Deus ex human revolution witness or prisoners. Deus Ex: Human Revolution: Complete walkthrough. Black cat in a dark room

The latest Deus Ex () took a liberal behavioral gameplay scheme from a role-playing game, and excellent action architecture, a firefight drive and ... bosses from shooters. These mostly modified humans are the only ones in the game that can't be bypassed. But even if you are trying to earn an achievement for a bloodless passage of the game, do not be discouraged - killing the bosses will not affect this in any way.

All of the villains (except the final one) who are to be killed took part in the very first attack on Saref Industries, as a result of which Adam Jenson became the weak-willed owner of the coolest implants. In fact, every boss fight is an act of just revenge. However, we still do not know who all these people are, whether they are mercenaries or soldiers, adherents of the Illuminati or random bandits from the streets.

Lawrence Barrett

The first and perhaps the most difficult boss in the game for one simple reason - he appears in the mission at the F.E.M.A factory. almost at the very beginning of the game, when the player has not yet properly pumped implants and weapons have not been improved. Therefore, in order not to get into an unpleasant situation, it is better to stock up on grenades and painkillers in advance.
Barrett is armed with a very powerful machine gun built right into his hand, as well as grenades, which he throws very dexterously and accurately. The best tactic is to throw grenades at him and, taking advantage of the confusion, shoot him point-blank with a shotgun or revolver. Then, without wasting time, jump for cover. If you have managed to purchase the Typhoon implant, now is the best time to try it out.

If you want to diversify the boss fight, then pay attention to the arena where the fight takes place. There are enough explosive barrels and cylinders that can be thrown at Barrett. Rounds are also scattered around, which can be collected immediately. For the victory, you will receive the "Bull" achievement.

Elena Fedorova

Lady boss - Elena Fedorova - appears at the very moment when you reveal the secret of Eliza Kassan. On the way to her "residence" you will have to hear more than once about how cruel and unceremonious she is with enemies. Yes, and during the battle, Kassan will tell you about the difficult childhood of little Elena, about how merciless fate is for her.
The most confusing thing about this boss is her disguise system, her algorithm is not immediately revealed. Therefore, in the first seconds of the battle, it is better to listen carefully to what Kassan says - after all, she is interested in you quickly sorting out Fedorova, therefore she will be happy to suggest moments when the disguise subsides. Elena's steps are also visible on the water, which covers the entire floor of the arena. The main thing is not to stand still - she runs very fast and shoots monstrously accurately from her submachine guns. And in no case do not try to fight her in hand-to-hand combat, in every possible way avoid collisions. It's deadly.

The easiest way to defeat Fedorova is with EMP grenades, which deprive her of energy for disguise (use carefully, the electromagnetic pulse ruins your implants too), and more powerful weapons - a revolver with an explosive upgrade and a pumped assault rifle will work well. Grenades, by the way, cause short-term discharges from the walls, which hurt with electricity (remember that you run ankle-deep in water).
For the victory, you will receive the "Praying Mantis" achievement.

Jaron Namir

This is the same dude who grabbed Jason against the wall at the very beginning of the game. It's payback time.
The bossfight itself might not be that difficult if you took Pritchard's vague hint and didn't go into the PROSTHETIC blade to put in a new chip. If you still got a new chip, then the malicious CEO from Tai Yun Medical will press the cherished button and your entire HUD will go crazy. Under such conditions, it is much more difficult to fight.

Jaron shoots plasma quite freely, but uses grenades quite skillfully. Gas grenades, most likely, you won't care at all - the implant of a closed breathing system should already be standing by this moment. But fragmentation grenades can be very unpleasant. It is important to keep track of his movements, avoid encounters with grenades and dodge slow plasma. The main rule of this bossfight is to keep your distance and naughty with a larger caliber in combination with grenades.

For the victory, you will receive the "Snake" achievement.

Project Chiron

Strangely, the final boss of Deus Ex: Human Revolution is not some kind of giant colossus, but a symbiotic positron computer that uses the brains of three unfortunate girls as the core. It is the Chiron system that is the very stalemate scene when the "god on a string" should appear in order to solve all the deep problems of the drama at once. This is also the easiest boss in the game.
Zhao Yun Ryu, the nasty CEO from Tai Yun Medical, is trying to control the computer. True, it doesn't matter to her. Your task is to disable Chiron's core. Otherwise, how to kill three unfortunate girls, this cannot be done. The situation is complicated by the fact that automatic turrets are moving around, and when any of the brain girls die, secret doors open and zombified people are released.

Turrets are removed first. This is done with a rocket launcher or plasma. You can also look for a terminal in the center, breaking which simply disables the turrets. After the three brains are destroyed, Zhao's shield should be broken. At this time, electric discharges cover the arena by sectors (just stay away from the floor), and protective drones roll out from special doors (taken out for two counts).
When the shield is broken, Zhao dies, and we enjoy all possible endings (if, of course, we managed to talk to all the necessary NPCs at the level).
For the victory, you will receive the achievement "The End".

Well, everything that I learned by experience, I told.

Deus Ex: Human Revolution is such a versatile game that there are several ways to complete it. You can go into the room and just shoot everyone, you can get valuable information by talking and win people over, or you can act quietly and imperceptibly in the style of Sam Fisher. We will use the last method in the passage of Deus Ex: Human Revolution, as it is the most interesting.

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

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

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

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

Then there will be another crowd of terrorists. We wait until they finish talking and stun one by one. We hide the bodies and move on. There will be a video camera in the corner of the corridor, it can be easily bypassed without falling under its viewing angle. We go further, to the right of the stairs there will be a pile of garbage, removing which you can open the ventilation passage. At the exit, the only patrol will be waiting for us.

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


#2

The situation can be ended in many ways, but the most painless is to always choose the answer option "sympathize". The hostage is saved, now we return to the helicopter and complete the mission. In our office, we go to Pritchard, then we go to Sharif. We need to get into the police station and examine the body. The fastest way is to choose the answer “forgive” in a conversation with an old friend at the counter, but you can also secretly sneak into the morgue, having received a thousand or two points. To do this, we do not catch the eye of colleagues and crawl through pipes and channels.

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

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


#3

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

There will be two patrols at the exit. We neutralize them and climb up the stairs. We go along the corridors until we get to the first boss. To defeat him, you need a powerful weapon, but also do not forget about the environment. As the boss prepares to jump on you, stand near the various barrels and transformers and watch the fireworks. Well, from impulses you can simply hide behind the columns.

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

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


#4

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

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

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

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

We talk with Sharif and go on a mission. We enter the hall, speaks with Taggart, choosing the “Conflict” branch, we go to Sandoval. We climb the stairs, neutralize the enemies, hide the bodies. We move the boxes, move on. We suppress the soldier, neutralize the mine and find Sandoval. In a conversation with him, select the "Mercy" branch. We return to the helicopter and complete the task.
After the cut-scene, we go to the right along the corridors. We go down the elevator, from Pritchard we get the task to visit a local clinic. After that, we go further along the sewers, cut down the enemies standing at the exit, move on, neutralizing the enemies along the way and not forgetting to hide the corpses.

We find Tonga, we talk, then we go to the seaport. Be extremely careful in the port area. Everywhere cameras, robots and patrol. We move to the other side, climb up, sneak past the enemies and set the explosives, and then carry our feet. Let's watch the video.


#5

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

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

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

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

Imagine for a second that you are playing a zombie game. And what is the main thing in it? No, of course, to survive by itself, but the main thing is not to let the madmen near you. They are very dangerous in close combat. Now the matter remains small: we break through the crowd of psychos, save our boss and get on the final enemy.

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

Kirill Shitarev

street wars

Near future. More precisely, the 2050s. As befits the world of cyberpunk, we are met by a gloomy world of omnipotent corporations, global networks and implants. There are rumors of secret societies seeking world domination. However, rumors are rumors, and the plague of the new century, also known as the Gray Death virus, is raging in all major cities. The corrupt government has a vaccine, but it only gets to the powerful and wealthy. The poor are rioting and attacking the troops and government offices. In response, punitive actions are being carried out with the help of elite forces, the troops of the world military organization United Nation AntiTerrorist Coalition (UNATCO). Something like the unforgettable GDI from C&C, at first glance. They rely on the power of the latest weaponry and titanium-encased semi-cyborgs. Militants from the terrorist organization New Secessionist Front (NSF) try to take part in all spontaneous protests against the authorities. It's like the NOD Brotherhood. The main feature is secrecy and surprise. The battle is on equal footing. UNATCO has a lot of money and advanced technologies, and the terrorists have enlisted the support of the population and are well conspiratorial.

Our hero, JC Denton, represents the pinnacle of all nanotechnology. He is a super cyborg, each molecule of which is fully electronically enhanced. The best anti-terrorist UNATCO agent, surpassing Paul Denton's brother, who was improved with similar, but earlier and undeveloped, scientific technologies. There are two more relatively strong agents (Anna Navarre and Günther Hermann), who also underwent mechanical improvement, turning into a walking a pile of metal. However, you are a more advanced and modern operative of the Organization. This is in theory. But in practice it will take a lot of work to prove it. You will have to deal with secret organizations, fight constant conspiracies, remaining in the dark whether you are doing everything right or vice versa secret laboratories of bacteriological weapons, underground military complexes, underwater bases, dimly lit dirty city blocks. Just remember that any goal can be achieved in different ways. one person and easily win through various tricks and tricks (something like "Thief "). You can chat with all the characters and listen to their conversations for hours. You can read all the newspapers and voluminous books in an attempt to get more information. You can hack every computer and read the mail. Of course, there are mission limits, but within these limits everything is possible. Almost all. Almost everything, as in a real RPG. So, the game starts at the foot of the Statue of Liberty...

Special abilities

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

environmental resistance- This ability allows you to reduce the harm from various natural hazards such as electricity, gases and radiation. Similar in action to the Hazmat suit.

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

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

Combat Strength- Increases damage dealt by melee weapons: knives, crowbars, swords, sticks.

Ballistic Protection- thanks to this ability, the hero can more easily endure attacks with bullets and cutting weapons. The hero takes noticeably less damage, but he still does not become immortal.

EMP Shield- a special shield that protects your bio-energy from being drained by electronic fields and EMP grenades.

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

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

energy shield- Allows you to take less damage from energy weapons, such as a plasma rifle, and from a flamethrower. Not very commonly used types of weapons, but very dangerous if the enemies have them.

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

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

Spy Drone- a special small metal bee "drone" is assembled inside the hero's body, which you control to inspect the area and explore suspicious rooms where you do not want to meddle without prior preparation. Clicking the mouse at the time of control causes an EMP explosion, which is similar in effect to similar grenades. Unfortunately, the drone is slow and uses a lot of energy to use it.

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

Vision Enhancement– turning on the infrared light is not very useful, but with the development of the ability to the third level and above, it allows you to look across walls!

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

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

Power Recirculator– the use of other abilities, with this one activated, spends less bioenergy. The more developed, the greater the savings.

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

Weapon

All weapons have their strengths and weaknesses. Try to take this into account when choosing tactics to destroy the enemy. The same flamethrower or shotgun is effective only at close range, but a rocket rifle and a sniper are at a distance. But even here there are differences. The flamethrower is best used against several nearby enemies, and the shotgun against one or two. A sniper can still come in handy in face-to-face disassembly if you have a good reaction, but an explosion from a rocket will 100% hit the hero if you fire at an enemy two steps away from you.

Weapon characteristics

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

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

Recoil. Recoil. The smaller it is, the less the front sight will move with each new shot. Important for weapons that need to be fired multiple times to destroy a single enemy. Therefore, it almost does not matter for a flamethrower, rocket rifle, sniper.

Reload. How fast a weapon reloads after it runs out of ammo. Important for weapons that quickly "eat" charges and which kill more than one hit. The smaller the capacity of the horn, the more important it is.

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

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

Weapon Upgrade Boxes can also provide the following three bells and whistles. They may or may not be suitable for a particular weapon. So, you cannot hang an optical sight on a flamethrower and, moreover, a silencer.

Add-ons

Laser Sight- laser sight. It is insanely rare and is a red dot, which turns out to be in the place where the future shot will have to. It can be used with or without an optical sight.

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

Silencer- muffler. Unlike the top two upgrades, it works automatically and permanently. With it, the sound of the shot is muffled, turning into a click. Thus, it is possible to silently kill enemies with headshots without attracting the attention of their comrades nearby. The crossbow is initially silent.

Melee weapon

Melee weapons are more likely not to kill the enemy, but to break wooden boxes with things (stick) and stun the enemy (taser). Destroying an enemy with melee weapons is not easy enough. It takes skill and desire to sneak up on the enemy. This type of weapon deals low damage, which is compensated by high speed. As a rule, they occupy one cell in the inventory and do not spend charges or ammo.

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

Stick (Baton)- Unlike sharp weapons, it stuns the victim. The rest is the same.

Shocker (Riot Prod)- Electrically stuns the enemy with one or two hits. Spends "charges", the number of which is limited. Can be used four times without recharging. It is advisable to aim at the body and strike stealthily - in this case it is more effective, that is, it can knock down the enemy at a time. Harder enemies like agents require multiple hits.

Pepper Gun- a primitive means of temporarily neutralizing enemies. While they rub their eyes, they can be stunned or killed. The gas grenade is more effective, and the "charges" come across very rarely.

Pistols

Something between melee weapons and shotguns. Fortunately, they take up little space in the inventory (one cell) and, unfortunately, have a small lethal force. Ammo is very common, but they are spent quickly enough. The best use of pistols is headshots. If you aim at the body, then they do not justify themselves.

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

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

Crossbow- a cool little thing, thanks to its noiselessness and great lethal force. One hit to the head with a normal dart usually results in death. Tranquilizer Darts (green) will stun the enemy about ten seconds after they hit. That is, use the tactics of "shot, hid, returned to search the body." Illumination darts are not very useful due to the flashlight built into your body. Not the longest range.

PS20- disposable laser pistol Weak little thing, but he is very well-aimed. Or spend it right away or throw it away so that it does not take up space in your inventory.

Shotguns

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

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

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

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

Sniper rifle- if you attach a silencer and a laser sight, as well as spend all the accuracy upgrades on it, you will get just a BFG and an atomic strike in one bottle. At the beginning, take care of the ammo and use it only after reaching 90-95% accuracy. One hit to the enemy's head almost always means one ready corpse. Very high firing range. A weapon for the instantaneous and unpunished destruction of any number of soldiers at long distances. Worked well at medium distances as well. If you have a good reaction, then you can use it in close combat. The main thing is to quickly aim at the head ...

By the way, if you are not sure that you will hit the enemy with a sniper, then do not shoot. Losing a few bullets for nothing for her is very unpleasant, even if in the end the bandit was destroyed. Try to spend all the Accuracy upgrades you get on the sniper.

ATTENTION! At the master level in guns, you can destroy things like peephole cameras, automatic guns, alarm systems with one hit from a sniper! Remember this.

heavy weapons

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

Flamethrower. It is enough to fry even for a second any enemy soldier to destroy him. You don’t need to aim, you don’t need to be afraid of return fire either, since burning opponents don’t shoot. Few charges and a short range, that's what limits the use of a flamethrower. A useful item if you find a place for it in your inventory.

laser rifle. Fires quickly, dealing heavy damage with each hit. High range and low recoil. However, ammo is rare. It is inconvenient to use in close combat. In the far one, too, since the projectile flies for some time, and the enemy can have time to get away from it. Purpose - fight at medium distances. Not bad to use against mechanical robots. Inconvenient weapon.

rocket launcher(GEP). With the help of this little thing, the enemy can always be treated with a rocket or two. Designed to fire once and then reload. In principle, one shot is enough to destroy most enemies. Missiles are found quite often, so do not save them too much. Beware only of the blast wave, which can hurt you too. Great tool against robots and locked doors. Able to self-target. The best weapon from the heavy weapons section.

L.A.W. It's a disposable grenade launcher. I advise you to always take it with you, so that if not to kill the enemy, then to knock out the locked door. At least save the lockpicks.

explosives

All grenades explode approximately two seconds after they are thrown and reach the surface. They occupy one cell in the inventory. Can be attached to walls, in which case they act as mines. As soon as the enemy comes closer to the wall, they explode. Fortunately, your grenades do not react to you.

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

LAM- explosives, the most common and most lethal of grenades. Will almost certainly kill any enemy and kick down any door. However, when people see her lying on the floor, they begin to roll out of the area of ​​\u200b\u200bthe alleged explosion, so she is not very useful in combat.

EMP- causes a wave of electro-magnetic pulsation, acting as a remedy against any enemy electronics that it successfully neutralizes for a while. Disables alarm panels, camera eyes, laser fields and automatic guns. It can also calm the robot if you hit it well. Harmless to the health of ordinary people, but steals their bioenergy. If any other grenade is in the explosion field of this grenade, then it will be neutralized. That is, it will be possible to approach and calmly pick it up without fear of an explosion.

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

Items

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

Thermoptic Camo- armor that does not for a long time make the hero invisible to both living beings and robots.

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

Tech Goggles- allows you to better see everything that happens. Not very helpful.

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

hazmat suit- In this suit, the hero takes less damage from all sorts of natural hazards such as radiation, fire, toxins, electricity and EMP fields.

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

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

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

Food, water and alcohol. While cigarettes take away health, all food and drink of life restores basically two units. A bag of soy food heals up to five hit points.

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

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

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

Any explosive will destroy the laser fields without triggering an alarm. In the same way, you can remove the peephole cameras and automatic guns. Most doors can also be blown up. However, why waste weapon charges or LAM on this? If possible, place a box with TNT next to the door, move away and shoot once with a pistol. Voila! By the way, you can only throw a box with TNT on the ground if you are crouched. If you throw it while standing, you can not avoid instantaneous detonation from contact with the floor and the subsequent (very quickly) explosion. Save lockpicks and multi-tools. Always try to open a locked door with a key (what if it fits ?!), and only then break it open. The same goes for multitools. First, look in the records if you have a code, and only then open it. Sometimes it is useful to blow up very strong doors, which require two or three master keys. Doors, crates, and all objects with a strength of 25% or less can be broken with a normal crossbow. You throw a dart at the door, take it and repeat the procedure. That way you won't even waste a single dart! By the way, strong doors with 50% and below can be knocked out with a sniper rifle shot at the master and (sometimes) advanced levels. In the same way, it is realistic to destroy cameras.

If you have found a new character with whom the hero will begin to communicate, then after the end of the first conversation, be sure to contact him again. Again and again. Until new conversations can be started. Always talk to neutral and friendly people in bars, on the streets, etc. There is a chance to learn some useful code or buy things. Explore levels. Look for hidden places where you can find useful gizmos, as well as get points "for research".

The guards sometimes clearly draw a certain line of conduct. Some of them, despite the hurricane fire from your side, will definitely run to the nearest alarm. The vast majority of enemies will also start to run away if they get seriously injured. These guys need to catch up and kill in hand-to-hand combat. If there is an alarm panel near the enemy, then most likely he will run towards it. In this case, either quickly shoot your opponent with a sniper, or hit with a shocker at close range. By the way, the best weapon, at the initial stage, for close combat and (always) for breaking boxes is a stick, baton. Throw away the knives and crowbars you find so as not to clog your inventory.

Robots are not burdened with excessive intelligence, like other mechanisms. Behind them, you can easily run across in the right direction. Robots are different in that they do not have hearing, so they only notice things that they see directly in front of them. It is best to destroy the robot with explosive weapons like LAM, LAW, GEP. However, Sabot Shotgun Ammo and Explosive Assault Rifle Ammo will do just fine. You can also "disable" the robot with an EMP grenade explosion, or "remake" it with a Scramble grenade. Agents, that is, people in black (Man in Black), when they are killed, explode, permanently destroying all the ammunition and things they have with them. The best way to prevent an agent from exploding is to stun him with a few hits from the shocker.

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

Always shoot in the head. However, if you are aiming with an assault rifle, then direct the burst to the chest, anyway, the recoil will immediately raise the scope to the head. Wounded hands seriously reduce accuracy, which is very dangerous for snipers. Try to hide somewhere during the skirmishes of your allies with enemies. So at least avoid wasting ammo and getting shot in the... uh... head. Moreover, if a “good” soldier is killed, then his cartridges can also be taken into his pocket. Spend the upgrades you find wisely. Or a sniper, or a shotgun, or a crossbow, or a pistol. Heavy weapons are usually powerful enough to go without upgrading.

Next moment. Always do everything quietly. In unfamiliar areas, crouch instead of running. Try to hide in the shadows and use silent weapons. It would be nice to drag the bodies, if possible. Never burst into a room with several soldiers firing from all guns. Most likely, the hero will simply catch a couple of bullets in the head and safely throw back the fins four seconds after the attack. In already known areas, move by running. Of course, this creates a lot of noise, but if you need to move silently, then you can run "crawling" for a while. By the way, this is no slower than a simple walk. Ways to go unnoticed when the enemy is looking in your direction: stand very far, is in the shade, hide (crouch) behind cover. Running towards enemies in an open field and opening a hurricane of fire from all barrels is the best way to die (unless you are playing on an easy difficulty level, of course). The right commando agent will first hide behind a box or in a dark corner, and then silently “snap” or cut opponents one by one. Enemies who are unaware of your presence are more harmed than those who are already prepared for your attack in advance. Try to sneak up. It is always easier to overwhelm a patrol standing still than his own, but running and pouring fire on you.

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

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

What is the best way to put inventory items on buttons? Here is my signature layout. On "1" let there be a stick, on "2" - a shocker, and from "3" to "7" all gradually cooler weapons: a pistol, a crossbow, a shotgun, an automatic rifle, a sniper. On "8" let there be master keys, on "9" - a multitool. Well, there will always be keys on "0".

Enemies

Simple UNATCO soldier, policeman, NSF terrorist.

They are equally weak in combat and their coolness is very much dependent on the weapon. The soldiers seem to run more from side to side, but this does not help them much. One shot to the head with a pistol very often solves all problems. True, sometimes a direct hit in the face from a sniper does not kill, but it's just that you were unlucky. Before the battle with the foot soldiers, see in advance what they are armed with: it is immediately noticeable whether they are holding a pistol or a machine gun.

Soldier MJ12, a fighter of the Chinese army. He wears a dark and green uniform, respectively. Usually well armed, up to flamethrowers and rocket rifles. More tenacious than regular foot soldiers. They know how to strafe, that is, to move around the battlefield in every possible way, not forgetting to pour lead on the hero. Some squat, which is very unpleasant. Try to put these guys down quickly.

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

Commando. A man who, as a result of scientific experiments, was turned into a killing machine. Thick black armor is combined with heavy weapons. At a long distance, they use the GEP-gun, that is, a rocket rifle, and at close range they shoot from a machine gun. They almost do not feel shots from a plasma rifle and resist flamethrower fire. It is best to kill with an explosive weapon or a few hits with an assault rifle / shotgun in the face. With a developed skill in guns, these guys can really be killed with one hit to the head. Besides, it will be a silent death. If you have developed the Aggresive Defense System to the maximum, then turn it on and run away from the commando. They will be killed by the explosions of their own rockets, while you will be safe.

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

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

Lizard. Spitting acid and quite tenacious. Try to destroy immediately or at a long distance. A sniper and a shotgun are just right for this, as are heavy weapons. Against acid, the Hazmat Suit and the Environmental Protection ability help.

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

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

Walkthrough

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

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

Last note. Each mission task can have two or three types of its completion. Moreover, you can both reach the goal in various ways (through the main door, through the basement ventilation hatch, window, along the roof or, say, through an inconspicuous gate at the back of the house), and solve this goal in completely different ways. For example, enter a previously found code into a computer, hack it; blow up the door, open it with the same key taken from the guard who was killed a couple of minutes ago; go to another passage protected by laser beams. Which, by the way, can really be neutralized by one of the many ways like a regular or EMP grenade, a rocket from a weapon, a fire extinguisher, pepper spray, a cigarette. You can generally put the boxes on top of each other next to the laser and, using the height, jump over the beams from them. Or even crawl under one beam and jump over the next. So, all the ways to perform this or that task are so numerous and very original that it is not possible to bring them in the passage. Therefore, the easiest (compared to others) way to solve the mission goal will usually be indicated. Sometimes, however, alternative ones will be indicated.

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

First mission: Statue of Liberty

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

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

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

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

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

Second mission: on the streets of New York

If you open the box behind you with a master key and enter the code 9183 into the computer, you will open a secret passage. However, it is desirable from the very beginning of the mission to immediately run after an ally. Wait for her to kill all the enemies, and only then go into the one-story building. You already know the password to the computer - 666, but it would be nice to talk with the child and treat him to food for the sake of 50 points. Climb down and pass the first passage on the left. Hack the door and blow up the safe. It will contain a special ability canister. Hack the computer to operate the doors, as well as hack the panel and disable the guns. Go further forward and in the room with the box and the peephole, quickly kill the soldier and the flamethrower that will come up next. To the left is a room with crates and a quest objective: a vaccine canister. Go forward and destroy a few soldiers in order to eventually exit through the secret passage to the starting point of the stage.

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

Right at the exit from the subway there will be a sewer hatch. Remember its location. Now immediately go to the northeast and set fire to two robbers. In gratitude for the feat, you will learn the password: Underworld. By the way, in this and subsequent battles, try to use a flamethrower. This way you will save ammo for conventional weapons, plus with a light heart you will throw away the flamethrower (taking up so much space in the inventory!) When it runs out of fuel. Look around the area. To the west of the exit from the subway there will be a building with a red neon sign at the entrance. This is the Underworld Bar. Still to the west there will be a dead end with a bully and a beauty. Kill the man and go to the bar. There, talk to all the local population. Buy two beers from the bartender and talk to the pilot at the counter. One of the girls will say the password: bloodshot, and the other will say the number of the code to enter the warehouse (3316). Now get out. There will be two cash registers at the exit: hack both, but before that, withdraw money from account 947761, PIN 2867.

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

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

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

The last building not yet explored remains: the one that had the most lively firefight between the NFS and UNATCO. It's a warehouse called Osgood&Sons Imports. The door is locked, don't waste your lockpicks on it, but just walk along the wall a little to the right and you will see a small window hidden behind a trash can and a box. Break the glass and get inside. Open the locked door: there will be a special ability upgrade module behind it. Next, do not go down the stairs to the basement with red laser beams - this is absolutely not necessary! Just exit the west side of the building through one of the doors. On the way, break open the box, you can find a flamethrower in it. Be sure to take it: you can even throw out an assault rifle or shotgun. Further, already on the street, put a small box to a large one and climb up. Drop down to the other side of the fence and disable the LAM attached to the wall. Climb up the stairs to the flight above and, looking around a little, you will notice that there are a lot of barrels behind the next fence. Shoot them and there will be a global explosion. Jump down the stairs on the other side of the fence and go forward. To your left will be a staircase leading up (let's designate it: stairs "A"). Pass it and go along the long dark passage. Along the way, defuse the two LAM explosives hanging on the wall to the left. Going out into the open area, prepare a flamethrower. Quickly fry all three terrorists and then the dogs. One of the enemies will have LAM, so you need to destroy them as quickly as possible.

Next, search the corpses for the key to the locked door. But do not open it, but go left and go around the building. As soon as you see a ladder leading to the door on the opposite side of the building, step there. Break the door with a few blows of the stick and hack the computer. Turn off the cooling - and the reactor will explode. Now draw the attention of the terrorists and jump back to the street, standing on the side of the door and ready the flamethrower. Five or six people will run out. It is desirable to burn them all quickly. After work, you can throw away the flamethrower if you think that it takes up too much space. Explore the first floor where the destroyed generator is located. Find the entrance to the basement and, climbing through the beams (avoid the cameras!), Find a room with a computer and two "weapon" boxes (a couple of LAMs inside). Hack the computer panel on the opposite wall from the computer and turn off all cameras. Next, I advise you to blow up the safe under the computer in order to get a new special ability module. Take also the key, it will come in handy to open the locked door to another storage with a master key and pistol cartridges.

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

At the UNATCO base, search all the caches and rooms again (do this in every mission!), And then set the special ability in the medical room. The warehouse owner will also drop an Accuracy Upgrade, two Multi-Tools, and (if you haven't been killing much) Assault Rifle Ammo. After talking with the main boss, Manderley, go outside and get back into the helicopter.

Third mission: Dungeons and Airport

Once in the city, immediately run to the entrance to the subway. But do not go in yet, but quietly and peacefully in one of the houses, find a little man who will tell you the password (6653), if you know the secret word - underworld. In the subway, go to the phone booth and enter the password into the computer. In the new area, explore the entire abandoned subway station. In one of the corners there will be a drug dealer, and in the northern part - a certain Charlie. He will ask you to enter the room to the north of him. True, the entrance is littered with boards, which must be destroyed with the help of LAM. Climb to the second floor and talk to the leader of the terrorists. Either pay him 750 or agree to complete the task. Having chosen the second option, return to the drug dealer and, without starting a conversation, just give him a volley in the head from something powerful. Take Zyme drugs from the body and go to the men's room, which is located here, on the first floor of the station. Inside there will be Lenny, give him the "nonsense" and take the LAM. Next, return to the leader of the crime on the second floor and get another package of explosives. Now you can do "ugly". Blow off the leader's head, and then slap two of his guards nearby. You can remove another (third!) one pack of LAM from the leader. It remains to quickly go down to the first floor along the nearest stairs - so you do not have to fight with the rest of the punks.

Go back to the door that Charlie was talking about and clear the blockage with one explosive. Go inside, quickly bypass the steam pipe and turn both valves. Return to the quest owner and find out the password (5482). To use it, go to the women's restroom and find a computer under the washbasin. Enter the password and run into the passage that will open next. Once in a new area, immediately run to the right, that is, to the south. Along the way, shoot the terrorists and reach the southernmost wall. To the right will be a half-room with boxes. Move them aside and below, on the wall, press the button. A secret passage to the NFS Commander's office will open. Listen to him, and then finish him off in order to take cartridges from the body. Also grab the key and other utilities and walk along the corridor to the north. Open the door to the men's room, there will be a passage to the next part of the dungeons. So, take the EMP grenade from the hole in the wall on the left. She can temporarily cut down the laser beams in the passage on the left. You can also head to the passage on the right. However, you will first need to crack open the shield next to the steam jets and turn the valve to secure the path from hot gas. Further there will be a corridor with several eyes and a guard. From the body of the latter, you need to take the key for the door. Further, the path will again be blocked by red laser beams. Destroy them by shooting the TNT crate from a safe distance. Click on the button on the wall on the left, and the bridge will extend.

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

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

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

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Mission Four: Former Friends and New Allies

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

In the next room, there are three crates of TNT explosives. Behind one of the three doors (the one that does not lead to the north) will be a corridor with cannons and laser beams. I advise you to take a box of explosives, put it next to the nearest beams and blow it up from afar. Repeat the procedure for the second row of beams using the second crate of TNT from the nearest room. In the next room, simply take one of the explosive boxes from the several in the corner and take it to a room with a locked door and a closet with things. Place the box between the door (it leads away from the dungeon) and the closet, blow it up. Take all the things from the box and read the message inside and on it. Return to the room with several TNT crates and blow up one of them next to the poison gas barrels and the locked door. After the toxic green cloud dissipates, pick up the gizmos and leave the dungeon.

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

Mission Five: Jailbreak

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

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

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

Mission Six: China

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

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

Come into the hotel. There are several options to get to visit the actress. The easiest is to just take the elevator and go up. The most risky is to hack into the local computer. With it, you can open the gate behind the hotel. Behind the gate there will be a staircase to the elevator, which can be taken up if you type the code 1709 on your computer. If you break the glass on the roof, you can fall into the actress's room (by the way, the alarm will immediately turn on!). The third way is the most sophisticated. Enter the code 3444 into the computer at the second elevator, go up to the dark and ruined floor. From there, break open the gate and neutralize the red rays. So, if the alarm is raised in the actress's room, then a secret passage will immediately open and several infantrymen will run out from there. One of them will be with a plasma rifle! After interrupting them, go inside and hack the computer in the room with the legendary sword, take this artifact for yourself. Go to the Lucky Monkey bar. Inside it, go along the corridor to the disco. Along the way, by the way, you will see a glass-covered grocery store. At the disco, go up to the second floor and find a passage in the wall behind the bar. Chat with the leader of the Red Arrow clan. As the conversation with him ends, the club will be attacked by enemy special forces. The bandits will deal with him without you. One commando in the corridor, however, is best to lure to the allies. During the shootout, you can also break the glass of the grocery store to get several hundred credits there. Most likely, in this case it will be necessary to kill the police nearby.

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

Go to the Versalife headquarters and enter the code 06288 to get through. Climb to the third floor and find a man in a jacket. He will promise to tell you an important password for 2000 credits. If you want, then pay. The second option is to find out the code: hack into the computer and just make yourself a fake pass. The third option is to quietly liquidate the peasant (make it a silent weapon and without witnesses!) and talk to a lone programmer on the third floor. As a thank you, you will receive 150 points and the same password (6512). Enter it into the computer at the elevator, which is also on the third floor, and you can ride it. You will find yourself in a hall with a huge hand - the symbol of Majestic 12. There will be two passages behind it. Go to the one on the left and explore it. If you start picking locks, you will have to fight with the guards. Having explored everything that is possible, it is really possible to find that through the ventilation passage from the toilet you can get into a whole network of manholes and passages. However, this is an amateur. Return to the hall with the hand and now go through the other door. Climb to the top floor and take the key there. Also hack the computer to turn off the cameras and open the floor hatch in the hall with a huge hand. Get down there, down. There are three areas there: the first laboratory - with the desired disk, the second is a room with guinea creatures, and the third laboratory contains canisters with special abilities. Along the way from the first laboratory, there will also be barracks with a few soldiers, but they do not have anything of particular value.

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

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

Mission Seven: Farewell to New York

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

Mission Eight: Naval Base

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

Go out into the warehouse with bunkers and climb up by jumping on their roofs. Jump down to the barrels and place more barrels at the locked gate. Make some noise and a huge robot will appear. At this moment, explode the barrels from a safe distance. Go outside, and the entrance to the marine terminal will be right. Enter the password 0909 into the computer and go. Pass the shower room on the left and the guard soldier to reach the docks and the giant supercargo ship. Hack the computer at the raised gangway and it will go down. You can jump into the water and swim around the ship from the other side to climb it up there, but it's inconvenient. So, once on the ship, immediately use the stairs leading up. Thus, you will find yourself inside, in the cabins. Perebeyte sailors with pistols and explore the premises. Take the ambrosia flask and find the safe with the special ability upgrade canister. After searching other places, climb the stairs to the top. There are three rooms with names at the doors: sickbay, electronics (electronics), armory (weapons). First visit the sickbay, that is, the medical compartment. Take the key there, find out the code 9753 to the engineering bridge and heal yourself. Open the ventilation hatch in the room and crawl straight through it. You will find yourself in a room with electronics. Restore the bioenergy and find out the code 83353. It remains to visit the armory by entering the code 71324 into the computer at the door. Grab everything valuable and leave. Climb another floor higher to find the captain's quarters. Find another key to the lower deck and collect more than two thousand credits. Climb back down to the very stop and open the door with the key.

You will find yourself in a large hall with many pipes and boxes. Under the stairs is a post of three submachine gunners. It is desirable to kill them by throwing a gas grenade, or something serious. In the northwest corner, not far from the cluster of barrels, is the first hatch (tri-weld seam), which must be blown up with a LAM or, for example, explosive rounds from an assault rifle. In the center of the hall, enter the code 9753 into the computer to lower the bridge. Climb up the stairs and cross the bridge into the room. Break the glass and follow the pipes to the southwest corner of the hall. There, climb onto the boxes and throw the LAM from above to the second hatch. So, it is required to blow up three more similar hatches. Next, go through the post of dead submachine gunners and follow the tunnel east and north until it turns east again. Here you will find a technician and a robot. Take the multitool and the key nearby. Go into the room with electrical discharges, and to the right of the doors, destroy the crazy spider robot guarding the first panel that needs to be hacked. Pick up the ventilation mesh on the floor nearby and follow the hole until you hit the laser. If touched, another spider robot will be revealed. Behind the laser there will be a second panel that needs to be hacked. Climb outside and see that the electricity is off. Find a hatch in the room on the right wall and blow it up. Next, climb the stairs to the iron tier and open the door by typing the code 83353 on your computer. You need a door that is located on the far side from the entrance to the room in which you turned off the electricity.

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

Mission nine: search in Paris

(Note: The local cops won't attack you unless you do something illegal in front of them, like breaking a door. I advise you to stun them quietly and one at a time.)

Your first task is to get down to earth. Get it in two ways. First: you can use the elevator by entering the password 4003. Second: just jump on the tiers of the empty elevator shaft until you see a passage in the wall. Climb the stairs and meet a strange woman. She will say the password to the sewer door: 0001. You are required to help her cope with the mutants: an additional task will appear to kill four lizards. Search the shelves in the woman's room for a battery, then head down until you reach a sewer door. Take a Hazmat suit nearby and enter the code 0001. The suit will come in handy, as an area of ​​strong radiation will begin outside the door. Use the regeneration or environmental protection special ability, if available. Run along the left wall and turn into the passage. It's already safe here: charge the bioenergy and go down the stairs to the sewer. Kill the four lizards that are close to each other and return to the woman. Inform her of the victory and return to the sewers. Reach the corpses of lizards and now go to the end. Climb up the ladder and open the hatch above your head.

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

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

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

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

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

Mission Ten: Cathedral of the Templars

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

Mission Eleven: Science Complex

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

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

Mission 12: Underwater Center

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

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

After calling the elevator to the left of the entrance, you will fall into the radiation area with multitools and a master key. Having called the elevator, to the right of the entrance, you will find several lizards guarding the batteries. Further from the main hall iditol forward to the big elevator. Before you climb it up, jump into the water. From the body floating in the center of the pool, take the special ability upgrade canister. Climb up the elevator and destroy the two automatic cannons on the sides. Hack the computer to lower the bridge into the computer room. Once there, hack it and "pump information". Get out and come back the way you went. Stop in front of the hall with drilling equipment! You will be met by a cyborg shooting from a plasma gun. Two or three hits on him with something explosive and you are the winner. However, you can also run past. In the area flooded with water, a diver will meet. Another one will meet later, on the way to the minisub. Once you get to it, sit down and return to the main enemy base. Exit to the bridge where the flamethrower stood and go inside another complex. Climb the stairs to its very top and get on the helicopter. If you saved the doctor's daughter in the previous mission, you will receive a special ability upgrade canister.

You find yourself near a nuclear center captured by the enemy. Immediately kill the soldier on the tower with a sniper, otherwise he will finish you! There is a gate right in front of you, but it is locked. Therefore, go around the center fence for now and quietly kill the dogs with a silent pistol. As you will see a small building standing a little further from the fence, come in. Kill the three soldiers inside using a gas bomb or sneaky combat tactics. Take the center gate key and the money. Climb to the second floor and you can get on the board straight to the center, bypassing the fence under you. From above, quickly kill a few soldiers and, if possible, two robots. There is nothing interesting in the three houses, except for a small supply of ammo and a repair robot. You need a barn semi-fenced with a metal mesh. Blow up or break open the door and go down the stairs to the very bottom. Open the door with 8456, repeat the procedure several times. They will not let you in to Missile Silo yet, you will have to go into the passage nearby. Destroy the laser fields, and then the commando nearby. Rise to the second floor and get ready to kill or stun three people in black. After neutralizing them, press the Abort Launch button, and then hack the computer to "redirect the rocket." Now go to Missile Silo. Before you will be a dark corridor, on the other side of which several commandos and men in black will appear at once. You can shoot at them with a couple of explosive cartridges or rockets, or you can simply lift the cover of the floor hatch, which is located at the very beginning of the tunnel. Either way, take the elevator and ride to the fourth floor to recharge your bio-energy. Now go to the second floor and quickly kill the man on the crane before he can throw a grenade. Go to the sixth floor and go up the stairs. The helicopter will take you to the next mission.

Mission 13: Winner Takes EVERYTHING!

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

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

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

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

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

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

So, go to the reactor. Pass two huge tanks on the sides and climb the stairs to the lone mechanic. He will say the code for Aquinas Hub (1038). Exit the reactor and try to get past the two aliens. Open the door to Aquinas and get healed by the med robot. Go down the stairs and from here you will see two paths. Straight down the iron bridges plus to the left, up the stairs. You to the left. Kill the commando in the corridor and in the next room (Aquinas Control) restore bio-energy from the robot. You can hack the computer next to the door to find ammo. Take the elevator to the third floor and go over the bridge to the supercomputer. After talking with him, go down the elevator to the second floor. Next, there will be a shootout between two commandos and two friendly robots. Help yours if you want. Then exit along the corridor to the bridges leading down. Put down both aliens and go down to the very bottom to take the fourth Bunker card, which is located by the body next to the radioactive greenish barrels. Find the passage to the corridor lit with red light and go down the stairs. When you see a door with a computer, then get ready to meet the soldier. Type 4225 into the computer to find a rocket and three crates of TNT. Do you see a huge spider robot walking down on the ground? Throw a box of explosives at him from above. If hit, then he's dead. Get down to the ground and go to the locked gate. On the side there will be a door with a computer, if you crack it, you will get ammo. The gate will open on its own, allowing access to the hall with the body.

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

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

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

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

General information:

Estimated difficulty of achievements: 6/10

Offline: 49 (1000)

Online: 0

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

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

Achievements that can be accidentally missed: there is

Does difficulty affect achievements?: Yes

Glitched Achievements: unknown

Introduction:

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

Before starting the walkthrough:

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

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

  • Play on "Real Deus Ex (Give Me Deus Ex)" difficulty.
  • Never raise an alarm.
  • Don't kill anyone.
  • Collect all 29 eBooks.
  • Complete all side quests and get the achievements associated with them.

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

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

Note:

In Deus Ex: Human Revolution, additional quests and side missions are waiting for you, and the game usually rewards completing them with achievements for completing them, as well as completing certain objectives in them. Unfortunately, these side quests and related achievements are skippable and must be completed before heading to Detroit or Hengsha. But if you follow the instructions from the guide, then you will definitely not miss any of the achievements associated with additional quests.

Collectibles:

There are 29 unique e-books in the game that are related to the "Doctorate" achievement and scattered throughout the world of Deus Ex: Human Revolution. Collecting them grants a bonus 200XP (Scientist) and of course 50G for collecting them all. In the tooltip for this achievement, you will find an excellent video guide to their location.

Praxis:

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

Landing system "Icarus" (Icarus Landing System)

If you think that a modified Adam Jensen can jump from any height without damage to health, then you are greatly mistaken. Its limit without damage is only a few meters. Using the "Icarus" landing system, you can jump from any height and not take damage. This ability is especially useful for finding alternate paths, and is also essential if you're going to find all the eBooks, as one of the books in Tai Yun Medical will require you to use this ability. I would acquire this ability as soon as I hit Hensha.

Hacking: Capture (Hacking: Capture)

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

Implanted Rebreather

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

Dermal Armor

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

Carrying / lifting heavy objects (Move / Lift Heavy Objects)

This is a very useful skill and should be your first or second upgrade worth buying. Carry vending machines and trash cans, and you will surely find a ventilation passage behind them, which will facilitate your stealth passage.

Converterenergy Sharif 8" (Sarif Series 8 Energy Converter)

Purchase additional Power Cells and Power Recharge Boost when you have Praxis. They help a lot with stealth passing, and help to stay in stealth mode longer. This allows you to pass through a large protected area without being noticed. You can also deal with a large number of enemies melee, but remember that only one energy block is restored automatically, and you need to use energy bars to recharge the rest.

Cloaking System

The most useful improvement of all. Mod it as quickly as possible so that its effect lasts as long as possible. You can easily pass through a whole group of enemies without them noticing you. Possibly the best and most useful upgrade in the game.

Explosive System "Typhoon" (Typhoon Explosive System)

This is an auxiliary implant and it's easier to deal with bosses with it. If you have 2 praxis points and are having problems with the boss, then this implant is for you.

Social corrector (Social Enhancer)

It is required for the "Ladies Man" achievement when you hit Hengsha the second time. Actually not very useful, unless you want to open unique dialogue options, of course.

Conclusion:

A thousand in Deus Ex: Human Revolution should not cause you any difficulty if you approach the passage properly. I hope after reading this guide, the achievements in the game will seem less intimidating to you. I went through the game 6 times and did not regret not a second spent in it. I hope you share my love for her.


Trooper / Fighter 50

Complete Deus Ex: Human Revolution.


Just beat the game on any difficulty and the achievement will unlock.


legend / legend 100

Complete Deus Ex: Human Revolution on the hardest difficulty.


As with the previous achievement, you need to beat the game, but on "Real Deus Ex (Give Me Deus Ex)" difficulty.


Deus Ex Machina 50

Unlock all endings found in Deus Ex: Human Revolution.


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


Pacifist / Pacifist 100

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


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

The achievement also does not affect: killing bosses, destroying robots and turrets, as well as injecting a lethal dose of morphine in the additional quest "Old Friends".


Foxiest of the Hounds 100

Complete Deus Ex: Human Revolution without activating the alarm once.


This is an achievement where you have to make sure you don't make any mistakes when you try to hide from detection. First of all, I advise you to often save to save your heart from being hit. Save every time you pass through one of the danger zones, before hacking, etc.

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

Things that can detrimentally affect this achievement:

  • Never make enemies, turrets and cameras hostile to you. If this happens, then load the last save. If suspicious or alarmed is written above the card, then everything is in order.
  • When hacking the turret, do not use it against enemies. If she starts to kill them, then the enemies will raise the alarm.
  • When you have stunned someone, then hide the body. Otherwise, he will be noticed by security or cameras, which will raise the alarm.
  • Save before you hack something. If you spend all hacking attempts, then the alarm will be activated.
  • In some locations, you will meet enemies that are already automatically hostile to you, but don't worry, this is how the story is intended. The enemies have not seen you, but they know that you are somewhere nearby. You need to quietly go around this location, and everything will be in order.

Old School Gamer / Pixel Hunting 10

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


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

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

You can watch the video guide.


Doctorate / PhD
50

Read all 29 different "experience books" in a single playthrough.


These are collectible items that you will find in the game. Below is a video guide to the location of all e-books:


Up the Ante! / The stakes are rising! 15

Upgrade any weapon for the first time.


See "Gun Nut / Crazy Militarist".


Gun Nut / Crazy Militarist 20

Fully upgrade one weapon.


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


First Hack / First Hack 5

Successfully complete your first hack.


See "Hax0r1!"


Hax0r1! 15

Successfully hack at least 50 devices in one playthrough.


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


First Takedown 5

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


See "Opportunist".


Opportunist / Opportunist 15

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


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

A non-lethal neutralization happens when you stand next to an enemy and press, and deadly when you clamp.


Consciousness is Over-rated 15

Take out at least 100 enemies in one playthrough.


To get it, you can use not only non-lethal neutralization, but also knock out enemies with gas grenades, a stun gun and a tranquilizer rifle. To find out if you knocked out an enemy or killed him, then go up to him and there should be a Zzz icon above him, and not an icon with a skull.


Transhumanist / The Limit 5

Fully upgrade any implant for the first time.


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

Skull modifications:

  • social proofreader
  • Radar system "Pathfinder"
  • Infolink
  • stealth monitor
  • Hack: Capture
  • Hacking analysis unit
  • Hack: Fortify
  • Hack: Stealth

Torso modifications:

  • Health monitoring system "Guardian RX"
  • Energy converter "Sharif 8"
  • Rebreathing implant
  • Explosive system "Typhoon"

Hand modifications:

  • Cyberprosthetic arm
  • sight stabilizer

Eye modifications:

  • supervision
  • ocular prosthesis

Back mods:

  • Reflex Enhancer
  • Landing system "Icarus"

Skin modifications:

  • skin shell
  • Camouflage system

Leg mods:

  • Cyberprosthetic leg

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

Lesser Evil / Lesser Evil 10

Deal with Karella's problem.


At the beginning of the game, after returning to the Sharif Industries headquarters, you can talk to Karella and find out about his problem. You have to stop the circulation of the stolen drug and talk to Karella again to get this achievement. He will also give you a weapon mod for completing the quest.

You can watch the video guide.


Motherly Ties 10

Resolve the doubts of a grieving mother.


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

First of all, you need to convince Wayne Haas to let you go to the morgue at the police station. If you don't, then all the police will be hostile to you and make your life hell. Convincing him will also unlock the "The Desk Job" achievement.

Hack the level 3 safe in the garage next to the lot and read all the Evidence Books and the bracelet. It's best to keep it for yourself if you want to get the "Sentimental Value" achievement once you've completed the quest.


Cloak & Daggers / Cloak and Dagger 10

Deal with the man in the shadows.


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

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

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


Rotten Business / Rotten Business 10

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


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

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

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

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


Bar Tab / Bartender 10

Help the bartender Hive with the bills.


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

There are two exits:

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

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

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

You can watch the video guide.

Shanghai Justice / Shanghai Justice 5

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


During the main quests in Shanghai, Malik will ask you for help. Her friend was killed and she wants to do justice.

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

  • Baseball Bat - Located by the door.
  • Emails - found on the computer in the bedroom. It will need to be hacked.
  • Answering machine - next to the bed in the bedroom.
  • Broken clock - in the bedroom next to the closet.

Now you have enough evidence to convict Lee Hong. Go to the Hive on the second floor. He will sit alone. You must select the following answer options: Fake, Drunk, Antique Clock, Pregnant, LIMB/Belltower. You will get the "Super Sleuth" achievement.


Smash the State 10

Help Officer Nicholas solve the problem.


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

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

You can watch the video guide.


Acquaintances Forgotten / Old Friends 10

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


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

When you get to Detroit for the second time and the final time, Pritchard will contact you when you are near the conference room and an additional quest will begin. It will not appear unless you have read 3 letters during your first arrival in Detroit.

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

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

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



Corporate Warfare / Corporate wars 10

Protect the client's interests by making a not-too-aggressive takeover.


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

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


Talion A.D. / Talion principle 10

Fight a Warrior Priest in the thick of the urban jungle.


To get this achievement, you need to go to the LIMB clinic on your second arrival in Hensha after Pritchard contacts you. Talk to the doctor to the left of the counter and he will ask you to look for the escaped officer. If you did the "Corporate Warfare" achievement, then where the terrorists were, there is a hatch that leads to the sewers, where the one you need is hiding.

Talk to him if you want to avoid a fight and lie to the doctor or convince him he did the right thing. The achievement will unlock.


Secret Achievements


Ghost / Ghost 15

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


Just make your way through the danger zone without raising any alarms or being detected to get the Ghost bonus.

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

You can watch the video guide.


Unforeseen Consequence 15

You convinced Zeke Sanders to release the hostage.


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

Correct dialogue answers: Try to free Josie, Reason, Sympathize, Reason.

You can watch the video guide.


Balls / Balls 5

Like to play with a ball, huh?


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

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

You can watch the video guide.


The Desk Job / Office work 15

You talked Wayne Haas into letting you into the morgue.


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

You can watch the video guide.


Sentimental Value 10

You kept Megan's bracelet. Letting go is the hardest thing, right?


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


The Take 10

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


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


The Bull 25

You have defeated Lawrence Barrett, an elite member of a secret mercenary squad.


You will get this achievement after killing Lawrence Barrett.

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


Yes Boss / Yes, boss 15

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


You can unlock this achievement upon returning to Sharif Industries after the first boss fight. First talk to Pritchard and then to the guests. And only after with David Sharif.

I learned that dialogues can change over time, so it's best to save before this conversation. If he changes the subject and you follow the linear dialogue, he will out-argue you and you won't get this achievement. This achievement depends partly on luck and intuition.

You can watch the video guide.

Attention! You won't be able to complete the above quests and get the achievements for them after you fly out of Detroit for the first time.


The Fall / Flight 10

You sent Daimon Chan on the journey of a lifetime.


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


Darker Shades / Dark shadows 15

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


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

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

Correct answers in the dialogue: draw attention, insist, draw attention.

You can watch the video guide.


Guardian Angel / Guardian Angel

10

You've paid off poor Jaya's bills. How human of you...


You must pay a debt of 5,000 credits in the mission you received from the Hive Bartender. See the "Bar Tab" achievement for details on how to get this achievement.


Super Sleuth
10

You did a great job with the Lee Gon case.


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

Attention! You won't be able to complete the above quests and get the achievements for them after you fly out of Hengsh for the first time.


The Mantis / Praying Mantis 25

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


You get this achievement after killing Elena Fedorova in the Peak TV headquarters in Montreal.

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


The Throwdown / Skirmish 15

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

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

You can watch the video guide.


The Last Straw 15

You talked Dr. Isaiah Sandoval out of committing suicide.


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

You'll run into Isaiah, who wants to commit suicide for his crimes, and he'll draw a weapon to do so. Your task is to convince him not to do this. Correct answers in the dialogue: cruel mercy, cruel mercy, sympathize.

You can watch the video guide.


Kevorkian Complex / Kevorkian Syndrome 10

You have fulfilled the last will of a dying man.


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

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


Good Soul / Good Soul 15

Against all odds, you managed to save Farida's life.


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

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


Ladies Man 10

You convinced Mengyao to reveal the mysterious Chiron Project.


Attention! You will not be able to complete the above quests and get achievements for them after you fly away from Hengsh a second time.



Hangar 18 / Hangar 18 10

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


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

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

You can watch the video guide.


The Snake 25

You defeated Jaron Namir, Commander of the Elite Belltower Squad.


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

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


The Final Countdown 15

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


Making your way through Panchaea, you will meet Hugh Darrow himself in one of the spacious halls of the Tower. Before you meet him, it's best to save. The correct answers in the dialogue are: suggest, criticize, address, apply.

You can watch the video guide.


The End 25

You defeated Zhao Yunru and destroyed the Chiron Project.


This achievement is unmissable and unlocks upon completion of the game.

In order to get Zhao, it is not necessary to press the buttons on the girls. You can dial the code 2012 on the security panel in the center of the hall. And then sit near the glass next to Zhao and wait until it breaks, and then put a clip from a firearm into her. True, for this method you need to pump the protection against electricity.


The D Project 15

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

Hostage Rescue Mission

When passing the mission: You need to get to the sorting plant (Main mission). there is no secondary Save hostages. No matter what you do, by the time they arrive, they are already dead. I watched different videos on the passage of this episode .. but the hostages are dead and the main thing in all the videos is the secondary task "clearing the hostages" and I don't have it. just the base. Tell me how to be?

Showing 1 -7 of 7 comments

Originally posted by rocannon2008:

Originally posted by rocannon2008:

When passing the mission: You need to get to the sorting plant (Main mission). there is no secondary Save hostages. No matter what you do, by the time they arrive, they are already dead. I watched different videos on the passage of this episode .. but the hostages are dead and, most importantly, the secondary task "freeing the hostages" is shown in all the videos, but I don't have it. just the base. Tell me how to be?

When I tried to pass the first time (on a pirate), I hooked the mission. And the next 2-3 attempts were unsuccessful. BUT! It seems like they are above one of the rooms with the guards. You just have to bump into them.
When I tried to pass the first time (on a pirate), I hooked the mission. And the next 2-3 attempts were unsuccessful. BUT! It seems like they are above one of the rooms with the guards. You just have to bump into them.
I know where the hostages are... at the beginning, I only have 1 mission "Main", and the hostages (secondary) .... Just 2 missions should be displayed. But at the beginning of the mission (when I disembarked from the helicopter) I have only the main one .. There is nothing about the hostages in the tasks .. only conversations ... 6 ((
I know where the hostages are... at the beginning, I only have 1 mission "Main", and the hostages (secondary) .... Just 2 missions should be displayed. But at the beginning of the mission (when I disembarked from the helicopter) I have only the main one .. There is nothing about the hostages in the tasks .. only conversations ... 6 ((
If it makes you happy, then this shnyaga is not the only one. At the end of the game, there will also be a couple of missions without pointers. Well this is an RPG, not a simple shooter. Somewhere you have to search and think for yourself.
The fact of the matter is that pointers are not needed ... I just know that tasks should at least display secondary tasks. But they are not there ... perhaps for this reason the hostages are dead from the very beginning ...... 6 ((But there is also the quest "get the hostage's wife" ....