How to complete the game remember everything. Walkthrough Chaser

  • 21.12.2019

Jump down through the crack in the pipe, and you will find yourself in the corridor of the building,
close to the lighthouse. From the boxes, go forward and to the left. Go into the first door and climb into the ventilation shaft, the entrance to which is closed by a white grate.
After getting out of the mine, you will find yourself inside the lighthouse. Climb the nearest vertical staircase upstairs and go into the extreme door. Reaching the big
lighthouse stairs, go upstairs and go into the room. Pull the levers and go down to the base of the lighthouse, where you sit on the lift.

You have a sniper rifle in your hands, and I think you already know what you will need to do. There is a Kabir truck that you must protect and there is
enemies you have to eliminate before they manage to destroy the truck. The task is nowhere easier, and you can easily cope with it.

MISSION 9: Underwater - Underwater

This time, a difficult life has brought you into the depths of the sea. You must make your way through the shipwreck graveyard to the harbor. Your main landmark in the water is
these are yellow bulbs. Following them, you can easily find your way to the harbor. But please note that you must touch the bulbs so that they change to blue, otherwise,
if you do not do this, then you will not see more yellow bulbs.

MISSION 10: Harbor - Harbor

Approach the mesh fence and shoot all enemies in front with a sniper rifle. Enter the building and, having dealt with the guards in the rooms,
get out through any window back to the street. Run towards the gate and, without reaching them, go into another building on the left. Go up to the second floor
and from there go to the balcony. Climb to the roof and then climb to the roof of the building where you were at the beginning of the mission. Climb into the ventilation shaft and
crawl to the exit. Then go down the stairs and follow the corridor to the vault, from where another staircase leads. Once at the top, go forward and
enter the door on the right. You are back on the street, but outside the gate. Run forward, then left to the main harbor gate control room. Take advantage of
control panel and sit on the lift that is nearby. Having arrived downstairs, run up to the large gate. Open them and run on. When
on the right you will see a piece of wood supporting the door, break it with a shot from your weapon. Now you will have to go to this door and enter the door on the left. Come up
up the stairs, go into the room and go down to the generator. Get down even lower until you find two valves. Turn them around and get down one more
level below. Turn valves A, B, C, D (in this order) and enter the generator room, where increase the power of both generators with
using the control panel. Now, in any way known to you, return to the control panel of the main harbor gate and use it.

MISSION 11: Anadyr - Anadyr

Run forward past the moored submarine. Having suppressed the fierce resistance of the soldiers, go around the harbor and move to the far wall. Opening the door
go out into the frost and, turning left, run to the hole in the ice. Jump into the water and swim to the dilapidated wall, which opens the way into the pipe.
Turn left from the pipe and swim to a dead end. After rising to the surface, enter the corridor through the hole in the wall. Run down the hallway until
bump into a mountain of empty barrels blocking your way. Exit through the door on the left and run along the bridge to the opposite door. Turn left and
head towards the sparkling electrical box. Click on the lever that turns on the power supply in this complex, and through the door you enter the adjacent room.
Get ready for a dense fire of soldiers, not allowing you to go further deeper into the complex. Run to the far right corner and climb the stairs to the second floor.
You go inside the room, and from there through the door into the adjacent room. After going a little forward, go behind the partition and, turning to the right, head towards the door,
opening the entrance to the street.
Deal with the soldiers outside and then run towards hangar B. Climb the steps and go to the device installed next to the door. After
your manipulations on it should light up a green light. Then go down and run along the gate. After passing the fence, turn left and
head towards the building with the stars painted on the gate. Once inside the garage, shoot all the soldiers and then approach the huge truck. IN
it lacks the part needed to start the engine, and you can find it in the warehouse located behind the hangar. Exit the garage and run back to the hangar.
After running past the steps and walking a little along the wall, you should come out to the stairs leading to the roof of the neighboring building. Climb up and through the only
door go inside the warehouse. After making a few steps, turn right and go down the stairs. Go through the door into a huge hangar and, after
after you pacify all the soldiers, move to the small passage between the containers straight ahead. Then turn left and run to the empty reel, passing
which turn left. After reaching the doors, go inside a small room. After destroying several soldiers, run forward and, reaching the wall,
turn left. Walking along the racks, you should find the part you need for the truck. Now follow the familiar route back to the garage and
install the part in the truck. After the truck leaves the garage and hides behind the hangar gate, you will need to unlock the main gate of the base.
Run forward towards the pointed star on the plinth. The entrance to a large building is hidden behind it. When approaching the doors, it will come out
a soldier who never has time to light his cigarette. Once inside, go along the corridor, then, after going around several containers, go upstairs.
Head into the red-lit corridor. At the exit from it, turn right and run to the far door. Walking through the door, one more time
turn right and, after going around the perimeter of the room, go down the stairs. Walk towards the reflection of the red light falling from the lamp in front of the entrance to the
staircase. After climbing several flights of stairs, you reach the highest floor. Destroy several soldiers lurking nearby.
Then, having reached the wall, turn left and run to the distant doors. After passing several doors, you should get to the command post. Shoot two
soldier and then go to the control panel.

Press the button that activates the gate opening mechanism. Refill your first aid kit and ammunition, pick up a bulletproof vest from the table and then run back
to the exit from the command post. As soon as you exit from there, turn left and jump down onto the grate. Run to where you can hear
shooting. Destroy the soldier hiding behind the partition, and through the door go out to the frosty street, where a truck will pick you up.

Mission 12: New Yeropolis - Novyy Yeropol

After leaving the truck, head along the road ahead. Before reaching the turn, turn left and go down into the forest thicket. Take a little
jog forward to three boulders, then turn right and climb up a slightly inconspicuous path. Move forward destroying the road
shooters hiding behind the spreading paws of firs. In the end, you must reach the bridge and before you can step on it, you need to destroy several
submachine gunners who occupied the commanding heights on both sides of the bridge. Having crossed to the other side of the cliff, run to the fork with the different sides
three roads. Go into the crevice between the two rocks directly in the course of your forward movement. When you reach the snowman, turn slightly to the left and run into
side of another gorge. Deal with all the soldiers, and then run forward to the pile of stones blocking the exit from the gorge. Climbing over the stones, you
you will find yourself on a vast plain. Run forward until the base lights appear, now you need to be very careful due to the large concentration of armed people.
Leaving behind you the radar station, head to the fence, or rather to its destroyed part. Climbing the beam, go upstairs and, reaching
its edges, jump down for the inner perimeter of the base. Before reaching the nearby containers, go through the door to the right. Then head to the opposite
the door through which you enter the observation room. Deal with several guards and then press the button on the control panel. After your
manipulations will open the gates blocking the path to the rest of the base. Leave the room and immediately turn left, towards bright
illuminated corridor. After leaving it, run to open gate... Go around the container, standing near the exit from the gate and go inside another building.
Jump down through the hole in the floor to the underground garage. The skeletons of once whole machines are everywhere, and now they are used by shooters as cover from
bullets. Having shot all the fighters, go up the steps and leave the garage through the door. Go up the stairs, and through the half-open gate
go inside the warehouse. Having dealt with all the guards, turn left and move along the corridor until you exit to the stairs leading up. Reaching
the very top, find the monitor showing the main gate of the base, and press the button just below the monitor. Then go down the stairs just from
monitors. Turn the corner and run to the opening gate. Destroy all soldiers before going upstairs. Climbing up, run to the opening
in the wall to the adjacent room, and from it go up the stairs to the roof of the building. Approach the edge of the roof and use the ladder to go down to the ground.
Head towards the gate, shooting back at the soldiers along the way. You go into the opened gate and, leaving behind the containers, head to the main gate.

Pages: 1

MISSION 1: Space Station "Majestic" - Majestic Station

Go down the stairs to the very end. There is a door in front with a yellow light on the control panel indicating that this door can be opened. Go through it and go to another door with the same control panel. You go through this door and watch two soldiers walking to the left into the room where the explosion will thunder later. Follow them into the room and take the weapon near the bodies of the soldiers. Now that you are armed, show the spetsnaz group what you are worth! Follow the corridors of the space station to a large cargo hold, which consists of three levels. Clear the area of \u200b\u200benemies, and then on the lift go up to the second level. Use the computer on the opposite side and climb the fallen boxes to the third level of the cargo hold. Follow the numerous tangled corridors to reach another two-story room, where you sit on one of the two lifts and go downstairs. Go through the door, from which the special forces fighters will run out, and continue along the corridors of the station to the place where there will be a large force field in the floor. To the right of it is a small yellow circle. Stand on it, use the computer and go through the door on the right. Again, run along the corridors of the station, which are significantly warped, until you bump into a tightly closed door, to the left of which you will see a staircase. Climb up it and run to the rescue shuttle, on which you will leave the space station "Majestic".

MISSION 2: Montack City - Montack City

Pick up a shotgun near the dead enemy and cartridges on the shelf and go downstairs to the street. Follow the road and shoot enemies. After reaching the building in which the fire is raging, turn left and go into the house. Follow it to another exit. Once in the subway, shoot enemies and keep going forward. Ultimately, you have to reach a large area. Go through the passage on the right and continue along the only path until you come across a fence. Climb over it with the help of the boxes lying here and head straight.

MISSION 3: Gateway - Watergate

After getting out of the car, in no case go forward, as you will come face to face with the guards and die. Instead, take the road to the left and go around the building. When you reach the corner where the guards are standing, your partner will contact you. He will give you a signal, and you will have to quickly enter the building. Go to the dressing room, and from there into the corridor. When you hear the sound of the door opening, hide behind the boxes on the side from which the painters are standing. When the guard leaves, go into the door to the left of the painters and, after passing one room, go out onto the landing. Enter the door with the camera hanging over it, and go through the room to the stairs, along which you go up the floor. Walk down the corridor straight to the right and enter the second door on the left. Go through the room into another corridor where the painters are. Wait for them to go left to the entryway and then follow them. Climb the stairs up, so that the surveillance cameras do not spot you, and run into the dark corridor. Walk to the right and enter the door on the right. Through two rooms, go out into the light corridor, where the guard sleeps on the armchair. Walk quietly past him, enter the door on the right and go left along the corridor. You go into the room in front, and from there to the right into the bathroom. Go to the window and listen to the Japanese conversation.
Now go back to the corridor and wait for the guard to get out of sight. Then go into the room he left from and go to the window to continue listening to the conversation. To leave the building, return to the room in front of the bathroom and jump onto the scaffolding through the far window. Go down to the ground and run to the car in which you arrived here with your partner.

MISSION 4: Waterworks - Waterworks

Walk down the street to the right of the waterworks to the door. Climb the stairs to the top floor of the building and go to the end of the corridor. Walk to the room and climb onto the ledge through the hole in the wall. Follow the ledge to the metal beam, along which you go to the ventilation shaft. Once inside the water station, deal with the enemy group and go through the door on the left. After passing the corridor, the enemies will throw off two barrels from the stairs. Dodge, kill two enemies and head up the stairs. The rest is pretty simple. You have to get to the lowest level by going down stairs, jumping into holes in the floor, etc. When you reach a long vertical staircase, go upstairs and continue through the wilds of the station. As soon as you reach the deadly steam escaping from the pipe, go down the long stairs down. Kill the hostile guys and turn the valve. Go back and continue along the water station. In one of the rooms you will find a ventilation shaft, crawl along it, and then run through the rooms to another ventilation shaft. After going through it, you will finally get to the toxic barrels.

MISSION 5: Little Tokyo - Little Tokyo

You start a mission in the sewers. Follow the canal until you see a hole in the wall on the right. Jump down into the underground tunnel and follow it to another channel. As soon as you get out of the tunnel, go right, straight and right again. There is a staircase on the left side of the wall, climb it and you will get out into the street. Using the boxes, climb over the fence and start shooting the soldiers, which, by the way, will be quite a lot, and who will appear in the most unexpected places. Follow the road to the end and turn into the alley on the left, which is blocked by a fence. There is a small hole in it on the right, climb through it and jump into the well.
Once underground, it is best to stay on the platform, since from this position is the best option to get rid of enemies. Move along the dungeon to a large pipe and climb over it. Continue walking to the exact same spot. To get over two fences, you must jump onto the highest pipe and walk along it calmly. And the last thing you will have to do is climb onto the platform and enter the door. Now it's time to do the legs. Exit through the door to the street and run towards the bar. Run into the alley and, wandering between the houses, get to the green gate. At this moment, the door behind you should open, go into the house and go up to the upper floor. Go to the window to see how the partner in the car will pass through the gate. Go downstairs to get into the car and drive away.

MISSION 6: Nippon Hotel

On the roof, find an open entrance to the ventilation shaft. Crawl along it until you appear on the landing. Deal with the Japanese guard and head up the stairs. You go in the door on the right and go through the rooms to another staircase. Climb up and go to the opposite wing of the building, from where you jump to the ground through the open window. Run up to the tree, and after watching the cutscene, go down underground through the hatch next to the stones. Crawl along the ventilation shaft to the staircase, where you already managed to visit at the beginning, and open the door with the inscription "Exit".
Follow the hotel corridors to the helipad where the commandos are located. Destroy them and go further along the corridor, where you will meet three more colleagues. Kill them as well and continue stomping towards the exit.
Once in the service area, exit the hotel corridor and go left. Move until you see a door on the right that leads to another service room. After passing through it, you will have to kill the Red Dragon and Sano Ogawa. Climb the stairs up and go through the door in front. Go along the corridors of the hotel, pass by an artificial waterfall and enter the third office building (door on the left). After completing it, you will reach the final part of the mission.
Walk next to stabilizer # 1 and follow the ventilation shaft towards stabilizer # 2. Jump onto the wooden boxes and move along the inclined ledge to the other side. Climb the stairs up and step to the third stabilizer. Near it in the wall there is an entrance to the ventilation shaft, after passing through which you will find yourself in the control room. Use the computer that controls the elevator and head back. Follow the stabilizer number 6 and take the elevator.

MISSION 7: Portland - Portland

The main task of this mission is to deal with all the enemies who are trying to take over the warehouse. The second task is to protect the truck. The most relevant recommendation for this level is to be patient. Because the first time even the most skillful player will not be able to defeat everyone. When both goals are met, you will safely complete the missions. MISSION 8: Lighthouse - Lighthouse

Approach the front of the lighthouse. From there, go to the nearest stairs and go downstairs. Run along the port to the door and go inside. As soon as you entered, go forward and to the right. After passing through one room, climb the boxes to the roof and jump down to the ground. Run to the farthest building, you can only get inside through a small hole in the wall. Inside, go into the passage made in the wall and turn right. Go through the premises and, ultimately, you will have to make your way to the dilapidated second floor. Go through the door and walk along the balcony to the exact same dilapidated floor, but on the other side. Go down the stairs in front of you, and then another one. Go into the door on the right, go along the corridor and go into the door on the left. Climb up the stairs, and then climb to the very top of the structure, in the center of which there is a hole. Go down through this hole (just go down, do not jump) and run forward along the pipe and then to the left. Jump down through the crack in the pipe and you will find yourself in the corridor of a building close to the lighthouse. From the boxes, go forward and to the left. Go into the first door and climb into the ventilation shaft, the entrance to which is closed by a white grate. After getting out of the mine, you will find yourself inside the lighthouse. Climb the nearest vertical staircase upstairs and go into the extreme door. After reaching the large staircase of the lighthouse, go upstairs and enter the room. Pull the levers and go down to the base of the lighthouse, where you sit on the lift.
You have a sniper rifle in your hands, and I think you already know what you will need to do. There is a Kabir truck that you must protect and there are enemies that you must eliminate before they manage to destroy the truck. The task is nowhere easier, and you can easily cope with it.

MISSION 9: Underwater - Underwater

This time, a difficult life has brought you into the depths of the sea. You must make your way through the shipwreck graveyard to the harbor. Your main landmark in the water is yellow bulbs. Following them, you can easily find your way to the harbor. But keep in mind that you must touch the bulbs so that they change to blue, otherwise, if you do not do this, then you will not see more yellow bulbs.

MISSION 10: Harbor - Harbor

Approach the mesh fence and shoot all enemies in front with a sniper rifle. Enter the building and, having dealt with the guards in the rooms, climb out through any window back to the street. Run towards the gate and, without reaching them, go into another building on the left. Climb to the second floor, and from there go to the balcony. Climb to the roof and then climb to the roof of the building where you were at the beginning of the mission. Climb into the ventilation shaft and crawl to the exit. Then go down the stairs and follow the corridor to the vault, from where another staircase leads. Once upstairs, go forward and enter the door on the right. You are back on the street, but outside the gate. Run forward, then left to the main harbor gate control room. Use the control panel and sit on the lift that is nearby. Arriving downstairs, run up to the large gate. Open them and run on. When you see a piece of wood supporting the door on the right, break it with a weapon shot. Now you will have to go to this door and enter the door on the left. Climb the stairs, go into the room and go down to the generator. Get down even lower until you find two valves. Turn them and go down one level lower. Turn valves A, B, C, D (in this order) and enter the generator room, where increase the power of both generators using the control panel. Now, in any way known to you, return to the control panel of the main harbor gate and use it.

MISSION 11: Anadyr - Anadyr

Run forward past the moored submarine. Having suppressed the fierce resistance of the soldiers, go around the harbor and move to the far wall. Opening the door, go out into the frost and, turning left, run to the hole in the ice. Jump into the water and swim to the dilapidated wall, which opens the way into the pipe.
Turn left from the pipe and swim to a dead end. After rising to the surface, enter the corridor through the hole in the wall. Run along the corridor until you bump into a mountain of empty barrels blocking your way. Exit through the door on the left and run along the bridge to the opposite door. Turn left and head towards the sparkling electrical box. Click on the lever that turns on the power supply in this complex, and through the door you enter the adjacent room. Get ready for a dense fire of soldiers, not allowing you to go further into the complex. Run to the far right corner and climb the stairs to the second floor. You go inside the room, and from there through the door into the adjacent room. After going a little forward, go behind the partition and, turning right, head towards the door that opens the entrance to the street.
Deal with the soldiers outside and then run towards hangar B. Climb the steps and go to the device installed next to the door. After your manipulations, a green light should light up on it. Then go down and run along the gate. After passing the fence, turn left and head towards the building with the stars painted on the gate. Once inside the garage, shoot all the soldiers and then approach the huge truck. It lacks the part needed to start the engine, and you can find it in the warehouse located behind the hangar. Exit the garage and run back to the hangar. After running past the steps and walking a little along the wall, you should come out to the stairs leading to the roof of the neighboring building. Go upstairs and through the only door you go inside the warehouse. After making a few steps, turn right and go down the stairs. Through the door you leave into the huge hangar and, after you have pacified all the soldiers, move to the small passage between the containers straight ahead. Then turn left and run to an empty coil, after passing which turn left. After reaching the doors, go inside a small room. After destroying several soldiers, run forward and, having reached the wall, turn left. Walking along the racks, you should find the part you need for the truck. Now follow the familiar route back to the garage and install the part in the truck. After the truck leaves the garage and hides behind the hangar gate, you will need to unlock the main gate of the base. Run forward towards the pointed star on the plinth. The entrance to a large building is hidden behind it. When approaching the doors, a soldier will come out of them, who will not have time to light his cigarette. Once inside, go along the corridor, then, after going around several containers, go upstairs. Head into the red-lit corridor. At the exit from it, turn right and run to the far door. After passing through the door, turn right again and, having rounded the room around the perimeter, go down the stairs. Go to the reflection of the red light falling from the lamp in front of the entrance to the landing. After climbing several flights of stairs, you reach the highest floor. Destroy several soldiers lurking nearby. Then, having reached the wall, turn left and run to the distant doors. After passing several doors, you should get to the command post. Shoot two soldiers and then go to the control panel.
Press the button that activates the gate opening mechanism. Refill your first aid kit and ammunition, pick up a bulletproof vest from the table and then run back to the exit from the command post. As soon as you exit from there, turn left and jump down onto the grate. Run to the place where the shooting is heard. Destroy the soldier hiding behind the partition, and through the door go out to the frosty street, where a truck will pick you up.

Mission 12: New Yeropolis - Novyy Yeropol

After leaving the truck, head along the road ahead. Before reaching the turn, turn left and go down into the forest thicket. Make a short run forward to three boulders, then turn right and climb up a slightly inconspicuous path. Move forward, destroying shooters hiding behind the spreading paws of fir trees along the road. In the end, you must reach the bridge and, before stepping on it, you need to destroy several submachine gunners who have occupied the commanding heights on both sides of the bridge. Having got over to the other side of the cliff, run to the fork with three roads leaving in different directions. Go into the crevice between the two rocks directly in the course of your forward movement. After reaching the snowman, turn slightly to the left and run towards another gorge. Deal with all the soldiers, and then run forward to the pile of stones blocking the exit from the gorge. Climbing over the stones, you will find yourself on a vast plain. Run forward until the base lights appear, now you need to be very careful due to the large concentration of armed people. Leaving behind you the radar station, head to the fence, or rather to its destroyed part. Climbing onto the beam, climb up and, reaching its edge, jump down beyond the inner perimeter of the base. Before reaching the nearby containers, go through the door to the right. Then head towards the opposite door through which you will enter the observation room. Deal with several guards and then press the button on the control panel. After your manipulations, the gates will open, blocking the path to the rest of the base. Leave the room and immediately turn left, towards the brightly lit corridor. After leaving it, run to the open gate. Go around the container, standing near the exit from the gate and go inside another building. Jump down through the hole in the floor to the underground garage. The skeletons of once whole cars are everywhere, and now they are used by shooters as cover from bullets. Having shot all the fighters, go up the steps and leave the garage through the door. Climb up the stairs, and through the half-open gate you go inside the warehouse. Having dealt with all the guards, turn left and move along the corridor until you come out to the stairs leading up. After reaching the very top, find the monitor showing the main gate of the base, and press the button just below the monitor. Then go down the stairs just from the monitors. Turn the corner and run to the opening gate. Destroy all soldiers before going upstairs. Climbing upstairs, run to the opening in the wall to the adjacent room, and from it climb the stairs to the roof of the building. Approach the edge of the roof and use the ladder to go down to the ground. Head towards the gate, shooting back at the soldiers along the way. You go into the opened gate and, leaving behind the containers, head to the main gate. Switch the device to open the gate, and then, turning 180 degrees, run along the road to another gate that closes the entrance to the railway station. Go to the booth and press the button on the control panel.

Mission 13: Gulag - Gulag

The snowmobile ride ends with landing at the bottom of the cliff and turning your vehicle in a pile of scrap metal. Get up from the snow and head to the main entrance to the prison. Beware of the machine gunners on the towers guarding the perimeter of the prison. Once inside the prison, run to the nearest wall, after reaching which, turn to the right and move in the direction of the gate. As soon as the gates open slightly, a group of armed people will rush at you, which must be destroyed as soon as possible. Head along the corridor to the machine room, from where you go up the stairs to the observation deck. After the destruction of two submachine gunners, go out to the adjacent hall, using either of the two exits. Use the stairs to go down the hall and then move towards the open latticed door. Go to the computer on the table and try to find information about the whereabouts of the person you want. After a while, the computer will display information: camera A24. Leave the table and head towards the exit from this room (the door next to the first aid kit). Finding yourself in the corridor, turn left and move along it to the next door, through which you will find yourself in another span. Walk in the direction of the arrow drawn on the opposite wall. When the stairs leading upward appear in front, turn left and run forward along the prison corridor. Before reaching the wall, turn left and climb the stairs, with which you will rise to the second tier. After finding camera A24, unlock the door and then go inside it. A big disappointment awaits you here, since the person you are looking for was transferred to a special zone, and another prisoner who is serving a sentence in the same cell told you about this. Exit the cell and look down, next to a large pile the entrance to another passage has opened. Go downstairs and enter the open doors. After making a few steps, enter the door on the left side. Destroy the submachine gunners rushing towards you and then go down the stairs. You are in the underground communications of the prison and among all this rubbish you need to find a place where the person you need is kept. Move forward until you reach the wall and then turn into the left tunnel. Slowly, go forward, carefully examining the numbers of the cameras. Having found the necessary cell XB2, free the person trapped there and, now together with him, find a way to freedom from this prison. After leaving the camera, go into the nearest door and, after taking a few steps along the tunnel, go up the stairs. Open the door and go inside the room filled with different pipes. Destroy all submachine gunners and then run straight to the far wall. Then turn left and run along a narrow corridor littered with various rubbish. Opening the door, you find yourself in the engine room, from which you run to the doors opposite and go out into a tunnel with laid rails. Go straight along the rails until steps leading downward appear on the right side. Together with your friend, go down and head deeper into the tunnel. After going a little forward, turn left and go into a cave that goes into the depths of the cliff. Run through the cave until you reach the elevator shaft. Press the call button and wait until the elevator platform appears and then, together with your friend, go downstairs.

Mission 14: Spaceport - Spaceport

After the trip by truck, you climb into the bunker, from where you can get to the spaceport. Head towards the slab with a small crack, through which, nevertheless, a person can easily crawl through. Then move to the far right corner, where you can see the entrance to the ventilation shaft high under the ceiling. Climb up the mountain of debris dumped under the entrance to the mine and then crawl forward along the incline. From the room with a huge fan in the middle, turn right and run to the last room with a fan, from where, opening the grate, climb into another ventilation shaft. Crawl along the mine until you see a grate, without crawling to which, turn right. Moving forward a little, turn right again and continue forward to the ventilation room. Enter the tunnel straight and run to its edge. Jump down and head towards the dilapidated gate, next to which the entrance to the pipe with laid wires is open. Climbing inside the pipe, move to the far corner and, having reached the edge of the pipe, jump down. Climb the ladder to the ledge opposite and, pressing against the wall, go along the ledge until you find the entrance to the pipe. Move along the pipe until you reach its bend, through which you jump onto the pipes that run parallel to the main pipe. Take a few steps in the opposite direction and then jump to the top of the pipe you just climbed out of. Grab onto the ladder and climb to the surface along it. As your head appears on the surface, you will be immediately attacked by armed fighters. Run forward, on the way, firing back at the machine gunners, in a multitude of scattered behind construction debris. When you get to the tumbled down concrete blocks, climb along them into the underground tunnel leading to the spaceport. Going down, turn right to the fan, which has a bent protective grill. The fan itself does not work, so you can safely move to the other side. Move forward parallel to the pipe just below the lip. Go down the stairs down the concrete pit and run in the opposite direction. Go down the hangar through the hole in the floor, using the destroyed concrete partitions. Use an optical rifle to shoot all the soldiers and then head to the dilapidated gate, through which you will get to the launch pad. Go around it in search of a ladder and climb up it. At the top, find a pile of construction debris, along which you can climb up. Destroy two fighters, then run up and jump on the stone, from where jump to another ledge.
Run to the entrance to the ventilation shaft using the stone as a stand. Jump down from the mine and then, turning left, run a little forward.
Turn into the next flight and run along it until the ceiling collapses before your eyes. Go into a small room, and from it into another room with pipes laid on the floor. Go up the stairs, then, turning the corner, go up the stairs to the entrance to the tunnel. Run along the tunnel until you stop near the grate, throw it down and jump yourself, using the grate as a kind of ladder. At the bottom, find the control panel and click on the button that will set the cart dangling from the ceiling in motion. She will drive up to the exit of the tunnel from which you just jumped down.
Go back to the tunnel and get on the cart. After a short trip, she will stop over a pile of boxes, which are very convenient to jump onto, which you will use. Head to the underground platform railroad, sit on the cart and, by pressing the button, go on a distant trip. After the cart stops, jump onto the platform and run into the storage room. Here you will need to kill your nemesis Kabir. Having done your job, go through the only door to the spaceport landing site and go on a flight to Mars.

Mission 15: Mars Spaceport - Mars Spaceport

Run in the direction of the EXIT sign, near which you turn into the span to the left. After passing through the transparent doors, take a few steps forward and then go into the doors to the right. Then open another door and, once you find yourself on the landing, go to the billboard hanging on the wall. Go down the stairs and go into the door to the left, from where you run down the corridor until you see the MANGEMEN inscription on the wall. You go through the right door into the adjacent room, from where you run along the stairs to the fourth floor. Having reached the desired floor, go through the doors straight ahead and, after passing the corridor, enter the office space. Through it you will find yourself in the corridor, and from there into the smoking room. Exit the smoking room, then go forward a little and go down the stairs. Go through the transparent doors and, after a short movement forward, enter the office. Turn right from it and run to the far door leading to the airport service boxes. Jump down - and you land on a fighter who sinks unconscious to the floor.
Now you finally have a weapon, without which it would be complete madness to move on. Run along the tunnel to the nearest fork, then turn left and move to the unlocked door. Through which you will find yourself in an adjacent tunnel, from where it is a stone's throw to a huge warehouse. Destroy all the local fighters and then go to the edge of the platform, past which containers are constantly passing. After waiting for the next container, jump on it and use the container as a means of transportation for a while, not forgetting to jump over the transverse beams, and trying to throw you down. When the container is level with the ledge, without hesitation, jump on it and, before moving forward, destroy the two soldiers scattered on both sides of the pit. After taking a few steps forward, go to the wall and press the button on the control panel. Behind you you will hear the noise of a sliding bridge, along which you can get over to the other side. Once on the other side, run until the turn to the right. Before manipulating the control panel, try to destroy all the soldiers as quickly as possible and only then boldly click on the control panel button. What will happen this time? And the following will happen: the robot-crane, peacefully resting nearby, will wake up from sleep and, grabbing a barrel of fuel in its tenacious claws, will approach a heap of boxes blocking your way forward. After several shots, an explosion will thunder into the barrel, from which a huge gap will form in the boxes. Run to the gates that open when you approach, from which several fighters come out to meet you. After passing through the gate, head to the stairs. Climb into the room with the crane trolley, and from there through the door to the left into the corridor leading to the port boiler room. The exit from it leads to a hangar with barrels stored inside. Run to the opposite end of the hangar until you see the barrels placed along the entire passage. Having reached them, turn right and go through the door to the stairs. After passing the door, run to the other door opposite and then along the tunnel to the exit through the door to the left. Then move along the corridor to the stairs leading up. After rising upstairs, run to the barrels to the right of the entrance to the room, behind them is a manhole leading down.
Run down the hallway looking for open doorbehind which a staircase is hidden. Climb up and then, finding yourself in a hangar with non-working cranes, find your way to the crane tracks. Run along them until you reach the edge of the grate, from which you jump down to the barrels standing below. Then go down the stairs and out the door to the right.

Mission 16: Prison - Jailhouse

Open the cell door and follow Jay, exactly repeating all his movements. When you get into the mine, Jay will ask you to use the control panel behind you to get you down on the lift. Walk down the tunnel to the big fan, jump down and continue moving forward. Having reached the abyss, the bottom of which is not visible at all, jump down and again follow the mine tunnel. After getting out of it, you will find Jay, who has already managed to grab a weapon. Follow him, and when he knocks out the next guard, pick up the weapon. The further principle of operation is as follows. Follow Jay through the prison building, and when he stops, deal with the guards ahead.
Having reached the terminal, with which you can open the doors of all the cells, shoot back at the enemies until Jay realizes that it will not be possible to do this from here. Exit the room and go up the stairs. Go right and straight. You go into the doorway, move forward and go down the stairs. From the stairs go to the right, and then go down one more stairs. Climb up the large stairs, go down the other large stairs and go forward. This will take you to the terminals of blocks A B C, with which you can open the doors of all cells and release the prisoners. Do so and return to the stairs.
Climb up and go through the door on the left. Go straight and enter the room that Jay was in earlier. You pass through the door, which was previously locked, and, after completing a few steps, you enter another door. Run forward until you meet two soldiers. From them go straight and to the right. Go down the stairs and along the line of corpses move to the hole in the floor. Jump down and go straight. Hearing shots, turn right, and when the explosion thunders, turn right again. Go to the doorway and climb the stairs to the very top (the stairs at the end of the path will break off, so climb along the grate). Once at the top, go right, go down the stairs and step left. Now you have to go down to level zero by destroying machine guns on the walls and enemies. Then enter the door behind the stairs and head left. Climb the stairs and go right. When you see a hole in the floor, made by an explosion, go downstairs.
Go straight, turn left and left again. Get out upstairs and run forward along the platform, lit on both sides by lamps. Having reached the dead end, turn left and go down the stairs. Continue running along the platform and at the fork, turn right and then left. Having reached two machine guns, destroy them and follow the platform until it collapses in front. Then go back and climb the fallen piece of iron to the platform above. Proceed to the left and enter the doorway. Then sit on the lift and go upstairs.

Mission 17: Military Post - Military Depot

Rush headlong to the gates of the base and, after waiting for the enemies to go out into the street and retreat a decent distance, go inside. Through the other gates, go directly into the base room and go forward. Climb the steps and enter the first door on the left. Try to open the command center door and go down the corridor. You go into the door on the left (the only door that can be opened) and, passing to the right, climb the stairs upward. Go through the door ahead and head down the hallway to the right. You go into the second room on the left, where from the floor, pick up the key card from the command center (blue card). Now go back to the door through which you entered the corridor and go left. At the end of the hallway, go through the door on the left and head straight into the upside-down bedroom. Exit the room through another door and, after going to the left, enter the building of the command center. Climb to the floor above and enter the door on the right. Destroy the machine gun behind the beams, and to turn off the beams themselves, throw two grenades into the upper window on the left and right. Now, destroying the machine guns, move on to the control center room, where use the computer to open the base gate.
Now you climbed into the exoskeleton in order to protect the main gate of the base from enemy attacks. The task is extremely simple. The main thing is not to go too far from the base gate!

Mission 18: Ravi Vallis - Ravi Vallis

After landing, run to the far curb past the long gate. Climb over the curb and jump down to the bridge. After a short run, turn left off the bridge and run to another bridge, closed from prying eyes by large boulders. A few steps forward - and you will see the outlines of a huge building with brightly lit windows, previously invisible because of the heavy fog. Get close to the wall and then climb up the small ladder to the ledge of the building. Turn left and run forward without getting too close to the edge of the ledge. An unpleasant surprise awaits you around the corner in the form of four heavily armed guys. Continue to run forward until you see a bridge cluttered with various equipment. Jump over the side and move forward to the railroad tracks. Then, leaving on the platform, turn left and run to the doors with the deactivated combination lock, this is indicated by the green color of the panel. Inside the room, grab the ladder and go down to the very bottom of the building, then go through the door to the platform. Run along the railroad tracks to an open door, through which you find yourself in a room with a staircase going high up. Finding yourself on the roof of the building, head towards the rocket launchers scorching in your direction. Without getting close to them, try to neutralize them as quickly as possible. After looking around, on the opposite side of the roof you can see two entrances to the tunnel, and from one of them a protective grill was torn off. Run into the open passage and run along the tunnel to the manhole cut in the steel sheet. Jumping from pipe to pipe, carefully lower yourself down and then go down even lower through the hatch in the floor, into secret underground structures. Run along the tunnel to the far branch and at the fork turn to the right, straight to the fighters running towards them. After passing a couple of doors, you hit the wall. Jump through the hole in the floor onto the pipe, laid just below the ceiling. Before descending even lower, try to destroy all the fighters and only then jump onto the ledge. You go into the door with an open coded lock and, once in the next room, quickly run to the control panel. Pressing the green button, go downstairs and enter the train cabin. Wait until the gates are fully open and the train sets off with you. After a short trip, the train will stop before the siding, to continue the trip you need to move the arrow. Exit the cabin and go into a small room, then from there up the stairs. After passing two doors, you find yourself in the control room. Walk up to the table and press the control panel button, then quickly return to the train. The next stop takes place at the loading station, where you will need to load explosives onto the rear platform of the train. Run in the direction of the loading control panel, behind which the machine gunner is on duty. Upstairs, use the remote control to activate the crane. Wait until the crane finishes loading explosives, and then quickly run into the cabin of the train, which will immediately set off on a further journey.
After stopping at the next siding, repeat the operation of turning the arrows again, after which the train will move on. After the next stop of your vehicle, get out of the cab and run back to a safe distance.

Mission 19: Lomonosov Crater - Lomonosov Crater

Run along the corridor until you reach the elevator shaft, along which you can go down. After the ride, leave the elevator and run along the darkened corridor to the boxes standing near the turn to the right. Before moving on, get something more powerful from your existing weapon. As soon as your head appears from behind the turn, a hatch will open in the ceiling a little further from you and the muzzle of a machine gun will appear from there. Destroy this miracle of technology and then go to the gate. As soon as the gates begin to open slightly, a machine gun will work in the next corridor, directing a rain of lead in your direction. In the middle, the corridor is blocked by the beams of the security system, and, unfortunately, you will have to look for a workaround. Not far from the beams, a hole in the floor is visible, along which pipes are laid. Jump down into this passage and, crouching down, crawl to the pipes going down. Then go down the stairs even lower, before moving further, turn on infrared vision. Then crawl through the half-open sheet of iron to the grate. Shoot at the barrel standing on the back side, the explosion will blow the grating into small pieces, and you can finally get out of the narrow tunnel. Head towards the elevator, which you can use to go down, but before you enter the elevator platform, destroy the machine gun aimed directly at this place. After taking the elevator, you find yourself in a room with a bunch of rubble in the middle. Climb on the heap and then move along it to the exit opposite. Go around the pile of boxes behind which the entrance to another room is hidden. Inside, turn left and head towards the exit from this room. Approaching the box, bend down and then jump onto the box from below, from where through the corridor to the gate opposite. Get down to the grate that covers the entrance to the tunnel with pipes. For a person armed with all sorts of different calibers, this will not be difficult. Then crawl along the tunnel to an open grate in the floor, through which you can get out into the corridor. Using the nearby boxes as cover, destroy two machine guns. Then go through the gate and crawl under the beams of the security system. Run to the distant gate, dodging machine gun bullets along the way. Move along the corridor until rays appear ahead, you can climb over through the boxes, which are helpfully placed here next to. Then take a few steps forward and enter the belly of the dark tunnel. At the exit, turn right and, after taking a few steps forward, enter the gate. Climb up the stairs and then through the gate go out into the room, enveloped on all sides by rays. Move along the boxes to the other side of the first row of beams. Then jump onto the ledge from which you run and jump over the second row of beams. Then destroy the robot and, bending down, crawl under the third row of rays. Turn right and approach the control panel, on which click on the green button. Now return to the exit and go in the opposite direction. After passing several rows of beams, you find yourself in front of the gate. After them, you will run along the corridor to the entrance to block C3. Once inside, find the entrance to the corridor, lit by a bluish light - this is your exit to the next level.
Go right and enter the door. Step forward and turn into the passage on the right. After reaching the collapsed ceiling, wait for the enemies to blow up the door, and go left. Jump onto the ledge on the right in the elevator shaft and climb onto the stairs. Climb up a little and climb into the hole. Crawl forward and then right next to the pipes. After getting out, jump into the hole, near which there is a lamp. Go left and enter the half-open door. Climb the stairs up, and then on the other stairs, on the contrary, go down. After reaching the grate, go into the door on the right and go down the stairs to the very bottom. Go through the large gate and head left to the rubble. Move through it to another room and, going forward, go into the door on the right. Go to the right, going around the room, and go down the vertical stairs. Climb over the hole in the mesh fence and head forward to the stairs. Go upstairs, go into the door and, walking forward, climb into the ventilation shaft.
Go up the stairs and head towards the elevator shaft. Go down the stairs and jump onto the elevator. Now quickly climb into the passage that leads to another shaft before the elevator falls. Use the beam to reach the stairs and head down. Go through the elevator door and move to another elevator whose door is open. Climb along the barrels to the elevator roof, and from the roof jump onto the stairs. As usual, go downstairs and move to the opposite shaft. Up the stairs and down again. Again move from one mine to another, go down the stairs and go through the open door. After leaving the door, go forward and climb into the hole in the wall on the right. Walk a little straight and climb into the ventilation shaft on the left. Crawl along it and jump into the corridor to the left. Go forward, past the collapsed floor and go into the slightly open door. Go to the right and, after reaching the room where the fallen pipe of the ventilation shaft lies, go upstairs along it. Go along the pipe until the accumulation of enemies. Having dealt with them, run up to the large gate, turn around and use the control panel. Run into the cave and follow to the corridor of the building. To the left and into a small passage on the right. After reaching the corridor, go into the first room, go down the stairs and climb into another room. Go upstairs and, reaching the grate, which will drop in front of you, and when the enemies throw bombs into the room, quickly run to the free elevator and close the door. After the explosion thunders, return to the grate and climb under it. Go left, then forward and go down the stone. Crawl under the gate behind the vehicle and make your way down the rubble. Climb into the hole, then, after climbing upstairs, crawl under the ajar gates. Go to the sound of gunshots, and then climb into the cave. After reaching two enemies shooting at you from the balcony, go into the door on the right and go up the two stairs. Climb through the window closest to the stairs and crawl through a couple of gates. Cross over to the other side and go down the stairs one floor below. Go to the ledge on the left to reach the corridor. Along it forward and into the passage to the right. Now go down to the very bottom and go into the ajar gates. Climb into the cave and go straight until a passage collapses behind you. Approach two boxes and jump into the hole in the floor. Find your way out of the maze and get to the headquarters to complete the last and hardest mission in this game.

Pages: 1

Chaser is a game about the adventures of a person who has lost his memory. A person trying to remember and understand who he is. He will break through to his glamor that dreams every night - Mars. To the answer to all questions. Well, aside from beautiful words and unnecessary pathos, Chaser is just a great game that will take you a couple of evenings and will not make you regret the money spent.

Adrenaline is in full swing

The game has a built-in fashionable for the present time gadget - slo-mo. At the touch of a button, time will slow down, giving the player a clear advantage over enemies. What is the practical application of the much needed little thing?

At first, it won't work. Can't dodge bullets. No matter how hard you try, little lead friends fly faster.

But you can effectively exterminate crowds of enemies. Turn on adrenaline - and go. Six people is no longer a problem. Eight too. Twelve ... well, you went too far. With the help of adrenaline, you can masterfully create head-shots. In general, without it, and not there, and not syudy. This is not for you Max paynewhere bullet time most time served for beauty. There is no way without it here.

Adrenaline is consumed very quickly, but after some time it is restored, so it is useful to sit in a secluded corner and wait.

How to shoot them all?

Given the variety and number of enemies, you will inevitably ask yourself this question. Let's take a closer look at AI. The enemy is frankly dull and takes quantity, not quality. He has several types of behavior.

Curious - noticing the player, runs ahead, trying to be as close to our body as possible. It is not dangerous and is easily killed.

Cunning - does not climb forward, but prefers to run between two points. For example, a column and a box. Shooting is quite problematic because of the constant flickering.

Sneaky- sits in one place and waits for the player. Shoots on the spot. Most often it lives behind boxes, at doors and in other convenient places.

Pensive - the brooding ones appear as a result of a buggy script. They stand and look at the player with sad eyes.

What can AI do? He knows how to ridiculously little: run, reload, shoot crookedly and desperately buggy. That's the whole list of skills. But it has a bunch of disadvantages that can be successfully used.

For example, AI cannot open doors on its own. Only with the permission of the script. This can be used very well. They opened the door and showed themselves. We immediately hid back. The enemy will run to the door, which will close, and will stand still and wait. Here you can take it. They turned on the adrenaline, opened the door - and with a shotgun at close range.

The enemy always reloads where he ran out of ammo. For which there is always a beat. He also begins to change his position only when he was hit. Until now, he stands and shoots peacefully. Why ... (see above).

Initially, there are no enemies on the map. They appear when the player walks over the trigger. This is the standard enemy placement in action today, but here it is done so crookedly ...

First, often enemies appear right in front of you - right out of thin air. Secondly, the triggers themselves are extremely inept. A typical case. We ran into the room. They were all killed. Everything seems to be clean. We ran forward. Bams !!! And more comrades appeared behind us. And so it is constantly. Terribly annoying. Perhaps the developers found it original and interesting. They were wrong.

Also AI never uses optics. Basically. Therefore, rather formidable opponents with serious weapons turn into ... Moorhuhn played? Same.

Characters

The boss doesn't know about the surprise in the trunk. He still thinks that he is the smartest.

Let's get acquainted with the main characters. There are few characters in the game, and only a few mentions are worth. It is around them that all events revolve. I will slightly reveal the plot - of all the mentioned characters, only two will remain alive. Who exactly - you will find out at the end.

John Chaser

A man with no memory. Throughout the game, he is trying to catch the elusive Stone (he will find, but where he least expected) and, finally, to remember and understand who he is. Our alter ego. With him you will have to travel all over the Earth. And even more.

Gomez

Mafia man. A veteran of street fighting. Probably no one took as long as he did. The mafia is considered a black sheep. The only person who helped Chaser, although, as we learn later, not for free.

Shimako

Deals with the improvement of soldiers for the Yakuza. Electronics specialist. In the plot plays a secondary role. Takes a spider out of Chaser's head and dies safely from an excess of lead in the body (in other words, they shot him).

Longwood

Samuel (why do all Major Villains have such abstruse names?) Longwood - chapter " Mars Corporation". Controls all of Mars. In fact, its sovereign master. The main enemy of the rebels.

Kabir

Jetpacks will replace parachutes in the future.

Dagestani millionaire (or billionaire) who has accumulated his capital on crime. He is the owner of the cosmodrome (and you and Tito worked it all together!), Bought from the Soviet government. Helps get to Mars for a while. Then he dies safely.

Enemies

There are many enemies. Lots of. And everyone is trying to kill. The Mafia, the Yakuza, the US Army and the USSR are driven by one goal - to turn Chaser into a cold corpse. Usually the opposite is true. Rare allies turn into either corpses or enemies, and then they still turn into corpses. Let's take a closer look at the enemy, following the ancient wisdom: forewarned is forearmed.

Raiders

A gang of pathetic ragamuffins. Trying to grab a piece of power in the city. For which there are constantly beats by the mighty of the world. Weakly armed and do not pose a serious danger.

Mafia

For a while, Chaser is forced to work for the mafia. Serious opponent. Stylish guys in stylish black body armor, stuffed with electronics to their ears. Armed exclusively with Colts.

Yakuza

Despite the loud name, it is a rather weak opponent. They are dressed in red armor suits. The eyes are always red. Probably out of hatred. Armed with engrams or FA-MAS.

Look at the posture, the demeanor.

Stylish guys in white camouflage robes. Armed with AKS-74UN and VAL Silent Sniper. As opponents are weak. The reason is the AI \u200b\u200bcurve. Despite the presence of an optical sight on machine guns, they never use it. For which they are mercilessly exterminated from afar.

US Army

Guys in red / blue berets. They wear some Colts and FA-MAS. They have a wagon of health and increased survivability. Better to keep them out of the way. However, like everyone else, they are mortal.

Mars Corporation soldiers

Loyal fighters of Samuel Longwood. They have excellent bearing and armor. Capable of withstanding multiple headshots. There is a "lite version" of soldiers. The most serious opponent in the game.

Exoskeleton

Live tank. Has the speed and agility of a turtle. Armed with a heavy machine gun and a rocket launcher. The "fattest" opponent in the game. It is very easy to kill. Its slowness is to blame for everything. While he turns around, you can kill ten times and run away.

Automatic cannons

Pretty nasty stuff. They live under the ceiling. When the player approaches, they stick out of their nests and start firing from large-caliber machine guns. It is best to attack when the cannon starts to hide back.

Weapon

Looking at the number of means of destruction, you want to clap your hands and jump in place. Fifteen barrels, one type of grenade and a knife. There is a reason to rejoice. The weapon is not given all at once, but only gradually, as you progress. Although there is no logic in the distribution. At the beginning of the game, you run with a powerful Heckler & Koch G11, and in the middle with a poor Beretta M12.

Knife

Knife. Just a knife. Following the good old tradition of action "s, absolutely useless weapon. Not needed by anyone and never used. The use is strictly prohibited.

SIG SAUER P226

Very accurate, but has a low rate of fire and a small clip. The model is constantly used in the first half of the game. Mainly for shooting mad technicians armed with similar pistols. Yes, and against lonely opponents will do.

Beretta M12

High rate of fire, good accuracy are good. But everything is crossed out by a small penetrating power. Hand on heart - junk. Used in just one mission.

INGRAM M10

An absolutely useless weapon. Shoots a clip at a breakneck speed, but the bullets fly away anywhere but at the target. And the punching power leaves much to be desired. Most often found on the bodies of yakuza and raiders.

Heckler & Koch G11

This is our rifle. Equipped with an optical sight. Excellent penetration and superior accuracy make it a desirable item in your hands. True, the rate of fire let us down. Used a little at the beginning of the game and in almost all missions on Mars.

FA-MAS

I confess - I loved this model with all my heart. Everything is at the highest level: rate of fire, accuracy, penetrating power. And the presence of a grenade launcher will satisfy the most demanding players.

GDL2B

An ordinary grenade launcher. One shot - a sea of \u200b\u200bcorpses and half an hour to reload. Hits 5-6 times per game.

TAFF20

Twenty-shot grenade launcher. Conceived as a doomsday weapon. It didn't work out very well. Has two shooting modes. In the first, it shoots one grenade. In the second - four at once. I warn you right away: the second firing mode is absolutely unnecessary. It has more disadvantages than advantages. First, there are long intervals between shots, and secondly ... Who are you going to shoot at once with four grenades? Usually one is enough for the eyes. Moreover, the grenades do not fly at one point, but in a fan. Take care of your ammo - they are very rare.

COLT COMMANDO

Great rifle. Has a small spread and high penetrating power. Unfortunately, it is little used: there are no cartridges, then there is a more impressive model.

Beretta r2

The Martian version of the Beretta. It differs from the terrestrial model in graphics. Similar combat performance. Plus, for some reason, the developers hung up a useless laser sight.

Calico E50

Another nasty thing. Everything is disgusting: rate of fire, penetration, etc. Even the second firing mode does not help - in short bursts.

AKS 74UN

The best weapon in the first part of the game. First, a powerful cannon. Secondly, there is a sniper scope, which means high accuracy. In conjunction with adrenaline, it turns into a doomsday weapon.

MC Millan M87R

The first sniper rifle you get in the game. The parameters are standard: great destructive power and perfect accuracy. Will overwhelm anyone with one shot. Cartridges are very rare, so you won't be able to use them normally.

VAL Silent Sniper

Sniper rifle. Quiet, accurate and with night vision. Ideal for destroying the enemy at great distances. There is no problem with ammunition. Especially in Russia. A hit almost always results in 100% mortality.

OICW

The older brother of FA-MAS. Almost identical in all respects. Possesses great power. Underbarrel grenade launcher available.

Winchester DB Auto

Another classic of the genre. The monster is close, but from afar ... Finds good use throughout the game. In the first mode of shooting, it shoots six pellets, in the second - twelve.

Grenades

Just a grenade. You take, you throw, you run away. An excellent tool for smoking out the enemy from around the corner. AI glitch has been noticed - the enemy does not react to the grenade in any way. As it stood - so it stands. Until the explosion.

Choosing the best weapon

Having such a wide choice, you will inevitably think - which is better? Before examining specific models, let's consider the issue from the other side. The main rule is that the enemy must be destroyed with the same weapon with which he is armed himself. Why? Everything is very commonplace. Even a full ammunition will be enough for you for a maximum of thirty people. And there are much more opponents at the level. And it will be very unpleasant at the crucial moment to remain with a pitiful INGRAM M10 against three FA-MAS.

Now let's look at specific weapon models. It is advisable to use the following bundle: AKS-74UN (Heckler & Koch G11 on Mars), VAL Silent Sniper, FA-MAS (OICW on Mars).

AKS-74UN must be taken unambiguously. Optics takes the rifle to the fore. You can shoot enemies from afar with almost impunity. And shots to the head are great.

VAL Silent Sniper. What a sniper is for, probably, it is not necessary to explain to anyone. Why this one and not the MC Millan M87R? For the latter it is very difficult to find ammunition.

The FA-MAS is the perfect melee weapon. First, they were treated with a grenade launcher, the survivors were finished off with a burst.

First aid kits, armor and everything that remains behind the scenes

During the battles you will be wounded more than once. First aid kits will help to restore health. They lie in secluded corners or drop out of defeated enemies. The enemy is also not a bastard and does not mind improving his health. For example, you fired at the enemy, but he survived and ran away around the corner. Then, when you finish him, the chance of finding a first aid kit on the body is very small.

Armor, like a first aid kit, lies in secluded corners or drops out of the killed. Here, too, there is a nuance: the more bullets hit the enemy's body, the less chances of finding protection after death. But if you hit the head, you will get (if any) a trophy. The armor protects the player from bullets and explosions. But it does not save from falls from a height. The level of protection depends on the amount of armor. For example, 100% of the kit fully takes the damage on itself, and 60% only partially. Some of the damage will be removed from health.

Also in most missions you have a night vision device. There is no need to explain why it is needed. A night vision device has a certain level of charge, which is consumed during use.

If you need to jump to a great height, press the "crouch" button while jumping. This technique is widely known to those who play Counter-Strike. In the game, we will have to jump a lot and along very difficult paths. It will often feel like it is impossible to climb onto the desired ledge. Calm down. Chaser has phenomenal tenacity. A small protrusion is enough for him to climb in and hold on. After a while, you yourself will wonder where you can climb.

The game was played on the Normal difficulty level. Due to linearity, some of the locations are not mentioned. It makes no sense to paint over five pages, as you run through twenty absolutely identical corridors.

PASSAGE

Space station

He slowly came to his senses.

However, they were not allowed to lie down calmly and think about the important and vital. The relaxation process was interrupted by a group of people in red armor suits and weapons in their hands.

- Chaser !!! Kill him, ”the squad leader yelled.

- Communists. Or the rebels. Or from Mars. Or all taken together, ”Chaser thought quickly.

One problem was solved - he knew his name. But another appeared - the muzzles of machine guns directed in his direction, and a bunch of dead technicians to the room clearly spoke of the intentions of the uninvited guests.

- Looks like we need to tear out of here - he thought, but his legs have already done everything by themselves. Shooting began indiscriminately, which hit a small generator. Unaccustomed to such an attitude, he exploded with offense, thereby condemning the station to death.

It looks like Chaser is the main prey in this crazy hunt. We must quickly disappear before the station collapsed into pieces.

Follow the stairs to the very bottom and enter the door. Until you find (this will happen in the second or third room) weapons, hide from the guards. In a room with several tiers and a bunch of boxes, the first serious battle lies ahead. Four people are sitting upstairs, two will come running to the left. First we deal with those who came running, and then with the upper ones. Take the elevator upstairs. Use the computer against the wall. The boxes fell very well - you can use them to reach the next tier. Walk along the corridors to the lift and go down. In the forked hallway, go right. Now down the stairs. Right again. In the room with the dead technician, stand on the yellow circle. After activating the appeared computer, you pass into the right door. There will be no more forks. Run to the room with the rescue shuttle.

The shuttle is flying at full speed towards the unknown, and a series of explosions is heard from behind - the station is falling apart. An ingenious creation of engineering thought was destroyed because of one person. John Chaser.

SECOND PAGE

Slum

The space shuttle landed in the city, successfully braking against a house on its way. The residents of the house are clearly not happy with this turn of events and are in no hurry to greet our hero with flowers and tears of joy. On the contrary, the goal of civilians is to make Chaiser's stay as short and painful as possible. Answer them with lead.

Collect weapons, ammunition, and - down the stairs to the next floor. Deal with the militant punk on it and carefully move along the corridor - two will suddenly jump out of the left passage at you. A shotgun is perfect to calm them down. Having finished with them, switch to the rifle, turn on the optical sight and turn in the direction of the stairs - from there another curious will come running to the sounds of shots. He shoots very well, so hide behind the box, otherwise he will hurt you. Now you can slowly collect trophies. Among other junk you will find ultrasound. The weapon is lousy, but abundant at the level. Keep going down.

On the next floor, three are waiting for you. The first is right at the entrance to the floor. It is better not to push forward, but to lure to yourself. To do this, just shoot nearby - he will come running. The other two sat down at the end of the corridor. One is armed with a shotgun. He needs to be finished off from afar while he is harmless. The second, with a pistol, lay behind an overturned wardrobe and tries to pretend to be Clint Eastwood. It's unfortunate. While you collect trophies, help will come running from below.

Go outside. First, go to the back street and finish off the wise guy at the trash can. In general, you can leave it alone, but leaving it in the rear is dangerous. Having passed a little forward, having observed a series of scripted videos, move on. When you reach the fence, sweep in the hole and hide on the side. Shotgun, shotgun, and more shotgun. Now you can enter. Don't miss the rooftop sniper. When you reach the street where the ship takes off, get ready for a serious battle. Enemies of the sea - do not stand in a pillar, constantly move. Having dealt with them, grab your weapon and run inside the building. The entrance to it is on the left side. Lots of punks inside. I advise you to use a shotgun, it knocks everyone down very well. Having run out into the street, do not forget to run for the armor to the left and go down - into the tunnel. Coming out of the tunnel, you will face a serious enemy - mafia fighters. Pick up Colt Commando from the bodies. This is the best weapon at the moment. There will be an ambush further in the courtyard. One in the yard and two on the balconies. Do not try to shoot everyone at once - finished off one and back. There is very little left. You can no longer save weapons and health. Go forward until memories flood.

Hotel

Chaser fell into the tenacious paws of the mafia. Breaking out of them will not be so easy. The spider in the head is the most problematic. If Boss suspects anything - bam !!! And the head is gone. We'll have to act according to ancient Roman wisdom - divide and conquer.

The first task of the family. The Yakuza are up to something - you need to find out what. For safety (not yours, God forbid, you thought so - families and only families) you will be guided, and in case of failure they will activate a spider in your head.

In this mission, you shouldn't be seen. If you are noticed by the guards, you will have to start the level again. Be careful. Run around the building and wait for the signal. When the command is received, quietly go inside. Quickly through the door on the left. A door opens behind - security. We must seek shelter. Run through the door next to the workers. Turn on your night vision device and look around. See the door next to the stairs. You go there. Move until you see a ladder. Climb it a flight higher. From the room with the security camera, head straight. It will be more difficult further. You need to rush past the camera. Wait for her to turn away and run into the second door on the left. Enter the next door. In the hallway, follow the painters to the stairs. Climb up it. Now along the corridor to the end. In the room with the sleeping guard, quietly sneak past. When you reach the toilet, watch the video. Exit the room and left. Wait for the worker to leave. Come inside. Watch another video. Now we need to quickly reel the fishing rods. The radio communications were intercepted by the police. Go back to the toilet. Open the window and jump down. Run to the car.

Storming the water station

"The bloody rivals decided to seize power in the city. They have taken over a water station and are preparing to dump chemicals into the city water supply. If this happens, the monopoly on water will be in their hands. We cannot allow this to happen," says Big Boss.

Martian cities ...

Once on the spot, the commander briefly reports the situation - snipers control the entire perimeter, so the main forces cannot pass. You have to take the rap, Mr. Chaser. You are an outsider in the family, and if you die, no one will even remember about you. So look for an emergency entrance and act as appropriate. We will depict the ebullient activity at the entrance. Of course, this will not help you, but such is the fate of the main characters: to always be that very plug in the notorious barrel.

Run towards the only open building. In it, go up to the top floor and climb out the window. Crawl along the beam to the station. Go down the ventilation. Deal with the guards and go left. Two on the stairs will roll a barrel at you. Literally. A little higher, you will face snipers for the first time. They are powerful guys. First shot - say goodbye to armor. Second shot - say goodbye to everything else. Therefore, the tactics are as follows - constant running and shooting. It is better to kill snipers and guards with a pistol. The machine will be useful to us in the future.

Slowly go downstairs, dealing with everyone you meet. When you reach the hole in the floor, shoot everyone you can reach from above. Jump down and hide behind a concrete structure. A crowd armed with Colts will come running from the lower level. Having finished with them, go downstairs and pick up the armor. Now at the door to the left. After clearing the room, go downstairs. After reaching the stairs, switch to the sniper rifle. With its help, remove the entrenched at the boxes. He shouldn't even notice you. There are two left - on the side of the stairs. Both are armed with Colts. Do not try to fight them, but run past to the end of the hall. Over a long distance, the chances of success will increase dramatically.

Walk to the big climb - you will encounter little resistance along the way. Climbing up the stairs, lean out halfway and shoot the guards. The next room can be accessed in two ways. Better to go through the stairs, the second entrance is too heavily guarded. After shooting the only guard, hide behind the column and get ready to repulse the attack. 5-6 people will come running to you at once. Climb up and crawl into the adjacent block.

There is a little trick here. If you do not go down the stairs, but simply jump over the railing, then the trigger responsible for the appearance of enemies will not be activated. We need to get into the far door, but hot steam is beating in the passage. Go downstairs and turn the valve. The steam disappeared.

A competent ambush will await in the room. Four hid behind tables. One at the door. Shoot the one at the door with a Colt, the rest with a sniper rifle. Move on. In one place the railing will be broken. Jump down. In the hall with a bunch of boxes, climb the thrown boards to the ventilation shaft. Shoot the guards from above. What a surprise! Ours are already here. We must hurry. In the next room, climb into the ventilation hole. Once in the next room, look around. See the lever on the left? Pull. Wait for the steam to subside and forward, and then immediately back, because three people will run out from around the corner. Fighting in a narrow corridor is more expensive for yourself. Having finished with them, jump into the hatch and watch a video that will surprise you with an unpredictable ending.

Little Tokyo

While the Boss is dealing with the problems that have appeared, Chaser is dealing with his own. It's time to get rid of the nasty thing in your head. To do this, you will have to stomp to Shimako, a scientist working for the yakuza. I wonder why everyone is so kind?

Highly strange mission... The assault failed and, probably, a redistribution of power should begin in the city. However, this is not the case. We will have a walk along the sewers with a passing shot of the scourging yakuza. There is no other explanation why so many people have accumulated in the sewers. Here it is, the eternal housing issue.

While in the sewers, use the pistol. First, there are few enemies. Secondly, they are armed with pistols. Once outside, shoot one yakuza directly above you. The second is in ruins opposite. Climb the crates carefully, but don't jump yet. Shoot at the asphalt. Two people must come running to the noise of the shot. Are you done with them? Take a deep breath, sign up and jump over the fence. As soon as you find yourself on the other side of the fence, the street will turn into total hell. The fire will be conducted from all directions. Try to find a nook where you can start the sweep. It is better to use a trophy weapon - your own will still come in handy. An obscene crowd sat in one of the buildings. Shoot there with a grenade launcher. The crowd will calm down. Almost at the very end of the street on the right side there will be a gateway. Enter it and jump into the tunnel.

The whole city under the city. But there is no time to look at the local beauty - the Yakuza are not waiting. Clean up the level. There are at least a lot of enemies, but after the battles at the top it will seem like an easy walk. Go downstairs. You can just jump over the railing, or you can, like a cultured person, take the stairs. Go to the large pipe. Jump on it and climb over the fence. There is no point in further detailing the path. The level is absolutely linear and there will be no surprises.

The spider was removed in time. A crowd of family fighters rushes here in full steam. Is it behind us - or just a punitive raid? We'll find out later. While we need to do the legs. Run out of the building and quickly into the alley. From there, shoot everyone who runs behind. To know who to run after. You need to get to the western gate. Unfortunately, it was not possible to describe the path. Just follow the alleys and sooner or later you will reach your goal. The gate is one, it will not work. Along the way, you will meet militants with yakuza. Actually, it's strange, like howling groups, but as soon as they notice you, everyone, abandoning their affairs, runs together to kill you know who. If, when you run out to the gate, the script video does not work, then go up to the building nearby and run across the floors. Near one window, you will walk over the trigger and the video will start. Oh, those always buggy scripts !! Run back and get into the car.

Hotel

The chief urgently calls Chaser to the carpet. After a long and pretentious speech, the essence of which boils down to the simple "we are tougher than eggs and kill everyone," the detachment with no less pretentious look disassembles the weapon and goes to the assault. Further development I will not comment on events, otherwise you will lose all interest in the plot.

So Chaser got an angry mafia on the one hand, and no less evil yakuza on the other. First you need to find another entrance to the hotel. Run around the building along the right edge. One of the vents will be open. Climb inside. Once in the building, go to the left into the hall and take a battle with a crowd of brutal guards. Actually, you don't have to go here, but then you have to wait for a blow from the rear. Go back to the stairs and head right. After getting out into the street, run to the hatch. After watching the video, grab the bag and jump down. Using the ventilation, get to the previously closed door and pick the combination lock. Irony of fate, isn't it? How could you take a shortcut if the ventilation survived?

At the new level, run to the place where there will be two doors. First we go to the right. Having dealt with the yakuzas, go to the glass and watch a funny scene. Have you looked? Now deal with the problems. When the problems lie and do not move, go back to the other door. Walking a little forward, you will meet your former colleagues. Well, they chose their own destiny. Passing the gym, be careful - they will shoot from the side.

How much longer can you wander around the hotel? After the room with boxes, turn left. Now go where they are allowed to go, no forks are expected. Only one meeting will overshadow your carefree journey - the red dragon. Of course, he is not a real dragon, but took the nickname for coolness. Meet him in the lobby. First, calm down those running above with a grenade. Will not get in the way. It is better not to call the dragon for an honest battle, but to shoot meanly from a grenade launcher. He has a wagon life and can take bullets on his chest a lot. Having finished with it, go upstairs and go to the back room with cupboards. Come inside. Look for the door. One of them should lead to the basement.

Already a basement. So there is not much left. In the room with the first stabilizer (this is such a large, constantly moving contraption), deal with the guards and climb into the ventilation hole below. There is no obvious passage in the next room. We'll have to push (another word and not pick up) at the wall. Wait for the stabilizer to move away from the wall, and run into the middle of the cover. Half the battle is done. Now, in the same way, run from cover to the other side. Go upstairs. First slide into the ventilation and activate the power. Back out and go to the elevator. It is nearby.

Port

From the first minutes of the meeting, Kabir will start rubbing in about the problems of his business, about the great competition, subtly hinting that he will have to kill someone now.

“To kill is not to think,” Chaser decided, pulling a submachine gun from the bowels of his jacket and looking strangely at Kabir.

- Yeah, but the chance has turned up, - he was delighted when he heard the explosion. The attack on the warehouse began.

Run to the box and start shooting. There are three rooms in total. The first is a truck. There will be two or three attackers. Deal with them right away so that they don't get in the way later. In the second, the attack will take place through the window. In the third, they shoot through a window and a glass roof. Your task is to run between two halls, evenly shooting at alien bodies. After some time, the goals will be replenished. Now we need to protect the truck. Run to him. It will be really hot now. They will shoot both from above and from the side of the street, and a lot. It is better to destroy attackers from the street with a grenade launcher. One grenade is enough to cover the entire squad. Sooner or later, it will all end. Go ahead, Mars is waiting.

Lighthouse

“Chaser, you must cover the truck as we move through the port. Competitors will do everything to get the cargo. Be careful, the remnants of the raiders were spotted here (yeah, they threw all sorts of nasty things into the sewers). When you get into position, report on the radio.

It's okay, everything is clear. Only one thing is not clear - what are the elite units of the US Army doing in the abandoned lighthouse? If you find out, share a secret.

Got instructions? Then do it - beretta in hand and forward. Go down to the pier. We need to go to the building on the far right. Before you go there, run and collect ammo and armor. Turn right in the building. You must go out to the courtyard with a bunch of boxes. Move over the boxes to the other side. In the wall of a dilapidated building, you will find a hole. Climb into it. Go to the long corridor with a utility room on the side. In it, climb up the stairs. It is very difficult to see it due to its extremely inconvenient location. Now climb the stairs to the very top of the structure and jump down into the tunnel. When you reach the crossroads, go left and jump down. Here the security is much more serious than at the docks, so it is better to choose a more powerful weapon. One of the rooms will have a closed ventilation hatch. Shoot him and go upstairs. To do this, jump up without stopping. Once on the giant stairs, go up into the room and pull the lever. After that, the game will generate a bunch of special forces all over the stairs. Moreover, three will stand at close range at the door. Don't let yourself be caught off guard, but rather treat yourself to a shotgun charge. Go downstairs and take the elevator.

The position has been reached, it's time to uncover the sniper rifle. You need to cover the truck while driving. For this purpose, you were given a miracle rifle with a night vision device and a silencer. The truck has a certain amount of life. Not too large, but enough to withstand a couple of dozen rounds of machine guns. Each window opens only a part of the panorama of the area. When the truck starts to move out of sight, run over to another window. Enemies appear suddenly and in different places. Therefore, observe the terrain with a minimum magnification, and when you notice the target, zoom in to the maximum. Also, clues about the location of the enemy are given from the truck.

Under the water

Let's swim under water. Why exactly under water? Because it is necessary. Heroes don't look for easy ways. Before you start playing, put some Vallérian into the glass. You will need it. IN large quantities.

I don’t know whether to praise the developers or scold them. Yes, the level is original. Yes, developers rarely indulge in something unusual. But ... Although everything in order. Let's figure out the controls first. First, you have a lot of momentum underwater. This can be used for maneuvers. If possible. Secondly, when you move, you are constantly carried away somewhere. Demolishes without any reason or logical explanation. Even if you move straight without touching the mouse, you can be rotated around its axis. Why? This fact is not known to science. But the real torment begins when you try to make a maneuver at speed. In the same instant, you are carried away anywhere, just not where you wanted to. In addition to disgusting control, you still have to fight with guns. True, they smear decently, and it is not difficult to dodge the shots. Two weapons were issued to destroy the adversaries.

A machine gun is a weak weapon, but a hail of bullets fired will sweep away any cannon. The main weapon of destruction.

Torpedoes. How torpedoes move is a mystery. Apparently, they have not read physics textbooks and therefore swim as they want. Trying to knock out something with them is absolutely unrealistic. Use only for suicide if completely lost.

Your goal is to swim along the orange lighthouses. The new lighthouse will light up only after the old one has passed. Therefore, as soon as you notice the landmark, immediately sign up. If you are lost, get up to the wall and launch a torpedo.

Now sum up all of the above and imagine what you have to do. Disgusting controls, annoying cannons, a huge level, consisting of an interweaving of reinforcement, half-rotted ships, tangled tunnels and it is not clear where located beacons. So decide for yourself whether the developers made a pleasant surprise or not.

THIRD PAGE

Port

While Chaser, like a dolphin, frolicked in the depths of the ocean, the new boss of the mafia sniffed out his whereabouts and decided to show everyone that he is the coolest in the city. Apparently, past experience is not enough. Let's repeat the lesson.

First, kill everyone who runs in the yard with a sniper. Come to the secret police. A funny sight can be seen here. Three rooms. There are two paratroopers in each room. The paratroopers are constantly opening the doors, but not coming out. Fear. Having finished with the nervous, jump out the window and go to the door on the left. From the building, go up to the roof. Jump into the ventilation hole. On it you will get inside, into the previously inaccessible part of the building. Go outside. We have already received a warm welcome. Eliminate the paratrooper in the watchtower first. He has a bad habit of throwing grenades down. After breaking through to the booth at the gate, pull the lever.

“Kabir, the gate won't open,” Chaser said, slowly boiling over.

- Not enough energy. Run and turn on the generators. I don’t know what generators look like, but when you see, I’ll tell you. “It’s not easy to drive Kabir into a dead end with questions.

“I wonder how he will know what I saw if he’s sitting in the car outside the gate,” Chaser was justly surprised. But there was nothing to do - the script ordered to look for generators.

There is an elevator next to the booth. Get down. There are a lot of people in the hall, so it is better to calm down immediately with something explosive. Immediately behind the large door on the right, shoot the board covering the door. The path to the generators is now clear.

- Kabir, I found the generators. What to do? - asked Chaser a fair question.

- Twist whatever, - the answer was not long in coming.

- And if it explodes? Chaser asked. He began to have vague guesses about Kabir and the generators.

- Do not be afraid, it will not explode. Take an example from me. I'm not afraid, ”Kabir noted logically.

There was nothing more to object, and Chaser began frantically tugging levers and pressing buttons.

Turn the two taps first. The amount of fuel supplied will increase. Go down one level and in alphabetical order increase the flame in the burners. Go to the side room and activate two generators. Now go back.

Going outside, you will meet the current boss of the mafia and a potential corpse - Tony. An attempt to disperse the world led nowhere. We'll have to make a real corpse out of a potential corpse. Get your adrenaline pumping. First, caress with a grenade, and then finish off with a machine gun. It is advisable to do everything quickly - the guards are running to help the chief. When you reach the booth, open the gate and watch the proud sailing of the submarine. Where is the boat sailing? Like going to Mars.

Russia

And that's where Russia is sailing. Ugh, that is, the USSR. The hammer and sickle proudly adorn the red flag. Hats with earflaps, Kalash and eternal winter are available. After the bullets have whizzed over their heads, it becomes clear that something is amiss here.

It is interesting: aborigines at the level are very fond of swearing in Russian. It has become fashionable for Western developers to use Russian language in their games. Russian mate is a sign of good form.

Having dealt with the ambush, go out into the street through the door in the far right corner. I confess - I have never seen such a miserable northern landscape in games. See the hole in the middle. Jump into it and swim into the pipe. When you reach the door under the current, pull the lever on the side. And the current disappeared, and it became light. First up. Then to the right. After leaving the street, go straight to the hangar. In general, it's better not to just run on the street - enemies are constantly reborn. At the hangar pull the lever. The gate opened. But this is not enough, you need to find a car. She's in the garage. The garage is slightly to the right of the building from which we left. A crowd of rabid technicians is running inside. Do not waste valuable ammunition on them - a pistol is enough. They found the car, but no spare parts (apparently, they stole and sold the very equipment). Now we run to the warehouse. It is located on the side of the hangar. Upstairs, go to the back room and listen to the radio. Isn't it nice to hear native speech? Albeit with an accent. Go downstairs. Which stairs, there is no difference. At the bottom, go to the right corner. In the room, in the very corner, you will find the part you are looking for. Run back to the garage.

What, do you need to open something again? Okay. Go to the building behind the monument. With battles break through the completely crazy staff and guards. Open the outer gate in the control room. Well, now that's it. It's time to go outside. Jump over the railing and into the right door. Chaser in stylish felt boots gets into the stolen car and rushes forward. To new adventures.

Railroad station

Go left - into the forest. You won't go astray - the paratroopers will tell you. In addition to ordinary paratroopers, you will come across snipers. Usually they stand up to their full height on the hills and grease wildly. After death, do not be too lazy to get off for a rare ammunition. After reaching the base, climb over the fence and enter the only building. Click on the button here. The gate opened. Exit through the door through which you entered. Run around the building and deal with the guards in the yard. Now outside. Take a sniper here. When all movement disappears, collect trophies and jump into the gap to the right. Go upstairs to the control room and press the button. Let's return to the street in a different way. Go down the stairs. After a couple of rooms there will be an ascent to the roof. Go down the ladder and run to the large gate in the left corner.

Having dealt with the guards at the car, go right. It is better to work here with a sniper rifle. Activate the gate. Now back to the booth opposite the car. Press the button.

The car pulls into the yard. Kabir has a conversation with a clearly bad Russian.

- Nightmare, how many corpses. I just asked to open the gate. These heroes are all like that. They would only have to shoot. Now you have to look for someone to blame everything on.

- Chaser, buddy, and we were looking for you.

Chaser understood that he would now be shamefully killed, but he could not do anything. In the plot, everything has already been decided. The last thing he saw was Kabir's bewildered face. He could not understand in any way that it was impossible to kill the main characters. Basically.

Camp

Brace yourself, now there will be an original plot twist, worthy of the pen of the famous master of insanity Tom Clancy. It turns out that the cosmodrome was bought long ago by the famous Dagestani millionaire Kabir. Impressed. Let's continue. To use it, we must rescue the son of our savior from the camp. What camp? Believe me, not a pioneer, but a real GULAG. And then there will still be.

It is interesting: listen to what the prisoners have to say. Some phrases will cause a sincere smile.

Once inside, remove the security (everyone pretends not to notice the snowmobile flying over the fence) within sight of the sniper rifle. Enter the building on the right.

Go left. A warm welcome awaits you. We will reciprocate. Climb up and go to the next block. Dig into your computer. Now the camera number is known - A24. Go to prison block B. From there, go up the stairs to prison block A. Here is the required cell - we open it. Again a misfire. We need to look for a block where the punished are kept. Immediately after the end of the conversation, guards will appear on both sides.

Get down to the level below and go down the stairs. Along the corridor you will reach the desired camera. Peter does not mind helping to deal with Kabir, but first you need to escape from prison. He is a capricious creature and runs after you when he wants. It's a trifle, anyway the guards don't pay attention to it. Enter the door in front of which you are standing. Go up the stairs on the left up. Run forward until the passage is filled with an explosion. Go back. Another explosion will open a tunnel. Follow it to reach the ski lift. Take the elevator together. If you leave alone, the mission will fail. If he does not want to enter the car, run away and then enter the elevator again.

Cosmodrome

Our brave Peter, even three days later, did not bother to dress for the weather. He only pulled on his hat with earflaps. And rightly so, let them know ours. Having indicated the path by which it is possible to penetrate the cosmodrome where Kabir sat down, got into the all-terrain vehicle and left in an unknown direction, prudently deciding that there would be a lot of shooting inside and could even kill.

Climb into the ventilation hole along the pile of debris. After reaching the last shaft, push the grate. Go to the room with two bottomless mines. Jump into the fallen pipe through the gap on the side. Get out in the place where the pipe is broken a second time. Now up the stairs. And there they are already waiting. It's worse for them. The guards are armed as standard (Kalash / sniper rifle), but all kind of dead - they fall with one shot. Go left until the half-blasted tunnel (it's on the right side). In the next room, crawl through the broken grill at the fan. Go down the stairs. Someone has carefully made a hole in the floor. Let's use it. But here the security is much more serious. Three are armed with AK-74s, one with a sniper - all extremely well-aimed. Go outside. Take a sniper and bring down everyone in a row. The distances are huge, no one can even get there. Climb up using the stairs. See, there was an explosion at one hatch? Climb up the wreckage and jump onto the stairs from them. Having dealt with the guards, also jump along the debris along the wall to the hatch. Once in another part of the cosmodrome, go down. You should reach the hangars shortly. In the third you will find a button. Click. Now return to the previous hangar and head up the stairs. The tunnel should lead to the approaching site. Jump on it and click on the control panel. While driving, do not forget to shoot the people scurrying below. Now onto the platform. Having reached the place, get out of the cart and be sure to save yourself. You will meet with Kabir.

An old acquaintance is clearly not happy to meet. And he wants to continue the unfinished business. It's a pity, but I could live.

As soon as the cutscene stops, automatic cannons are activated and a crowd of soldiers appears. Immediately turn on the adrenaline and fire as many bullets into Kabir's head as you can. Now run for cover. The crates on the left are out of range of the cannons. Do not stick your head out and slowly fight off the soldiers. Your main goal is to neutralize the cannons. First, lean out a little so that the guns will notice you. As soon as they start firing, hide. When the shooting dies down, turn on the adrenaline and shoot (or shoot with a grenade launcher - it's more reliable) as much as you can. Then back again. When the cannons are disarmed, take the soldiers seriously. They are constantly reviving, but sooner or later they will end. When Kabir is alone, it is a matter of technique to shoot him. During the battle, run to the left corner to replenish ammo / armor / health. There are a lot of first aid kits and other useful things.

Mars

Finally, Mars. The long journey passed without surprises. But at the spaceport, it all started anew.

- Sir, may I have your pass.

- Uh ... Ahh ... I have a little problem.

- What's the problem, sir?

Chaser was never good at brain activity, much less negotiation and deception. He chose his standard course of action. Worst as usual. A blow to the jaw.

You need to run away from the guards very quickly. I will briefly give the path.

First to the left. Right into the door. To the left at the door. Down the stairs. Left. To the right into the corridor. To the end of the corridor, then to the right through the door. All the way down the stairs. Right at the door. Down the hallway and into the left door. Down the hallway to the door. Down the stairs. To the end of the corridor, then the door straight ahead.

Everyone ran away. You can take a breath. Chaser is again armed and deadly. Go down the corridor; which path you choose, there is no difference, you will still come to the hall. There are 6-7 guards inside. See crates constantly moving around? Get in. On the way, do not forget to jump over the beams and shoot the guards. After reaching the end, jump to the left. Activate the two control panels. So the bridge is ready. Go to the other side along it. The guards, as if on purpose, are hiding behind barrels of fuel. A couple of well-aimed shots and a lot of charred corpses. Press the button. The elevator placed the barrel in front of the crates. It is a sin not to use it. The path is clear. Further the path is long and gloomy, but straight and monotonous. Only one thing can be added: enemies often seek cover behind barrels of fuel. Poor.

When you reach the place where the passage is closed by poisonous fumes, jump onto the pipe from the side and climb along it to the stairs. At the top, turn right and climb up. In a room with water and barrels, jump into the hatch. Turn two taps. The path is clear below. Go to where the steam was blocking the path, and get down. Now there will be no forks. Only in one place will you need to turn the valve.

Prison

Chaser slowly regains consciousness and looks around anxiously.

- Great, friend. I was just waiting for you - the cellmate does not mind laying out his plans.

“Ah, you are my friend whom I don’t remember, but I will definitely remember,” Chaser guessed, looking at the script.

Meanwhile, the cellmate laid out his plan.

- This is my third time here. Every time I came across on purpose - I was waiting for you. Now we will run. Don't worry, everything is arranged. I broke the security system, learned the prison plan and even brought the autogen. And nobody noticed anything. Now we will open the door for them and quietly wash off (the scriptwriter has obviously drunk sake).

No one was paying attention to the security camera opposite the door. Either everyone on Mars has gone crazy, or it smells like a setup.

Run after your comrade. In one of the tunnels, he will stop and say that it is necessary to close the partition. Do it. Now you will have to walk alone for a while. Crawl through the tunnels - there is only one way. In one place you will have to jump from a great height - do not be afraid. Having reached the cellmate (he has already managed to steal the machine gun - dexterous!), Continue the journey together. Soon you will receive the machine too. Now Jay, sensing danger, will stop and wait for you to deal with it. This will take you to the terminal. Jay will begin to conjure over the remote, and you must ensure safety. There is nothing difficult in this - there are two passages and both are blocked by laser beams. Having suffered, the partner will report that nothing comes of it, and the cameras will have to be opened manually. Run out of the room and go down the stairs. After a long wandering, you will reach the blocks. Come into each and open the cameras using control panels. Now back. You don't need to run back all the way. The previously closed grill is unlocked. You just need to go down a little. There is no longer any in the room. You go into the previously closed door.

Now we need to look for Jay. And why couldn't he sit still? Fights are in full swing in the prison. So far, with varying degrees of success. In the place where three guards will kill the crowd of prisoners, jump down. Crawl under the floor to a deep hole. Do not pay attention to the battles from above - nothing can be helped.

Having reached a deep well, let us estimate how long the bodies flew. Let's not repeat other people's mistakes - let's use the stairs. After rising to the place where two prisoners are sitting, jump on the armature to the next staircase. It seems that the freedom of the prisoners completely went crazy. They shoot at everything that moves. Therefore, as soon as you hear the shooting, stand and do not protrude. Let them deal with themselves first, and there will be no problems to finish off the survivors. Go downstairs. Do not forget to shoot automatic cannons from above while you are in their dead zone. Further forward along the corridors.

Screenshots of Half-Life 2 immediately come to mind.

After proving to be on a new level, get out along the stairs to the right. Now you have long journeys on the platforms. Among the new enemies, a flying miracle with a machine gun in his hands was noticed. When you reach the rise with two machine guns on the sides, go straight. As a result of the script video, you will find yourself between two chasms. Climb the fallen beam. To the left at the door. There was nothing left. Deal with the security and take the elevator.

Assault on a military base

The Central Committee (or whatever they have) decided - Samuel Longwood is sentenced to death. John Chaser is appointed as the executor. I apologize for the rather strange comparison, but the rebels very much resemble the terrorist organizations of the late 19th century in Russia. The Socialist Revolutionary business lives on and thrives - albeit virtually. A detachment of rioters with burning eyes is sent to a military base. For weapons.

As you might have guessed, it all failed again. We are no strangers. Now the main thing is to have time to run inside before the gate closes. Do not climb forward, but follow your comrades. They will do just fine without you. Once inside, heal and prepare for a new battle. When the gate opens, first of all, destroy the machine gun from the ceiling. The rest are easier to handle. At the door to the left. The command post is closed, we will have to look for a card. Go left. In the corridor with a fork - once again to the left (if you look at the door). Hammer into the ambush from the side and run straight to the door. An evil cyborg will try to get out of it, but this cannot be allowed. Block his way with your body and caress him with lead. The poor fellow will not even have time to understand what happened. If you haven't finished it off, it doesn't matter - then finish it. Now you can ransack the rooms. In one of them you will find a map. She lies on the floor and glows blue. Now into the corridor to the right. There is an iron bar. We will act cunningly. Sneak along the columns.

Turn in adrenaline, jump out from around the corner and plant a line in your face. Go left. When you reach the armory, be sure to profit from ammunition. They are endless here. At the exit at the very door there will be a surprise - another premature terminator. If you did not finish off the first cyborg, then you will find him, still standing at the door. To the left to the command post. Up the stairs. The passage is blocked by lasers. It doesn't matter, now we will break everything. Throw one grenade at the power supplies through the holes at the top. Walk down the left corridor. Cannons are installed at the top. Taking them out will not be a problem. They leaned out. The cannon began to fire. We hid back. When she started to climb up, they jumped out and fired a line. And so on until the bitter end. After reaching the command center, open the gate from the control panel.

My dream to be in the shoes of a real tank has come true. What can a pile of iron do? She knows how to shoot. Very painful. On the left mouse button is a machine gun. On the right is a rocket launcher. But she does not know how to jump and move quickly. But we can do without it. The goal is to protect the gate. The attackers will be transported by planes. Don't try to knock them down, it's impossible. The attacks themselves will be somewhat sluggish. A couple of exoskeletons just like you, plus a bunch of foot soldiers. They will attack from two directions. Left - from the hills. And to the right - next to the wall and from the far ridge. Suppress the infantry with a rocket launcher, exoskeletons from a machine gun. In general, only planes that occasionally drop bombs should be feared. Everything else shoots extremely crookedly. If it shoots at all.

Train kidnapping

- Chaser, while we are flying on business, and you are ... well, steal the train, deliver it to the desired point and sabotage it. Remember: mentally we are always with you.

I don’t understand, Chaser alone has to win the war? Well, one is so alone.

Jump onto the tunnel on the left and go to the second complex. Climb over the barrier. You will soon reach a building with a bunch of crates. Here are the first opponents. It is better not to stand on ceremony with anyone, but to shoot from afar, with a sniper rifle. This is especially true for the two on the roof. They, besides firing from rocket launchers, do not recognize anything. Of course, for you. Now to the left - here the lock is not locked. When you reach the railway, turn right. Go to the long stairs. On it you will get to the roof. Pick up two grenade launchers and climb into the tunnel. After reaching a deep well, carefully jump down the pipes. The first two are armed with machine guns, and only know how to frighten with a formidable look. Walk forward a little. Shoot the passage to the right with the grenade launcher. There are two. Now carefully. As soon as the door starts to open in front, immediately run back. Behind her is an evil and very well-aimed grenade launcher. Let it shoot at the walls - we'll hide. We run further.

Having reached the second hall, conjure over the control panel - the gates will open. Take the train downstairs. You will stop at a traffic light a couple of times. Exit to the right, go upstairs and press the buttons. It will also overtake a train with 3-4 soldiers twice. Shoot them with a grenade launcher. Having reached the platform with the force field under the load, go upstairs and activate the loader.

Now, in general, everything is simpler than a steamed turnip. Calmly ride the train to the end. Hide from the squads on the way in the far corner of the cabin. It's pointless to fight them. They are standing still, and the train is too fast. Having reached your comrades, leave the cab and run down as quickly as possible.

The final

Key corporation figures have been destroyed. Everyone is quietly celebrating victory. The uprising was victorious. Do you think this is the end? Dreaming.

The trip to the headquarters ended in a friendly death. Of course, only Chaser survived (I wonder if anyone can live with him for more than a week?). Of course, it was not without betrayal. Of course, all hope is for him. Have you got any suspicions yet? Then keep guessing.

On the first map, you will not meet anyone at all. Calmly walk to the elevator and go downstairs.

But now automatic cannons will interfere with us. But you already know how to deal with them. In the corridor, blocked by laser beams, blow up the barrel and go downstairs. Crawl into the depression and blow up the grate. After passing several halls, you will reach a staircase illuminated by red lanterns. A grate will be broken off on the side next to it. Climb inside and go down the stairs. Now bend over and crawl under the floor. Two cannons will be waiting for you at the exit. And they start shooting before you notice them.

In the next hall, jump onto the boxes near the wall and go down the stairs. Now, in addition to guns, cyborgs with soldiers have fallen on your head. As if it was bad without them. In the place where you met the soldiers, climb onto the box and jump over the beams. When you walk along the long corridor, turn around - a cyborg will appear behind. Through a couple of rooms you will reach a room with two exoskeletons and laser fences, in which half of the beams work. You will have to jump well here. First to the left. Climb over the boxes through the rays. Further the obstacle is more complicated. You just won't be able to jump over at a run. Climb onto the curb near the wall and jump from it through the rays. Pass the last fence while sitting. Activate the computer and the old way back. Now to the right. The barriers are overcome as described above. Turn on the computer and go through the door. Go downstairs in the next room.

Another easter egg. Martian rock band.

Another card. How can? Go to a deep well with a ladder (when you approach, stones will fly by). Go down the stairs a little and jump onto the curb. Now, carefully jumping from the curbs to the pipe, you will reach the hole in the wall. On it you crawl out into a room with two wells. Jump to the left (you can't get out of the right). In a couple of rooms there will be a room with two generators. You see a blockage in the middle - you go there. At first it will seem that it is impossible to overcome it. This is not true. Suffer, and after a while you will be able to crawl out. Get into the ventilation into the room with three cyborgs (oh, and you will be tortured with them!).

Again a new card. Now we have to ride like crazy along the elevator shafts. The exact passage will not be possible, and there is no point. Much depends on the technique. Jump along pipes, stairs, elevators and you will reach your goal.

The last level. I can't even believe it. Right. Get into the ventilation. At the exit, shoot with a grenade launcher at the policemen. This will help the rebels. Of course, no benefit, but nice. In rooms with a pit filled with water, press the button on the strange apparatus. After the roller, jump onto the apparatus and climb over the gap. In the room, climb into the side tunnel. On it you will get to the room. Come into the near opening. In others you will find nothing but trouble. After reaching the crater, go down. On it you will get to the jack shown in the video. There will be a gap next to it. Go down the wreckage. Don't forget to turn on your night vision device - otherwise you won't see anything. After reaching the garage (it will be on the left, from the entrance), go downstairs and enter the door on the right. Climb the stairs. From above, shoot everything that moves, and jump out the window. Be careful below - two vehicles have automatic cannons. Come behind the boxes. Here you can crawl under the door. Do not rush to crawl inside. Do you see two iron legs? Cyborg. Shoot, from what the soul asks - the poor fellow cannot even answer. The second piece of iron hid behind the boxes. She probably decided to scare. Posthumously. While you deal with him, a cyborg will come out from the other side, shoot and go behind the box. Strange. Then we'll figure it out.

Go downstairs. Until now, the peacefully standing car will turn on the headlights, and the paratroopers will run out of it. Drive back. Climb up and finish off another cyborg. Do not forget about the shy man who hid. We briskly jump down the stairs one flight. Now we pass over the wreckage to the other side. We move to another corridor. Two are waiting around the corner. They waited in vain, they are worse off. Right. There are a lot of people here. All unkind and shoot from flare launchers. We will reciprocate. Go downstairs. After reaching the bottom, jump into the hole in the wall. Run around a room with a crooked floor as quickly as possible. As soon as we jump onto a flat surface, everything will be covered with earth. We go behind the box and go downstairs. Almost the end.

Once on new map, go forward a little and watch the final video. It is unnecessary to comment on it. Everything is too serious and sad. Humor is out of place here.

Go down the stairs to the very end. There is a door in front with a yellow light on the control panel indicating that this door can be opened. Go through it and go to another door with the same control panel. You go through this door and watch two soldiers walking to the left into the room where the explosion will thunder later. Follow them into the room and take the weapon near the bodies of the soldiers. Now that you are armed, show the spetsnaz group what you are worth! Follow the corridors of the space station to a large cargo hold, which consists of three levels. Clear the area of \u200b\u200benemies, and then on the lift go up to the second level. Use the computer on the opposite side and climb the fallen boxes to the third level of the cargo hold. Follow the numerous tangled corridors to reach another two-story room, where you sit on one of the two lifts and go downstairs. Go through the door from which the special forces fighters will run out, and continue along the corridors of the station to the place where there will be a large force field in the floor. To the right of it is a small yellow circle. Stand on it, use the computer and go through the door on the right.

Again, run along the corridors of the station, which are significantly warped, until you bump into a tightly closed door, to the left of which you will see a staircase. Climb up it and run to the rescue shuttle, in which you will leave the space station "Majestic".

Mission 2: Montac City

Pick up a shotgun near the dead enemy and cartridges on the shelf and go downstairs to the street. Follow the road and shoot enemies. After reaching the building in which the fire is raging, turn left and go into the house. Follow it to another exit. Once in the subway, shoot enemies and keep going forward. Ultimately, you have to reach a large area. Go through the passage on the right and continue along the only path until you come across a fence. Climb over it with the help of the boxes lying here and head straight.

Mission 3: The Gateway

After getting out of the car, in no case go forward, as you will come face to face with the guards and die. Instead, take the road to the left and go around the building. When you reach the corner where the guards are standing, your partner will contact you. He will give you a signal, and you will have to quickly enter the building. Go to the dressing room, and from there into the corridor. When you hear the sound of the door opening, hide behind the boxes on the side from which the painters are standing. When the guard leaves, go into the door to the left of the painters and, after passing one room, go out onto the landing. Enter the door with the camera hanging over it, and go through the room to the stairs, along which you go up the floor. Walk down the corridor straight to the right and enter the second door on the left. Go through the room into another corridor where the painters are.

Wait for them to go left to the entryway and then follow them. Climb the stairs up, so that the surveillance cameras do not spot you, and run into the dark corridor. Walk to the right and enter the door on the right. Through two rooms, go out into the light corridor, where the guard sleeps on the armchair. Walk quietly past him, enter the door on the right and go left along the corridor. You go into the room in front, and from there to the right into the bathroom. Go to the window and listen to the Japanese conversation.

Now go back to the corridor and wait for the guard to get out of sight. Then go into the room he left from and go to the window to continue listening to the conversation.

To leave the building, return to the room in front of the bathroom and jump onto the scaffolding through the far window. Go down to the ground and run to the car in which you arrived here with your partner.

Mission 4: Waterworks

Walk down the street to the right of the waterworks, to the door. Climb the stairs to the top floor of the building and go to the end of the corridor. Walk to the room and climb onto the ledge through the hole in the wall. Follow the ledge to the metal beam, along which you go to the ventilation shaft. Once inside the waterworks, deal with the enemy group and go through the door on the left. After passing the corridor, the enemies will throw off two barrels from the stairs. Dodge, kill two enemies and head up the stairs.

The rest is pretty simple. You have to get to the lowest level by going down stairs, jumping into holes in the floor, etc. When you reach a long vertical staircase, go upstairs and continue through the wilds of the station. As soon as you reach the deadly steam escaping from the pipe, go down the long stairs down. Kill the hostile guys and turn the valve. Go back and continue along the water station. In one of the rooms you will find a ventilation shaft, crawl along it, and then run through the rooms to another ventilation shaft. After passing it, you will finally get to the toxic barrels.

Mission 5: Little Tokyo

You start a mission in the sewers. Follow the canal until you see a hole in the wall on the right. Jump down into the underground tunnel and follow it to another channel. As soon as you get out of the tunnel, go right, straight and right again. There is a staircase on the left side of the wall, climb it and you will get out into the street.

Using the boxes, climb over the fence and start shooting the soldiers, which, by the way, will be quite a lot, and who will appear in the most unexpected places. Follow the road to the end and turn into the alley on the left, which is blocked by a fence. There is a small hole in it on the right, climb through it and jump into the well.

Once underground, it is best to stay on the platform, since from this position is the best option to get rid of enemies. Move along the dungeon to a large pipe and climb over it. Continue walking to the exact same spot. To get over two fences, you must jump onto the highest pipe and walk along it calmly. And the last thing you will have to do is climb onto the platform and enter the door.

Now it's time to do the legs. Exit through the door to the street and run towards the bar. Run into the alley and, wandering between the houses, get to the green gate. At this moment, the door behind you should open, go into the house and go up to the upper floor. Go to the window to see your partner drive through the gate. Go downstairs to get into the car and drive away.

Mission 6: Hotel Nippon

On the roof, find an open entrance to the ventilation shaft. Crawl along it until you appear on the landing. Deal with the Japanese guard and head up the stairs. You go in the door on the right and go through the rooms to another staircase. Climb up and go to the opposite wing of the building, from where you jump to the ground through the open window. Run up to the tree, and after watching the cutscene, go down underground through the hatch next to the stones. Crawl along the ventilation shaft to the staircase, where you already managed to visit at the beginning, and open the door with the inscription "Exit".

Follow the hotel corridors to the helipad where the commandos are located. Destroy them and go further along the corridor, where you will meet three more colleagues. Kill them as well and continue stomping towards the exit.

Once in the service building, go out into the hotel corridor and go left. Move until you see a door on the right that leads to another service building. After passing through it, you will have to kill the Red Dragon and Sano Ogawa. Climb the stairs up and go through the door in front. Go along the corridors of the hotel, pass by an artificial waterfall and enter the third office building (door on the left). After completing it, you will reach the final part of the mission.

Walk next to stabilizer # 1 and follow the ventilation shaft towards stabilizer # 2. Jump onto the wooden boxes and move along the inclined ledge to the other side. Climb the stairs up and step to the third stabilizer. Near it in the wall there is an entrance to the ventilation shaft, after passing through which you will find yourself in the control room. Use the computer that controls the elevator and head back. Follow the stabilizer number 6 and take the elevator.

Mission 7: Portland

The main task of this mission is to deal with all the enemies who are trying to take over the warehouse. The second task is to protect the truck. The most relevant recommendation for this level is to be patient. Because the first time even the most skillful player will not be able to defeat everyone. When both goals are met, you will safely complete the missions.

Mission 8: Lighthouse

Approach the front of the lighthouse. From there, go to the nearest stairs and go downstairs. Run along the port to the door and go inside. As soon as you entered, go forward and to the right. After passing through one room, climb the boxes to the roof and jump down to the ground. Run to the farthest building, you can only get inside through a small hole in the wall. Inside, go into the passage made in the wall and turn right. Go through the premises and, ultimately, you will have to make your way to the dilapidated second floor. Go through the door and walk along the balcony to the exact same dilapidated floor, but on the other side. Go down the stairs in front of you, and then another one. Go into the door on the right, go along the corridor and go into the door on the left. Climb up the stairs, and then climb to the very top of the structure, in the center of which there is a hole. Go down through this hole (just go down, do not jump) and run forward along the pipe and then to the left. Jump down through the crack in the pipe and you will find yourself in the corridor of a building close to the lighthouse. From the boxes, go forward and to the left. Go into the first door and climb into the ventilation shaft, the entrance to which is closed by a white grate. After getting out of the mine, you will find yourself inside the lighthouse. Climb the nearest vertical staircase upstairs and go into the extreme door. Having reached the big stairs of the lighthouse, go upstairs and enter the room. Pull the levers and go down to the base of the lighthouse, where you sit on the lift.


You have a sniper rifle in your hands, and I think you already know what you will need to do. There is a Kabir truck that you must protect and there are enemies that you must eliminate before they manage to destroy the truck. The task is nowhere simpler, and you can easily cope with it.

Mission 9: Underwater

This time, a difficult life has brought you into the depths of the sea. You must make your way through the shipwreck graveyard to the harbor. Your main landmark in the water is yellow bulbs. Following them, you can easily find your way to the harbor. But keep in mind that you must touch the bulbs so that they change to blue, otherwise, if you do not, then you will not see more yellow bulbs.

Mission 10: Harbor

Approach the mesh fence and shoot all enemies in front with a sniper rifle. Enter the building and, having dealt with the guards in the rooms, climb out through any window back to the street. Run towards the gate and, without reaching them, go into another building on the left. Climb to the second floor, and from there go to the balcony. Climb to the roof and then climb to the roof of the building where you were at the beginning of the mission. Climb into the ventilation shaft and crawl to the exit. Then go down the stairs and follow the corridor to the vault, from where another staircase leads. Once upstairs, go forward and enter the door on the right. You are back on the street, but outside the gate. Run forward, then left to the main harbor gate control room. Use the control panel and sit on the lift that is nearby. Having arrived downstairs, run up to the large gate. Open them and run on. When you see a piece of wood supporting the door on the right, break it with a weapon shot. Now you will have to go to this door and enter the door on the left. Climb the stairs, go into the room and go down to the generator. Get down even lower until you find two valves. Turn them and go down one level lower. Turn valves A, B, C, D (in this order) and enter the generator room, where increase the power of both generators using the control panel. Now, in any way known to you, return to the control panel of the main harbor gate and use it.

On the question Passage of the game Chaser: remember everything. given by the author Alina Burunduk the best answer is i don't remember anything for a long time, if you can't jump then you need to look for an alternative, maybe there is any move.

Answer from 22 answers[guru]

Hey! Here is a selection of topics with answers to your question: Walkthrough of the game Chaser: remember everything.

Answer from Flush[expert]
Mission 18: Ravi Vallis - Ravi Vallis
After landing, run to the far curb past the long gate. Climb over the curb and jump down to the bridge. After a short run, turn left off the bridge and run to another bridge, closed from prying eyes by large boulders. A few steps forward - and you will see the outlines of a huge building with brightly lit windows, previously invisible because of the heavy fog. Get close to the wall and then climb up the small ladder to the ledge of the building. Turn left and run forward without getting too close to the edge of the ledge. An unpleasant surprise awaits you around the corner in the form of four heavily armed guys. Continue to run forward until you see a bridge cluttered with various equipment. Jump over the side and move forward to the railroad tracks. Then, leaving on the platform, turn left and run to the doors with the deactivated combination lock, this is indicated by the green color of the panel. Inside the room, grab the ladder and go down to the very bottom of the building, then go through the door to the platform. Run along the railroad tracks to an open door, through which you find yourself in a room with a staircase going high up. Finding yourself on the roof of the building, head towards the rocket launchers scorching in your direction. Without getting close to them, try to neutralize them as quickly as possible. After looking around, on the opposite side of the roof you can see two entrances to the tunnel, and from one of them a protective grill was torn off. Run into the open passage and run along the tunnel to the manhole cut in the steel sheet. Jumping from pipe to pipe, carefully lower yourself down and then go down even lower through the hatch in the floor, into secret underground structures. Run along the tunnel to the far branch and at the fork turn to the right, straight to the fighters running towards them. After passing a couple of doors, you hit the wall. Jump through the hole in the floor onto the pipe, laid just below the ceiling. Before descending even lower, try to destroy all the fighters and only then jump onto the ledge. You go into the door with an open coded lock and, once in the next room, quickly run to the control panel. Pressing the green button, go downstairs and enter the train cabin. Wait until the gates are fully open and the train sets off with you. After a short trip, the train will stop before the siding, to continue the trip you need to move the arrow. Exit the cabin and go into a small room, then from there up the stairs. After passing two doors, you find yourself in the control room. Walk up to the table and press the control panel button, then quickly return to the train. The next stop takes place at the loading station, where you will need to load explosives onto the rear platform of the train. Run in the direction of the loading control panel, behind which the machine gunner is on duty. Upstairs, use the remote control to activate the crane. Wait until the crane finishes loading explosives, and then quickly run into the cabin of the train, which will immediately set off on a further journey.
After stopping at the next siding, repeat the operation of turning the arrows again, after which the train will move on. After the next stop of your vehicle, get out of the cab and run back to a safe distance.