inside and immediately go up to the second floor. Disconnect the camera using the computer on the wall and collect all your belongings. The password for the container with the plasma rifle is 5239. Decide for yourself whether you need such a colossus or not. Go down to the first floor, there also collect all-all-all things. After hacking into the computer, disable both security robots 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, head north to the command post. Try to quickly (or slowly but quietly) eliminate all guards and dogs. Hack the computer inside to turn off all the camera eyes. Head towards the laboratories, the entrance to them is right next to the exit to the prison compartment. The doctor who came out to meet will report a new code - 0199. Walk forward a little, and there will be a laboratory with cells on the left. Carefully lay two guards down and try to stun the agent. In the room, hack into the computer and use the options. After leaving the computer, press the button to the left of the door as quickly as possible. She will close the cages with acid spitting lizards. If one of these animals gets out, destroy it. Next, take a new special ability from the container and immediately install it from the medical robot. Exit the laboratory (do not forget to take two images from the tables) and go to the next medical compartment. There you will have to deal with a few 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. Exit to the command post and find the door that leads further north. Enter the code received from Daedalus (1125) and you will get to the UNATCO base. Next, inspect all rooms. In the medical room, take a new special ability and immediately install it. It will be possible to pick up absolutely all items from the warehouse manager. Next, talk to the hacker, he will give the key to the door if you have already managed to kill Anna. If not, then you have to do it. You can kill her with a weapon, or you can say a passphrase. It consists of two parts: the first is in Anna's computer, and the second is in Chief Manderly's. Buy a couple of pomegranates from the administrator Shanon if you have finances. However, I would advise you not to spend money on them, they are too expensive. Neutralize the chief and leave the base. Get on the helicopter and go on your journey.

Mission six: China

You find yourself at the enemy's helicopter base. Go straight, that is, to the south and in the floor near the locked gate you will find a ventilation hatch. Open and climb inside. Turn immediately west, round the corner, and head west again as soon as you see a passage on the left. Enter the code 99871 on your computer or hack it with a multitool. Run out of the tunnels to the surface. Now you can climb to the roof of the base along a long wooden ladder to destroy two soldiers, one of whom has a GEP cannon. However, if you do not need it, then it is better not to visit the roof. So, find a passage to the side that leads to an iron staircase. If you go upstairs, you will come to Flight Control, but for now, go downstairs. Thanks to the poisonous gas, five out of six enemy foot soldiers are dead. Finish off the living and search the rooms. There will be a gas grenade in a locked drawer near the kitchen. On the second tier, with lockers, there are also useful things. Open the first crate from the stairs and pick the third crate in the direction of travel. This will help you find the keys you want. Go now to Flight Control. Unlock the door to the left of the entrance and click on the button labeled Weapons Lock. Get down to the helicopter and watch how it will 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 until the cannon is killed. The elevator will take you to China Street.

So, to the right (east) of you is the police station. Before entering it, break the boxes in the dark open building near its wall and find the movable panel at the bottom of the wall. She will lead to a room with several useful things and give the password (911) to enter the police station. Enter the code and immediately stun the first police officer. Go to the next room and deal with the second. Collect all the things, and then enter the code (87342) in the computer to open the hatch in the floor. Go downstairs, grab everything and read the information. Get out to the surface and sort out your surroundings. Heading north you will find the Lucky Monkey Bar and the VersaLife Lab. If you go west, you come to Tonnochi Road. Go east to find the Bright Path clan's base and a guard at the entrance to talk to. It turns out that it is required to find one actress (Maggie Chow), which is associated with the disappearance of the legendary sword. If you go further east, you will find Canal Road. Go to Tonnochi Road, along the way you will pass the waterway area. In it you can find a fisherman and find out valuable information, or you can find an old ship on which a certain girl will sell as many as three weapon upgrades for pitiful loans. So, in the Tonnochi Road area, the only attraction is the luxury hotel in which the desired actress settled. Exactly opposite the entrance to the hotel there will be a slightly hidden elevator, through which you can climb to the stairs leading to the roof. On the way, you will come across a locked door - this is the black helicopter pilot's apartment. 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 into the local computer. It can be used to open the gate behind the hotel. Behind the gate there will be a staircase to the elevator, which can be led up if you dial 1709 on your computer. Having broken glass on the roof, you can fall into the actress's room (by the way, the alarm will immediately turn on!). The third method is the most sophisticated. Enter the code 3444 into the computer at the second elevator, go up to the dark and ruined floor. From there, crack open the gate and neutralize the red rays. So, if the alarm is raised in the actress's room, then a secret passage will immediately open and several infantrymen will run out of there. One of them will be with a plasma rifle! After interrupting them, go inside and hack into the computer in the room with the legendary sword, take this artifact for yourself. Go to Lucky Monkey Bar. Inside it, go down the hallway to the disco. On the way, by the way, you will see a grocery store covered with glass. At the disco, go up to the second floor and find a passage in the wall behind the bar. Chat with the leader of the Red Arrow clan. As the conversation with him ends, the enemy special forces will attack the club. The bandits will deal with him without you. One commando in the corridor, however, is best to lure out to the allies. During the firefight, you can also break the glass of the grocery store to get several hundred credits there. Most likely, in this case, it will be necessary to interrupt the police nearby.

Return to the street and talk to the guard at the Light Path clan base. 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 will open to the next part of the bandits' lair. Click on the button on the wall to the left and you will meet the desired man named Tracer Tong. After the conversation, go straight and then left to the large room. Stand in the center, in a circle and watch the operation. After that, talk to Tracer again and start searching the premises nearby. You will find a medical area, as well as a room with weapons, in which there are grenades for an assault rifle. After you clear the premises from unnecessary things, go out. Do not forget to take the key to the apartment the pilot.

Go to the Versalife headquarters and enter the code 06288 to get through. Go up to the third floor and find a man in a jacket. He will promise to provide an important password for 2000 credits. Pay if you want. The second option to find out the code is to hack into the computer and just make yourself a fake pass. The third option is to quietly eliminate the man (make him a silent weapon and without witnesses!) And talk to a lone programmer on the third floor. In gratitude, 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 the hall with a huge hand - the symbol of Majestic 12. There will be two passages behind it. Go to the one on the left and explore it. If you start picking locks, you will have to fight the guards. Having examined everything that is possible, it is realistic to find that through the ventilation duct from the toilet you can get into a whole network of manholes and passages. However, this is not for everybody. Return to the hall with your hand and now go to the other door. Go up to the upper floor and take the key there. Also hack into the computer to turn off the cameras and open the floor hatch in the hall with a huge hand. Get down there, down. There are three areas: the first laboratory - with the required disk, the second is a room with experimental creatures, and the third laboratory contains cans 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 of particular value.

Hack the computer in the third laboratory and unlock all the doors, turning off the radiation. Take special abilities and immediately install them. In the second laboratory, you can take the key and immediately unlock the acid-spitting lizards with it. These creatures can overwhelm a couple of guards on their own. So, go to the first laboratory, hack into the computer there and get the required information. Return quickly to the hall with your hand, where you can kill enemies or run from them to the elevator. Take the elevator and rush to the exit. On the street, walk to Tracer Tong "y, there you will recover 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 of the same Versalife corporation. Go to Canal Road, open the door there with the code 55655 and take the multitool plus the flamethrower. Jump into the hole to find yourself in the pond. Get out through the pipes into the manhole and read the password info (768). Go down and to the left. You will receive a message from Daedalus with the following task: to destroy the reactor of a special machine using the password 525. Crawl into the hole on the right and in the room enter the code 768 into the computer. The door to the red tunnel will open. Reach the end of it and press the button. A glass path will rise, allowing you to go further.

Find a computer, hack it. After disconnecting the electronics, at the same time lift the glass track back. There will be a staircase underneath to the next area. Disable blue lasers by either hacking your computer or using an EMP grenade. You can also cleverly use two boxes, but this is not for everybody. Hack your computer (or enter login: mchow password: Damocles), download the virus and open the door to the mechanism. Step into the tunnel on the side and go down the stairs. Go down one floor to the cans with special abilities. Get down and heal with a medical robot. As you find yourself at the mechanism, which is at the very bottom, the actress herself will run out to meet. Unless you killed 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 the code 525. Colorful explosions will start, while they go, quickly jump into the passage below, more precisely - under the mechanism. From the poisonous liquid, quickly jump into the well with clean water... Swim through the tunnel, take a crossbow with paralyzing darts from the dead swimmer. Put them to sleep on the mutant and follow the path further. You will find yourself in an already familiar place. Climb ashore and visit the pilot's apartment on Tonnochi Road. Take the ammo and go to Tracer Tong. After talking with him (if your brother is alive, then you will see him too!) Go out into the fresh air and get into a black helicopter.

Mission Seven: Farewell to New York

Carefully! Strengthened squads of police and UNATCO soldiers patrol the streets, so try to kill them silently, or it is better not to get involved in the battle at all. Get down from the roof of the building along the fire escape to the brother's apartment. There take things from 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 Harley's informant. After interacting with this subject, strike up a conversation with the soldier at the bar. Promise him to find out what's going on at the naval military base by choosing the first answer. Exit through the door through which you entered. You will see that the Free Clinic is nearby. You can go there and kill the spy reporter, but this is not necessary. Go to the warehouse, Osgood and Sons Imports, through which you made your way to the reactor. Find Stanton Dowd in the corner of this burnt-down building and talk to him. Further there are options. If you go to Smuggler, then, most likely, you will have to fight a lot. Either heavy artillery or patience and a sniper rifle will come in handy. You can use the invisibility ability. Try not to fight the troops of Majesty 12. They walk in a crowd and there is nothing to take from them as a trophy. Smuggler has five LAMs for a penny 3500 credits. If you have money, then buy it. However, going to a merchant 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 at a deserted area and say that there is a grate nearby that will lead you to the entrance to the base. Further, if you talked to a soldier in the Underworld Bar in the previous mission, then the fighters at the gate will give the key and calmly let you through. Otherwise you will have to interrupt them. Or build a ladder from trash cans by 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 cartridges and the first aid kit. Nearby there is an entrance to the warehouse, near which a fighter with a LAM grenade walks. Kill him quietly and take the dangerous toy. Having entered the warehouse, immediately turn into the room on the left and take 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 bullets 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 robots!) Move to the room next to the gate. Inside, go up the stairs and take the things. LAW will be of great use to you. Go back down and press all the buttons: they will unlock three bunkers nearby. Go to the nearest bunker with several TNT crates. They can be placed in the center of the warehouse. In the farthest bunker there will be a robot, destroy it with a grenade launcher. Another robot will go from the gate, it can be killed with a TNT explosion or Sabot-cartridges of a shotgun. Collect the contents of the bins and go out into fresh air. You will see two small buildings. Go to the one on the right by entering the code 2249 or by breaking the window. Pack your things inside and recharge your bioenergy. Open the door of another building with the key and find the key and the magazine inside, the picture of which will be entered into your computer.

Exit to the warehouse with bunkers and jump on their roofs, climb up. Jump down to the barrels and place more barrels at the locked gate. Make some noise and a huge robot will appear. At this moment and blow up the barrels from a safe distance. Go to the street, and you will find the entrance to the inside of the sea terminal. Enter the password 0909 into the computer and go. Walk past the shower room on the left and the guard soldier to reach the docks and the giant super cargo ship. Hack the computer at the raised ladder and it will go down. You can jump into the water and sail 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. Thus, you will find yourself inside, in the cabins. Kill the sailors with pistols and explore the premises. Take a flask of ambrosia and find a safe with a canister of special abilities improvement. After searching other places, head up the stairs. There are three rooms with names at the door: sickbay, electronics (electronics), armory (armory). The first to visit 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 the code 83353. It remains to visit the armory by entering the code 71324 into the computer at the door. Grab everything of value and leave. Climb one more floor higher to find the captain's cabin. Find another key to the lower deck and take over two thousand credits. Climb back down to the very stop and open the door with the key.

You will find yourself in a large hall with many pipes and boxes. There is a post of three submachine gunners under the stairs. It is advisable to kill them by throwing a gas grenade, or something serious. In the northwest corner, not far from the accumulation of barrels, is the first hatch (tri-weld seam), which needs to be detonated with a LAM or, for example, explosive ammunition from an assault rifle. In the center of the hall, enter the code 9753 into the computer to lower the bridge. Climb the stairs and go along 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 from above to the second hatch. So, you need to blow up three more similar hatches. Next, go through the post of dead submachine gunners and follow the tunnel east and north until it turns east again. Here you will find a technician and a robot. Take multitool and key nearby. You go into the room with electrical discharges, and to the right of the doors, destroy the deranged spider-robot guarding the first panel that needs to be hacked. Lift the ventilation grid on the floor nearby and follow the manhole until you hit the laser. If touched, it will reveal another spider robot. There will be a second panel behind the laser that needs to be hacked. Climb outside and see that the electricity is off. Find a hatch in the room, on the right wall, and blow it up. Then go up the stairs to the iron tier and open the door by typing the code 83353 on your computer. You need the door that is on the far side of 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 a key to the lockers that are 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. Exit the area and return to the iron tier in the room with the electricity to enter another 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. Hop on one of the turbines, and then on the second to try to jump to the platform with the medical box. This is a secret area with several useful items. In addition to cartridges, you will find a canister of special abilities (you already have one) and a GEP cannon. Return to the piston room and blow up the last hatch. A series of explosions will begin, leave the ship the way that you hit it. Once on the docks, walk 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 filled with electricity and two spider robots. As you kill them with Sabot-cartridges from a shotgun, open the door on the opposite side to find a couple more robots. Climb the stairs up and climb into the hole. Hit the grate or shoot at it with a crossbow to get out to 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 directly to the left of the gate. Inside, talk to the little man and pick up all the useful things from the tombs nearby. In a locked safe next to one of them there will be a canister for improving special abilities. Come out into the fresh air and destroy several soldiers. Run to the cemetery caretaker's house and throw a grenade into the first room with the bookshelves. Run outside and quickly get into the helicopter until you are shot by new enemies that have just appeared.

Mission nine: the search in Paris

(Note: the local police will not attack you until you do something illegal in front of their eyes, such as breaking the door. I advise them to quietly and one by one stun them.)

Your first task is to get down to earth. This will 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. Climb 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, and then head downstairs until you reach a door to the sewer. Take the Hazmat suit nearby and enter the code 0001. The suit will come in handy, as an area of ​​strong radiation will begin behind the door. Use regeneration special ability or Environmental protection, if available. Run along the left wall and turn into the passage. It's already safe here: recharge your bioenergy and go down the stairs to the sewers. Kill four lizards that are close to each other and return to the woman. Report victory to her and return to the sewers. Reach the corpses of the lizards and go to the end now. Go up the stairs and open the overhead hatch.

Look around carefully. Three commandos are patrolling the street: try to lay them down, or get ready to hide behind boxes and barrels. I preferred to quietly and peacefully put everyone in the back of the head with a sniper bullet. If you fight in the open, then turn on the Agressivw Defense System, since the enemies use not only the machine gun, but the GEP cannons. Take the key for 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 head inside. On the top floor, break open the closet and take the valuables. Also take the battery from the shelf. Hack the computer and disconnect everything by opening the door. Go downstairs and collect things in the basement. Recharge Bioenergy and take LAW. Get out and go down to the subway, the entrance to which is on the street, nearby. Talk to the arms dealer to the left of the entrance and proceed further. Destroy the robot with a LAW shot to finish off the living guards. Carefully! One will have a LAM and the other will have a flamethrower. Heal with a medical robot and collect supplies. Return to the merchant and buy a weapon upgrade that costs three times less than before. You can also buy LAM. By the way, you can withdraw some money from the ATM by entering 2221969 and the dullbill password.

Exit the metro building, and opposite will be the entrance to the catacombs. Take the dungeon map from the room by the stairs. It is accurate enough, so look at it often to get your bearings. So, go down the stairs and run forward until you are warned about enemy soldiers. Disarm the gas grenade on the wall by the aisle and finish off the three soldiers that are patrolling the area. Further along the corridor and again receive a voice message (careful, flamethrower!). Next, finish off the commando and find yourself at the wall with a master key. Click on the brick protruding from the wall, on which this master key lay. Then click on the brick on the left wall. After entering the secret area, talk to the leader of the Silhouette organization. He will give the key and ask you to save two of his comrades-in-arms that are kept in bunker number three. Exit 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 sleep darts from a homeless person. Next, go to the very north, break the boxes with ammunition there and neutralize the explosives on the wall nearby. The passage further north is closed ... Go back a little and go west to the bunker number three. Look more often at the map. Once you reach the bunker, stun the first patrolman to get his LAM. Next, you will find red laser beams, turn it 180 degrees and go up the stairs. Blow up the iron mesh - the robot will repair the mechanism with electricity. Restore bioenergy and pack your belongings. Take one crate with TNT and with it go 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 to master) destroy the camera with a sniper. Destroy the soldiers and the survivors will run to the alarm panel. At this moment and kill them with a headshot. Next, open the door to the bunker itself, and both prisoners will run out. You go to the hall with columns in order to destroy the agent, the woman in black. Take the sniper and the sewer key from her desk. Exit the bunker and return to the head of the Silhouette. After talking with him, return to bunker three, but now do not turn to it, but go further west, open the door and follow the tunnels.

Get out through the unlocked hatch nearby and run to the nearest dark corner to the south. From there, inspect the area. Turn invisibility on and run inside the booth in the north. From there, sniper the commando and shoot the guards when they appear at the entrance. After the battle, hack the computer and disable the robots. Destroy another commando and the rest of the guards. Walk south along the east wall. On the right, there will be a lane with a lonely passer-by. Talk to him and notice the door next to it. She leads to the Club. Do not go there yet, but go further south. Climb along the inclined path to the apartment and take credit cards on the second floor. Go outside and if you go further south, there will be a door on the left with a green light. Hack it (stun the cop!) And inside there is a whole warehouse of weapons, along with upgrades and a plasma rifle. There will be a hotel right next to it. On its first floor, find a bandit with a bodyguard and agree to rob a 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 head west to 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 drugs. Take them to the bandit at the hotel for 300 credits. There is a shop next to the bakery, break the door and find an ATM. Enter the following codes to receive money. The number in brackets is the number of credits on the account. 1) 005133, salem008 (200) 2) 004418, morbus13 (100), 002639, aramis01 (150), 001506, naga066 (300).

Return to the Club Entrance, which is next to the hotel. Blow up the door and find the door with the computer inside. This is a warehouse, to enter it, enter the code 1966. Talk to the audience in the club. Buy batteries from the person in the corner for 250 apiece. Stock up on more of them. Then go up to the second floor and talk to the young girl sitting at the table. Get out on the street the way you got to the club. Talk to the woman again and board the helicopter.

You will find yourself at a huge mansion. Go around it and from the back side break the boards with a stick, blocking the entrance. Find the stairs that lead to the second floor. Walk a little forward, and when your fellow traveler says that there is a key behind the flower, take it. Use the key to open the door further in the direction of travel. 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 chandelier on the wall and use it. A secret passage will open, along which you need to go, breaking boards. Hack the computer to open access to the special ability canisters in the computer room. Take LAW and other weapons. Hack the computer itself and "send a message." Leave the house: from the back door, walk straight through the maze. It is rather small, but there will be some commandos that need to be put down. Behind the labyrinth there will be an entrance to the family crypt. You go there.

Mission Ten: Cathedral of the Templars

Having appeared in the sewers, immediately get out. Place one of the boxes next to the large ones, and after climbing on it, climb up to the window. Break the glass and climb the board to the second floor. Find the key to the gate by 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 the bridge above the water. If you want to swim for a very long time, you can dive. However, I advise you to just go ahead and exit to a small courtyard. Turn left and hide in a dark corner. Crawl along the wall straight ahead and, when a voice message comes to you, look to the left. You can climb up this grate, which you will do. Break the skylight 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 other can be shot from around the corner with a shotgun. Search the rooms for tons of useful items. 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 lay down both snipers, and another one that stands nearby. Enter the tower and go down two flights. Enter the passage to the north and head down the gray stairs. Open the door by typing 1942 on your computer and turn off the red rays. Hack the computer to knock out electronics and collect useful items. With the help of a small box, you can climb onto the big ones and find there a battery and weapon upgrades. Then exit and move on. Go up the flight and there will be a passage to the computer room in the east. However, do not rush to go there, but rather climb even higher to find and destroy the woman in black. Take all the 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, take it: it will come in handy if you are set on fire. Go down the stairs to the computer room, but very slowly. To the left of the stairs is Agent Gunther. Try not to let him notice you and start a conversation. That is, it should not be fully visible. Shoot him with LAW and he is no longer the enemy. Finish off the enemy and hack the comp. Perform the desired operation and exit. On the way, you can talk to the image of your main enemy. Exit the castle and go to the metro entrance. At the bottom, use the robot to restore energy and get down to the train. Agree to the person to take you to their boss. Once in a new place, start exploring it. You need to find a room with a computer technician and a chef. The chief will give the task to go to the base belonging to him. Agree and hack the computer to open access to cans with special abilities. There is a locked door in the room behind the geek. Enter code 8001 to open it. Take the key and go to the bathroom on the first floor. Move aside the mirror and use the key to open the entrance to the 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, take your time to board 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 off. Collect all the weapons from the dead and go down the stairs. Quickly destroy the peephole and then hack the computer. Go ahead 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 soldiers 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 even further to the left, you will find a computer in which you need to enter the code 5868. Crawl through the hole under the computer and you will find the key to the pantry. Blow up the 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 it 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 from the complex. However, for now, go forward to open the pantry with the key you found earlier. There are Explosive Assault Rifle Ammo inside, plus the Doctor will give you an EMP Grenade. Then return to the exit from the complex and destroy both commandos that stand with their backs. Sniper pool + enemy back of the head = instant death, as you have already noticed. Don't be seen by enemy robots! Then immediately rush to the left and turn around the corner. Go straight ahead and bury your nose in the second computer, into which you need to enter the code 5868. Caution! On the fuel tower, two soldiers, one of whom is a sniper, perched nearby.

Return to the entrance to the main science complex and from there you will see two fairly large buildings. The one on the left is the robot parking (security). Click on the button at the entrance and inside, knock on two more buttons to activate both iron defenders. These guys are strong enough to deal with all the offenders. You can provide them with the destruction of all surviving enemies. Now go into the second large building. Inside, talk to civilians and search everything. You will find tons of good things. When you finish searching, go up the stairs to get a sniper rifle and cartridges for it. Then go downstairs and go along the corridor. You will need to destroy two spider robots, do it either with a shotgun or with explosive assault rifle cartridges. EMP grenades will also work. The door on the left (pick it open) leads to a flooded area where you can find a special ability upgrade and a key to the engineering room. However, it will be possible to swim here for a long time only if you have developed the appropriate abilities or have scuba gear. So, pass the door, and right in front of you will be the entrance to the engineering room. Break open this door and make your way through the pipes above the radiation zone. Jump off as soon as the dangerous place ends. Kill the spider robot below and head down the stairs. Turn off the beams, or go through them and destroy the cannon at the end of the corridor. Press on the number 3 on the remote control and return 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. Use the key to unlock the previously locked door and head 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 discharges of electricity and run along the right wall on the computer. Hack it to disable all lightning bolts on the first floor. Now click on the button in the center of the floor to lower the elevator. On it, go up to the second tier. Also hack the computer with multitool to remove the electricity, and hack the computer. Use the only option and return to the command center. Listen to the new assignment. Exit the complex for fresh air and head 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 weapon upgrades from them, which is very nice. These same bums will give you a key to the sewer. Near the starting point is a small building, open its door with the help new key. Having appeared at the top, immediately prepare any silent weapon. Preferably a sniper. In this mission, in no case should the enemy be allowed to raise the alarm! Leave the shelter and quietly eliminate the infantryman. See a building with boarded up shutters? You go inside and turn into the passage on the left. Then go into the semi-dark room again on the left. In the corner there will be a stove with a pipe leading to the ventilation hatch. Place a wooden box next to the stove and climb into the hatch. Climb onto the roof and carefully jump down onto the roof of the structure to the south. It is in this house that a hostage is being held. Carefully jump down the hatch and immediately shoot at the man in black, in order to then transfer fire to the soldier. It would also be nice to throw a gas grenade at your enemies before they spot you. A hostage will sit in a small room. Order her to stay in place, and destroy a couple of commandos walking nearby. Tell the hostage to get out and go with her to the south, to the helicopter. There is a sum of money in a small building nearby. Fly away.

Mission twelve: the underwater center

Try to avoid the first robot on the road and run towards the giant structure. Destroy the soldiers along the way and find a small barn. Hack the door to pick up the supplies and pull out two keys from the niche in the wall. That column, which is located near the barn, contains a door. Open it with the key and go upstairs. Step up the stairs to the top until you find a bridge guarded by an infantryman. Kill a comrade and turn right. In the laboratory you will see a pool with water: enter the code 1223. In the water, immediately turn into the passage to the left and swim into the hole. You will emerge quickly enough, there should be enough air. Dive into a new area and step forward. Silently remove the soldier on the upper 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 back from the room with the scientists to the south. Go down the stairs, kill the infantryman and go down again. After passing 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. On it you will get to the iron bridge from the flamethrowers. Open the second hatch that leads to the next building. Finish off the guard and go down the elevator. Run forward and hide, crouching behind the far (from the entrance) side of the iron box. Hack the computer right over your head and disable all cameras. Walk down the corridor into the hall with the scientists and quietly put the lone guard down with a shocker. Hack the computer nearby and turn off the cameras. Also open the doors. Climb 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 by the stairs. Go upstairs, and then one more floor above. If you want, look into the room with the non-working camera and get the plasma rifle from the pool. I would advise you to climb 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 in front of you. To get the key for her, you will have to destroy the cannon in the passage to the left and take the little thing from the dead infantryman. In the destroyed warehouse, stock up on batteries and break open the door opposite. There will also be a warehouse, but only richer. So, open the door with the key and kill a couple of lizards. Head 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 in the computer next to it. Behind the next door, you slip past the electric flashes and you will find yourself in a large hall with various digging and drilling equipment. From the entrance, go forward and turn into the door on the right. Kill a large monster with one explosive round or grenade and grab the weapon upgrade plus the key from the table. Come out and walk straight. When you see the door, break it open. There will be small rooms with wardrobes behind two doors in the next corridor. In one of them (in the room with the lizard) there is an improvement for the weapon. Go down the stairs and break open the door nearby if you want to get the normal and invisibility armor. Examine the two rooms again and go to the elevator. Go down it and detonate the laser beams. If you touch them, a huge cloud of spider robots will appear. Walk forward along the corridor and go out into a giant room with a rather big spider robot. Kill the reptile, he is not very tenacious.

Calling the elevator to the left of the entrance, you will find yourself in the radiation area with multitools and a master key. Calling the same elevator, to the right of the entrance, you will find several lizards guarding the batteries. Further from the main hall, go forward to the large elevator. Before going up it, jump into the water. Take the special ability upgrade canister from the body floating in the center of the pool. Go up the elevator and destroy two automatic cannons on the sides. Hack the computer to lower the bridge into the computer room. Once there, hack it and "pump information". Come out and come back, the way you went. Stop in front of the hall with the drilling equipment! You will be greeted by a cyborg shooting from a plasma cannon. Two or three hits on it with something explosive and you are the winner. However, you can run by. A diver will meet in the flooded area. Another one will meet later, on the way to the mini-sub. Once there, sit down and return to the main enemy base. You leave on 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 canister of special abilities improvement.

You find yourself near a nuclear center captured by the enemy. Immediately kill the soldier on the tower from the sniper rifle, otherwise he will finish you off! There is a gate in front of you, but it is locked. Therefore, go around the center fence for now and quietly kill the dogs with a silent pistol. As you see a small building standing a little further away from the fence, go in. Kill the three soldiers inside using a gas bomb or clever combat tactics. Take the center gate key and money. Climb to the second floor and you can make your way along the board directly to the center, bypassing the fence under 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. You need a shed, semi-fenced with a metal mesh. Blow up or break open the door and go down the stairs to the very bottom. Open the door with 8456, repeat the procedure several times. Missile Silo will not let you in yet, you will have to go into the passage nearby. Destroy the laser fields and then the commando nearby. Climb to the second floor and get ready to kill or stun three men in black. After neutralizing them, click on the Abort Launch button, and then hack the computer to "redirect the rocket". Now go to Missile Silo. In front of you there will be a dark corridor, on the other side of which several commandos and people in black will appear at once. You can shoot at them with a couple of explosive cartridges or rockets, or you can simply lift the cover of the floor hatch, which is located at the very beginning of the tunnel. Either way, take the elevator and ride 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. Ride to the sixth floor and go up the stairs. The helicopter will take you to the next mission.

Mission Thirteen: The Winner Takes EVERYTHING!

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

1) In the northeastern part of it there is a small building marked as Comm Building. Take the tower key inside and return to it. The two robots can be ignored. Inside the tower, manually or with an EMP grenade, defuse both LAM explosives on the stairs and go downstairs. Take supplies from the boxes and climb to the very top of the tower. There is a dead sniper. Hack the computer next to him and open the gate. Exit the tower and head straight 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 turbine room. Collect supplies in the grooves on the sides of the entrance and restore bioenergy. Use the TNT crate to blow up the door of the building on the left and click inside on the remote control behind the switchboard. Then 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 through the half-open gate and get ready to destroy two commandos with rocket rifles and the man in black. Happened? Climb along the board to the roof of the room, take the key to the pantry there. Jump down to 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 open the door on the second tier or by jumping into the broken window. After communication, return to the ground and if there is a desire to get a flamethrower and supplies for it, then break open the door opposite the large cistern with water that stands in the corner. Break open the small door at the bottom of the tank itself and throw a grenade or something explosive into the opening, aiming at 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 a computer nearby. Go down the stairs and you will find yourself in the Bunker. Don't forget to take batteries under the elevator nearby.

So, you are in the Bunker. Go through the gate and destroy the peephole in the next hall, it will be on the left. Disarm lasers with an EMP grenade. As soon as the generator on the right explodes, listen to the message from the friendly man through the communication terminal at the generator. From here, step into the passage to the north, as you will see the door on the left, open it with code 8946. To the left of the door there will be a niche with a dead scientist, open it with code 0169. Take the little things, including the key to sector three and the canister for improving special abilities. Exit and go further along the corridor. As you will see another door on the left, you can ignore it, or you can enter the code 8946 to kill the woman in black. Go ahead and see a vast hall with decent security. Remove a soldier in the distance, and a commando will run to you. Lure into the corridor and kill. Then return to the exit to the hall and from the sniper rifle remove the soldier standing on the crane to the left. There is one more commando left and the job can be considered done. It remains to open the door leading to sector 3 with a key and press the button near the elevator. Two infantrymen and a man in black will arrive: prepare to meet them. Next, take the elevator and find yourself in a new area. 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 to the reactor - 2001. However, if you already know the code, you don't need to go down. And the key is suitable for the building next to the exit: the door can both be broken open and the guards can be attracted, which will unlock the way by itself. 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. Go up the stairs to the left of the entrance, which is next to the pond. Go along the bridges to the open door. Lay down the soldiers and go upstairs. On the way, you will come across a door to the Aquinas Hub, but you cannot open it yet. At the very top, lay the man in black and hack the computer to open the door to the reactor and gain access to the canister with improved special abilities. Going down the small ladder, kill the sniper and take the cartridges. If you go up to the very roof of the building, you will find out the code from the box with explosives (4225).

So, go to the reactor. Pass two huge cisterns on the sides and climb the ladder to a lone mechanic. He will tell you the code for Aquinas Hub (1038). Exit the reactor and try to pass two aliens. Open the door to Aquinas and heal with the medrobot. Go down the stairs and from here you will see two paths. Straight down the iron bridges plus to the left, up the steps. To the left for you. Kill the commando in the hallway and in the next room (Aquinas Control) restore bioenergy to the robot. You can hack the computer next to the door to find the bullets. Take the elevator to the third floor and use the bridge to approach 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 friendly robots. If you want, then help your own. Then go out along the corridor to the bridges leading down. Lay both aliens and go down to the very bottom to take a map of the fourth Bunker, which is located by the body next to the radioactive greenish barrels. Find the passage to the red-lit corridor and head down the stairs. As you see the door with the computer, then get ready to meet the soldier. Enter 4225 into the computer to find a rocket and three boxes of TNT. Do you see a huge spider robot walking below on the ground? Throw a box of explosives at it from above. If hit, then he is a corpse. Go down to the ground and go to the locked gate. On the side there will be a door with a computer; if you break it open, you will get cartridges. The gate will open by itself, giving access to the hall with the body.

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

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

II. Destruction of the supercomputer. After seeing the electric sphere and destroying both cannons, go to the passage in the south. Use the stairs to get to the metal elevator. He will take you to the bottom. Now, either quickly destroy the creatures with the best weapon, or turn on invisibility, or run away. Find the entrance to Coolant B13 in the northwest corner of the floor. Enter the code 2242 into the computer to open the door. Kill the commando inside, as well as a couple of the foot soldiers. Press the button on the remote and exit. Now leave the area and run to the reactor you were heading to to find out the code for the Aquinas Hub. Remember you passed two cisterns shrouded in greenish smoke and guarded by a couple of aliens? Now you need to go down to the very bottom of each of the tanks in order to press both buttons. You will be greatly tormented by radiation, so turn on the special abilities Regeneration and Environmental protection. You can also spend any remaining first aid kits. Having done the job, get out upstairs and go to the mechanic nearby. In his booth, click on the first button on the wall, which will lift the cover of the second button. Press the second and third, kill the mechanic, and then press the button on the remote. Thus, the global network will be destroyed, and the world will make a new Stone Age happy without any global systems and super corporations.

III. Independent power over the world. Hardest ending. It takes a little sweat to get it. So, the level is a three-storey complex. The energy sphere of the main villain is located on the upper floor. You will be confronted by various enemies that cannot be completely killed, as they are re-produced by construction machines in the form of blue cabins. There is one such machine on each of the three floors: it can be turned off by entering the “UC Control” hall located on each floor. On the upper floor, you only need to turn to the left of the energy sphere and you will immediately bump your nose against the door of such a hall. Take it out with explosives and flip the switch inside. Now, having destroyed all the critters on the top floor, you will get rid of them once and for all. Return to the sphere and from it go to the passage in the south. Climb the stairs up, but don't use the elevator, go down the hallway and down the steps to find the first bluish flask. Enter in her computer code (7243) to disable. Destroy two robots that appeared nearby and go to the small elevator. Do not 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 turn off the second car. Deal with the aliens and in the center of the level you will find the second flask with the code 7243. Now find a shed with a radioactive hazard icon in the southeast corner of the floor. Disconnect the third flask inside, and go down the side passage to the lower floor. Immediately kill monsters with a powerful explosive weapon, and super ammunition will go down to an assault rifle. 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. Find the last flask in the center of the level and close it with the code 7243. In the northeast corner, open the door with 6765, run past the electricity and take the elevator upstairs. 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. To you in this booth. Press the button on the remote and watch the ending. The world is led by the secret organization Illumati, with your help striving for the well-being and prosperity of all mankind.