Side missions in deus ex human revolution. Passage of the game Deus Ex Human Revolution. We transfer the Smiley carrier

Deus Ex: Human Revolution is a diverse project, no matter how you look at it. The action takes place in the future, where individual human limbs (and not only) have been replaced by cutting-edge implants, designed to make people's lives safer and more productive. The whole world has split into 2 parts: those who oppose the introduction of foreign technologies into the body and those who advocate the mass distribution of such products. On this large-scale idea, the whole action of Deus Ex: Human Revolution is built. The passage of the storyline will prompt the player more than once to make decisions about how and from what side to relate to these technologies.

Adam Jensen is the protagonist of the work and part-time head of security for one of America's largest implant manufacturing firms. During the attack on Sharif Industries, the most prominent scientists involved in the development of military technologies for the government were kidnapped. Adam, on the other hand, finds himself in such a deplorable physical condition that doctors see only one way to save a life - the introduction of implants. Waking up, the main character is surprised to see his new body, which will later serve him well in the fight against the kidnappers.

Main thread

The game Deus Ex: Human Revolution, the passage of which is possible in several ways, has the main mission - the rescue of kidnapped scientists, the search and identification of the attackers. Along the way, the game itself will offer the gamer to decide how he is going to complete the mission: whether it will be a stealth mode with a minimum of victims, dynamic and spectacular firefights, or a bloody mess, it's up to you. All events and actions taking place in the world of Deus Ex: Human Revolution, the passage of which is multivariate and varied, will largely depend on the player himself. The first part takes place in the city of Detroit, where you need to collect initial information mainly from the police station and the morgue. Next, we will be thrown into Shanghai, where we will need to detect the kidnappers and get on their trail. And indeed, throughout the game, Adam will follow on the heels of the enemies, until he finally collects all the parts of the picture together.

What else is interesting?

Naturally, Human Revolution also contains a lot of secondary quests, by completing which Adam will receive a solid cash reward or technology points that can be spent on improving abilities. In each chapter, from 2 to 4 side tasks will be available. Deus Ex: Human Revolution game contains a lot of useful and interesting information scattered around interactive world in the form of e-books and newspapers that tell about certain global world events.

This kind of data will help to more accurately and correctly understand and see the picture of what is happening, plunge into the atmosphere of the game and feel the indescribable spirit of sci-fi. Dialogues are also an interesting point, during which it is sometimes necessary to find out information from the interlocutor in various ways. A special implant analyzes the human psyche, thereby determining a rational approach to the conversation. Exploring locations and secret places is an integral part of Deus Ex: Human Revolution. Passage of the main storyline quests is also associated with the search for the most convenient and rational way, of which a whole lot is offered in the game.

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

In Deus Ex: Human Revolution, there is no overloaded task log, random passers-by do not offer to take who knows what to who knows where, and in general it is not proper for the head of security to play philanthropist.

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

Additional quests are available in four locations - Detroit, Hansha, the Belltower and the Rifleman Bank base. Some will appear in the story and even after our refusal they will not go anywhere - you just have to chat with the character again. The rest are not always obvious and accessible. And we will start from the very beginning.

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


In Dr. Kavanagh's office (yes, what's not there!) we will hear one of the "patients" begging for an end to her suffering. In the same room there is a first aid kit containing a lethal dose of morphine.

DETROIT
First time for the first time... laz


We will not have time to return home after the mess with the "fighters for cleanliness", when the first sufferers will appear right in the office of Sharif Industries. A colleague has been involved in illegal dealings, and Cassandra Reed is begging to find out what happened to her daughter Megan "on that day, six months ago" when the lab was attacked by mercenaries. An undercover polywoman lurks in the Slums, eager to expose a corrupt cop, and two more mini-quests depend on how exactly Adam spent his time at the Milwaukee factory.

THE LESSER EVIL (CALLING ADAM JENSEN)


At the end of the first day of work, Adam will be asked in a stern voice to look into his office. Tim Carella, a scientist who has gotten into big trouble, is waiting for him on the spot. He secretly "borrowed" neuropozin from the company's warehouse, repented, but his partner is now threatening the poor fellow with compromising evidence if he leaves the game. Purpose: to steal videos. Reward: Laser targeting system.

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


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

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

If you are in a hurry, knock out the insolent person and take away the dirt (quietly use tranquilizers or shock, otherwise the nearby punks will open fire). If you have a social corrector, you can convince him by selecting the "alpha" item. Otherwise, neutralize the two armed gangsters that live near the basketball court (take the "reflex amplifier" to knock them out with one blow, or climb higher and snap them with a tranquilizer rifle).

MOTHER'S CARE


At the front door of Sharif Industries, a worried Cassandra Reid will intercept us. Since her only daughter disappeared after the attack of mercenaries on the headquarters of the corporation, the lady cannot calm down, complaining that there are inconsistencies in Megan's case. She wants to get to the bottom of the truth.

There are several ways to get to the vault: through the police station (back door or ventilation), sewers with aggressive punks, crossing in the east (energized): build a barricade and get over the barrier, to the left of the station. Inside we will find four e-books (you should read everything) and Megan's bracelet in the safe.

Wagner hangs around in the waiting room of the police station. The social corrector will help in the conversation, if you show pressure (“omega”) in time. In case of failure, we go to the third floor (it is important to win a conversational duel with Haas so that we are allowed inside the site, otherwise it’s just hide and seek and ventilation), we hack into the computer in Chet’s office and go to the insolent person with compromising evidence - he will no longer get out.

Captain Penn's office on the second floor is locked by a second level terminal. A policeman wanders nearby, who does not approve of breaking into state property, so we either quietly stun him, or go through the ventilation in the next office. The computer in the captain's office is also hackable.

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

CLOAK AND DAGGER


Walking in the Slums area, you will meet with a former colleague, detective Jenny Alexander (if you drag out with walks around the city, Pritchard will report her via infolink). The girl seeks to expose the corrupt cop Jack O'Malley. The scoundrel is suspected of corruption, trading with local gangs, but someone from above covers him, and Jenny's department cannot prove anything.

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

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

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

If there is a social corrector, when meeting with a policeman, you can get 1000 credits in advance by choosing "alpha" in the conversation. O "Mally will order to pick up a weapon (crossbow) in the office next to the Chiron Building, and shoot Double-T, the leader of the gang, from it. Jenny asks to keep the victim alive, so use a tranquilizer rifle.

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

ON A NOTE: when you turn in the quest, Jenny will have a choice - to give the crossbow or keep it for yourself. In the first case, we will receive 1000 credits and a mod to increase the capacity of the store, otherwise - only money.


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

ONE GOOD TURN DESERVES ANOTHER


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

We go to a residential area for an old gas station (where we meet Detective Chase on the quest "Maternal Care"), we are looking for an apartment for the Thorp family on the second floor. Greg will talk about the trader Sera and advise you to mention his name when meeting with him so that we get a discount. This will complete the task, you will have to look for the merchant on your own - he stopped in a residential area near the basketball court, on the second floor. To get inside, use the ladder and climb through the window.


If you win a duel with Zeke Sanders, he will get in touch and set up a meeting near the Sharif Industries office. The mission does not imply hidden paths and unexpected troubles. The leader of the “purity movement” will give us a pocket secretary with various codes and information about the secret F.E.M.A. base. In addition, the quest will give you some experience.

THIS IS IMPORTANT: before leaving for Hänsh, talk to Pritchard (when he says that Adam should see him) and convince the boss during a conversational duel to tell about a secret communication channel. When David Sharif sends the data to the email, be sure to read all the letters in your office. Without this series of actions, one of the tasks will not be activated on the second visit to the city.


HENSHA
Problem solver - a profession in demand


After a walk to Highland Park and a meeting with the first "boss", fate will throw Adam into Hensha - a multi-tiered anthill where various segments of the population hang around. But wherever we are, the skills of "tins" are always in demand. So, a representative of one ancient profession is looking for a representative of the second - a hired killer. A bartender from a prestigious establishment needs a "tax collector", and our friend Malik wants justice to be served. Whom to help first?

ROTTEN BUSINESS


In the Honghua Hotel (Kuaigan District), which looks more like a brothel, go up to the fourth floor - you will hear Mei Xuen quarreling with the manager Edgar. After talking with the lady, we find out that they are trying to "hook" her and other girls on implants to please clients with "special" desires. One of the hotel workers, a girl named Ning, disappeared without a trace, and May became suspicious.

Ning's location is known by guard Chuan Li. He asks for 2000 credits for information, but you can use the social corrector ("alpha"), and the bouncer will tell you everything for thanks. Or you can first pay the Chinese, then cut down and take the money back.

The girl is being held in the Daigun area, south of the entrance to the Alice Garden capsule hotel. Three guards are easier to pump up with tranquilizers or knock out in close combat. Ning is in the garage, under the lock of the second level (code - 5377), safe and sound. We return to Mei for a reward and further instructions.

Now you should go to the Yuzhao area, get into a private apartment and neutralize Daimon Chan, who has become a headache for the Honghua girls. Mei asks to arrange an accident, and if we want, we can clarify if there is a way to avoid casualties. Miss Xuen will give out a bag of drugs to frame the villain.

Chan's hideout is on the roof, you can get there by jumping from a nearby building. Having crept up to the entrance, eavesdrop on the conversation and wait for the target to move away from the door (otherwise the scoundrel will be alarmed), then climb inside and hit from behind. How we deal with Daimon afterward won't affect the amount of experience, but if the drugs are already planted, killing him or dropping his body off the roof will cause the mission to fail.

BARTENDER


After you visit the Hive for the first time, and then proceed to the front exit of the club. Adam will call out to the bouncer, offering to visit a real bartender for a well-paid job. Bobby Bao will tell a reverent story about how their gang helped the poor girl Jaya with the installation of a social implant, and she “dumped” them by refusing to pay. Task: to shake out the bloody pennies from the villain.

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

The girl hid in the Hengsh Gardens Hotel, where we were looking for the hacker Melnik (Belltower, by the way, has not gone anywhere and continues to guard the building). There are several endings in the mission: with a social corrector (“alpha”) or brute force, take a chip from Jaya and take it to the “Hive” - the bartender will be unhappy (where, you know, is the money?) and will not give a reward: persuade her to pay with the same corrector - the bartender will approve and give us a praxis; leave the lady alone and persuade Bobby Bao to write off Jaya's debt - we pay 5000 credits and get praxis. The last option promises more experience than the others, but if you beg for money and then pay off the bartender, the XP bonus will be 200 points less.

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


SHANGHAI JUSTICE


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

After we take the police report from capsule 009 on the second floor of the hotel, we should go to the Protez Clinic and collect the autopsy report from the mysterious Mr. X. It is not necessary to say the code phrase at the meeting - a Chinese man in a funny cap will make an appointment not far from the institution for any outcome. You don’t need to pay a thousand to a health worker either - our paths with him will not cross in the future.

ON A NOTE: if you refuse the task, there will no longer be an opportunity to speak with Malik again. To re-activate the task, you should "grope" (without target indicators) to find the report in capsule 009 and meet with Mr. X in the clinic.


The next stage of the mission is to break into the apartment of Lee Gon, a suspect in the murder. The hero of the occasion is not on the spot - it remains to search the dwelling for evidence. Pay attention to the answering machine near the bed, the broken antique clock on the closet, the baseball bat at the entrance and do not forget to rummage through the computer. After studying the evidence, there will no longer be any doubts about the guy's involvement in the murder.

Lee chills out at The Hive, on the second floor of the club. We should crush him with facts so that he himself confesses. It is difficult to fail a conversation, because two of the three options in the dialogue are always correct. You should not just use these options: “inaccurate”, “drunkard”, “fists”, “gap”, “police”.

After Lee Gon's sincere confession, it remains to add the final touch - hack the command panel on the same floor. Do not use automatic lock picks - the guards will instantly alarm and open fire. The only guard is not looking in your direction, so no tricks are required to hack the terminal of the third level. We go outside - and the job is done.

DETROIT
The second time - in the same hole!


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

OLD FRIENDS


Remember the case with the secret communication channel and the conversation with Sharif after the mission to Highland Park? If you convinced the boss and then read all the mail in your office, then upon returning to Detroit, Pritchard will get in touch. He'll give you the address of the detective who made inquiries about Jensen's biography.

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

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

The next task is to search the data storage near the police station. “People in black” are already hanging around there - they must be neutralized without attracting attention (there is a police brigade around the corner of the building - we don’t need any extra trouble). In the computer (terminal of the third level) look for records about Michelle Walters, and in the safe under the lock of the fifth level (code 4062) - valuable photographs.

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


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

UNDERSTANDING THE FOUNDATIONS


After a verbal skirmish with Taggart in the convention center, you will meet a former colleague, Officer Nicholas. The policeman is alarmed, and for good reason - the informant said that an experienced recidivist gangster Jacob White got hold of explosives and is plotting "something big."

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

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

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

HENSHA
How to earn muscles and intelligence


After a short stay in his homeland, Jensen is again thrown into a familiar metropolis. We are waiting for a couple of new tasks, where success depends on the talent to convince and skillfully select words. However, when there are not enough arguments, you can always pass the word to the automaton.

CORPORATE WARS (SPECIAL CAUTION)


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

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

Five gentlemen with submachine guns are waiting for Adam (or rather, the one who was supposed to come in his place) in the Daigun area, not far from the Alice Garden capsule hotel. Manyao asks to take the terrorists alive, so we use fists or a tranquilizer rifle (having risen one level higher).

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

TALION A.D.


When you look into the Protez clinic, you will notice a worried Dr. Vin there. He tells a thrilling story about a Belltower operative named Michael Zelazny. He defected from the corporation and is doing Robin Hood - taking the lives of the bad guys and sparing the good ones. True, the criteria for integrity determines himself. Wing Hui in the old days personally turned Michael into a murder weapon by installing a bunch of the most modern implants in the fighter, and now he asks Adam to make him change his mind.

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

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


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

With a power approach, a gas grenade is effective - one successful throw will get rid of all enemies. If you are in the mood for a fight, you can not start a conversation at all and attack Michael's squad right away. If you release the righteous man in peace, he will contact you via an infolink and inform you that the Belltower has changed patrol routes for a while.

Dr. Wyn will give you a Praxis kit regardless of the result - even if you lie that you never saw Zelazny at all.

HEY ZHEN ZHU
Hey there, on the ship!


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

ACCEPTABLE LOSS


After you take out your equipment from storage and head to the bow hold, the ship will shudder from an unexpected impact, and the game will offer to figure out the causes of the push.

We go into the control room and climb through the window into the cargo hold with containers. One of the blocks, according to all the laws of gravity, collapsed down, breaking a hole in the floor. On the "minus first" floor, cryogenic chambers are stored - one of them was smashed, causing a malfunction in the power source. We should find a spare battery and connect it to the server.

The discovery is waiting for us in the next room on the right, next to the elevator. The whole room is littered with boxes, one of them can be pushed aside and get through the gap. There is also another container - moving it away, we will get into a cache with a battery and a weapon modifier to speed up reloading.

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

RIFLEMAN BANK
Rocket launcher on Velaya Tower


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

SCAVAND HUNTING FOR QUINN (HELP FROM YOUR PEOPLE)


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

QUOTE: Somehow there were grenade launchers on one ship, but I did not have time to get to them. Sent to the arsenal. Fortunately, my friend managed to “lose” one grenade launcher during maintenance work, but he was fired, and again I did not have time to pick up the weapon. And now this handsome man is lying somewhere, disassembled into pieces! I'm talking about a grenade launcher, not a friend. But who knows where he really is now.


The sight is in the administrative building (on the way from the first cargo compartment to the prison block), in one of the rooms in the western section. The trigger mechanism is in cargo hold 1, inside the container in the western part of the room. Grenade launcher barrel - in the cargo compartment 2, in a blue container (it lies on top of the red ones); to get to it, build stairs out of boxes and crates, or use a "jump" implant.

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

Before embarking on a full-fledged campaign, it is worth paying attention to the "Training". Here you can learn the mechanics of the game, which will be useful as you progress. After the introductory video, we speak with Megan and go to the boss. Along the way, we study the laboratory, and also visually get acquainted with new characters. The conversation with the boss is interrupted by an alarm caused by a technical failure. We go directly to the scene through the service elevator on the left. We drive in the code 0451 and, having gone inside, press the button on the elevator panel. A weapon has appeared in our hands, but there is no need to use it at the moment. We move along the corridors, crouching, we pass under the glass partition. We observe the scene of the execution of the laboratory staff and turn into the room on the left. We remove the boxes from the wall, open the grate of the hatch and, having jumped, we get inside. We find ourselves on the other side, just where the employees were killed. We move along the corridor, at the end there will be a door. We penetrate further, but do not forget to close the door behind us. So, two opponents go down the stairs. Our job is to go unnoticed. There are several ways, the main thing is to choose the right moment. Having taken a sitting position, we move through the shelters. At one point, they will simultaneously delve into the tables. When the one closer to the stairs starts to leave, and another one arrives in its place, we will be able to get to the stairs unnoticed. We go upstairs and move along the corridor. We watch the opponents through the glass. When they start moving, we can get into the room by pressing against the wall and opening the door. The easiest way to get to the door at the other end of the room is on the right side. At the end, use the central box to go unnoticed. And finally, the last hall is already with four enemies. Everything is simple here: we go down the stairs and use the shelters under the stairs. Let's watch the video. We were killed and, so to speak, restored by introducing implants. Six months later we are back in business.

Detroit. M1 - Back in the saddle.

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

M1 - Cleaning up the Sharif factory.

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

M2 - Neutralize the leader of the terrorists.

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

M3 - Evacuation.

We leave for the helipad to Malik.

M4 - Finishing the job.

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

M5 - Investigation of a suicide attack.

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

M6 - Visit to the PROTEZ clinic.

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

M7 - Disable transmission.

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

M9 - Transfer.

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

M10 - Search for evidence in Highland Park.

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

M11 - Whisper of conspiracy.

Let's visit Pritchard first, because he wants to tell us something important. Having learned new details, we go to Sharif. In the reception room we meet Bill Taggart. In the dialog, select the branches "Keep Calm" and "Ask". In a conversation with Sharif, we use the “Justify” branch. Then we speak with him again and, having received a new task, we go to Malik, for a flight to China.

Shanghai. M1 - Hunt for a hacker.

Before us is a new city and, accordingly, a new part of the plot. All additional tasks that we did not have time to complete in Detroit are automatically burned out, and it will not be possible to return to their implementation. We get to the penthouse, but we are not allowed to enter it. Therefore, we pass further, where there will be a ventilation shaft in the corner. After passing through it, turn right and go to the end. There will be another ventilation on the wall to the right. From there, open the door leading outside. We do not lean out until the patrolmen finish talking. Then we get to the elevator. Going down the elevator, we see vending machines with drinks in front of us. One of them blocked the ventilation shaft. Through it we will reach the right computer. It is advisable to neutralize nearby enemies. After hacking, we contact Malik and return back the same way that we came. Next, we head to night club"Hive". You can get there through the main entrance, but in this case you will have to pay 1000 credits. There is an easier way: on the left in the alley there is a ventilation shaft that will lead us inside. We speak with the bartender and learn about Tonga. On the second floor, we talk with the manager, choosing the “Draw attention” branch. Now we can go to Tonga and find out where Van Bruggen is. On the way we will meet Malik, which will turn out to be very strange, and we will carefully ask her about the secrets. It is not necessary to complete the quest that Malik will give, so let's move on.

M2 - Gaining access to Tai-Yun-Medical.

After talking with Bryggen in residential areas, we go to a brothel and try to steal an employee card. It is very simple to do this: we penetrate into the next room, and from there through the balcony we will get into the desired room. We return to Van Brugger to remake the data for us. After the video, we pass the weapon to Van Brugger and start escaping from this area. We head to the stairs and go down to the floor below. We turn right, we enter the first room, where there are two opponents. After neutralizing them, we look for a ventilation shaft that will lead us to the exit. In the next room is a patrolman, as well as a surveillance camera. It is advisable not to disturb them, but, picking up the moment, slip past. It is very easy to do this, because the camera does not move at all. The last toilet has a ventilation shaft. Having got out of it from the other side, we see a turret in front of us and two opponents on the right. Having slipped past them, we find ourselves in the shower room. On the one hand, it blocks electricity, on the other, mines. We grab the box and throw along these mines. While the enemies come running, we will already have time to run to the laundry. There are two more here, we will deal with them when both are next to us. Then, after saving, we lean out from behind the corner and see the usual and heavily armed fighters. You can’t just slip through, so they must be neutralized. One of them will look at us, while the second will turn in the other direction. When he turns around, quickly move to the nightstand obliquely. Waiting for the right moment to turn left. We hide behind the curbstone on the right. We wait for the enemy, stun him and finish off the heavily armed one. Next, we leave the building and go to the train, which will take us to the "Tai Yun Medical".

Tai Yun Medical. M1 - In search of evidence.

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

M2 - Entrance to the dragon's lair.

After the cutscene, go through the door to the left of the elevator. Ahead is a corridor patrolled by a heavily armed soldier. We go around it on the right side, where we neutralize another, constantly standing in one place. Hide the body and move on. We move along the corridor to the right room. Here everything is covered by a surveillance camera. Let's get in close standing computer and find out the code for the door. It is advisable to turn off the camera at this moment. We take the elevator to Zhao. After the video, we are trying to escape from the guards that have appeared. We go down the right stairs. In the corner there is a ventilation shaft leading to the first floor. It will be more difficult to get out of it, so first we will open the mine door, this will lure the guards. When they calm down, we can get out and gradually get to the exit. On the elevator we will go down to the hangar, where you need to neutralize two robots. This can be done using EMP grenades, or by hacking computers nearby. Having finished with them, we open the gate, use the button on the tower and sit down in a rescue helicopter.

Montreal. M1 - Meeting with Eliza Kassan.

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

Detroit. M1 - Conversation with Sharif.

We head to our apartment to talk with Sharif.

M2 - Find Isaiah Sandoval.

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

Detroit. M1 - Old debts.

Pritchard is not in the office, but he asked to visit Sharif. After the video, we return to the helipad to go back to Hengsha and find the transmitter of Vasily Shevchenko, and perhaps himself.

M2 - Find Vasily Shevchenko's transmitter.

After we crashed, being shot down, we will take advantage of Malik's distraction and go in search of the transmitter. We turn right, jump down and sneak through the building until the opponents notice us. Before the helicopter explodes, we will have time to get to the elevator. Once in Lower Hengsha, we continue our search. Along the way, we get advice from Pritchard to visit the local PROTEZ clinic to get a new biochip. Near the clinic there is an enemy that needs to be neutralized in order to go further. We go down to the subway and take the train to the Yuzhao area. The door we need is carefully guarded. In the lane we come across a sewer hatch and go down. You need to go on the right side, it's much safer. First we deal with the patrolman, and then with the one sitting on the chair. The bodies are thrown into the water. We pass further through the central door. Here, on the contrary, we first neutralize the sitting one, and then quickly the patrol. We pass further behind the boxes. Two people are sitting on the couch and they will surely notice us if we move into the open. Using the rolls, first to the left and then to the right, we get to the doors. We sneak behind the sofa and then behind the rusty cars. At the end, we remove the boxes and enter the right door.

M3 - hide and seek.

After talking with Tong, we set off for the Belltower port. Having got out to the surface, we pass further than the main gate, where we remove the box and penetrate the territory. We pass forward and, having missed the robot, we will go down the stairs. We watch for the patrolman and neutralize him when he comes closer. We hide the body and make our way under the camera. We go up the next stairs again. Hiding behind the trucks, we move forward, the main thing is that the sniper at the top does not notice us. Ahead is a camera and a patrol. We carefully pass behind the containers, preferably by neutralizing the patrolman, who, by the way, has a pocket secretary with a code for the door next to the camera. We get into the right room and neutralize the sleeping guard. We break open the door and get a bundle from the locker. We return to the cell, or rather to the door next to the cell. We open it with the received code. Entering the warehouse, turn right and move to the end. Let's wait until the guards finish talking, and we'll move on. Once on the other side, we rise to the second floor. We climb the metal stairs to the very top and jump through the passage on the ceiling into the room. We install explosives and watch the video.

Singapore. M1 - Rescue Megan and her group.

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

Panchea. M1 - Stop transmission.

Having received instructions from Pritchard, we head to the tower. We focus on the beacon on the screen. We jump down and after passing a little, we come across electrified water. We jump onto the pipe on the right and move along it. We remove the container and again jump onto the pipe on the left. After passing the corner, we shoot the boxes and penetrate into the ventilation shaft. Inside you can see a mine, which is easily destroyed by a shot. Once in the room, turn off the electricity and exit through the door. We turn right and move along the corridor. Turn right, go up the stairs. The most difficult part is over, it remains only to get to the elevator. We move along the corridors to the center of the tower. In a conversation with Hugh Darrow, select the "Criticize" branch. Having received the access codes, we return back to the elevator. We will have to break through the crowd of distraught employees. Do not forget that they are fast, cause serious damage even one by one, but most importantly, they cannot jump over even the simplest obstacles. On the way to the final fight, we can save Sharif and Taggart. They will not be marked on the mini-map, so you will have to look for them yourself. So, we went down on the freight elevator to the very bottom. The final boss is Zhao Yunru. Probably the easiest fight ever. First, we activate three buttons and kill three clones, respectively. Machine guns move around in a circle above. The easiest way to avoid them is to follow one of them, while managing to activate the button and shoot the platform. Zombie opponents will appear from the rooms, and in these same rooms there are useful items. Having finished with the clones, we proceed to Zhao. So that the robots cannot reach us, we enter one of the rooms and, clinging to the wall, shoot from afar at the boss. It is advisable to do this with a sniper rifle, which is also located in one of the rooms. Having finished with it, we go further and make the final choice, on which the ending of the game depends.

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 Günter Hermann), who also underwent mechanical improvement, turning into a walking 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 simply a cyborg skillfully created with the help of nanotechnology, he is not forbidden to use abilities that are beyond and impossible 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. On the 3rd there will be 25, and on the fourth - 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 through 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 a face-to-face showdown 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 designed 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.

Ordinary- 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 because of the very high speed shooting and fast reloading. 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 trunks. 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 find out 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 one by one will silently “snap” or cut opponents. 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, a machine gun, 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.

In the course of the passage, you will often have to return to already famous 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. Having got (after checking fingerprints) in main office start researching 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 climb 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 didn't get enough kills) ammo for assault rifle. 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 area. 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 Anna arrives (if she is still alive), a message will appear from a certain Daedalus, who will open the cell door so that the hero can crawl under it. 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 will report new code- 0199. Go ahead a little, and on the left there will be a laboratory with cells. 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 examined 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: the first laboratory - with the desired disk, the second is a room with experimental 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 his 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 electric discharges, and to the right of the doors, destroy the crazy spider robot guarding the first panel that needs to be cracked. 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 until 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 him, 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 there will be an entrance to 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, 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 shed. 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 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 a 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. Cross the bridges to 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 will be written next to it, as well as Additional Information. One of the cells is empty - you were born in it, by the way. So, the door in the corner will fly 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:

Deus Ex: Human Revolution features additional quests and side missions, and the game usually rewards completing them with achievements for completing them, as well as completing certain goals 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 melee enemy, 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. It's quite long additional 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 mission, 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 first 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 / 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. At accurate shots you can 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/ 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.