Passage of game hellgate london 2. Guide and walkthrough for "Hellgate: London". Making and improving things

A brief educational program on the basics of the game and the passage of the story quest.

Role system

The character has four standard parameters in which you need to invest points. According to the standard rules for RPGs, they affect your character and your equipment depends on them.

Accuracy (accuracy). Each point of Accuracy increases your damage by 2% when you deal a critical hit. Increases the chance to hit at long range and reduces the rate of loss of accuracy when firing automatic weapons and on the move.

Strength (strength). First of all, it is important for melee fighters - for each point, it increases damage in melee by one percent. To varying degrees, it is necessary for wearing armor for all classes, and sometimes comes across in the requirements for weapons.

Endurance (stamina). For every point of stamina, five points of health are added.

Strength of will (will power). Adds two points of energy for each point of willpower and increases the speed of its recovery.

At the start of the game, the character receives one skill of the first level, it always depends on the class. With a level, the number of skill points increases by one. There are fifty in all.

Up to five, seven or ten points can be invested in each skill, increasing its effectiveness. Some of them are combined into chains, for each next one you need two or three points in the previous one. These are pretty strict rules, given the inability to reset incorrectly invested points. You can approach the finale with a not very effective set of skills, and the difficulty of passing will increase dramatically.

But, on the other hand, it is not at all necessary to maximize all the necessary skills. For most of them, the first point invested gives a solid effect, and all subsequent points, if calculated in percentage terms, have less and less impact. Let's take the kabbalists' blink skill as an example. The first level allows you to use it once every twenty seconds, the second time at fourteen and three tenths. And the difference between the ninth and tenth is only half a second.

Factions and character classes

Templars (Templar)
An ancient order of servants of the Temple of the Lord, leading a continuous fight against evil. For centuries, preparations have been made for an invasion by demons. Possibly due to long history Orders prefer melee weapons, but they do not disdain remote ones either. The style of the game is most similar to Diablo and others similar games.
It was the Templars who managed to maintain control over some stations of the London Underground. Now these are the only islands of safety in the whole world, but they are also under pressure from hellish creatures.
Guardian (Guardian). The closest analogue in many games is the paladin. In the arsenal of the guard there are auras that increase his defense or restore health depending on the number of enemies around, acting on the prayer group, war cries and a variety of sword and shield strikes. A typical tank, very suitable for group work.
Blademaster (Blademaster). More prone to attack than defense. Some of the auras are available to him, but still the blademaster prefers to fight with two blades and deal with opponents one at a time. Can be healed using special attacks.

Kabbalists (cabalists)
Followers of the dark arts have managed to turn the power of demons against them. They are constantly improving their skills and consider this path a new round of development.
Demonologist (summoner). A specialist in summoning demons of various calibers, from small elementals to lesser demons. The latter can also be controlled by learning additional skills. Like all Kabbalists, he can suck the life out of surrounding corpses and enemies.
caster (evoker). Master of elemental and death magic, from rain of fire and storm to exploding skulls. Able to learn to draw life and energy from opponents. Can summon lower creatures - elementals.
Hunters

Hunters- supporters of the use of high-tech weapons. Their arsenal includes light, rapid-firing submachine guns, long-range sniper rifles, and grenades of many kinds. They try not to get involved in close combat, the armor of hunters is not able to withstand damage from crowds of monsters for a long time. With certain knowledge, they can disappear right into the thick of enemies. Playing as the classes of the hunter faction is more like classic action games than others.
shooter (marksman). A master of ranged combat, many skills to increase the chances of critical damage and their magnitude, the rate of fire of weapons.
Engineer (engineer). Can use the abilities of his caste that are common with the shooter - high speed and accuracy of shooting and grenades. But its main strength is the ability to design assistants for itself - combat bots and a droid. Not one, but several fighters enter the battle at once.

Passage of game Hellgate: London

Act One

Those who have enabled hints can read a bunch of useful or useless information. Experienced players will not find anything new for themselves. I advise you to open the skill tree immediately or after receiving the first level and roughly figure out where you want to invest skill points so that there is no shortage later.

Russell Square

We immediately see that someone is trying to get in touch with us. We press enter and get acquainted with a certain Murmur. He, they say, needs help, he was looking for food, traveling with a group of Templars who were looking for a certain Fawkes with key information. Unfortunately, only Murmur remained from the group of Templars, who offers to unite and search for the surviving Templars together, after all, they had an important task.

Well. More fun together. It is impossible to pass by Murmur, he is waiting for us right on the course. We go to it, killing zombies along the way and not forgetting to pick up the items that have fallen from them (by default, the F / A key), while palladium (local currency) is collected automatically. After Murmur joined us, together we are looking for the remnants of the Templar group. You don't have to search for a long time - the Seraphim of the Templars is waiting for us around the next corner. He says that the group was ambushed, but managed to get a message from the same Fawkes to Lann. The Templar is not feeling very well, so he asks us to take the message straight to Lann at Covent Garden station. We agree, take the message from him and stomp to Covent Garden. The way there lies through Holborn Station.

Holborn Station

Accessible exits - Entrance Shaft of Holbore Station, Tottenham Court Road, Surroundings of Covent Garden Station.

We talk with Murmur again, we learn that it is still impossible to go to Covent Garden, since the door has broken. We speak with the Technosmith, he asks to bring 8 capacitors so that he can fix the door. Capacitors fall from monsters in Holborn Station Entrance Shaft. We collect capacitors, give them to the blacksmith, again we speak with Murmur. That's it, the door is fixed, you can continue on your way to Covent Garden station.

You can also complete several side quests. They are given by Joy and George.

Joy will ask you to go to Tottenham Court Road and look for his prosthetic leg. The prosthesis can be pulled out of the remains of the monster Tantor. After that, he will give the task to kill 12 heralds of discord, who live in the vicinity of Covent Garden station.

George will ask you to first kill 10 zombies on Tottenham Court Road, then 3 blood zombies in Holborn Station's Entrance Shaft, then Typhoid Mary around Covent Garden Station. Well, let's go to the neighborhood.

Note: side quests can be taken from characters with an exclamation mark above them. Some quests are available immediately, some - after passing a certain stage of the main quest.

Surroundings of Covent Garden Station

Everything is very simple here. We make our way to the exit to the station, killing the monsters along the way. It's not a problem for Joy to kill 12 Heralds of Discord, there are quite a few of them here. Typhoid Mary will also come across somewhere.

Covent Garden station

Covent Garden market exits, upper and lower, Kingsway street collectors, Covent Garden tunnel, Covent Garden transport depot, Bloomsbury, Leicester Square.

We look around at the station, find the terminal - this is something like a teleport to the key stations already visited - and go back to the Holborn station to report on the completion of the tasks of Joy and George, if we haven’t done this before. Of the other attractions, the station has three terminals where you can improve things or get mods out of them. There is also a seller, a blacksmith and a wanted board where you can take quests to destroy a monster.

Again we speak with Murmur, then with Brandon Lunn. We give him the message of Dr. Fawkes. After some time, we approach him again - the blacksmiths deciphered the message, which contains Fawkes' request for help. Lann sends a group of Templars in search of a doctor and invites us to join her. The intended location of the search is Covent Garden Market.

Side quests at this station, available in the first act.

Dotter asks us to kill Lord Nissaylor - a creature that accidentally turned out as a result of experiments. Habitat - Covent Garden tunnel. After completing this task, she asks us to get a map of the upper collector of Kingsway Street. It is enough just to run through this location, and the map itself will be entered into the PDA.

Stephen Patrick asks to kill the monster Big Ben in the lower sewer, followed by 8 hellhounds in the market.

The ranger can be helped to return his property - 10 dead eyes. Dropped from the Heralds of Discord in the lower sewer.

Beasley orders us 16 Imp Warriors at the transport depot and then 9 cutters in Bloomsbury.

Mackenzie wants to brew an elixir, for this he needs 4 black fangs - they fall from bloodshocks in the upper collector. Later, you will need 8 more Furious Hearts from the cutters in Bloomsbury.

Wanted - Bag of bones in the transport depot and Yadozub in the tunnels. You need to hand over quests to Brandon Lunn.

Covent Garden Market

When entering the market, a wounded Templar gets in touch with us - one of the group that Lann sent in search of a doctor. We learn that the group did not have time to intercept the doctor, and he was dragged into the rift. Forward! We inspect the market, find a rift and go to it for a doctor. From the rift we get straight into the Hellish Yard. We clean it from monsters led by Shulgoth and approach the human remains. Too late - the doctor is dead. We pick up the remains from the body and return back to the station.

At the station, Lann tells us what information was found in Fawkes' PDA. The doctor, it turns out, was working on two inventions - one of them is a navigator that allows you to detect a fault, and the second of an unknown purpose. Here Lann offers us to find out what this second device is for. Just with the help of the navigator, it was possible to localize one of the faults, which was in the British Museum. We get an unknown device and go to the British Museum. You can get there through the Bloomsbury location.

British museum

Well, here we are in the museum, looking for the fault we need and go through it. Again, the Hellish Yard, already familiar from the last rift, again a group of monsters led by the Rezoworm. Shred them all and approach the core of the rift. It's time to try the doctor's invention. On examination, it turned out to be an ordinary bomb. We quickly run away before everything explodes with us.

After exiting the rift, we encounter a bunch of unpleasant monsters, which a couple of minutes ago were just statues. Here it is better not to fight with the whole bunch at once, but to slowly beat off the weaker demons and then only kill the main ones - the Gulkar emperors. After the death of the first of the emperors, a portal will open, and we will be offered to talk with the Wise One. After passing through the portal, we find ourselves in a small room and talk with the Wise One. The wisest - she may be the wisest, but she slanders quite a lot of ambiguities. We return to Lann and report back. Lanna's words to the Wise One and the whole story are also a little puzzling, and he takes time to think.

Act two

And again to Lann - he had time to think, but he could not come up with anything really. He suggests that we head to Charing Cross station and find Lord Orphan there. If someone can understand the words of the Wise One, then only he. The path to Charing Cross station lies through several locations - Leicester Square, St. Martins, the vicinity of Charing Cross station. Before running through these locations, you can take side quests from characters we already know:

Dotter offers us to kill 7 archer demons living on St. Martins.

Stephen Patrick needs a map of Leicester Square, we take the quest, anyway, on the way.

The ranger asks you to find three protoplasm detectors on St. Martin. He mentions that these things are somehow connected with the inventions of Dr. Fawkes. After we find the detectors, he asks us to take a letter to Technosmith 314 at Charing Cross, in which he kindly mentions to the blacksmith that he owes him money. After handing over the letter to the Technosmith, there is no need to return for a reward, it will be given to us by the blacksmith himself.

Beasley asks us to kill Lord Milmite in the square and gives us a sedative. The pacifier is best dragged to the panel below and used either at the time of the battle with the lord, or after his death.

Mackenzie is still fiddling with the drink (I wonder what the hell he's doing there anyway). Complains that something is wrong with the potion, and is going to change the recipe a little. Then he gives us a processing chamber and asks us to use it on the sources of evil. At this moment, I somehow got lost and did not understand what the elixir and the sources of evil had to do with it. The sources of evil are in the vicinity of Charing Cross. We just click on them when we meet.

On the way... we go to Charing Cross station, completing side quests along the way.

Charing Cross Station

Gates to Green Park Station, Choclat Park, Piccadilly Circus, Millennium Battle and Embankment.

We talk with Orfan, tell him about the meeting with the Wise - he is also lost in conjecture. Who is she? Who are they, the meeting with which the Wise foreshadowed us? Digging through the archives, he finds only one phrase that can shed light on this story. This phrase mentions the Midnight Oracle - it seems to be the opposite of the Wise One. Of course, we have to look for this Oracle. The navigator found another fault in Piccadilly Circus. There you need to start searching for the mysterious Oracle. We go to the square, we pass through the rift (do not confuse the rifts with passages) to the infernal courtyard, from the courtyard already into the portal and look for the grave of the oracle there. We take away the skull from it and back to Orfan. The head, it turns out, is still quite alive and can even speak. Unfortunately not connected. Although the phrase - "Blyagrk!" - Sounded very clear, hee. Orphan suggests talking to Lucius Alden, who might be able to help in some way. True, according to Orfan, he is a little crazy. Lucius is standing at the same station. His first words were, “Give me your head! She's mine, I gnawed her off with my own teeth! “Ndya... We are listening to the story of Lucius, in which he tells quite picturesquely about his relationship with the oracle and says that in order to get to the knowledge of the oracle, he will have to put it together again.
But first you need to find the missing parts of the oracle, which are scattered around the Green Park area. Let's go there...

Green Park Station

Exits in the location City of Death, Tunnels of Death, Catacombs of Death and Oxford Circus.

Lucius is already waiting for us. First, he asks us to go to the Catacombs of Death, find the Altar of Pain there and make a sacrifice on it to get the body of the oracle. For the sacrifice, you need 8 pieces of heart, which can be filled from any monsters in this location. We take the body of the oracle and return. Now you need to follow your feet to the City of Death. The process of getting the legs looks the same as the bodies, only in a different scenery. Well, we have a head, a body, legs, it remains to glue it all together somehow. The Womb of Despair in the Tunnels of Death is perfect for this. We find this womb and take away the oracle, this time not in parts. After returning to Lucius, we activate the body. But instead of answering our questions, a nimble oracle (in the best style of monsters from the movie "Alien") jumps on the head of Technosmith 312, who is standing so well next to him. Now you can tear him off the poor blacksmith's face only with the help of a cauldron in Choclat Park. The cauldron is guarded by some kind of Wall of Cold. Okay, let's take a look...

Choclat Park

Once in Choklet Park, we are looking for the cauldron of Eternal Happiness. Lucius and Techsmith 312 are already standing near him. The only thing left is to kill the demon commander, who looks like a brain on tentacles. After this, we listen to how Lucius is trying to convince the Technosmith to stick his head into the cauldron. The blacksmith is not devoid of prudence, and after a short discussion, he takes to his heels. We run around the location and try to catch the blacksmith. After a while, he realizes that he has nowhere to go and agrees to put his head in the cauldron. We lead the blacksmith back to the boiler. The procedure was successful and now the knowledge of the oracle was mixed with the knowledge of the blacksmith. Coming back to Charing Cross...

Charing Cross again

Lucius needs time and asks to speak with Orphan for now. Orfan tells us about the battles in the area of ​​the Millennium Battle, asks us to go there and provide all possible assistance. We get to the place and see that there really is a local war going on. We talk with the commander of the fighters - he is disappointed that they sent only one fighter, and asks us to set up an automatic defense system.
To fix it, we need to activate the "defenders". Defenders are scattered all over the battlefield and those that need to be activated are marked with a question mark. Having repaired the chain, we tell Orfan and again we speak with Lucius.
Lucius says that he almost understood how to get the knowledge out of the head of the Technosmith, but for now, Orfan has a new task - to take command of the Templar detachment, which is fighting at Embankment Station. We will not be allowed to take part in the battle itself, but at the entrance to the location there is a command transmitter, through which we will direct the actions of the Fist squad. Everything is quite simple - we have a top view of the location, four fighters and several available commands- go, attack, air strike on the point, heal and move behind cover. While fighting, we conduct a detachment through the location to the exit point, after which we return to Orfan.
Lucius finally got off the ground and managed to find his way into the mind of the Techsmith. A portal will appear behind the blacksmith, passing through which we will enter the mind.

Mind 314

So that's what it is, the mind. We run through the mind and try to find the limits of the conceivable, the limits of the imagination. Monsters are also found here, by the way. Having run a little, we come across these limits and Lucius. Now you need to kill the soul 314. The soul is like a soul, such an ordinary monster, nothing new. After death, the soul breaks off the feint and breaks up into three small monsters, or maybe they just appear on their own. In any case, we kill them too. After that, through the portal we get into a small room where the Father is waiting for us. Here it is - another part of the truth, that mysterious other, about which the Wise spoke. We talk with the Father, we learn that there are five of them in total - a certain new strength, as ancient as the demons. To find out more, you'll have to look for the others.

Act three

Time to run to the next station to Rourke Ferral. It is located at Temple station. To make it not so boring to run there, you can take a few side quests at Charing Cross station:

Jill asks to deliver the news of Sher Sing to Temple Station, kill the Merzot monster at Savoy Station, knock out 8 pieces of demons from Gremlins Warriors in the vicinity of Temple Station, visit Claire at Temple Station.
Joanna - talk to Tiberius at Temple Station, kill the Electro-Ghost at Waterloo Bridge, knock out the ring from the fire grips at Savoy Station, and then to Stuart at Temple Station.

Temple Station

Aldwych Exits, Barge House, Big Gunfight, Forgotten Entrance Canals, Paddle Dock, Templar Base, Angel Passage.

We talk with Rourke. He will only help us if we help him. And he needs help in detecting and eliminating a certain demon that spreads any infection. To find this demon, you must first get a sample of its poison. Rourke gives us a sample container and sends it to Aldwich. We go there, find a poisonous place there and take a sample, after which we take this sample to Sher Sing, who makes a tracking chip based on this sample. Now Rourke managed to localize the location of the demon - Barge House. At the entrance to the location, we meet with Rourke's fighters and together we go to kill the source of the infection. At the very last moment, the monster turns into a Spectral and flies away. Now this bullshit is flying in the location Big shootout. We go to the location, go up to the roof - there is a cannon here, from which we have to shoot the spectrum fluttering in the sky. By pressing RMB, shoot along the spectrum itself, and LMB is well suited for shooting evil spirits that periodically fly at us. Well... they finally killed... It remains to destroy the remaining foci of infection. But for this you need to create a cannon, for a cannon you need the heart of the spectrum, and for this you need to get inside the downed spectrum. It lies in the location of the Paddle Dock. From the inside, the spectrum is very similar to the mind of the 314th. The location itself is called the Exospectrum. We are looking for a heart and return.
Rourke thanks us and assures us that if he hears anything about the truth, he will let us know. In the meantime, he sends us to Orfan, who is waiting at the Monument station. You can get there through the Passage of Angels. It is true that the area is quite unhealthy. This is where the heart of the spectrum comes in handy - Sher Sing made a weapon based on it, which is solemn to us. You will have to carry out a sweep in the passage of the Angels only with the help of this weapon. There is really a complete mess going on in the passage - we burn everything on the way and we reach the main abscess - Boil. Fupunkul itself is safe, but after death, the All-Seeing Oculis appears, from which monsters regularly fly out. It is better not to be distracted by monsters, but to burn him himself.
After his death, a portal will open, where another part of the truth awaits us - Sister, the third of five. The sister hints that our weapons in the battle against the demons are they, the keepers of the balance, but we need to find the others. Well, clearly ... We enter the station Monument.

act four

Monument
On the instructions of Orfan, we go to Tudor Street, where we find Aeron Altair and save Brandon Lunn from the Rift in the nearby Temple location (he needs to be cured with a first-aid kit). Next, Lann needs to be taken to a safe place, for the role of which for some reason only the Templar Base claims. So we're going right there.

Templar base
Now we are talking with the high lord Maxim. He's sending us to Ludgate Hill, we'll stock up on a couple of gadgets.
In Ludgate Hill, activate the Rift Detector, approach the marks on the map that appears and use the Detector. What to do with the results of this activity is not difficult to understand. Having dealt with all the Breakers, we return to the Base, to the lord.
Now the character has to work as a courier - to deliver messages to Lann and Altair in the locations of Bishops Court (Pishops Court) and Old Bailey, respectively. After reading Maxim's appeal to the soldiers, we go to Orfan - to the Monument station.

Monument
Orfan sends us to the Tower. In the Tower, we talk with Lieutenant Gray and deal with the giant colossus that goes around in circles there. The recipe is simple: 1) turn on the guns standing around the perimeter until the demon starts to decrease; 2) we enter the battle with a reduced enemy.
We receive a new task from Orfan - to go to Aldgate. There we get three drawings, count the number of batteries needed and buy the necessary scrolls from a local merchant, now we go hunting. Having collected the necessary ingredients, we make accumulators from glands, and generators from accumulators. After that, we report on the successful completion of the task to Technosmith 415.
New task from Orfan. We leave for the Cannon Street railway station. We talk with Technosmith 99 - three spare parts are needed for the train. All spare parts are in the same location in large crates (they look like regular destructible crates). We take all the spare parts one by one to the technosmith.
Now you need to clear the paths from the demons so that they do not interfere with the train to pass. As soon as the train passes by, the boss - Blood Blade will appear. Therefore, in the few seconds that you have, it is better to be all the visibility zones of the enemy shooters. Well, having defeated the boss, we will see a familiar portal.

act five

Templar base
Now we need to go to the field hospital in the Crown Office Row location. There we meet Emmera, who gives us a task: we need to cure ten Templars with a first-aid kit. Before you take on this task, it is best to clear the nearby area so that the demons do not kill your "patients". In order not to open inventory every time to use the first-aid kit - put it in one of the slots. After the successful completion of the task, we speak with Emmera and return to the Templar Base.
At the Base, we talk with Orfan and move to the Liverpool Street station.

Liverpool Street

We talk with Jessica Samerail and go to the depths of the Necropolis. A night vision device may only be needed at the last level of the Necropolis, but the darkness there is far from absolute, so you can do without it altogether. At the fifth level of the Necropolis, we find the Pointer and talk with Jessica.

Templar base
We tell Emmera about the successful operation and use the received Sign. It's time for testing.

Liverpool Street
From the location of Finsbury Square, we will take turns going to the test.

Test of Knowledge on London Wall.
You need to pick up the book from the center of the location before the demons and take it to the place opposite the starting point.
Test of Will on Ropemaker Street.
We deal with Colonels Holebreaker and Pochtikhan so that General Zhutsker becomes vulnerable and send him to junior ranks.
Trial of Beauty at Whitecross.
All knots must be cleared of signs of darkness. Two initially belong to the Light, two - to the Darkness, one - to no one. It is necessary to capture the third node as quickly as possible, and in the struggle for two more nodes, the speed of the removal of opponents by your character will play a huge role.
Test of Loyalty on Old Street.
You need to capture the "rocks" on the map in such a way that your score reaches 100 earlier.
The last test in the Plow Yard (Plowyard).
We listen to the authoritative opinions of Emmera and Murmur about everything that is happening and move forward. We meet Lucius Alden, who gives us a robot. Murmur suddenly becomes an optimist, but in reality everything is pretty bad. The robot can’t really deal with anyone, so it’s easier to clear the road manually, and then just run the robot along an empty street.
Having reached the edge of the location, we talk with Murmur and use the Sign. The road to the fifth part of Truth is open.

The final

We speak with Emmeroy. To Hell's Gate!
The path to Hell for us lies through St. Paul Station, where Emmera will give us final instructions.
Well, then only the final battle, the details of which I will keep silent. The only advice is that once you get to Hell, do not stop halfway, otherwise you will have to exit the game and replay the final part again to fight Sidonai.

GAME FOR VEHICLE (GUIDE)

Written in the summer of 2008 from the birth of Christ on January 10th, for the release of program files, which is "without a patch".

Who is this note for?
1. For beginners playing for the first time - in order not to waste time re-leveling an erroneously developed character.
2. For experienced players, who know the game, but not playing for the HUNTER class.

So, having looked through all the classes of HellGate, you have chosen a technique. I want to congratulate you - the choice is good, and the character with which you will defeat the world's evil is quite strong and interesting.

Compared to the shooter, the technician is better protected and, with the right swing, outperforms him in damage.


Compared to the demonologist, the technician himself actively participates in slicing the fauna of London, and to a lesser extent depends on the carrying capacity of summons.
Compared to a warrior, a spellcaster, and a guardian, a technician travels with a cheerful company.

Starting the game, you should have a complete understanding of the character's skills.

So, what is the best way to teach a technician?

TACTICS - 1. Or with sniper rifle- if it has such a bonus. With a machine gun (melee) is not effective. We put it on one of the buttons and use it only with a sniper rifle in a calm environment against bosses with auras, strong slow targets, etc. Locations - tunnel, river mouth, streets of demons. With a sniper, the technician loses less hit points, but it is completely unsuitable for dynamic medium and close combat.

RATE OF FIRE - in my opinion, a blunt skill. The technician is quick to swipe, but to hit someone, especially if you are in the red to the level of the mob ... In general, an unsuccessful joke. 0 points. With a difference of 8 ranks in lvl with a mob in favor of a mob, it is difficult to hit him with this skill even at close range. An exception is spells with hypertrophically developed accuracy - but they have other problems - low survivability and damage.

Branch DEADLY STRIKE - ELECTRIC SHOCK - NAPALM. Mortal blow - 1. Useful skill, attack power grows with lvl. Good against dense crowds on a nightmare, which, when activated, can kill a technician - demons that pierce with a purple beam, as well as zombie lords that beat you at the hardware level, slowing down the game due to immense consumption of processor resources :)
AIM is a very important skill. Maximize it, without looking at the quirks of a random house with bonuses on weapons and put it on the right button. 10 points

INVISIBLE - what is good for the shooter does not make sense for a technician protected by a droid. 0 points. Easy to get from armor. Without investing 1 point, you can get 4-5 armor grades by the end of the game

A branch with blocker bots.

BLOCKER BOT - a defensive unit - they don’t really slow down (well, a bug in the game, what can you do) - we use up to lvl 25 as scouts. If there is an enemy nearby, but we do not see him, they give a sound signal.

KAMIKAZE is an unsuccessfully implemented idea. The fact is that the blocker slows down the target from afar and does not at all seek to fly up to the mob within the radius of the kamikaze skill.
ACCELERATOR BOT - an auxiliary unit - a good thing, but expensive - if you go to it - then 2 in blockers and 3 in a stupid kamikaze - expensive.
NANOROBOTS - an attacking strike unit - a powerful skill, but expensive and long recharged.
In general, this whole branch does not play in my build :)

ROCKET BOT - a fun little boat. attacking unit. Each grade adds 1 missile to the salvo, maximum 7 missiles. Missile damage increases with the level of the technician. Don't overdo it here! Throwing 3 points as passing points and not in a hurry - 2 green pistols with 1 to the rocket bot - a reality. And then maybe blue with 2 to the rocket bot.

MOLOTOV COCKTAIL - 3 as a gate to the bomber. The same drawback as the kamikaze. But the field of fire is powerful! Only in the dynamics of the battle it is very difficult to convince the mobs to go into it, and besides, you should not lose the rocketman called with bonuses - his parameters do not "live" the entire session - again you need to go to Holborn, take bonus pistols and call.

BOT-BOMBER - a great astral attacker. Deals a small amount of magical damage and sends opponents to the astral plane. Much more convenient than the ASTRAL GRENADE, mainly because it can act on the enemy out of the technician's line of sight. It is necessary, taking into account bonuses, to put the squeeze on up to 10. An attacking unit that combines very well with a missile man and a droid.

And a rocket launcher and a bomber:
1 - mobs don't attack
2 - both operate in both Air-to-Ground and Air-to-Air modes. Droid targets above 5 meters will not attack, this is important to remember!
3 - their parameters are remembered with each call. Those. You can call it 1 time with bonus pistols and then the pistols are sent to the chest - until you exit the escape. or until the technician dies.

Mr Droid. Attack-defensive unit. Able to absorb up to 4k damage at higher lvl before the mobs get to the technician. Little fun guy. Immediately you need to decide - hand-to-hand or shooter. I took the shooter, because, firstly, it is easier to arm, and secondly, it is less for the poor fellow to live with his useless laser.

DROID BRANCH

SKILLS (live the whole session) - droid 3 + bonus from pistols - it is desirable to bring it to lvl 50 to 10 along with bonuses.

MODIFICATION "ARROWS" - 2, then we catch up with the accuracy with the stats of the droid itself and pistols when called at the beginning of the game to the accuracy required for his weapon. In the event of the death of the droid - the stats are fixed, feel free to call it without changing the weapon of the technician.

ARMOR - 2 - the rest of the stats for the specific armor found

ENGINEER - this is a maxim - protection is very necessary for a droid. He is a tank! 7 grades

If there is not enough willpower - 1-2 in the MODIFICATION "FIGHTER"

Now SKILLS (this needs to be activated every time)

MODIFICATION "MEDIC" - 1 at the end of the game, after the nightmarish Oxford Circus, when medicines disappear from sale. A very important skill in collecting money for the modification of armor and weapons - without it, the character's economy in Act 4 begins to suffer...
MODIFICATION "Defender" - it is desirable to have heavy armor on the vehicle itself and generally not allow anyone to approach you. Bots are not attacked by mobs - this field is useless for them. I have not used this modification.
DROID REPAIR - the most important skill. First 1 then catch up to a pause of 5 seconds (this is 3-4 grades)
STATIONARY MODE is not a bad thing, 2 points by the end of the game if you want to leave the DEATH STRIKE. I did not use.
DEFENSE MODE - at the very end of the game, it strengthens the droid in stationary mode.

Static characteristics. After getting the next level... we don't invest anything, like this. Static x-ki must be spent very sparingly, meticulously studying each item, is its bonus worth spending precious points? It's a nightmare to have 100-120 unallocated points, which will then be quickly used up when you find 3-4 really good things.

GOOD THINGS.

ARMOR
1. +10- +15 to all stats
2. +13-14% health increase
3. +30 or more minion damage. Yes, it’s for damage, since this indicator works for both the rocket launcher and the bomber. Health and armor are not relevant for them.
4. + to armor
5. + to resists

Like the shooter, we create 3 sets of weapons - long-range combat, medium combat and an emergency - they broke through to us - shooting at close range.
Ranged combat - SW + skill TACTICS
Medium - I recommend the FIREFOX rocket launcher from the 6-slot nightmare
Close Combat - Rapid-fire submachine gun of the arc exothermic rifle type.

Optimal BONUSES on weapons:

Holiness - + 18-24% damage;
Avenger - +5 - 6% to critical chance. hit.
Deception - 60% or more to attack with a shield

TACTICS of battle and passage

The technician starts the game session in HOLBORN - we take pistols with bonuses to the droid and bots and call them in turn. BOTS are called before the end of the session or before the death of the technician, so it is better to activate them directly from the skill tree, without bringing the call buttons to the panel. The droid may die in battle and it will urgently need to be re-summoned - this skill is put on the key. The parameters are saved when calling again - pistols with bonuses do not need to be taken :)

The technician easily and confidently moves to the nightmarish Necropolis, if you follow the balance of lvl. How to withstand it? It's very simple - normally up to lvl 10 to linger on Shulgot (a break in the Covent Garden market). Next, let's move on to the gameplay. In case of death - no ghosts and resurrections for money. We restaurate at the station, go to Holborn, call with pistols of a rocket man and a bomber for help - and then we prove to dull mobs who is cooler in London - a technician or them :)

In a nightmare, it’s not a problem to get to COVENT GARDEN, there on Shulgot - up to lvl 38 - and then playing is even easier and more interesting than on the norm

Difficulties - brakes in locations with a large number of mobs - two-story stations and families of lords - zombie breeders. Tactics - it is better to retreat, leaving the missile + bomber tandem to clear. From afar, we throw devices with a DEADLY Blow to help them.

For the normal I died 3 times, for the nightmare - 2 to 5 acts. In the Nightmare Necropolis 5 times, in WORMWOOD 1 time, in ADERSHAFT - 2 times. Now I have suspended the passage, I am collecting money for the modification of weapons and armor.
I will continue to write about my successes or failures in this top.

(continuation see in the same top later)

And here is the final outfit. Stat resources are exhausted :)

A brief educational program on the basics of the game and the passage of the story quest.

Role system

The character has four standard parameters in which you need to invest points. According to the standard rules for RPGs, they affect your character and your equipment depends on them.

Accuracy (accuracy). Each point of Accuracy increases your damage by 2% when you deal a critical hit. Increases the chance to hit at long range and reduces the rate of loss of accuracy when firing automatic weapons and on the move.

Strength (strength). First of all, it is important for melee fighters - for each point, it increases damage in melee by one percent. To varying degrees, it is necessary for wearing armor for all classes, and sometimes comes across in the requirements for weapons.

Endurance (stamina). For every point of stamina, five points of health are added.

Strength of will (will power). Adds two points of energy for each point of willpower and increases the speed of its recovery.

At the start of the game, the character receives one skill of the first level, it always depends on the class. With a level, the number of skill points increases by one. There are fifty in all.

Up to five, seven or ten points can be invested in each skill, increasing its effectiveness. Some of them are combined into chains, for each next one you need two or three points in the previous one. These are pretty strict rules, given the inability to reset incorrectly invested points. You can approach the finale with a not very effective set of skills, and the difficulty of passing will increase dramatically.

But, on the other hand, it is not at all necessary to maximize all the necessary skills. For most of them, the first point invested gives a solid effect, and all subsequent points, if calculated in percentage terms, have less and less impact. Let's take the kabbalists' blink skill as an example. The first level allows you to use it once every twenty seconds, the second time at fourteen and three tenths. And the difference between the ninth and tenth is only half a second.

Factions and character classes

Templars (Templar)
An ancient order of servants of the Temple of the Lord, leading a continuous fight against evil. For centuries, preparations have been made for an invasion by demons. Perhaps because of their long history, the Chapters prefer melee weapons, but they do not disdain ranged ones either. The style of the game is most similar to Diablo and other similar games.
It was the Templars who managed to maintain control over some stations of the London Underground. Now these are the only islands of safety in the whole world, but they are also under pressure from hellish creatures.
Guardian (Guardian). The closest analogue in many games is the paladin. In the arsenal of the guard there are auras that increase his defense or restore health depending on the number of enemies around, acting on the group of prayers, battle cries and various sword and shield attacks. A typical tank, very suitable for group work.
Blademaster (Blademaster). More prone to attack than defense. Some of the auras are available to him, but still the blademaster prefers to fight with two blades and deal with opponents one at a time. Can be healed using special attacks.

Kabbalists (cabalists)
Followers of the dark arts have managed to turn the power of demons against them. They are constantly improving their skills and consider this path a new round of development.
Demonologist (summoner). A specialist in summoning demons of various calibers, from small elementals to lesser demons. The latter can also be controlled by learning additional skills. Like all Kabbalists, he can suck the life out of surrounding corpses and enemies.
caster (evoker). Master of elemental and death magic, from rain of fire and storm to exploding skulls. Able to learn to draw life and energy from opponents. Can summon lower creatures - elementals.
Hunters

Hunters- supporters of the use of high-tech weapons. Their arsenal includes light, rapid-firing submachine guns, long-range sniper rifles, and grenades of many kinds. They try not to get involved in close combat, the armor of hunters is not able to withstand damage from crowds of monsters for a long time. With certain knowledge, they can disappear right into the thick of enemies. Playing as the classes of the hunter faction is more like classic action games than others.
shooter (marksman). A master of ranged combat, many skills to increase the chances of critical damage and their magnitude, the rate of fire of weapons.
Engineer (engineer). He can use the abilities of his caste that are common with the shooter - high speed and accuracy of shooting and grenades. But its main strength is the ability to design assistants for itself - combat bots and a droid. Not one, but several fighters enter the battle at once.

Passage of game Hellgate: London

Act One

Those who have enabled hints can read a bunch of useful or useless information. Experienced players will not find anything new for themselves. I advise you to open the skill tree immediately or after receiving the first level and roughly figure out where you want to invest skill points so that there is no shortage later.

Russell Square

We immediately see that someone is trying to get in touch with us. We press enter and get acquainted with a certain Murmur. He, they say, needs help, he was looking for food, traveling with a group of Templars who were looking for a certain Fawkes with key information. Unfortunately, only Murmur remained from the group of Templars, who offers to unite and search for the surviving Templars together, after all, they had an important task.

Well. More fun together. It is impossible to pass by Murmur, he is waiting for us right on the course. We go to it, killing zombies along the way and not forgetting to pick up the items that have fallen from them (by default, the F / A key), while palladium (local currency) is collected automatically. After Murmur joined us, together we are looking for the remnants of the Templar group. You don't have to search for a long time - the Seraphim of the Templars is waiting for us around the next corner. He says that the group was ambushed, but managed to get a message from the same Fawkes to Lann. The Templar is not feeling very well, so he asks us to take the message straight to Lann at Covent Garden station. We agree, take the message from him and stomp to Covent Garden. The way there lies through Holborn Station.

Holborn Station

Accessible exits - Entrance Shaft of Holbore Station, Tottenham Court Road, Surroundings of Covent Garden Station.

We talk with Murmur again, we learn that it is still impossible to go to Covent Garden, since the door has broken. We speak with the Technosmith, he asks to bring 8 capacitors so that he can fix the door. Capacitors fall from monsters in Holborn Station Entrance Shaft. We collect capacitors, give them to the blacksmith, again we speak with Murmur. That's it, the door is fixed, you can continue on your way to Covent Garden station.

You can also complete several side quests. They are given by Joy and George.

Joy will ask you to go to Tottenham Court Road and look for his prosthetic leg. The prosthesis can be pulled out of the remains of the monster Tantor. After that, he will give the task to kill 12 heralds of discord, who live in the vicinity of Covent Garden station.

George will ask you to first kill 10 zombies on Tottenham Court Road, then 3 blood zombies in Holborn Station's Entrance Shaft, then Typhoid Mary around Covent Garden Station. Well, let's go to the neighborhood.

Note: Side quests can be taken from characters with an exclamation mark above them. Some quests are available immediately, some - after passing a certain stage of the main quest.

Surroundings of Covent Garden Station

Everything is very simple here. We make our way to the exit to the station, killing the monsters along the way. It's not a problem for Joy to kill 12 Heralds of Discord, there are quite a few of them here. Typhoid Mary will also come across somewhere.

Covent Garden station

Covent Garden market exits, upper and lower, Kingsway street collectors, Covent Garden tunnel, Covent Garden transport depot, Bloomsbury, Leicester Square.

We look around at the station, find the terminal - this is something like a teleport to the key stations already visited - and go back to the Holborn station to report on the completion of the tasks of Joy and George, if we haven’t done this before. Of the other attractions, the station has three terminals where you can improve things or get mods out of them. There is also a seller, a blacksmith and a wanted board where you can take quests to destroy a monster.

Again we speak with Murmur, then with Brandon Lunn. We give him the message of Dr. Fawkes. After some time, we approach him again - the blacksmiths deciphered the message, which contains Fawkes' request for help. Lann sends a group of Templars in search of a doctor and invites us to join her. The intended location of the search is Covent Garden Market.

Side quests at this station, available in the first act.

Dotter asks us to kill Lord Nissaylor - a creature that accidentally turned out as a result of experiments. Habitat - Covent Garden tunnel. After completing this task, she asks us to get a map of the upper collector of Kingsway Street. It is enough just to run through this location, and the map itself will be entered into the PDA.

Stephen Patrick asks to kill the monster Big Ben in the lower sewer, followed by 8 hellhounds in the market.

The ranger can be helped to return his property - 10 dead eyes. Dropped from the Heralds of Discord in the lower sewer.

Beasley orders us 16 Imp Warriors at the transport depot and then 9 cutters in Bloomsbury.

Mackenzie wants to brew an elixir, for this he needs 4 black fangs - they fall from bloodshocks in the upper collector. Later, you will need 8 more Furious Hearts from the cutters in Bloomsbury.

Wanted - Bag of bones in the transport depot and Yadozub in the tunnels. You need to hand over quests to Brandon Lunn.

Covent Garden Market

When entering the market, a wounded Templar gets in touch with us - one of the group that Lann sent in search of a doctor. We learn that the group did not have time to intercept the doctor, and he was dragged into the rift. Forward! We inspect the market, find a rift and go to it for a doctor. From the rift we get straight into the Hellish Yard. We clean it from monsters led by Shulgoth and approach the human remains. Too late - the doctor is dead. We pick up the remains from the body and return back to the station.

At the station, Lann tells us what information was found in Fawkes' PDA. The doctor, it turns out, was working on two inventions - one of them is a navigator that allows you to detect a fault, and the second of an unknown purpose. Here Lann offers us to find out what this second device is for. Just with the help of the navigator, it was possible to localize one of the faults, which was in the British Museum. We get an unknown device and go to the British Museum. You can get there through the Bloomsbury location.

British museum

Well, here we are in the museum, looking for the fault we need and go through it. Again, the Hellish Yard, already familiar from the last rift, again a group of monsters led by the Rezoworm. Shred them all and approach the core of the rift. It's time to try the doctor's invention. On examination, it turned out to be an ordinary bomb. We quickly run away before everything explodes with us.

After exiting the rift, we encounter a bunch of unpleasant monsters, which a couple of minutes ago were just statues. Here it is better not to fight with the whole bunch at once, but to slowly beat off the weaker demons and then only kill the main ones - the Gulkar emperors. After the death of the first of the emperors, a portal will open, and we will be offered to talk with the Wise One. After passing through the portal, we find ourselves in a small room and talk with the Wise One. The wisest - she may be the wisest, but she slanders quite a lot of ambiguities. We return to Lann and report back. Lanna's words to the Wise One and the whole story are also a little puzzling, and he takes time to think.

Act two

And again to Lann - he had time to think, but he could not come up with anything really. He suggests that we head to Charing Cross station and find Lord Orphan there. If someone can understand the words of the Wise One, then only he. The path to Charing Cross station lies through several locations - Leicester Square, St. Martins, the vicinity of Charing Cross station. Before running through these locations, you can take side quests from characters we already know:

Dotter offers us to kill 7 archer demons living on St. Martins.

Stephen Patrick needs a map of Leicester Square, we take the quest, anyway, on the way.

The ranger asks you to find three protoplasm detectors on St. Martin. He mentions that these things are somehow connected with the inventions of Dr. Fawkes. After we find the detectors, he asks us to take a letter to Technosmith 314 at Charing Cross, in which he kindly mentions to the blacksmith that he owes him money. After handing over the letter to the Technosmith, there is no need to return for a reward, it will be given to us by the blacksmith himself.

Beasley asks us to kill Lord Milmite in the square and gives us a sedative. The pacifier is best dragged to the panel below and used either at the time of the battle with the lord, or after his death.

Mackenzie is still fiddling with the drink (I wonder what the hell he's doing there anyway). Complains that something is wrong with the potion, and is going to change the recipe a little. Then he gives us a processing chamber and asks us to use it on the sources of evil. At this moment, I somehow got lost and did not understand what the elixir and the sources of evil had to do with it. The sources of evil are in the vicinity of Charing Cross. We just click on them when we meet.

On the way... we go to Charing Cross station, completing side quests along the way.

Charing Cross Station

Gates to Green Park Station, Choclat Park, Piccadilly Circus, Millennium Battle and Embankment.

We talk with Orfan, tell him about the meeting with the Wise - he is also lost in conjecture. Who is she? Who are they, the meeting with which the Wise foreshadowed us? Digging through the archives, he finds only one phrase that can shed light on this story. This phrase mentions the Midnight Oracle - it seems to be the opposite of the Wise One. Of course, we have to look for this Oracle. The navigator found another fault in Piccadilly Circus. There you need to start searching for the mysterious Oracle. We go to the square, we pass through the rift (do not confuse the rifts with passages) to the infernal courtyard, from the courtyard already into the portal and look for the grave of the oracle there. We take away the skull from it and back to Orfan. The head, it turns out, is still quite alive and can even speak. Unfortunately not connected. Although the phrase - "Blyagrk!" - Sounded very clear, hee. Orphan suggests talking to Lucius Alden, who might be able to help in some way. True, according to Orfan, he is a little crazy. Lucius is standing at the same station. His first words were, “Give me your head! She's mine, I gnawed her off with my own teeth! “Ndya... We are listening to the story of Lucius, in which he tells quite picturesquely about his relationship with the oracle and says that in order to get to the knowledge of the oracle, he will have to put it together again.
But first you need to find the missing parts of the oracle, which are scattered around the Green Park area. Let's go there...

Green Park Station

Exits in the location City of Death, Tunnels of Death, Catacombs of Death and Oxford Circus.

Lucius is already waiting for us. First, he asks us to go to the Catacombs of Death, find the Altar of Pain there and make a sacrifice on it to get the body of the oracle. For the sacrifice, you need 8 pieces of heart, which can be filled from any monsters in this location. We take the body of the oracle and return. Now you need to follow your feet to the City of Death. The process of getting the legs looks the same as the bodies, only in a different scenery. Well, we have a head, a body, legs, it remains to glue it all together somehow. The Womb of Despair in the Tunnels of Death is perfect for this. We find this womb and take away the oracle, this time not in parts. After returning to Lucius, we activate the body. But instead of answering our questions, a nimble oracle (in the best style of monsters from the movie "Alien") jumps on the head of Technosmith 312, who is standing so well next to him. Now you can tear him off the poor blacksmith's face only with the help of a cauldron in Choclat Park. The cauldron is guarded by some kind of Wall of Cold. Okay, let's take a look...

Choclat Park

Once in Choklet Park, we are looking for the cauldron of Eternal Happiness. Lucius and Techsmith 312 are already standing near him. The only thing left is to kill the demon commander, who looks like a brain on tentacles. After this, we listen to how Lucius is trying to convince the Technosmith to stick his head into the cauldron. The blacksmith is not devoid of prudence, and after a short discussion, he takes to his heels. We run around the location and try to catch the blacksmith. After a while, he realizes that he has nowhere to go and agrees to put his head in the cauldron. We lead the blacksmith back to the boiler. The procedure was successful and now the knowledge of the oracle was mixed with the knowledge of the blacksmith. Coming back to Charing Cross...

Charing Cross again

Lucius needs time and asks to speak with Orphan for now. Orfan tells us about the battles in the area of ​​the Millennium Battle, asks us to go there and provide all possible assistance. We get to the place and see that there really is a local war going on. We talk with the commander of the fighters - he is disappointed that they sent only one fighter, and asks us to set up an automatic defense system.
To fix it, we need to activate the "defenders". Defenders are scattered all over the battlefield and those that need to be activated are marked with a question mark. Having repaired the chain, we tell Orfan and again we speak with Lucius.
Lucius says that he almost understood how to get the knowledge out of the head of the Technosmith, but for now, Orfan has a new task - to take command of the Templar detachment, which is fighting at Embankment Station. We will not be allowed to take part in the battle itself, but at the entrance to the location there is a command transmitter, through which we will direct the actions of the Fist squad. Everything is quite simple - we have a top view of the location, four fighters and several available commands - go, attack, air strike on the point, heal and move behind cover. While fighting, we conduct a detachment through the location to the exit point, after which we return to Orfan.
Lucius finally got off the ground and managed to find his way into the mind of the Techsmith. A portal will appear behind the blacksmith, passing through which we will enter the mind.

Mind 314

So that's what it is, the mind. We run through the mind and try to find the limits of the conceivable, the limits of the imagination. Monsters are also found here, by the way. Having run a little, we come across these limits and Lucius. Now you need to kill the soul 314. The soul is like a soul, such an ordinary monster, nothing new. After death, the soul breaks off the feint and breaks up into three small monsters, or maybe they just appear on their own. In any case, we kill them too. After that, through the portal we get into a small room where the Father is waiting for us. Here it is - another part of the truth, that mysterious other, about which the Wise spoke. We talk with the Father, we learn that there are five of them in total - some new force, ancient, like demons. To find out more, you'll have to look for the others.

Act three

Time to run to the next station to Rourke Ferral. It is located at Temple station. To make it not so boring to run there, you can take a few side quests at Charing Cross station:

Jill asks to deliver the news of Sher Sing to Temple Station, kill the Merzot monster at Savoy Station, knock out 8 pieces of demons from Gremlins Warriors in the vicinity of Temple Station, visit Claire at Temple Station.
Joanna - talk to Tiberius at Temple Station, kill the Electro-Ghost at Waterloo Bridge, knock out the ring from the fire grips at Savoy Station, and then to Stuart at Temple Station.

Temple Station

Aldwych Exits, Barge House, Big Gunfight, Forgotten Entrance Canals, Paddle Dock, Templar Base, Angel Passage.

We talk with Rourke. He will only help us if we help him. And he needs help in detecting and eliminating a certain demon that spreads any infection. To find this demon, you must first get a sample of its poison. Rourke gives us a sample container and sends it to Aldwich. We go there, find a poisonous place there and take a sample, after which we take this sample to Sher Sing, who makes a tracking chip based on this sample. Now Rourke managed to localize the location of the demon - Barge House. At the entrance to the location, we meet with Rourke's fighters and together we go to kill the source of the infection. At the very last moment, the monster turns into a Spectral and flies away. Now this garbage flies in the Big Gunfight location. We go to the location, go up to the roof - there is a cannon here, from which we have to shoot the spectrum fluttering in the sky. By pressing RMB, shoot along the spectrum itself, and LMB is well suited for shooting evil spirits that periodically fly at us. Well... they finally killed... It remains to destroy the remaining foci of infection. But for this you need to create a cannon, for a cannon you need the heart of the spectrum, and for this you need to get inside the downed spectrum. It lies in the location of the Paddle Dock. From the inside, the spectrum is very similar to the mind of the 314th. The location itself is called the Exospectrum. We are looking for a heart and return.
Rourke thanks us and assures us that if he hears anything about the truth, he will let us know. In the meantime, he sends us to Orfan, who is waiting at the Monument station. You can get there through the Passage of Angels. It is true that the area is quite unhealthy. This is where the heart of the spectrum comes in handy - Sher Sing made a weapon based on it, which is solemn to us. You will have to carry out a sweep in the passage of the Angels only with the help of this weapon. There is really a complete mess going on in the passage - we burn everything on the way and we reach the main abscess - Boil. Fupunkul itself is safe, but after death, the All-Seeing Oculis appears, from which monsters regularly fly out. It is better not to be distracted by monsters, but to burn him himself.
After his death, a portal will open, where another part of the truth awaits us - Sister, the third of five. The sister hints that our weapons in the battle against the demons are they, the keepers of the balance, but we need to find the others. Well, clearly ... We enter the station Monument.

act four

Monument
On the instructions of Orfan, we go to Tudor Street, where we find Aeron Altair and save Brandon Lunn from the Rift in the nearby Temple location (he needs to be cured with a first-aid kit). Next, Lann needs to be taken to a safe place, for the role of which for some reason only the Templar Base claims. So we're going right there.

Templar base
Now we are talking with the high lord Maxim. He's sending us to Ludgate Hill, we'll stock up on a couple of gadgets.
In Ludgate Hill, activate the Rift Detector, approach the marks on the map that appears and use the Detector. What to do with the results of this activity is not difficult to understand. Having dealt with all the Breakers, we return to the Base, to the lord.
Now the character has to work as a courier - to deliver messages to Lann and Altair in the locations of Bishops Court (Pishops Court) and Old Bailey, respectively. After reading Maxim's appeal to the soldiers, we go to Orfan - to the Monument station.

Monument
Orfan sends us to the Tower. In the Tower, we talk with Lieutenant Gray and deal with the giant colossus that goes around in circles there. The recipe is simple: 1) turn on the guns standing around the perimeter until the demon starts to decrease; 2) we enter the battle with a reduced enemy.
We receive a new task from Orfan - to go to Aldgate. There we get three drawings, count the number of batteries needed and buy the necessary scrolls from a local merchant, now we go hunting. Having collected the necessary ingredients, we make accumulators from glands, and generators from accumulators. After that, we report on the successful completion of the task to Technosmith 415.
New task from Orfan. We leave for the Cannon Street railway station. We talk with Technosmith 99 - three spare parts are needed for the train. All spare parts are in the same location in large crates (they look like regular destructible crates). We take all the spare parts one by one to the technosmith.
Now you need to clear the paths from the demons so that they do not interfere with the train to pass. As soon as the train passes by, the boss - Blood Blade will appear. Therefore, in the few seconds that you have, it is better to be all the visibility zones of the enemy shooters. Well, having defeated the boss, we will see a familiar portal.

act five

Templar base
Now we need to go to the field hospital in the Crown Office Row location. There we meet Emmera, who gives us a task: we need to cure ten Templars with a first-aid kit. Before you take on this task, it is best to clear the nearby area so that the demons do not kill your "patients". In order not to open inventory every time to use the first-aid kit - put it in one of the slots. After the successful completion of the task, we speak with Emmera and return to the Templar Base.
At the Base, we talk with Orfan and move to the Liverpool Street station.

Liverpool Street

We talk with Jessica Samerail and go to the depths of the Necropolis. A night vision device may only be needed at the last level of the Necropolis, but the darkness there is far from absolute, so you can do without it altogether. At the fifth level of the Necropolis, we find the Pointer and talk with Jessica.

Templar base
We tell Emmera about the successful operation and use the received Sign. It's time for testing.

Liverpool Street
From the location of Finsbury Square, we will take turns going to the test.

Test of Knowledge on London Wall.
You need to pick up the book from the center of the location before the demons and take it to the place opposite the starting point.
Test of Will on Ropemaker Street.
We deal with Colonels Holebreaker and Pochtikhan so that General Zhutsker becomes vulnerable and send him to junior ranks.
Trial of Beauty at Whitecross.
All knots must be cleared of signs of darkness. Two initially belong to the Light, two - to the Darkness, one - to no one. It is necessary to capture the third node as quickly as possible, and in the struggle for two more nodes, the speed of the removal of opponents by your character will play a huge role.
Test of Loyalty on Old Street.
You need to capture the "rocks" on the map in such a way that your score reaches 100 earlier.
The last test in the Plow Yard (Plowyard).
We listen to the authoritative opinions of Emmera and Murmur about everything that is happening and move forward. We meet Lucius Alden, who gives us a robot. Murmur suddenly becomes an optimist, but in reality everything is pretty bad. The robot can’t really deal with anyone, so it’s easier to clear the road manually, and then just run the robot along an empty street.
Having reached the edge of the location, we talk with Murmur and use the Sign. The road to the fifth part of Truth is open.

The final

We speak with Emmeroy. To Hell's Gate!
The path to Hell for us lies through St. Paul Station, where Emmera will give us final instructions.
Well, then only the final battle, the details of which I will keep silent. The only advice is that once you get to Hell, do not stop halfway, otherwise you will have to exit the game and replay the final part again to fight Sidonai.

  • Evil Generator
  • Massive Multiplayer Online
  • Control
  • Hellfires
  • Role system
  • Factions and character classes
  • Equipment
  • Bestiary
  • Locations

A long time ago, by the standards computer games Of course, Billy Roper and his associates under the wing of Blizzard made a cult game - Diablo II. But they didn’t like to sit and support their own creation for many years, who doesn’t want to get another piece of glory? They created their own company Flagship Studios and began to make their own first-born killer - Hellgate: London.

At first glance, we have a fighter. This is not far from the truth - the game is a continuous destruction of many monsters with a variety of weapons. Reminds me of a series Serious Sam, which boiled down exclusively to shooting opponents.

But the action movie is not ordinary, but role-playing. The success of actions depends not so much on the player's ability to shoot accurately and move quickly, although it is still necessary to point the sight, but on the characteristics of the hero, his skills and the equipment used.

The character destroys hellish creatures, gains experience, grows in levels, and is rewarded for this with skill points. For the latter, skills are acquired that make development special. There are fifty of them in total, according to the number of levels. It must be said that the game is very tough in this regard - incorrectly spent points cannot be reset, and incorrect development can only be corrected by creating a new character.

Playing for different classes can be very different. The guard gathers crowds of monsters around him and crushes them with a sword and shield, his fellow Templar blade master prefers to deal with enemies one by one, and hunters generally try not to get involved in close combat and use long-range weapons.

The gameplay boils down to the seemingly primitive killing of monsters, gaining levels and picking up good equipment. Interest in destroying crowds of opponents is fueled by collection mini-games various items and the destruction of monsters with a given weapon and an achievement system that expresses the player's progress in different directions in numbers. As a result, the same thing happens that happened in both parts of Diablo - the process is addictive!

Unlike most modernized projects, the game resists the player, the complexity adds interest. The passage of the "storyline" takes about forty hours. For those who completed the game, new game modes become available. Already existing character can start over again nightmare level difficulties with monsters from the thirtieth level and above, and the newly created - on the elite, with thicker monsters.

Evil Generator

Only at metro stations you can meet other players.

Some locations are permanent and unchanged, but most are created every time you enter the game. Each of them corresponds to a certain style, and if last time we traveled through the subway tunnels, then we will meet them the second time, and the twentieth. But the number of fragments is small. We walk around the city and see a house with collapsed ceilings and a pile of garbage... Or similar to the previous one, but you can go down to its basement along a ladder with a fence... Or one in which all three floors have been preserved... That's it, the variety is over, the remaining fragments of street decor are nothing more than walls along the road. But the streets are not empty either - red telephone boxes, skeletons of cars, abandoned double-decker buses, barricades, army jeeps and tanks create a picture of destruction. But their total number is unlikely to exceed two dozen. Although you can pay attention to such trifles only at the beginning of the game, when the density of monsters per square meter of surface is not yet very high. After the first third of the passage, there is no time to look around.

At the same time, maps are rarely repeated. Where there was a turn to the left, there will be a straight section, and instead of a long corridor we will get a ladder to another floor. Occasionally, in the subway, the map generator can play a cruel joke on the player - fragments of the tunnels will not be connected, and only re-entering the game will help move forward.

At the mercy of the generator random numbers given and the creation of items. There is a base of hundreds of simple things painted white. And there are a lot of modifiers that can be added to the base stats. Depending on the power of the resulting design, it is assigned a rarity status - enchanted, rare or legendary. But even here it is not complete without jokes familiar from Diablo - sometimes combinations that are completely unusable are obtained. But here the pros certainly outweigh the cons: collecting good equipment is an integral part of the game, and bad options are just costs.

All things you don’t like can not only be sold, but also broken into components. From them, according to the drawings or at the blacksmith, you can make new items or improve existing ones.

Massive Multiplayer Onlinea

The automatic party formation mode sometimes works, and running together is more fun.

Hellgate: London has a strict division between single player and multiplayer, even the executables are different. However serious affecting game process there are no differences between them. The difference, perhaps, is only in the ability to go through locations in the company with someone, the order of completing tasks remains the same. By the way, you can play only via the Internet on official servers, no local network is provided.

The most noticeable difference is the presence of players at the stations. Much like outposts and cities in Guild Wars, this is also where you can form a group. But the difference between passing alone and with comrades is only in the number of monsters in the location. Tactical combinations can also be used, but this will not give great advantages.

If you can't find a party, which is unlikely for almost the entire game, you can try turning on the automatic party formation mode. But even in this way, getting a partner is not very easy.

As you can see, the title of multiplayer Hellgate does not pull. Nevertheless, the developers are not at all opposed to taking a monthly fee for additional features, which is quite comparable with a subscriber for full-fledged MMOs - $ 9.95. On the this moment for money, you can get more cells for characters, extended storage rooms and the opportunity to found a guild or become its officer. All other gingerbreads are just planned - new locations and new monsters will be introduced into the game especially for them.

There remains the player versus player mode, also available only to subscribers. But it can only be evaluated as a test of the correctness of the development of a character of a “strong” class.

Situation control

It was a glorious hunt, they killed such a beast.

Management in the game is quite convenient. You can choose from a first or third person view, each of which is useful in different situations. Templars using melee weapons will benefit from a top view, while hunters with ranged weapons can zoom in on the camera.

Most skills and bubbles can be transferred to keyboard shortcuts. Not only are the genre-standard numbers from one to zero used, but also a pair of "Q" and "E" next to the cross to move WASD. By the way, this kind of control setup is very popular among Guild Wars players, and now we should expect this approach in many games. Let's add two mouse buttons here, which can be configured differently for each of the three sets of weapons. The default is shooting from the right or left barrel, but you can put any skill or item you want.

In practice, it turns out that fourteen cells are not enough. Items that raise protection against certain attacks are out of work. They have to be used extremely rarely and always situationally. And there will be no time to climb into the inventory at this moment. But there are skills that are used once after entering the location, like slowing down bots for an engineer.

The “intelligent” hint system for using items makes life a little easier. With the Shift button, you can activate the skills shown on the left side of the keyboard shortcuts panel (you can choose what will appear through the skill panel). Similarly, tips are given on the use of items from the inventory, they can be activated with the Control button. They are shown to the right of the keyboard shortcuts bar.

Hellfires

No matter what fans of the game say, calling it a "rogue-like RPG", "hack-and-slash" or simply a "clone of Diablo", Hellgate: London is first and foremost an action game. The same bloody and reckless as Painkiller or Serious Sam. So, the graphics should be at the appropriate level. In fact, you can limit yourself to one word - out of date. And even that could be forgiven if system requirements did not soar under the clouds. The game needs DirectX 10 to be completely happy, but you can't expect big improvements compared to the ninth version.

Selecting Settings appearance not very big - several faces, hairstyles, their color. But the number of types of armor is large, combinations of seven items give a large number of options. Weapons are more diverse, you can find everything from the most common guns and swords to futuristic weapons and magical focus devices. Modifiers can be installed on top of almost all trunks, and they will be displayed on the model.

Explosions even in static look nice.

But the animation of the characters is not very diverse. On any surface, they move in exactly the same way. But in the heat of battle, you don't pay attention to it. You can switch to first-person mode, but here the picture is sad. Any weapon looks like lying on the shoulders of the character. If this is an action movie, then let me hold the guns in my hands, this is not a simulator of combat humanoid robots! Apparently, the abundance of weapons affects - and the need to create animation for each of them was eliminated in a very clumsy way.

The third person camera is excellent. Never during the passage there were inconveniences, almost always you can easily and quickly choose the right angle and approximation. There is only one drawback in this mode - large angles in height are not available, you have to switch to first-person view to shoot flying monsters.

Effects - shots, station sounds, demonic screams in tunnels, growls of enemies... it's all there. The problem is different - all types of weapons sound about the same, the difference is only in the frequency of firing, the lower - the louder. Again, the abundance of weapons, coupled with the desire to save money, affected?

Music is good... when it's there. Most of the time you will have to do without it. It is logical that she should play at the hottest moments, but in practice she turns on whenever she wants, but not when necessary. But all this can be attributed to bugs that will be fixed with patches.

And where without the scourge of modern game development - bugs. There are many of them, bad and different, coming from the most unexpected places. Many are relatively harmless, and some are capable of doing a lot of harm, up to the loss of a character in a single game.

Most of all problems at owners of Windows Vista. Either the game unloads the Aero interface and forgets to restart it, or memory leaks lead to a game crash. Two patches managed to slightly improve the situation, but the game under DirectX 10 still behaves less stable.

Jumping on an uneven place is strictly forbidden, the textures on all kinds of stones and boxes are superimposed so that someone gets stuck in them. Bugs are sometimes funny - the game can suddenly turn into black and white with a color interface, a sort of Sin City style.


You can't say the game didn't work. But after it there is a feeling of some unfinished business. Limping graphics and animation, occasionally playing music, not brought to mind first-person view and a lot of bugs spoil the overall impression. One cannot be taken away - the same addictive gameplay that was in both parts of Diablo.


ADVANTAGES LIMITATIONS
Fascination
8
dynamic addictive gameplaysome monotony
Graphic arts
7
explosions, smoke and related effectscharacter animation, faded graphics
Sound
7
ambient soundsintermittent, random music
Game world
5
London Underground idea, location generationbanal primitive plot
Convenience
9
weapon sets, cameramissing shortcut buttons

Role system

The character has four characteristics in which you need to invest points. First, they have a direct impact on the fighting qualities of the characters. And secondly, they are necessary for the use of equipment. Each item has requirements for one, two, or, rarely, three characteristics.

Accuracy. Each point of Accuracy increases your damage by 2% when you deal a critical hit. Increases the chance to hit at long range and reduces the rate of loss of accuracy when firing automatic weapons and on the move.

Strength First of all, it is important for melee fighters - for each point, it increases damage in melee by one percent. To varying degrees, it is necessary for wearing armor for all classes, and sometimes comes across in the requirements for weapons.

Endurance (stamina). For every point of stamina, five points of health are added.

Will power. Adds two points of energy for each point of willpower and increases the speed of its recovery.

At the start of the game, the character receives one skill of the first level, it always depends on the class. With a level, the number of skill points increases by one. There are fifty of them, the initial one is also considered.

Up to five, seven or ten points can be invested in each skill, increasing its effectiveness. Some of them are combined into chains, for each next one you need two or three points in the previous one. These are pretty strict rules, given the inability to reset incorrectly invested points. You can approach the finale with a not very effective set of skills, and the difficulty of passing will increase dramatically.

But, on the other hand, it is not at all necessary to maximize all the necessary skills. For most of them, the first point invested gives a solid effect, and all subsequent points, if calculated in percentage terms, have less and less impact. Let's take the kabbalists' blink skill as an example. The first level allows you to use it once every twenty seconds, the second time at fourteen and three tenths. And the difference between the ninth and tenth is only half a second.

Factions and character classes

There are six classes in the game, but they all belong to one of the three factions. What is not surprising - a couple in each. Heroes with a common "origin" have a number of general skills, albeit available at different levels, and can also use the same armor and weapons.

Templars (Templar)

An ancient order of servants of the Temple of the Lord, leading a continuous fight against evil. For centuries, preparations have been made for an invasion by demons. Perhaps because of their long history, the Chapters prefer melee weapons, but they do not disdain ranged ones either. The style of the game is most similar to Diablo and other similar games.

Guard (Guardian). The closest analogue in many games is the paladin. In the arsenal of the guard there are auras that increase his defense or restore health depending on the number of enemies around, acting on the group of prayers, battle cries and various sword and shield attacks. A typical tank, very suitable for group work.

Blademaster. More prone to attack than defense. Some of the auras are available to him, but still the blademaster prefers to fight with two blades and deal with opponents one at a time. Can be healed using special attacks.

The Templars tried to recreate a piece of Earth before the invasion.

Cabalists

Followers of the dark arts have managed to turn the power of demons against them. They are constantly improving their skills and consider this path a new round of development.

Demonologist (summoner). A specialist in summoning demons of various calibers, from small elementals to lesser demons. The latter can also be controlled by learning additional skills. Like all Kabbalists, he can suck the life out of surrounding corpses and enemies.

The caster (evoker). Master of elemental and death magic, from rain of fire and storm to exploding skulls. Able to learn to draw life and energy from opponents. Can summon lower creatures - elementals.

Hunters

Hunters are supporters of the use of high-tech weapons. Their arsenal includes light, rapid-firing submachine guns, long-range sniper rifles, and grenades of many kinds. They try not to get involved in close combat, the armor of hunters is not able to withstand damage from crowds of monsters for a long time. With certain knowledge, they can disappear right into the thick of enemies. Playing as the classes of the hunter faction is more like classic action games than others.

Shooter (marksman). A master of ranged combat, many skills to increase the chances of critical damage and their magnitude, the rate of fire of weapons.

Engineer (engineer). He can use the abilities of his caste that are common with the shooter - high speed and accuracy of shooting and grenades. But its main strength is the ability to design assistants for itself - combat bots and a droid. Not one, but several fighters enter the battle at once.

Equipment

A character's equipment is just as important as proper development. For some classes it is more critical, for others less. The variety is huge, since all enchanted items are automatically generated based on the base ones using prefixes. Each faction uses their own armor, some of the weapons are also unique.

Things can be of varying degrees of prevalence. The simplest ones are white, they have only basic allowances. The second are green, enchanted, their parameters, other things being equal, are slightly higher. Then rare blue - two stars and legendary brown - three stars. The latter are unique with their own names - yellow, denoted by five asterisks.

On a note: note that there are no four-star items. There is information that these will be items from sets, but at the moment they have not been introduced into the game.

Things have their own level, on which the possibility of using the item depends. It should not exceed the level of the character by more than seven points. It is also required to use modifiers.

Each item of equipment requires a certain amount of attribute points to use. The higher the level, the greater the requirement. An item may require different values ​​for one, two, or three attributes. Some things give a plus to the parameters, with them the same trick that was in Diablo is possible - remove one thing from another cell, hang a new one that increases the characteristics, and then return the removed one to its place.

Armor

The armor consists of several parts - helmet, shoulder pads, breastplate, gloves, belt, pants and boots. Each item has its own slot on the character's doll.

Not very comfortable next to such a hulk.

It is interesting: the style of the armor can be determined by any part of it, just put it on the character and choose.

A piece of armor can provide some armor, a shield, or more often a combination of both. Templar gear provides the most protection, while Cabalist and Hunter gear primarily increases shield.

The higher the armor value, the less the character will receive damage from a single attack. Especially valuable are things with such pluses, you can increase the protection of the hero at times.

The shield can be called an additional and quickly regenerating health. First they remove it, and only then - life points. Starts regenerating a few seconds after the last hit. The larger its numerical value, the better - the recovery time is the same for any thickness.

In addition to armor and shield, each piece of armor has additional parameters. The list is extensive - it can be stat bonuses, increased damage or speed, health or energy recovery, skill level, protection against certain types of attacks, etc.

There is another characteristic that only armor can give - luck. The higher, the more often rare things drop out. In locations, the appearance of corridors depends on luck, with a high value, you can find very interesting nested structures.

Weapon

The weapon system in the game is somewhat more complicated than the armor system. There is no armor and shield, damage appeared instead. In addition to them, any barrel can have slots for modifiers.

It is important: a character can carry three sets of weapons, while none of them require space in the inventory. You can switch between them using the F1, F2 and F3 keys.

Weapons can be one-handed or two-handed. The first includes melee weapons - swords and shields, as well as small-sized rifles that can be taken in both hands at the same time. Two-handed can only be ranged, it hits much further and dissipates charges less.

Advice: when picking up a pair of small arms for shooting with both hands, you also need to look at the type of charges. A grenade launcher, firing in an arc, and a machine gun, striking directly at the target, do not combine well, one of them will miss at distances of more than five meters.

Weapons in the game can have one of five types of damage. But each of them can be divided into two subspecies - immediate and subsequent long Effect. They are written in the characteristics of each weapon.

    Physical(physical) and stun(stun) - the target freezes in place and does not take any action.

    Fiery(fire) and combustion(ignite) - The target loses 5% of its maximum health per second. The target is covered in fire.

    Electric(electric) and shock(shock) - the target does not use skills, its color turns white.

    Spectral(spectral) and phase shift r (phase) - the target deals half as much damage, but receives twice as much. The color of the affected monster is purple.

    Poisonous(toxic) and poisoning(poison) - The target's health is reduced and the target cannot be healed.

In addition, damage can be of three types. Straight(direct), when damage to the enemy is inflicted only when it hits. discontinuous(splash), which affects not only the one who was hit by the charge, but also nearby opponents. And area damage(field) that doesn't have to find the target, everything in the area of ​​effect will be damaged.

Now let's deal with the quality of weapons. The fact is that the number shown in the tooltip is the same average temperature in the hospital and does not make any sense. It takes into account not only the damage, but also all the improvements and effects that the weapon has. Even if they do not affect the fighting qualities or even add skill levels for another class. What then to look at?

In narrow passages, a weapon with an area attack is effective.

Let's open information panel weapons (using right button mouse) and look at the detailed characteristics. There is a well-known to many players parameter "damage per second", or DPS. We are interested in its components. The first thing you should pay attention to is the frequency of firing, it varies widely - from twenty to eight hundred rounds per minute. For some types of weapons, there is a word in this column - for all options, it means constant damage.

The second parameter of interest to us is damage per shot, both direct and (for area attacks) additional. And in special cases, if the damage is constant, damage per second is simply written. Based on these data, we choose a suitable gun.

But that's not all. Let's get back to the main and additional damage. A weapon can have such a parameter as attack power. It denotes the strength of a long-term effect. Those. for an automaton with electric damage, there may be a shock attack strength, the rest by analogy. Success depends on the ratio of this parameter and the corresponding protection of the enemy.

If that's not enough, let's continue game mechanics. When firing automatic weapons, there is a gradual dissipation and accuracy drops. Movement also has a negative effect on accuracy. At close range, this is not critical, you can not stop firing. With weapons of continuous action, things are somewhat worse. Power with continuous shooting gradually decreases to a quarter of the maximum, after which you have to stop and wait for recovery.

There are a number of parameters that are relevant in specific situations. For example, the range of weapons - pistols hit at fifteen meters, and for a sniper rifle and forty is not the limit. Or increased critical damage, also important for snipers. The last one is the stopping effect of the weapon, affecting the chance of interrupting the enemy's current action.

Weapon Mods

The last characteristic of the weapon is the number of slots for modifiers (mod). These are small items that change the characteristics of weapons for the better. They differ in types, and only the appropriate modifier can be inserted into a cell. There are five types in total: batteries, fuel, ammunition, technical devices and relics. The total number of cells can be up to seven.

It is interesting: all installed modifiers are displayed visually on the weapon.

Each modifier gives an increase to one parameter. This can be a bonus to the characteristic, increased damage or critical strike chance against a certain type of monster, increased accuracy, increased main or additional attack, reduced requirements, etc. I will dwell on negative values, of which there are two - a minus to accuracy and energy consumption. Some reduce dispersion when firing from automatic weapons, and the second - the power landing speed of streaming weapons.

But each modifier itself requires a certain number of attribute points, usually two or three points. If you get carried away, you can get a deadly design with completely outrageous parameters.

Modifiers with damage of a certain type must match not only the cell, but also the damage type of the weapon. Simple math - any percentage to zero will result in the same zero. But what exactly to pump is another question. For example, a phase shift would be ideal for spectral weapons, and for electric ones, whose shock is not so effective, it is better to develop direct damage.

Expendable materials

first aid kit (health injector). Compared to other games, it is implemented a little non-standard - health is not restored immediately, but in portions over three seconds. After use, a "recharge" period begins, the next can be consumed only ten seconds later. This approach eliminates unnecessary heroism - even using a first-aid kit at five percent health, there is a chance to die anyway. There are three options - standard, advanced and large, differ in the amount of health per second.

Maybe throw a grenade?

Energy package(power pack). It works like a first aid kit, but restores energy. The pause between uses is not so critical. Similarly, there are three options for the amount of energy received.

Personal moving device (personal relocation device). Opens a one-time portal near the hero, leading to the nearest station and allowing you to return to the location. When moving from this station to somewhere else, the possibility of returning disappears.

Analyzer(analyzer). One-time identification of things.

Adrenalin(adrenaline pills). Significantly increases the character's speed for half a minute. The need for it rarely arises, but a few vials in the inventory are worth keeping.

Shield Capacitor (shield capacitor). Using a capacitor instantly restores the shield charge.

Gyro stabilizer(gyro shunt). Increases protection against possible stun for one minute. Removes stun effects.

Fire extinguishing system (fire suppressor). Increases fire resistance and removes burning effects.

Shock Shielding (shock screen). Increases defense against shock and removes the corresponding effect.

Spectral Stabilizer(spectral stabilizer). Increases protection against phase shift for a minute and removes the effect already applied.

Antidote (antidote injector). Increases protection against poison damage for one minute and removes the effect of toxins at the time of use.

Making and improving things

Armor, weapons, and mods can be broken down into their component parts. There are eight types in total, four different items in the usual and rare (rare) versions. wreckage(scrap material), electronic boards(tech component), consecrated fragments(blessed shard) rune fragments(runic fragment).

On a note: component parts can be stored in one cell in an unlimited number, and they cannot be separated.

The first option for crafting items - use of drawings. They fall extremely rarely and most often allow you to create modifiers. We use the drawing - put the necessary fragments on the "table" and create a thing. And that's all, it remains to add everything back to inventory.

You can order an item of equipment from blacksmith if we like something. In the same way, we lay out the necessary components and get new thing.

You can improve an item at stations using devices nanoforge, for components, and Augmentex 3000, already for money.

Metro stations

Islands of safety in a cruel world where the use of weapons and most skills is prohibited. Here you can take tasks from permanent residents, buy the necessary or sell unnecessary items, create or improve equipment, move to another, already known station. And in a multiplayer game - gather a group or trade with other players.

Special NPCs and objects at stations

Dealer. Denoted by the green pound sign. The contents of his counter are re-generated each time he enters the station, and is also replaced after some time spent at it. Sometimes you can find rare or legendary items. But the most popular goods are analyzers, movement devices, and, for some classes, first-aid kits and batteries.

It is interesting: the merchant's armor and weapons always correspond to the character's class. Convenient, but not always. In particular, an engineer needs heavy armor to equip a droid;

Blacksmith. The icon is the same as that of the merchant, but he offers something completely different. There are several drawings to choose from, usually items of the same type. Very rarely there is a variety. If you like something - choose, give necessary resources and absolutely free new item. One “but”: in the case of weapons, you can’t see the details, only the total figure. And at the blacksmith, he disappears from the list and is replaced by another. The list of blueprints is updated in the same way as the set of goods at the merchant.

Doctor. With the symbol, everything is clear - a red cross. And what he does, too. Heals characters, but only in single player. In multiplayer mode, the characters return to the station with full health and do not require treatment. Here is such a phenomenon.

Luggage storage. Pretty roomy chest, accessible from any station.

wanted. Automated quest dispenser. The tasks that appear in them can only be for the destruction of a nominal monster or a certain number of ordinary ones.

Nanoforge. You can improve weapons with additional materials. But this can be done no more than five times (with each entry the required amount increases), and the level of the item must not be higher than the level of the character.

Deluxe De Modifier. Allows you to remove modifiers from weapons. And all at once. The service is paid, the larger and more expensive the inserts, the higher the price.

Augmentex 3000. For money, you can improve items of equipment. Three options are available - add a common feature, rare and legendary. The next stage costs four times more than the previous one - the cost of the maximum improvement ranges from forty to fifty thousand. The downside of this device is that it is impossible to predict the result, you can easily get improvements for someone else's class.

Bestiary

At the psychiatrist's.

There are many enemies in the game - almost six dozen main types, and each can have several more subspecies. They are divided into four main types - beasts, demons, dead and spectral monsters. Some weapons have built-in modifiers to critical damage or their chances against one of them. Mini-games are also tied to the types of monsters, which are discussed below.

Monsters have different resistance to different types damage. But information about this is not disclosed anywhere, you need to judge subjectively and switch weapons in a timely manner.

Beyond the normal monsters white there are others with higher performance. The second stage of monster evolution is rare, blue. The third is yellow, elite. The fourth, highest, are brown, legendary. Sometimes there are named monsters, they are always yellow or brown and have even greater characteristics. All colored monsters have additional stats, such as a damaging aura, summoning small monsters, or health regeneration.

Locations

There are few types of locations in the game, in fact, two - open and closed spaces. The rest differs mainly in the surroundings, although there are some subtleties of combat. Some cards are permanent, while others are collected from fragments each time you enter the game. But there are not as many parts as we would like. Each location has a common style.

After the destruction of the monsters in the location, it remains clean for some time, after which the creatures begin to appear again. And it doesn't matter if the player is there or not.

    Cellars and catacombs. Narrow long corridors, constant turns, occasionally there are small rooms and branches. Here, weapons with area damage show themselves perfectly.

    Warehouses. Large rooms with pillars, separated by partitions of indestructible boxes, are connected by short corridors. Straight long stretches are rare. The ceilings are high, which gives space for flying creatures, especially since the boxes never reach the ceiling. Here, melee fighters are comfortable, and the shooter will experience inconvenience.

    Subway tunnels. Long wide paired corridors connected by small bridges. Sometimes one of the two tunnels is blocked and the passage is possible only through the second one. Periodically there are "stations", and the jumper between the tracks is replaced by a platform. In these locations, it is very convenient to use long-range weapons, but near the transitions between tunnels it is better not to stop so as not to get hit from behind. Subway maps very often contain fragments of basements and, less often, warehouses.

    City sewer. Low wide corridors with slight bends, with side branches in the form of rooms separated by partitions. Sometimes the main corridor expands to a large hall. In the central part, you can use long-range weapons, and in the branches, something suitable for combat at medium and short distances.

    City streets. Most often they represent a wide corridor with small branches. There are three types of houses that you can "go into", they are slightly hidden, and it is in them that portals to another location open. Less commonly, this occurs at the exit point of the subway tunnel to the surface. Either way, it's a safe start, and any class will feel safe here. In the second half of the game, there are cannons on the streets.

    lanes. They are built from the same "details" as the streets, but are much narrower, and therefore resemble cellars and catacombs.

    Bottom of the Thames. The most unpleasant location for "soft" classes, especially requiring time to train assistants - an engineer and a demonologist. The portal immediately leads to a crowd of monsters, who have very high chances of becoming ghosts. Further passage goes along a wide corridor. Such locations have one feature - monsters appear very quickly.

    Parks. It's not even a corridor, but a whole field. It is not difficult to pass it, difficulties arise if there is a task to destroy monsters or collect things, especially if it concerns disappearing creatures.

    Catacombs. Similar to cellars, but sometimes there are large open spaces.

    Limbo. A small location that can be reached through a portal. There are always a lot of demons.

    Ancient blood. A large spacious location that can only be accessed through some thresholds of hell. Lightly armored classes can have problems at the entry point, sometimes there are a lot of monsters around. Here you can certainly find chests with things.

    corridors. Small locations, hatches in which are found inside large ones. Usually they contain something tasty - named monsters or treasures. Availability depends on the character's luck parameter.

Two dimensions of London

The Tower, Piccadilly, Trafalgar Square, Downing Street, White Hall, Westminster, Liverpool Street... These names of places and stations in the game are familiar not only to the inhabitants of Foggy Albion. And there is hardly a person who is unfamiliar with the name of the Thames, the river on which the British capital stands. It is interesting to see how real London corresponds to its game counterpart.

Fully open card in the game almost completely coincides with the city center. The area of ​​action is the right two-thirds of the “yellow” Circle Line and a small piece of territory to the south of it. Most of the names are names of London Underground stations. There are small exceptions - in reality, the distance between St. Paul's station and Russell Square is much less, and in the game, the Templar base and its surroundings appeared at this place.

But you won't be able to see familiar objects. Even the most famous, like the Tower. Everything is limited only by the approximate correspondence of maps to the real area. The dry bottom of the Thames is found south of Monument Station, where the parks are open spaces with tree trunks, and the locations with the names of the lines will almost certainly be tunnels or city blocks. Stations with style transmission are more fortunate. Even if they are not the same as in reality, but the general style of the London Underground is conveyed quite accurately.

Quests

All tasks in the game are divided into those related to storyline and all others. An exclamation mark lights up above the character who has a task for us. For the main quests, it is colored lilac, for the rest it is yellow. Characters who need to turn in the task are indicated by a colored question mark. And if it hasn't been done yet, then it's white.

On a note: if you have lost the chain of main tasks, it does not matter - on the world map the desired location is marked with a purple exclamation mark.

The main tasks are varied. In addition to quite ordinary standard tasks, there are original ones both in plot and in action. Some of them go beyond the genre altogether. For example, you need to bring four fighters to a safe place. Only you need to do this in the "top view" mode, as in the strategy. Or, sitting behind a cannon, shoot down a demonic ship.

Ordinary tasks can be easily classified. Yes, and some of the main ones fall under the classification or consist of several simple tasks. For example, collect a certain number of monster parts and construct objects from them. All quests are limited by location.

    Kill multiple monsters of a specific type. Difficulties arise in the absence of a sufficient number of necessary enemies. You need to either wait until the monsters reappear, or restart the game so that the map is regenerated. Alternatively, return later.

    Collect items from monsters of a certain type. A special case of the previous one - we kill enemies until the required number of items falls out. With insufficient quantity, the methods are the same.

    Explore the territory. Go to the location and open a certain percentage of the map. As soon as the status of the task in the lower right corner changes, you can return for a reward.

    Attribute a message. Everything is simple. We go from point "A" to point "B" and look for the desired subject.

    Use objects. You need to find and use the specified number of objects on desired map. They may be near or far from each other, but their number always corresponds to the task. Often the process is instantaneous, but sometimes it takes time.

    Apply an item on an object. You need to find the target and use the item given by the quest giver. With static, everything is simple, it is more difficult with named monsters. You need to get very close so that the text of the task changes, but if you step back a little, it will again become “find such and such ...” If you kill the creature, the quest will not be counted, but after a while another copy of the monster will appear.

    Advice: if the target is a named monster, it is worth taking out the applied item to the quick launch bar.

    Design an object according to a blueprint. We take the drawing, the ingredients for it, mix it in the right proportions and get the result.

To complete some tasks, items are given out - a hat with a flashlight, a special weapon. Sometimes it's impossible to get through without them.

Additional tasks

In addition to the passage for the players have prepared two additional fun. You can ignore them, but for the sake of the proposed rewards, you can try.

Achievements

For performing a certain number of various actions, the character is awarded success points. The reward depends on the difficulty of the task. Most are easy to complete, often it will happen by itself as you progress. For some, you need to pick up equipment or look for a certain type of creatures - for example, destroy a thousand monsters with a sniper rifle or design twenty items of equipment. A couple of missions exclusively for fans - reach the tenth level in four hours, and the twentieth in fourteen, although the reward for them is the maximum. One problem - it is completely incomprehensible where to put these same achievement points.

mini games

Dark? It doesn't matter, we'll light it with fire.

In some locations, there is nothing to do without special weapons.

The second entertainment is not so transparent and requires some effort. But if you pay attention to him, the game will become more diverse, there will be an incentive to change weapons. The bottom line is the implementation of small tasks of three points. For example, kill several monsters of the same type, use weapons with a certain type of damage, pick up items. Difficulties arise only if you need to inflict non-core damage for the profession - on initial stage there is no variety of weapons.

The current task is shown in the lower right corner of the screen with three icons above the energy ball. The number indicates the quantity, but note that the unit is not displayed. As soon as the sub-task is completed, the icon becomes colored. Upon completion of all three, several “colored” objects fall from the sky and a new task is issued. Less often, a monster appears containing a reward.

To account for the kill, it is enough to simply deal damage, and finish off with the most suitable weapon. Moreover, there are even protective effects from the armor of servants and droids.

Kill opponents

    Creatures (beast).

    Demons (primus-type).

    Ghosts (spectral).

    Dead people (necro).

Use a weapon or take damage

    Fire damage.

    Damage with electricity (electrical damage).

    Spectral damage.

    Poison damage (toxic damage).

    Physical damage (physical damage).

    Critical damage. Any triggered weapon is considered, it is better to use rapid-fire samples.

Pick up items

On a note: you don't need to collect them in your inventory.

    Loot an enchanted items.

    Pick up a modifier (loot a mod).

    Pick up weapon(loot a ranged weapon).

    Pick up a melee weapon (loot a melee weapon).

    Loot a piece of armor.

I Act

Having barely created a character, we get the first task - to find Murmur, which we successfully complete by running through the location for several tens of meters and killing a couple of zombies along the way. We listen to the heartbreaking story of a found comrade and set off in search of a fallen seraphim. Having found it, we take from him "a message from Dr. Fawkes" and go to the Holborn station.

We chat with Murmur and Technosmith 101. Demons also recently visited the station - as a result, the door in the vicinity of Covent Garden station was jammed. But why are we here? To repair the door, you need to collect 8 capacitors in the Holborn Station Entrance Shaft location. After Techsmith 101 receives the capacitors, you need to talk to Murmur - and the path to the Covent Garden station is open.

covent garden

On the spot, first of all we speak with the ubiquitous Murmur, and then we report the news to Brandon Lunn. After some deliberation, Lunn will send us to Covent Garden Market. At the market, we break through into the Rift, where the first serious boss, Shulgoth, is waiting for us. Doctor Fawkes can no longer be saved, so we can only take his remains and return to Brandon Lunn at the station.

After receiving the "Device", we go to the British Museum. In the museum, we go straight to the Rift and insert Fawkes's device into the ideal place for it. You have 30 seconds to leave the Rift before the explosion.

At the exit, an animated statue will be waiting for you. When you deal with her - go into the appeared passage and talk with the Wise One.

Returning to the Covent Garden station, report to Lann about the completion of the task and set off. Charing Cross station ahead.

II Act

Charing Cross

At the station we speak and Orphan and go in search of the Oracle - straight to the Rift in Piccadilly Circus. In the Rift we go to the passage "Road to Hell" and find the head of the Oracle. We report to Orfan about the find, and he, recognizing his impotence in this matter, refers us to Lucius Alden. After a very original monologue by Lucius, we go to the Green Park station.

Performing the tasks of Lucius, we find the body of the Oracle in the Catacombs of Death and the legs in the City of Death. Then we collect the Oracle together, using the Womb of Despair in the Tunnels of Death and "revive" when Lucius says that he is ready. Now our path lies in Choklat Park. There we look for Lucius and the 314th, we catch up with the frightened technosmith and take him back to the pit. Back to Charing Cross Station!

While the mind of the 314th merges with the Oracle, we have time to complete a couple of Orfan's tasks. We're going to the Millennium Battle. There we establish an automatic defense system by personal conversation and each gun and return to Charing Cross station. We visit the 314th again, but he has not yet reached the necessary condition, therefore we go to Fort Embankment. Here we have to manage a squad of four fighters, which must be taken to the portal to a safe place. The key to victory is the skillful combination of buttons 3 and 5.

Now our path lies in the mind of the 314th. Our task is to find Lucius Alden there and defeat the Soul of the 314th (it breaks up into id, ego and superego of the 314th). At the end of the battle, you will see a familiar portal. The second part of Truth.

III act

We are looking for Rourke Ferral at the Temple station, we get a night vision device and go into the darkness of the Aldwych location. Having taken the sample, we return to the station and chat with Sher Sing. We take the finished tracking device from Rourke and head to the Barge House. We speak with Lieutenant Gray on the spot, turn on the tracking device and find the source of the infection. We kill the worm and, along the way, being surprised at its dramatic change, we return to the Temple station.

Now we have to deal with the Spectral in the Big Gunfight location. We offer a gun with two firing modes. The Spectral only takes damage from missiles, and the helpers it generates are easy to kill in normal mode. Upon completion, we return to the station. Now we need the heart of the Spectral, which for some reason fell quite far from the place where we “knocked it down”. In the Paddle Dock location we find a passage to the Exospector - this is the inside of the spectrum, our goal is to find the heart. Having dealt with the "retinue", we place the heart in the container given to us and return to the station.

It's time to leave Temple Station and move on. Sher Sing gives us unique weapon, with which we have to clear the Passage of Angels, where we are heading. Not far from the entrance to Monument station there is a particularly large "blister", when you destroy it, the demon All-Seeing Eye will appear, killing which will give you access to the third part of Truth.

IV Act

Monument

On the instructions of Orfan, we go to Tudor Street, where we find Aeron Altair and save Brandon Lunn from the Rift in the nearby Temple location (he needs to be cured with a first-aid kit). Next, Lann needs to be taken to a safe place, for the role of which for some reason only the Templar Base claims. So we're going right there.

Templar base

Now we are talking with the high lord Maxim. He's sending us to Ludgate Hill, we'll stock up on a couple of gadgets.

In Ludgate Hill, activate the Rift Detector, approach the marks on the map that appears and use the Detector. What to do with the results of this activity is not difficult to understand. Having dealt with all the Breakers, we return to the Base, to the lord.

Now the character has to work as a courier - to deliver messages to Lann and Altair in the locations of Bishops Court (Pishops Court) and the Old Bailey, respectively. After reading Maxim's appeal to the soldiers, we go to Orfan - to the Monument station.

Monument

Orfan sends us to the Tower. In the Tower, we talk with Lieutenant Gray and deal with the giant colossus that goes around in circles there. The recipe is simple: 1) turn on the guns standing around the perimeter until the demon starts to decrease; 2) we enter the battle with a reduced enemy.

We receive a new task from Orfan - to go to Aldgate. There we get three drawings, count the number of batteries needed and buy the necessary scrolls from a local merchant, now we go hunting. Having collected the necessary ingredients, we make accumulators from glands, and generators from accumulators. After that, we report on the successful completion of the task to Technosmith 415.

New task from Orfan. We leave for the Cannon Street railway station. We talk with Technosmith 99 - three spare parts are needed for the train. All spare parts are in the same location in large crates (they look like regular destructible crates). We take all the spare parts one by one to the technosmith.

Now you need to clear the paths from the demons so that they do not interfere with the train to pass. As soon as the train passes by, the boss will appear - Blood Blade. Therefore, in the few seconds that you have, it is better to be all the visibility zones of the enemy shooters. Well, having defeated the boss, we will see a familiar portal.

Act V

Templar base

Now we need to go to the field hospital in the Crown Office Row location. There we meet Emmera, who gives us a task: we need to cure ten Templars with a first-aid kit. Before you take on this task, it is best to clear the nearby area so that the demons do not kill your "patients". In order not to open inventory every time to use the first-aid kit, put it in one of the slots. After the successful completion of the task, we speak with Emmera and return to the Templar Base.

At the Base, we talk with Orfan and move to the Liverpool Street station.

Liverpool Street

We talk with Jessica Samerail and go to the depths of the Necropolis. A night vision device may only be needed at the last level of the Necropolis, but the darkness there is far from absolute, so you can do without it altogether. At the fifth level of the Necropolis, we find the Pointer and talk with Jessica.

Templar base

We tell Emmera about the successful operation and use the received Sign. It's time for testing.

Liverpool Street

From the location of Finsbury Square, we will take turns going to the test.

Test of Knowledge on London Wall.

You need to pick up the book from the center of the location before the demons and take it to the place opposite the starting point.

Test of Will on Ropemaker Street.

We deal with Colonels Holebreaker and Pochtikhan so that General Zhutsker becomes vulnerable and send him to junior ranks.

Trial of Beauty at Whitecross.

All knots must be cleared of signs of darkness. Two initially belong to the Light, two to the Darkness, one to no one. It is necessary to capture the third node as quickly as possible, and in the struggle for two more nodes, the speed of the removal of opponents by your character will play a huge role.

Test of Loyalty on Old Street.

You need to capture the "rocks" on the map in such a way that your score reaches 100 earlier.

The last test in the Plow Yard (Plowyard).

We listen to the authoritative opinions of Emmera and Murmur about everything that is happening and move forward. We meet Lucius Alden, who gives us a robot. Murmur suddenly becomes an optimist, but in reality everything is pretty bad. The robot can’t really deal with anyone, so it’s easier to clear the road manually, and then just run the robot along an empty street.

Having reached the edge of the location, we talk with Murmur and use the Sign. The road to the fifth part of Truth is open.

The final

We speak with Emmeroy. To Hell's Gate!

The path to Hell for us lies through St. Paul Station, where Emmera will give us final instructions.