Walkthrough of the game Deus Ex: Human Revolution. Walkthrough of the game Deus Ex Human Revolution

Kirill Shitarev

Street Wars

Near future. More precisely, the 2050s. As befits the world of cyberpunk, we are greeted by a gloomy world of all-powerful corporations, global networks and implants. There are rumors of secret societies bent on world domination. However, rumors are rumors, and the plague of the new century, also known as the Gray Death virus, is raging in all major cities. The corrupt government has a vaccine, but it only reaches the powerful and rich. The poor rebel and attack troops and government institutions. In response, punitive actions are carried out with the help of elite forces, troops of the global military organization United Nation Anti-Terrorist Coalition (UNATCO). Something like the unforgettable GDI from C&C, at first glance. They rely on the power of the latest weapons and semi-cyborgs packed in titanium armor. Militants from the terrorist organization New Secessionist Front (NSF) try to take part in all spontaneous protests against the authorities. It's like the Brotherhood of NOD. The main feature is secrecy and surprise. The battle is on equal terms. UNATCO has a lot of money and advanced technology, and the terrorists have gained the support of the population and are well-kept in secret.

Our hero, JC Denton, represents the pinnacle of all nanotechnology. He is a super cyborg, every molecule of which is completely enhanced by electronics. The best agent of the anti-terrorist UNATCO, superior to his brother Paul Denton, who was improved using similar, but earlier and undeveloped, scientific technologies. There are two more relatively strong agents (Anna Navarre and Gunther Hermann), who also underwent mechanical improvement, turning into a walking a pile of metal. However, you are a more advanced and modern operative of the Organization. This is in theory. But in practice you will have to work a lot to prove it. You will have to deal with secret organizations, fight constant conspiracies, remaining in the dark whether you are doing everything right or acting the other way around. harm. Secret laboratories of bacteriological weapons, underground military complexes, underwater bases, dimly lit dirty city districts. Just remember that any goal can be achieved in different ways (then you get a DOOM shooter), but you may not kill anything in battle. one person and easily win through various tricks and tricks (something like “Thief”). You can communicate with all the characters and listen to their conversations for hours. You can read all the newspapers and voluminous books in an attempt to get more information. You can hack every computer and read mail. Of course, there is a mission framework, but within these frameworks anything is possible. Almost everything. Almost everything is like in a real RPG. So, the game begins at the foot of the Statue of Liberty...

Special abilities

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

Environmental Resistance– this ability allows you to reduce harm from various natural hazards such as electricity, gases and radiation. Similar in action to the Hazmat suit.

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

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

Combat Strength– increases the damage done by melee weapons: knives, crowbars, swords, sticks.

Ballistic Protection– thanks to this ability, the hero can more easily withstand attacks from bullets and cutting weapons. The hero receives noticeably less damage, but he still does not become immortal.

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

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

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

Energy Shield– allows you to take less damage from energy weapons, such as a plasma rifle, and from a flamethrower. Not very commonly used weapons, but very dangerous if enemies have them.

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

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

Spy Drone– a special small metal “drone” bee gathers inside the hero’s body, which you control to inspect the area and explore suspicious rooms where you don’t want to go without prior preparation. Pressing the mouse while controlling it causes an EMP explosion, which is similar in effect to similar grenades. Unfortunately, the drone is slow and uses a lot of energy.

Targeting– a special system is built into the agent’s eyes, which allows him to scan an enemy caught in the crosshairs. In addition to increasing weapon accuracy with developed ability information is also provided about the state of health of the victim’s body parts and about his weapons. At the fourth level of development, a small screen appears, similar to an optical sight.

Vision Enhancement– turning on infrared light is not very useful, but when developing the ability to the third or higher level it allows you to look through walls!

Cloak- invisibility for all living creatures. Mechanical ones still see you using radar. It spends a huge amount of bioenergy, so it makes sense to develop it in order to reduce “mana” costs.

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

Power Recirculator– using other abilities while this one is activated consumes less bioenergy. The higher the development, the greater the savings.

Synthetic Heart– an unusual ability that (when activated) increases the level of all other abilities. Requires development to be effective.

Weapon

All weapons have their strengths and weaknesses. Try to take this into account when choosing tactics to destroy the enemy. The same flamethrower or shotgun is effective only at close range, but a rocket rifle and sniper are effective at long range. But there are differences here too. It is better to use a flamethrower against several nearby enemies, and a shotgun against one or two. A sniper can still be useful in a face-to-face showdown if you have a good reaction, but the explosion from a rocket will hit the hero one hundred percent if you shoot at an enemy two steps away from you.

Weapon characteristics

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

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

Recoil. Recoil. The smaller it is, the less the front sight will move with each new shot. Important for weapons that need to be fired several times to destroy one enemy. Therefore, it is almost irrelevant for a flamethrower, rocket rifle, sniper.

Reload. The speed of reloading a weapon after it runs out of ammo. Important for weapons that quickly “eat” charges and that kill in more than one hit. The smaller the capacity of the horn, the more important it is too.

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

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

Weapon upgrade boxes can also provide the following three bells and whistles. They may or may not fit a specific weapon. Thus, you cannot attach an optical sight to a flamethrower, much less a silencer.

Add-ons

Laser Sight– laser sight. It is incredibly rare and is a red dot that appears in the place where the next shot will land. Can be used with an optical sight, or maybe without it.

Scope– optical sight. Allows you to accurately aim at the enemy's head in order to kill him with one hit. Used if the enemy is far away. At close range you can actually do without it. With low accuracy, the weapon moves from side to side, making aiming difficult. Initially, the sniper has it.

Silencer– muffler. Unlike the two above improvements, it acts automatically and permanently. With its help, the sound of a shot is muffled, turning into a click. This way, you can silently kill enemies with headshots without attracting the attention of their nearby comrades. The crossbow is initially silent.

Melee Weapons

Melee weapons are intended not for killing the enemy, but for breaking wooden boxes with things (stick) and stunning the enemy (taser). Destroying an enemy with melee weapons is quite difficult. It takes skill and desire to sneak up on the enemy. This type of weapon deals low damage, which is compensated by high speed. As a rule, they occupy one cell in the inventory and do not waste charges or ammo.

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

Baton– unlike sharp weapons, it stuns the victim. The rest is the same.

Shocker (Riot Prod)– electrically stuns the enemy with one or two blows. Spends “charges”, the number of which is limited. Can be used four times without recharging. It is advisable to aim at the body and strike on the sly - in this case it is more effective, that is, it can knock down the enemy in one go. Tougher enemies like Agents require multiple hits.

Peppergun– a primitive means of temporarily neutralizing enemies. While they rub their eyes, they can be stunned or killed. A gas grenade is more effective, and “charges” come across very rarely.

Pistols

Something between melee weapons and shotguns. Fortunately, they take up little space in your inventory (one cell) and, unfortunately, have little destructive power. Ammo is found very often, but it is also spent quite quickly. The best use for pistols is headshots. If you aim at the body, then they do not justify themselves.

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

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

Crossbow- a cool thing, thanks to its noiselessness and great destructive power. One hit to the head with a regular dart usually results in death. Tranquilizer darts (green) stun the enemy approximately ten seconds after hitting. That is, use the “shoot, hide, return to search the body” tactics. Lighting darts are not very useful thanks to the flashlight built into your body. Not the longest shot range.

PS20– disposable laser pistol. It's a weak thing, but he's very accurate. Either spend it right away or throw it away so it doesn’t take up space in your inventory.

Guns

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

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

Assault Shotgun- just a cool thing, the most successful weapon for close combat, if you forget about the bulky flamethrower. It shoots very quickly and has a decent supply of ammunition in the clip. With accurate shooting from this weapon, it is quite possible to kill up to three or four machine gunners. Great stuff. In addition to regular cartridges, there is also Sabot. Insanely good against mechanics and only against them. A few hits on an armored robot may well destroy it.

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

Sniper rifle– if you attach a silencer and a laser sight, and also spend all the accuracy improvements on it, you will simply get a BFG and an atomic strike in one bottle. At the beginning, take care of your ammo and use it only after achieving 90-95% accuracy. One hit to the enemy's head almost always means one finished corpse. Very high firing range. A weapon for instantly and with impunity the destruction of any number of soldiers at long distances. It has proven itself well at medium distances. If you have good reactions, you can also use it in close combat. The main thing is to quickly aim at the head...

By the way, if you are not sure that you will hit the enemy with a sniper rifle, then do not shoot. Losing several cartridges in vain is very unpleasant for her, even if the bandit was eventually destroyed. Try to spend all Accuracy upgrades you receive on the Spiper Gun.

ATTENTION! At the master level in shotguns, you will be able to destroy such things as peephole cameras, automatic guns, and alarm systems with one hit from a sniper rifle! Remember this.

Heavy weapons

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

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

Laser rifle. Fires quickly, causing high damage with each hit. High firing range and low recoil. However, cartridges are found quite rarely. It is inconvenient to use in close combat. In the long range too, since the projectile flies for some time, and the enemy may have time to get away from it. Purpose – combat at medium distances. Not bad to use against mechanical robots. Inconvenient weapon.

Rocket launcher(GEP). With this little thing you can always treat your enemy with a rocket or two. Designed to fire once and then reload. In principle, one shot is enough to destroy most enemies. Rockets are found quite often, so don't save them too much. Beware only of the blast wave, which can hit you too. An excellent remedy against robots and locked doors. Capable of self-targeting. The best weapon from the heavy weapons section.

LAW- This is a disposable grenade launcher. I advise you to always take it with you, so that if you don’t kill the enemy, you can knock down a locked door. At least you'll save some lock picks.

Explosives

All grenades explode approximately two seconds after they are thrown and reach the surface. They occupy one cell in the inventory. They can be attached to walls, in which case they act like mines. As soon as the enemy gets closer to the wall, they explode. Luckily, your grenades don't react to you.

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

LAM- explosives, the most common and most lethal of grenades. Almost certainly will kill any enemy and knock down any door. However, when people see it lying on the floor, they begin to run away from the area of ​​the expected explosion, so it is not very useful in battle.

EMP– causes a wave of electromagnetic pulsation, acting as a means against any enemy electronics, which it successfully neutralizes for a while. Disables alarm panels, camera eyes, laser fields and automatic cannons. It can also calm the robot if you hit it successfully. Harmless to health ordinary people, however, steals their bioenergy. If there is any other grenade in the explosion field of this grenade, it will be neutralized. That is, you can walk up and calmly pick it up without fear of an explosion.

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

Items

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

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

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

Tech Goggles- allow you to better consider everything that is happening. Not very useful.

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

Hazmat Suit– in this suit the hero receives less damage from all sorts of natural dangers such as radiation, fire, toxins, electricity and EMP fields.

Multitool– allows you to hack various electronic objects. Something like: computers, guns, alarms. The higher the Electronics skill, the fewer multitools required to hack each object. Fits up to 20 pieces.

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

First aid kit– restores lost health. And he does this instantly, at any second of the battle. You can be treated “in general,” or you can heal a specific part of the body. Apparently more necessary than the rest of the body. Fits up to 15 pieces. Effective with the Medicine skill trained.

Food, water and alcohol. While cigarettes take away health, all food and drinks of life are restored mainly by two units. A bag of soy food heals as many as five hit points.

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

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

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

Any explosive will destroy the laser fields without causing an alarm. In the same way, you can remove peephole cameras and automatic guns. Most doors can also be blown up. However, why waste weapon charges or LAM on this? If possible, place a box with TNT next to the door, move away and fire your pistol once. Voila! By the way, you can only throw a box of TNT on the ground if you are crouched. If you throw it while standing, you cannot avoid instant detonation from contact with the floor and subsequent (very quickly) explosion. Save lock picks and multitools. Always try to open a locked door with a key (what if it does?!), and only then break into it. It's the same with multitools. First, look in the records to see if you have the code, and only then open it. Sometimes it is useful to blow up very strong doors, which require two or three master keys. Doors, drawers and all objects with a strength of 25% or less can be broken with a regular crossbow. You let the dart through the door, take it and repeat the procedure. This way you won't even spend a single dart! By the way, strong doors with 50% and below can be knocked down with a shot from a sniper rifle at the master level and (sometimes) advanced. It is possible to destroy cameras in the same way.

If you find a new character with whom the hero begins to communicate, then after the end of the first conversation, be sure to contact him again. Again and again. Until no new conversations can be started. Always talk to neutral and friendly people in bars, on the streets, etc. There is a chance to learn some useful code or buy things. Explore the levels. Look for hidden places where you can find useful things and also get points for research.

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

Robots are not burdened with excessive intelligence, like other mechanisms. Behind them you can easily run in the right direction. What makes robots different is that they have no hearing, so they only notice things that they see directly in front of them. The best way to destroy a robot is with explosive weapons like LAM, LAW, GEP. However, Sabot shotgun rounds and explosive assault rifle rounds will work just fine. You can also “disable” the robot with an EMP grenade explosion or “remake” it with a Scramble grenade. Agents, that is, people in black (Man in Black), explode when they are killed, forever destroying all the ammunition and things they have on them. The best way to prevent the agent from exploding is to stun him with several hits of the taser.

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

Always shoot for the head. However, if you are aiming from an assault rifle, then aim the burst at the chest; anyway, the recoil will immediately raise the sight to the head. Wounds to the hands seriously reduce accuracy, which is very dangerous for snipers. Try to hide somewhere during firefights between your allies and enemies. This way, at least you'll avoid wasting ammo and not getting shot in the... uh... head. Moreover, if a “good” soldier is killed, then his cartridges can also be taken into your pocket. Spend the upgrades you find wisely. Or a sniper rifle, or a shotgun, or a crossbow, or a pistol. Heavy weapons are usually powerful enough to require upgrades.

Next point. Always do everything quietly. In unfamiliar areas, crouch rather than run. Try to hide in the shadows and use silent weapons. It would be a good idea to drag the bodies away if possible. Never rush into a room with several soldiers, firing all guns blazing. Most likely, the hero will simply catch a couple of bullets in the head and safely throw back his flippers about four seconds after the attack. In already known areas, run. Of course, this creates a lot of noise, but if you need to move silently, you can run “crawl” for a while. By the way, this is no slower than simple walking. Ways to remain unnoticed when the enemy is looking in your direction: stand very far away, be in the shadows, hide (crouch) behind cover. Running out to meet your enemies in an open field and opening hurricane fire from all guns is the best way to die (unless you are playing on the easy difficulty level, of course). The right commando agent will first hide behind a box or in a dark corner, and then begin to silently “snap” or cut opponents one by one. Enemies who are unaware of your presence are harmed more than those who are already prepared for your attack. Try to sneak up. It is always easier to take down a patrolman standing still than the same one running around and spraying fire on you.

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

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

What is the best way to place inventory items on buttons? Here is my signature layout. At “1” let there be a stick, at “2” a shocker, and from “3” to “7” all gradually cooler weapons: a pistol, a crossbow, a shotgun, a machine gun, a sniper. Let there be master keys on “8”, and multitools on “9”. Well, there will always be keys at “0”.

Enemies

Simple UNATCO soldier, policeman, NSF terrorist.

They are equally weak in battle and their coolness depends very much on their weapon. The soldiers seem to run more from side to side, but this does not help them much. One shot to the head from a pistol very often solves all problems. True, sometimes a direct hit to the face from a sniper gun does not kill, but that’s just bad luck for you. Before fighting with infantrymen, look in advance at what they are armed with: it’s immediately noticeable whether they are holding a pistol or a machine gun.

MJ12 Soldier, Chinese army soldier. Dresses in dark and green uniforms, respectively. Usually well armed, including flamethrowers and rocket rifles. More durable than regular infantry. They know how to strafe, that is, move around the battlefield in every possible way, not forgetting to pour lead on the hero. Some of them squat, which is very unpleasant. Try to take these guys down quickly.

The Man in Black. Also known as an "agent". As soon as you see these guys, you will immediately understand who we are talking about. Much more durable than any soldier, sometimes requiring a couple of hits to the head from a sniper rifle. They are good with weapons and shoot accurately. Having received a mortal wound, they do not fall to the floor, but explode, causing damage to everyone nearby. If you don’t kill them, but stun them with the same shocker (four or five hits are required), then the body will not explode, which means it will be possible to remove a grenade or two and ammunition from the body.

Commando. The person who as a result scientific experiments, was turned into a killing machine. Thick black armor combines with heavy weapons. At a long distance they use a GEP gun, that is, a rocket rifle, and at close range they shoot from a machine gun. They hardly feel shots from a plasma rifle and resist flamethrower flames. The best way to kill is with explosive weapons or multiple machine gun/shotgun hits to the face. With developed skill with guns, these guys can actually be killed with one hit to the head. Besides, it will be a silent death. If you have a fully developed Aggressive Defense System, then turn it on and run away from the commando. They will be killed by the explosions of their own missiles, while you will be safe.

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

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

Lizard. It spits acid and is quite tenacious. Try to destroy immediately or at a long distance. The sniper and shotgun are suitable for this, as are heavy weapons. Hazmat Suit and the Environmental Protection ability help against acid.

Monster. A huge beast on four legs. He runs quickly and bites his legs: if he gets to the hero, then most likely he is a corpse. He has a huge amount of health, but fortunately he can be killed in one hit by something explosive. There is also a small monster: it is harmless.

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

Walkthrough

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

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

One last note. Each mission task can have two or three types of its implementation. Moreover, you can both get to the goal in different ways (through the main door, through the basement ventilation hatch, window, along the roof or, say, through an inconspicuous gate at the back of the house), and solve this goal in completely different ways. For example, enter a previously found code into a computer and hack it; blow up the door, open it with the same key taken from the guard killed a couple of minutes ago; go to another passage protected by laser beams. Which, by the way, can actually be neutralized in one of numerous ways, such as a regular or EMP grenade, a missile from a weapon, a fire extinguisher, pepper spray, or a cigarette. You can even place boxes on top of each other next to the laser and, using the height, jump over the beams from them. Or even crawl under some rays and jump over the next ones. So, all the ways to complete this or that task are so numerous and very original that it is in no way possible to list them in the walkthrough. Therefore, the easiest (compared to others) method of solving the mission goal will usually be indicated. Sometimes, however, alternative ones will be indicated.

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

First mission: Statue of Liberty

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

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

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

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

Return to Chief Menderley and report that you are ready to complete the task. Note: if during the course of the task you stunned or killed a soldier of the bandit leader, the boss will definitely report this. There is also a women's toilet at this base: if you go there, Menderley will also be unhappy. Leave the room and open the doors on the sides with the computer key. You will find an accuracy improvement, a lockpick and a multitool. Leave the base and run to the docks where you started the mission. “Use” the boat and you will be taken to the next episode.

Second mission: on the streets of New York

If you unlock the box behind you with a master key and enter code 9183 into the computer, you will open a secret passage. However, it is advisable to immediately run after your ally from the very beginning of the mission. Wait until she kills all the enemies, and only then enter the one-story building. You already know the password to the computer - 666, but it would be nice to talk to the child and treat him to food for 50 points. Go down and pass the first passage on the left. Hack the door and blow up the safe. It will contain a canister of special abilities. Hack the computer to operate the doors, and also hack the panel and turn off the guns. Go further forward and in the room with a box and a peephole, quickly kill the soldier and flamethrower that comes next. On the left there will be a room with boxes and the objective of the task: a canister with a vaccine. Go forward and destroy several soldiers to eventually exit through the secret passage to the starting point of the stage.

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

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

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

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

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

There was one last building left that had not yet been explored: the one that had the most lively firefight between NFS and UNATCO. This is a warehouse called Osgood & Sons Imports. The door is locked, don't waste your master keys on it, just walk along the wall a little to the right and you will see a small window hidden behind a trash can and a box. Knock out the glass and find yourself inside. Open the locked door: behind it there will be a special ability enhancement module. Next, do not go down the stairs into the basement with red laser beams - this is absolutely unnecessary! Just exit the west side of the building through one of the doors. On the way, break open the box, you can find a flamethrower in it. Be sure to take it: you can even throw away an assault rifle or shotgun. Next, already on the street, place the small box next to the large one and climb up. Jump to the other side of the fence and disarm the LAM attached to the wall. Climb the stairs one flight higher and, looking around a little, you will notice that behind the next fence there is a mass of barrels. Shoot them and there will be a global explosion. Jump off the stairs on the other side of the fence and go forward. To your left there will be a staircase leading up (let's call it staircase “A”). Pass it and go along the long dark passage. Along the way, defuse two LAM explosives hanging on the wall to the left. When you go out into the open, prepare a flamethrower. Quickly fry all three terrorists and then the dogs. One of the enemies will have LAM, so you need to destroy them extremely quickly.

Next, search the corpses for the key to the locked door. But don't open it, go left and go around the building. As soon as you see a ladder leading to the door on the opposite side of the building, go there. With a few blows of the stick, break the door and hack the computer. Turn off the cooling and the reactor will explode. Now attract the attention of the terrorists and jump out into the street, standing on the side of the door and preparing a flamethrower. Five or six people will run out. It is advisable to burn them all quickly. After work, you can throw away the flamethrower if you think that it takes up too much space. Explore the first floor, where the destroyed generator is located. Find the entrance to the basement and, crawling through the beams (avoid the cameras!), find a room with a computer and two “weapon” boxes (a couple of LAMs inside). Hack the computer panel on the wall opposite the computer and turn off all cameras. Next, I advise you to blow up the safe under the computer to get a new special ability module. Take also the key, it will be useful to open the locked door to another vault with a master key and pistol cartridges.

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

At the UNATCO base, search all the caches and rooms again (do this in every mission!), and then install a special ability in the medical room. The warehouse owner will also throw in an accuracy upgrade, two multi-tools and (if you haven't killed enough) ammo for an assault rifle. After talking with the main boss, Manderley, go outside and get into the helicopter again.

Third mission: dungeons and airport

Once in the city, immediately run to the entrance to the subway. But don’t go in yet, but quietly and peacefully in one of the houses find a little man who will tell you the password (6653), if you know the secret word - underworld. In the subway, go to the telephone booth and enter the password into the computer. In the new area, explore the entire abandoned metro station. There will be a drug dealer in one of the corners, and a certain Charlie in the northern part. He will ask you to enter the room to the north of him. True, the entrance is littered with boards, which need to be destroyed using LAM. Go up to the second floor and talk to the terrorist leader. Either pay him 750 or agree to complete the task. Having chosen the second option, return to the drug dealer and, without starting a conversation, just fire a volley into his head with something powerful. Take the Zyme drugs from the body and go to the men's toilet, which is located here, on the first floor of the station. Lenny will be inside, give him the "dope" and take the LAM. Next, return to the crime leader on the second floor and get another package of explosives. Now you can act “ugly”. Blow off the leader's head and then smack his two guards nearby as well. You can remove another (third!) one package of LAM from the leader. All that remains is to quickly go down to the first floor along the nearest stairs - this way you won’t have to fight with the rest of the punks.

Return to the door Charlie spoke about and clear the rubble with one explosive. Go inside, quickly pass the steam pipe and turn both valves. Return to the task orderer and find out the password (5482). To use it, go to the women's restroom and find a computer under the sink. Enter the password and run into the passage that opens nearby. Once in a new area, immediately run to the right, that is, to the south. Shoot the terrorists along the way and reach the southernmost wall. On the right there will be a semi-room with drawers. Move them aside and below, on the wall, press the button. A secret passage to the NFS commander's office will open. Listen to him, and then finish him off to take the cartridges from his body. Also grab the key and other useful things and walk along the corridor to the north. Open the door to the men's room, there will be a passage to the next part of the dungeons. So, take the EMP grenade from the hole in the wall on the left. You can use it to temporarily turn off the laser beams in the passage on the left. You can also head into the passage on the right. However, you will first need to crack the shield next to the steam jets and turn the valve to protect the path from the hot gas. Next there will be a corridor with several peepholes and a guard. From the body of the latter you need to take the key for the door. Further, the path will again be blocked by red laser beams. Destroy them by shooting the TNT box from a safe distance. Press the button on the wall on the left and a bridge will extend.

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

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

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

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Fourth mission: former friends and new allies

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

In the next room there are three boxes with TNT explosives. Behind one of the three doors (the one that does not lead to the north) there will be a corridor with guns and laser beams. I advise you to take a box of explosives, place it next to the nearest beams and detonate it from afar. Repeat the procedure for the second row of beams using the second TNT box from the nearest room. In the next room, just take one box of explosives from several in the corner and take it to the room with a locked door and a closet with things. Place the box between the door (it leads out of the dungeon) and the closet and blow it up. Take all the items from the box and read the message inside and on it. Return to the room with several TNT crates and detonate one of them next to the barrels of poisonous gases and the locked door. After the toxic green cloud clears, take the items and leave the dungeon.

Enter the warehouse again and go up from floor to floor until you reach the roof. Here go into the building and hack the computer on the table. Click on the four options in succession and the door to the next room will open. Hack the second computer standing there and “transmit the message.” Your allies, UNATCO soldiers, will begin to attack you! Quietly kill a couple of enemies nearby, but do not leave the roof. Go to its northern side and jump down to the roof below, turning on Speed ​​Enhancement (if you have it). Carefully take out the couple of soldiers below and jump down to the second roof below. Quietly go down the stairs to the ground. Carefully leave the area and go to the Ton Hotel. Go up to the second floor and visit your brother. After the conversation, the assault on the entire hotel will begin. At the exit from the room, throw a gas grenade and destroy three “men in black” and the soldiers. Kill the sniper near the balcony and throw down (don’t lean out, throw while sitting!) three more gas grenades. Go up and shoot the soldiers below from the balcony. The best options for this are the sniper and the silent pistol. After destruction, approach the brother who is standing by the stairs and watch him disappear. Run out of the hotel and let yourself be killed by the first soldier you come across.

Mission five: prison escape

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

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

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

Mission six: China

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

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

Come to the hotel. There are several options to visit the actress. The easiest one is to just take the elevator and go up. The riskiest one is to hack the local computer. You can use it to open the gate behind the hotel. Behind the gate there will be a staircase to the elevator, which can be taken up if you dial code 1709 on the computer. By breaking the glass on the roof, you can fall into the actress’s room (by the way, the alarm will immediately go off!). The third method is the most sophisticated. Enter code 3444 into the computer at the second elevator and go up to the dark and destroyed floor. From there, break the gate and neutralize the red rays. So, if you raise the alarm in the actress’s room, a secret passage will immediately open and several infantrymen will run out. One of them will have a plasma rifle! After interrupting them, go inside and hack the computer in the room with the legendary sword to take this artifact for yourself. Go to Lucky Monkey bar. Inside it, go along the corridor to the disco. Along the way, by the way, you will see a grocery store closed with glass. At the disco, go up to the second floor and behind the bar counter, find a passage in the wall. Chat with the leader of the Red Arrow clan. As soon as the conversation with him ends, the club will be attacked by enemy special forces. The bandits will deal with him without you. One commando in the corridor, however, is best lured towards the allies. During a shootout, you can break the glass of a grocery store to get a few hundred credits there. Most likely, in this case it will be necessary to kill the police nearby.

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

Go to the Versalife headquarters and enter the code 06288 to pass. Go up to the third floor and find a man in a jacket. He will promise to give you an important password for 2000 credits. If you want, then pay. The second option to find out the code is to hack the computer and simply make yourself a fake pass. The third option is to quietly eliminate the guy (make him with a silent weapon and without witnesses!) and talk to the lone programmer on the third floor. As a thank you, you will receive 150 points and the same password (6512). Enter it into the computer at the elevator, which is also on the third floor, and you can ride it. You will find yourself in a hall with a huge hand - the Majestic 12 symbol. There will be two passages behind it. Go to the one on the left and explore it. If you start picking locks, you'll have to fight with the guards. Having examined everything you can, you actually discover that through the ventilation passage from the toilet you can get into a whole network of manholes and passages. However, this is not for everyone. Return to the hall with the hand and now go through the other door. Go up to the top floor and take the key there. Also hack the computer to turn off the cameras and open the floor hatch in the hall with a huge hand. Go down there. There are three areas there: the first laboratory contains the required disk, the second is a hall with experimental creatures, and the third laboratory contains canisters with special abilities. On the way from the first laboratory, you will also come across barracks with several soldiers, but they do not have anything particularly valuable.

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

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

Mission Seven: Farewell to New York

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

Mission eight: Naval Base

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

Go out to the warehouse with bunkers and jump on their roofs and climb up. Jump down to the barrels and place more barrels at the locked gate. Make a little noise and a huge robot will appear. At this moment, explode the barrels from a safe distance. Walk outside and you will see the entrance to the marine terminal directly. Enter the password 0909 into your computer and log in. Go past the shower room on the left and the soldier guard to reach the docks and a giant super cargo ship. Hack the computer at the raised ramp and it will go down. You can jump into the water and swim around the ship on the other side to climb it there, but this is inconvenient. So, once on the ship, immediately use the stairs leading up. This way you will find yourself inside, in the cabins. Kill the sailors with pistols and explore the premises. Take the ambrosia flask and find a safe with a special ability enhancement canister. After searching other places, go up the stairs. There are three rooms with names at the doors: sickbay, electronics, armory. Be the first to visit the sickbay, that is, the medical bay. Take the key there, find out the code 9753 to the engineering bridge and heal. Open the ventilation hatch in the room and crawl straight along it. You will find yourself in a room with electronics. Restore your bioenergy and find out the code 83353. All that remains is to visit the armory by entering code 71324 into the computer at the door. Grab everything valuable and go out. Go up one more floor to find the captain's quarters. Find another key to the lower deck and take more than two thousand credits. Go back down all the way and open the door with the key.

You will find yourself in a large hall with many pipes and boxes. Under the stairs there is a post of three machine gunners. It is advisable to kill them by throwing a gas grenade or something serious. In the northwest corner, near a cluster of barrels, there is the first hatch (tri-weld seam), which needs to be blown up using LAM or, for example, explosive cartridges from an assault rifle. In the center of the hall, enter code 9753 into the computer to lower the bridge. Climb the stairs and cross the bridge into the room. Knock out the glass and follow the pipes to the southwest corner of the hall. There, climb onto the boxes and throw the LAM on top to the second hatch. So, you need to blow up three more similar hatches. Next, go through the post of dead machine gunners and follow the tunnel east and north until it turns east again. Here you will find a technician and a robot. Take the multitool and the key nearby. Go into the room with electrical discharges, and to the right of the doors, destroy the crazy spider robot guarding the first panel that needs to be hacked. Pick up the ventilation mesh on the floor nearby and follow the hole until you hit the laser. If it is touched, another spider robot will be revealed. Behind the laser there will be a second panel that needs to be hacked. Climb outside and see that the power is turned off. Find a hatch in the room on the right wall and blow it up. Next, go up the stairs to the iron tier and open the door by typing code 83353 on the computer. You need the door that is located on the far side from the entrance to the room in which you turned off the electricity.

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

Mission nine: search in Paris

(Note: The local police will not attack you until you do something illegal in front of them, like breaking into a door. I advise you to stun them quietly and one by one.)

Your first task is to get down to the ground. This can happen in two ways. First: you can use the elevator by entering the password 4003. Second: just jump along the tiers of the empty elevator shaft until you see a passage in the wall. Go up the stairs and meet a strange woman. She will tell you the password to the sewer door: 0001. You are required to help her cope with the mutants: an additional task will appear to kill four lizards. Search the shelves in the woman's room to find a battery, then go downstairs until you reach the door to the sewer. Take the Hazmat suit nearby and enter the code 0001. The suit will come in handy, since an area of ​​​​strong radiation will begin behind the door. Use the regeneration special ability or Environmental protection, if available. Run along the left wall and turn into the passage. It’s already safe here: charge your bioenergy and go down the stairs into the sewer. Kill the four lizards that are not far from each other and return to the woman. Inform her of your victory and return to the sewers. Get to the lizard corpses and now go to the end. Go up the stairs and open the hatch above your head.

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

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

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

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

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

Mission ten: Cathedral of the Templars

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

Mission Eleven: Scientific Complex

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

Return to the entrance to the main scientific complex and from there you will see two fairly large buildings. The one on the left is the robot parking lot (security). Click on the button at the entrance and knock on two more buttons inside to activate both iron defenders. These guys are strong enough to deal with all the offenders. You can leave it to them to destroy all surviving enemies. Now go into the second large building. Inside, talk to civilians and search everything. You will find a lot of good things. When you finish the search, go up the stairs to take the sniper rifle and its ammo. Next, go downstairs and follow the corridor. You will need to destroy two spider robots, do this either with a shotgun or with explosive cartridges from an assault rifle. EMP grenades will also work. The door on the left (hack it) leads to a flooded area where you can find a special ability upgrade and a key to the engineering room. However, you can only swim here for a long time if you have developed the appropriate abilities or have scuba gear. So, go past the door, and right in front of you will be the entrance to the engineering room. Hack this door and make your way through the pipes above the radiation zone. Jump off immediately as soon as the dangerous place ends. Kill the spider robot below and go down the stairs. Turn off the beams, or go through them and destroy the cannon at the end of the corridor. On the remote control, press the number 3 and go back upstairs. Go across the bridge to the other side, destroy the spider robot and take the key from the scientist’s body. Open the door and go up, in the already familiar area, to the second floor. Unlock the previously locked door with the key and go down the stairs in the new area. Talk to everyone in the command center and restore bioenergy to the repair robot. Go into the room with electricity discharges and run along the right wall across the computer. Hack it to disable all the lightning on the first floor. Now press the button in the center of the floor to lower the elevator. Use it to climb to the second tier. Also, use multitools to hack the computer to remove the electricity and hack the computer. Use the only option and return to the command center. Listen to the new task. Leave the complex for fresh air and go north, towards the road out of the area. After talking with Tong, get on the helicopter. Go forward and meet two tramps. You can buy upgrades for weapons from them, which is very nice. These same homeless people will give you a key to the sewer. Near the starting point there is a small building, open its door with new key. Once you appear at the top, immediately prepare any silent weapon. Preferably a sniper. In this task, under no circumstances should you let the enemy raise the alarm! Lean out of the shelter and quietly eliminate the infantryman. Do you see a building with boarded up shutters? Go inside and take the passage on the left. Then go into the darkened room on the left again. In the corner there will be a stove with a pipe leading to the ventilation hatch. Place a wooden box next to the stove and climb into the hatch. Climb to the roof and carefully jump down onto the roof of the building to the south. The hostage is being held in this house. Carefully jump down the hatch and immediately shoot at the man in black, then transfer fire to the soldier. It would also be a good idea to throw a gas grenade at your enemies before they notice you. There will be a hostage in a small room. Order her to stay put, while you yourself destroy a couple of commandos walking nearby. Tell the hostage to get out and go with her south to the helicopter. In a small building nearby there is sum of money. Fly away.

Mission twelve: Underwater Center

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

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

Calling the elevator to the left of the entrance, you will find yourself in a radiation area with multitools and a master key. Having called the elevator, to the right of the entrance, you will find several lizards guarding the batteries. Next, from the main hall, go forward to the large elevator. Before you climb up it, jump into the water. From the body floating in the center of the pool, take the special ability enhancement canister. Go up the elevator and destroy the two automatic cannons on the sides. Hack the computer to lower the bridge into the room with the computer. Once there, hack it and “pump information.” Get out and go back the way you came. Stop in front of the drilling equipment room! You will be greeted by a cyborg firing a plasma cannon. Two or three hits with something explosive and you are the winner. However, you can also run past. A diver will be encountered in a flooded area. You will meet another one later, on the way to the mini-submarine. Once you get to it, sit down and return to the main enemy base. Go out onto the bridge where the flamethrower stood and go inside another complex. Climb the stairs to the very top and board the helicopter. If you saved the doctor's daughter in the previous mission, you will receive a special ability enhancement canister.

You find yourself near a nuclear center captured by the enemy. Immediately kill the soldier on the tower with a sniper, otherwise he will finish you off! There is a gate right in front of you, but it is locked. Therefore, go around the fence of the center for now and quietly kill the dogs with a silent pistol. When you see a small building standing a little further from the fence, go in. Kill the three soldiers inside using a gas bomb or cunning combat tactics. Take the center gate key and money. Climb to the second floor and you can follow the board straight to the center, passing the fence underneath you. From above, quickly kill several soldiers and, if possible, two robots. There is nothing interesting in the three houses, except for a small supply of ammunition and a repair robot. You need a shed semi-fenced with metal mesh. Blow up or break open the door and go down the stairs to the very bottom. Open the door using 8456, repeat the procedure several times. They won't let you into Missile Silo yet; you'll have to go into the passage nearby. Destroy the laser fields and then the commandos nearby. Go up to the second floor and get ready to kill or stun three people in black. After neutralizing them, press the Abort Launch button, and then hack the computer to “redirect the missile.” Now go to Missile Silo. In front of you there will be a dark corridor, on the other side of which several commandos and men in black will appear at once. You can fire a couple of explosive cartridges or rockets at them, or you can simply lift the cover of the floor hatch, which is located at the very beginning of the tunnel. In any case, take the elevator and go to the fourth floor to recharge your bioenergy. Now go to the second floor and quickly kill the man on the crane before he has time to throw a grenade. Go to the sixth floor and go up the stairs. The helicopter will pick you up for your next mission.

Mission thirteen: The winner takes ALL!

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

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

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

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

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

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

So, go to the reactor. Pass the two huge tanks on the sides and climb the stairs to the lone mechanic. He will tell you the code for Aquinas Hub (1038). Exit the reactor and try to avoid the two aliens. Open the door to Aquinas and get treated by the medical robot. Go down the stairs and from here you will see two paths. Straight down along the iron bridges, plus to the left, up the steps. To your left. Kill the commando in the corridor and in the next room (Aquinas Control) restore the robot's bioenergy. You can hack the computer next to the door to find ammo. Take the elevator to the third floor and walk across the bridge to the supercomputer. After talking with him, go down the elevator to the second floor. Next, there will be a shootout between two commandos and two robots friendly to you. If you want, then help your own. Next, go out along the corridor to the bridges leading down. Kill both aliens and go down to the very bottom to take the map of the fourth Bunker, which is located near the body next to the radioactive greenish barrels. Find the entrance to the red-lit corridor and go down the stairs. When you see the door with the computer, get ready to meet a soldier. Enter 4225 into the computer to find a rocket and three boxes of TNT. Do you see a huge spider robot walking on the ground below? Throw a box of explosives at him from above. If they hit him, he's dead. Get down to the ground and go to the locked gate. There will be a door with a computer on the side; if you break it, you will get ammo. The gate will open on its own, allowing access to the hall with the body.

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

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

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

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

Getting Started Deus Ex Human Revolution, it wouldn’t hurt to first master its mechanics: there is a special “Training” section for this. This is where it is recommended for beginners to look. Such a waste of time at the initial stage will bring its bonuses and dividends in the future when completing quests.
After watching the introductory video, talk to Megan and then go straight to the boss. On the way, don’t forget to carefully examine the laboratory and also meet new heroes. Your conversation with your boss will be interrupted by an alarm caused by technical failures. Take the service elevator (look on the left) to the scene of the incident. To do this, you need to enter code 0451 and then, upon entering the elevator, press the button directly on the panel of this very elevator. A weapon should appear in your hands, however, you won’t be able to use it right now - everything around is calm. Move along the corridors, bend down and walk under the glass partition. Next you will see a scene of the execution of laboratory employees, but you will pass by and turn left into the room. Look around, find the boxes against the wall and remove them. Open the hatch grate and move straight into it (you will have to jump to do this). Now you find yourself on the other side, exactly where the employees were destroyed. Move along the corridor - there is a door at the end. Go through this door (don't forget to close it later!). Now you will see two opponents walking down the stairs. Your task is to get through without being noticed. There are several ways to do this, you just need to catch the right moment. Sit down and in this position move around the shelters. At some point, they will start looking for something in the tables together. When the one closest to the stairs begins to leave, and the second one moves to where the first one was standing, you can quickly rush to the stairs and be sure that you have not been noticed. Next, go upstairs and move along the corridor. Watch your opponents through the glass. When they start moving, you will have the opportunity to get into the room - to do this, press yourself against the wall and open the door. It is easier to reach the door located on the other side of the room by going to the right. Finally, use the central drawer - this way you will remain unnoticed. And here is the last hall - there are four enemies here. Everything is simple here: go down the stairs and use the cover under it. Watch the video. You were killed, then, so to speak, resurrected by introducing implants. Six months later you're back in business.

Detroit. M1 - Back in the saddle

Go to the second floor - there is a technical laboratory where you will meet with Pritchard in order to repair the retinal display. Select “Ignore” in the conversation thread. Then your path lies to the helipad to boss Sharif. Talk to Farida (choose answer on the left). During the flight, you will have to communicate with Sharif and choose the answer - a non-lethal weapon for close combat.

M1 - Clearing Sharif's factory

So you have arrived at the place. Now enter the building. At the end of the corridor you will come across a policeman on your way. Chat with him and get out. To your left there is a staircase that leads down. Stealthily sneak up to the first enemy and stun him. If you want, you can search him. Just don’t forget to hide the body after neutralization. Get ready - three more will appear ahead. Stun the terrorist who has his back to you - do this at that moment, the enemy who is patrolling right next to the marked door will begin to move away. Hide your body and move on to your next target. Deal with the remaining opponents in the same way. Enter the building and go straight until you see a door. Go into the room: there is a computer here and there is a staircase that leads up. Once at the top, jump onto the boxes. On the right you will see an enemy who is looking for something - neutralize him first, and then another patrolling nearby. There is another one nearby - deal with him too when the patroller's back is to you. Go to the other side, watch for the patroller, stun him and then deal with the enemies rummaging through the boxes. Now you have three paths - two doors and a staircase in the corner that leads directly to the ventilation shaft. Choose a ladder. Jump to the mine: to do this, place a box under you (it’s lying around here, look), sit down and simultaneously press forward + jump. Follow the tunnel and you will soon find yourself in the locker room. Don’t be too lazy to rummage through the cabinets - they may contain items useful to you. The next door is closed, it can only be opened with a password, so feel free to break it and move further into the hall where four opponents are talking. While the conversation is going on, carefully go down the stairs. Once the enemies disperse, neutralize the one closest to you. Hide the body and stun another one near the table. Now all that remains is to deal with the two who are busy on circular patrols. Deal with the outer one first, and then with the second one, which is in the center. Ahead of you is a corridor with a CCTV camera. It’s very easy to get past the camera without any problems: you just need to go under it and avoid getting caught in its rays. Hack the next door with a combination lock and move on. Ignore the enemies' conversation, turn left and you will see boxes under the stairs - they disguise the ventilation shaft. Go straight into this shaft - you will come out into another room. Stun the patrolman and get to the elevator unnoticed. Go up and immediately select praxis at the exit. With its help, you can improve your implants, since you chose stealth mode. Update the relevant branches. Around the corner on the right you will see a ventilation shaft in the wall. It will bypass all surveillance cameras and lead you straight to the right door.

M2 - Neutralization of the terrorist leader

Watch the video and get to the elevator. Go up the stairs and neutralize the two patrolmen. There is a ventilation shaft in the last room - it will take you to the first floor. From there you can easily reach the next staircase. Get up. Open the door and watch another video. Now you have a choice - try to free the charming Josie. To do this, always select the “Sympathize” branch.

M3 - Evacuation

Go to the helipad, where Malik is already waiting for you.

M4 - The end of the matter

After talking with Malik, head to Pritchard: it is necessary for him to study the Typhoon. Afterwards, go to boss Sharif - you will receive a new task and give a detailed report on what happened at the factory.

M5 - Suicide Bombing Investigation

Agree to a new task and go to the police station. Go inside and talk to Wen Haas (he's in the window). Always choose the “Forgive” branch. You will have access to the morgue. Examine the body, find and remove the neural node. Go home and connect your find to your computer.

M6 - Visit to the PROTEZ clinic

When you arrive at the clinic, you will learn that no additional injections are needed. Here you can buy items to increase your energy and the very important Praxis resource.

M7 - Disable transmission

Go to the slums. There you need to break the antenna that transmits signals. You can get into these slums in different ways. The easiest way is through the door. But there is an obstacle there - large drawers that you can only move if you have the appropriate implant. The second way is through the roof. You will get to the roof by climbing the fire escape, which is located in the alley. Then climb along the ledge to the opposite side. Run down the stairs and enter the building. Now follow the patrolman. A little further you will notice two more - they will stand and talk. Deal with them all and move on. Stay to the right, don't forget to duck. After the containers, move along the left side. Eavesdrop on your opponents' conversations. Enter the next building and eliminate the patrolman. Now you see - two opponents are sitting on the sofa in front of the TV. Wait for their conversation to end, then carefully move towards the stairs on the right. Go up and see the mines on the walls. Pick up a barrel and throw it straight along the mines. This way you can destroy everyone at once with one throw. Naturally, the enemies will become worried, so hide and wait, and then move on. Deal with your enemies and start hacking the system. Disable the antenna and wait for Farida near the helipad.

M9 - Transmission

Upon arrival in the area, enter the building straight through the door, walk a little and watch the next video.

M10 - Search for clues in Highland Park

Open the door and go outside. Now go around, sticking to the left side, while hiding behind the containers. In principle, it’s possible to do without stunning enemies here. To do this, go along the left side, move the containers and make your way to the door. Get into the building, look around - there is a ventilation shaft on the right. Continue towards the elevator. Neutralize the patrolman, just have time to do it at the moment before the guard above notices it. Hide the body and go to the elevator, bypassing the security camera. Go down the elevator, turn right and jump into the pit. Move the box and now crawl forward along the ventilation shaft. You will find yourself in another hole. Here, wait for the enemy and eliminate him. Get out of the pit (without getting caught by the robot patrolling the area) and go through the door. You will see two soldiers talking. Neutralize one of them when he, having finished the conversation, walks towards you. Then climb up the stairs. When you get to the room. Which has two doors on either side, take the left path. Eliminate the patrolman on the central bridge. Look around - there is a room on the left. There is a ventilation shaft in it near the computer. Through this shaft you will get to another room. From here, go out onto the stairs, it will lead you to the first floor. In case of urgent need, neutralize the patrolmen. Take the elevator down - there you will meet the first boss. You will need a powerful weapon to kill him. Run from column to column, trying to lure the enemy to explosive objects. At the same time, have time to dodge enemy grenades and throw your own - boss Barret is vulnerable and will not resist grenades for long. By the way, there are useful items lying around, including weapons, which need to be collected somehow. After you win, return to Malik.


M11 - Silent conspiracy

First, go to Pritchard - he will tell you something very important. After receiving the information, go to boss Sharif. In his reception room you will meet Bill Taggert. Start a dialogue, select the “Ask” and “Keep Calm” branches. When you talk to the boss, use the “Justify” branch. Afterwards, talk to the boss again, get a new task and go to Malik - you have a flight to China.

Shanghai
M1 - Hunt for a hacker

A new city appears in front of you and, therefore, a new part of the plot. Keep in mind: all additional tasks that you did not manage to complete in Detroit will now automatically expire. And it is no longer possible to go back to fulfilling them. Get to the penthouse (you won't be able to enter it), go past it further - in the corner you will see a ventilation shaft, you should go there. Walk along the shaft, turn right and walk all the way. On the right wall you will see another ventilation - follow it, at the end open the door that leads outside. Keep your head down here until the patrolmen have had enough. Afterwards, get to the elevator, go down and you will see vending machines with drinks. One of these machines closes the ventilation shaft, through which you can get to the desired computer. If opponents appear nearby, neutralize them. After breaking in, be sure to contact Malik, then return the same way. Next, your goal is the Uley nightclub. You can enter it through the main entrance. But this pleasure costs 1000 credits. Another way is the ventilation shaft in the alley on the left, which will lead you inside the club. At the club you will talk to the bartender and learn about Tonga. Afterwards, talk to the manager on the second floor (select the “Pay attention” branch). Now you can go to Tonga again and find out from him the whereabouts of Van Bruggen. On the way you will meet Malik, and this will seem very strange, ask her for information about the secrets. The quest that Malik will most likely give you is not at all necessary to complete, so feel free to move on.

M2 - Obtaining access to Tai-Yun Medical

Chat with Bryggen in one of the residential areas and go to the brothel, while trying to steal the employee's card. This is quite simple to do: get into the next room, then through the balcony you will get to the treasured room. Return to Van Brugger - he will redo all the data for you. Watch the video. Then hand over the weapon to Van Brugger and begin your escape from the area. Run to the stairs, go down one floor, turn right, enter the very first room: there will be two opponents there. Eliminate them and find the ventilation shaft - the exit. In the next room there will be a security camera and one patrolman. There is no point in disturbing them, just seize the moment and just run past. By the way, this is not difficult to do, because the amera does not move. In the very last toilet you will see a ventilation shaft. Get out through it to the other side and you will see a tunnel and two opponents. Jump past and you'll end up in the shower. Here your path will be blocked on one side by electricity, and on the other by mines. Grab the boxes and throw them along the mines. While opponents will come running to the explosions. You manage to slip into the laundry room. Here you will see two opponents - deal with them at the moment when they pass near you. After saving, lean around the corner and you will see two fighters - an ordinary one and a heavily armed one. You won't get through them, so start eliminating them. One will look at you, and the other will turn to the side at this time. Neutralize the first one and wait for the second one to unfold, then very quickly run diagonally to the nightstand. Wait a moment to turn left. At the same time, hide behind the cabinet on the right. Wait for a heavily armed enemy, stun him and finish him off. Then leave this building and go on the train - it will take you to Tai-Yun Medical.

Tai-Yun Medical
M1 - Search for evidence

Go up the stairs and break open the door. Here you will see a suffocating, half-dead employee who found himself in a closed room. Save him - to do this, break the door. Located nearby, and unscrew the valve. Afterwards, make your way into the room with the employee, scatter the boxes and crawl up to him. Talk to him and move on. In the server room you will be stopped by a guard, in the dialogue with whom you need to select “Mention Lee” - then he will let you through. Hack the console in the center and go to the room on the left. Climb the stairs and walk into the room along the first bridge. Don't forget to pick up the pocket secretary - it contains the code to open the pump room. Go back to the server room and go down one level. Carefully sneak past the two cameras and turn right. There is a ventilation shaft behind the container - it will lead you to the desired door. Use the elevator, and when you get out of it, find the utility room door on the right and break it. Turn off the power and move into the next room. Climb up along the structure on the right. Go up the stairs and you will see another elevator. Following Pritchard's advice, hide your weapon and head to the laboratory. But they don’t let you there - look for another way. For example, there is a ventilation shaft in the room on the right. Hack the doors of the room and you will get to this mine. Go along the shaft, then turn right. Eliminate the opponents - they will be across the room, exit and turn right again. The second floor is a safe zone, there should be no difficulties there. But the strict guard will certainly not allow you to pass, so turn right, go down the stairs a little lower and hack the console (make sure no one sees you doing this!). Make lasers inactive. Seize the moment when the strict guard begins to move away, catch up and neutralize him. Further ahead there will be two more, and one of them has a secret code for the door. Which you will need to open. By the way, this very door can be hacked. Now you will find yourself in a room with lasers - move first left and then right. Walk past the boxes and get into the elevator, just be careful not to be detected by the camera.


M2 - Entrance to the dragon's lair

Watch the next video, then go through the door that you will find to the left of the elevator. Now pay attention - ahead is a corridor patrolled by a heavily armed soldier. Go around it to the right, and you will see another one, frozen in one place. So eliminate him. Hide your body and move forward. Move along the corridor straight to the desired room. And there is a surveillance camera here, so be careful. Get into the computer and find out the code for the door. By the way, it is best to turn off the camera completely during this time. Then use the elevator to get to Zhao. Watch the next video. After the guards appear, try to hide. Go down the right stairs. You will see a ventilation shaft in the corner that leads to the first floor. Keep in mind that it will be more difficult to get out of it undetected, so first just open the shaft door to lure the guards. And after they calm down, you can get out and gradually reach the exit. Take the elevator down to the hangar, where you must eliminate two robots. There are two ways to neutralize them: either using EMP grenades, or by hacking computers that are nearby. When you're done with the robots, open the gate (the button on the tower) and load into the rescue helicopter.

Montreal
M1 - Meeting with Elisa Kassan

Land at the helipad, enter the building and move to room number 404. The doors will be blocked, so you will have to go around. Chat with Eliza and realize that you have fallen into a trap. Leave the room and turn right. In the next room there is a ventilation shaft. Walk straight along it and eavesdrop on the enemies' conversation. Get out of the mine and turn left. Moving between the tables, go down to the stairs. Turn left again and walk along the corridor. There is a camera here, so quickly hide behind the sofas before the enemies notice you. And from there you will go to the elevator. Move along the corridor. Two people will come towards you. Enter the room on the left, from there - to the second floor, here eliminate all the patrolmen (one at a time). Go down the back side and make your way to the desired door. On the way you will come across a heavily armed soldier - it is advisable to neutralize him. Then go down the stairs and move towards the funicular. Here, too, immediately eliminate two of them - their backs will be turned to you. You are unlikely to be able to approach the cable car directly, so move the vending machine and through the ventilation shaft hidden behind it, you will find yourself in the room with the cable car. Climb the stairs, lure enemies and eliminate them. Then get to the special button that calls the cable car. But don't press it. Place containers next to the door for shelter. The funicular will arrive only after some time, and opponents will most likely be wandering around you. Your task is to wait for the funicular at all costs and go down on it. After exiting the funicular, turn right and carefully sneak under the security camera. Hide behind the sofas and wait for the guards to appear. After the guards talk, one of them will go somewhere. So you follow him. This way you can quickly and safely bypass the lasers that the guard turns off. Finally, stun the enemy and hide him. Turn right and, noticing another guard, open the first door. Afterwards, when the guard moves away a little, go out of the other door. Stun him and also hide the body. Then follow the long corridor, at the very end there is a camera. In front of her, go into the room - look at the access code on the computer here. And around the corner there will be another room - an ammunition storage room.
Open the next door, wait for the enemy to move away, and turn right. Go forward, go down the stairs and hide behind the column. Take a moment and quietly sneak to the door. Then go down the stairs again, there you will see a heavily armed soldier. Walk past him when his back is turned. On the left you will see a door to a room, go through it and you will find yourself on the other side. Turn right, there you will see a room with patrolmen. Here, try to move carefully - roll from one obstacle to the next, and do not forget to watch the camera. Further down the corridor there will be another chamber - go under it, then move along the ventilation shaft. Look into the room on the left, pick up a machine gun with ammunition and go to battle with the second boss - the leader of the mercenaries.
By the way, this leader is probably the most worthy and powerful opponent in this game. She has a very powerful weapon, and in addition, she can become invisible.

How to defeat her? If you have the “EMP Protection” implant installed, you can easily run around in the largest circle while she attacks you, and try your best to cause her mines to explode using special devices located on the wall. This will cause the spread of electricity, because the floor below is covered with water. Seize the moment and take advantage of the leader’s slowdown - attack very quickly with everything you can. There is another option. Run around the second (smaller) circle and at the same time try to attack as accurately as possible, while dodging her attacks. You can get additional ammunition from the lockers on the walls of the large circle. When the leader becomes invisible (which means she is recharging), be prepared that she may attack so suddenly that your assistant Eliza will not have time to warn you about it. You can see the location of the invisible person using the ability to look through walls. As a result, having defeated this boss, be sure to examine her body and the hall for useful items, then leave the building and move to the rescue helicopter.

Detroit
M1 - Conversation with Sharif

Go to your apartment, where you will have a conversation with Sharif.

M2 - Find IsaiahSandoval

Get your VIP pass and then head to the convention center. Brazenly enter there and start a dialogue with Taggart - select the “Conflict” branch. Persuade him to tell him where Sandoval is now, and move him backstage. Chat with Taggart again, head to Grand River Road. You can get into the apartment using the fire escape. You will notice two people on the landing, just wait until they leave and then enter the desired apartment. Zeke Sanders will be in the second room. Open the door and deal with him immediately. Scatter the boxes and go to the bathroom, where you also need to scatter the boxes and activate the shield on the wall. You will see that a secret bunker has opened, in which Sandoval is most likely hiding. Go down the stairs a little and jump on the barrels, walk along the structure and turn left. Jump down. Walk forward and go down the stairs again. After descending, go forward a little and hide behind the box on the left. Wait until the patrolman leaves and make your way into the passage - you will see him in the wall on the left. The next guard will need to be neutralized - do this when he is between the lasers. Hide the corpse and walk very slowly near the single mine. Now you will meet Sandovall. In a conversation with him, select the “Cruel Mercy” branch. Get out, get to the roof of your house - and Malik is already waiting for you there.


Detroit
M1 - Old debts

Pritchard is out of the office and asked to see Sharif. Watch the video and return to the landing pad. You need to go back to Hengshu to find Vasily Shevchenko's transmitter. And even better - himself.

M2 - Find Vasily's transmitterShevchenko

After you crash - the helicopter is shot down - take advantage of Malik's distraction and move the hiccup transmitter. Turn right, jump down and sneak through the building before your opponents see you. You will have time to reach the elevator before the helicopter explodes. Once you find yourself in Lower Hensch, start your search. On the way, you will receive a recommendation from Pritchard - he will say that you need to visit the PROTEZ clinic - get a new biochip there. But there is an enemy near this clinic, he needs to be eliminated in order to move on. Go down the subway and get to an area called Yuzhao. Go out into the alley, there you will see a sewer hatch - go down into it. Walk on the right side - it's safer. First, deal with the patrolman, then with the enemy sitting on the chair. Throw the corpses into the water. Now move on - behind the boxes. To avoid being noticed by two more opponents sitting on the sofa, move in rolls, sneak behind the sofa, and then behind the rusty cars. This way you get to the door. Remove the boxes and enter the door you need.

M3 - Hide and Seek

Talk to Tong and go to the Belltower port. Having come to the surface, go further than the main gate, remove the box and enter the territory. Walk forward a little, wait quietly, allowing the robot to pass, and go down the stairs. Wait here for the patrolman and eliminate him. Don't forget to hide the body. Now go up the stairs and move forward, hiding behind the trucks - you cannot be noticed by the sniper who is above. You'll soon see a surveillance camera and a patrolman. Neutralize this patrolman - by the way, he has a pocket secretary, which contains the code for the door located next to the cell. Go to the right room and also neutralize the sleeping guard. Next, break open the locker door and take out the package from there. Go back to the door near the cell. Open it with the received code. Go to the warehouse. Turn right and walk all the way. Wait until the guards stop talking and continue on. You'll find yourself on the other side. Now go up to the second floor, then along the metal stairs to the very top - you will see a passage in the ceiling. Jump through this passage into the room, install explosives and watch the next video.

Singapore
M1 - Rescue of Megan and her group

Get out of the capsule in which you have been stuck for several days, exit the building through the door that is located near the red gate. Turn right and hide behind the barrels. Listen to the conversation of the patrolmen. One of the patrolmen will approach you. Eliminate him and hide his body. You will see a passage ahead. Remove the container from the road and get into the building through the window. Neutralize all enemies here. Hack the central computer (it is located in the last room), thus completing the additional task. Now it has become much easier for you to navigate. Leave here through the double doors and turn right. Go around the terrace, wait for the patrolman and eliminate him. Hide the body and enter the building on the right. After going through the sterilization procedure, you will find yourself in the central hall. Look - to the right of the camera there is a ventilation shaft, quietly follow the enemy and get there. Exit the shaft on the other side and go up the stairs. Next, turn right and walk along the long corridor, while removing the guards one by one. Soon you will find yourself at the door of a room in which one of the employees is being held hostage. Break this door while the camera doesn't see it. Chat with Nia Colvin and go save the rest of the group. Get to the scientist who is on the third floor in another laboratory. Go up the stairs in the central hall, turn left, be careful not to be seen by the patrolman. Enter the right door and walk along the corridor. Get through the lasers with the help of the guard scurrying around. Talk to Ertk Koss and leave the laboratory, take the elevator down - it is in the next room. Now turn right, at the next turn turn right again. Guards will appear here, seize the moment, quietly make your way past and go up the stairs on the right. Next, go through the central door, turn left and hack the terminal - this will turn off the lasers. Taking the elevator down, you will get to Declan Faherty, the next scientist. Chat with him and return to the elevator. Now you need to save the main person - Megan herself. Faherty gave you a virus, this virus needs to be downloaded to the central computer, which is located outside of this complex. This virus will deprive Belltower of its ability to monitor scientists. Leave the building the same way you entered it. Be careful - there will be an enemy with a turret on the right and a guard scurrying back and forth. Hug the wall and throw a smoke grenade or EMP at everyone at once when they get together. Move on. A robot and two cameras are waiting for you ahead. It won't be difficult to get around them. Load the virus in the room with the central computer into a special disk reader (it’s next to the computer). Chat with Pritchard, then wait for the patrol to disappear and go to the elevator through the gate (it is open). Watch the video and start the battle with the next boss - John Ramira. After watching the video, immediately throw a grenade at him and hit him from the very powerful weapons that you have. Your implants don't function, so you won't be able to use Typhoon, etc. But on each side of the glass there are places where you can press yourself and successfully fight off the enemy. If he wants to smoke us out and throws grenades, run very quickly to the cover on the other side. Know that this John is especially vulnerable the moment he jumps through the glass. Take advantage of this and attack him, eventually destroying him completely. Finally, you got to Megan. Watch another video and go into the hangar - you need to open the roof and get ready for evacuation. Watch through the glass as the employees are rescued and quickly run to Leo's shuttle. Simply stun the enemies you come across along the way with blows.

Panchaea
M1 - Termination of transmission

Get instructions from Pritchard and head to the tower, guided by a special beacon on the screen. Jump down and walk a little - you will come across electrified water. Now jump onto the pipe on the right side and move along it. Remove the container and now jump onto the pipe on the left. Then, after passing the corner, shoot at the boxes and climb into the ventilation shaft. You can notice the mine inside - it is simply destroyed with one shot. Once in the room, turn off the electricity and exit through the door. Next, turn right and follow the corridor. Turn right again and go up the stairs. Believe it or not, the hardest part is over, now all that’s left is to get to the elevator. Walk along the corridors straight to the center of the tower. In your conversation with Hugh Darrow, select the “Criticize” branch. Thus, you will receive access codes, now you can return back to the elevator. Here you will have to break through a whole crowd of distraught employees. Remember: they move quickly and do quite a lot of damage even one at a time, and keep in mind that they cannot jump over even the simplest obstacles. On the way to the final battle, you can talk to Sharif barricaded in the machine room and Taggart in the server room. Their location is not shown on the mini-map, so you’ll have to look (the inscriptions on the walls indicating the direction will help a little).
Having made our way through the crowds of maddened people, we take the freight elevator down to the very bottom. The last boss will be Zhao Yunzhu, she will be relatively easy to deal with. First you will need to kill three clones, after activating the buttons next to them. Machine guns will move in a circle from above (carefully shoot them). Having killed the clones and shot the zombies who came running, we take on Zhao Yunzhu herself (I managed to kill her with a plasma rifle). Having finished with the boss, we pass along the corridor into a small room where you have to make the final choice.

They say that when you lose a significant part of your own body, the hardest thing is to simply remain human. Our hero will have to solve a moral dilemma fourteen times - to help or to pass by? Or maybe he agrees, but prefers the benefit for himself?

In Deus Ex: Human Revolution there is no overloaded quest log, random passers-by do not offer to take unknown things to unknown places, and in general it is not proper for the head of the security service to play philanthropist.

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

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

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


In Dr. Kavanagh’s office (yes, there’s a lot there!) We will hear one of the “patients” begging for an end to her suffering. In the same room there is a first aid kit containing a lethal dose of morphine.

DETROIT
First time for the first time... hole


Before we have time to return home after the mess with the “cleanliness fighters,” the first sufferers will appear right at the Sharif Industries office. A colleague gets involved in illegal dealings, and Cassandra Reed begs to find out what happened to her daughter Megan “that day six months ago” when the laboratory was attacked by mercenaries. An undercover policewoman hangs out in the Slums area, eager to expose a corrupt cop, and two more mini-quests depend on exactly how Adam spent his time at a factory in Milwaukee.

LESSER EVIL (CALLING ADAM JENSEN)


At the end of the first day of work, Adam will be asked in a stern voice to look into his office. Waiting for him there is Tim Carella, a scientist who has gotten into big trouble. He secretly “borrowed” Neuropozyne from the company’s warehouse, repented, but his partner is now threatening the poor fellow with incriminating evidence if he leaves the game. Goal: steal video recordings. Reward: Laser targeting system.

THIS IS INTERESTING: You can find out about the mysterious Neuropozine thief even before leaving for the factory. Read the mail in your office - one of the employees will express his suspicions and ask to investigate. Not noted in the quest logs, the detective walk will take you through the offices of several employees. You will find another trace of the thief in the ventilation shaft of the Sharif headquarters. But it’s better to start ransacking other people’s rooms after the mission in Milwaukee - if you don’t rush to the helicopter, the hostages will be dead before the operation begins. In addition, it is impossible to complete the quest before departure.


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

Inside, nothing but trouble awaits us: after reading the mail, a big guy with a shotgun will come to visit. Having pacified him, look into the gateway where Brian Tindall, the culprit of all the troubles, hangs out.

If you are in a hurry, knock out the insolent person and take away the incriminating evidence (use tranquilizers or shock discreetly, otherwise the punks standing nearby will open fire). If you have a social corrector, you can convince him by selecting the “alpha” option. Otherwise, neutralize the two armed gangsters living near the basketball court (take the "reflex booster" to knock them out with one blow, or climb higher and shoot them with a tranquilizer rifle).

MATERNAL CARE


At the front entrance to Sharif Industries we will be intercepted by a concerned Cassandra Reed. Since her only daughter disappeared after a mercenary attack on the corporation's headquarters, the lady cannot calm down, complaining that there are inconsistencies in Megan's case. She wants to get to the bottom of the truth.

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

Wagner hangs out in the police station reception area. A social corrector will help in a conversation if you apply pressure (“omega”) in time. In case of failure, we go to the third floor (it is important to win a conversational duel with Haas so that we are allowed inside the station, otherwise - only hide and seek and ventilation), hack the computer in Chet's office and go to the impudent man with incriminating evidence - he will not get away.

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

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

CLOAK AND DAGGER


While walking in the Slums area, you will meet a former colleague, detective Jenny Alexander (if you take too long walking around the city, Pritchard will inform you about her through the infolink). The girl seeks to expose the corrupt cop Jack O'Malley. The scoundrel is suspected of corruption, trading with local gangs, but someone from above is covering for him, and Jenny's department cannot prove anything.

The skimpily dressed detective will immediately load Jensen with assignments: to find a cache of weapons on the territory of a gang of “boys” in the Slums; search the cop's apartment: meet O'Malley under the guise of an assassin.

The cache is easy to find by going through the sewers. We approach the “guys” checkpoint, hiding in the pipe, behind boxes and concrete blocks, we make our way to the hatch leading to the drains. If we don’t turn on camouflage, we will be noticed the moment we open the hatch, but the optional condition (to remain unnoticed) will still be met - the bandits on the street will be alarmed, but will not become hostile.

Inside you have to fight your way through four enemies - these will not stand on ceremony and at the first opportunity they will add lead to the body of our already metal hero. One can be knocked out in close combat, the rest can be stuffed with tranquilizers or sneak past using disguise. Having climbed out through the hatch to the surface, we will see an opening near the barrels, and behind it is the treasured hiding place.

If you have a social corrector, when meeting with a police officer you can get 1000 credits in advance by choosing “alpha” in the conversation. O'Malley will order you to pick up a weapon (crossbow) in the service room next to the Chiron Building, and shoot Double-T, the gang leader, with it. Jenny asks to leave the victim alive, so use a tranquilizer rifle.

The last goal is the apartment of the “werewolf in uniform.” It is in the same place as Tindall’s home, a participant in the “Lesser Evil” quest. Having cracked the first level lock, we will find ourselves in the living room, where there is no evidence, but there is a pocket secretary with a code for the bedroom (1029), protected by a level 4 terminal. There are several fragmentation mines inside - crouch down and press Caps Lock to slowly crawl towards the charges and neutralize them. All that remains is to inspect the cargo with weapons, pick up the drugs to the left of the bed and search the computer.

NOTE: when completing Jenny's quest, you will have a choice - give the crossbow or keep it for yourself. In the first case, we will receive 1000 credits and a modification to increase the store capacity, otherwise - only money.


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

QUID PRO QUO


If you saved Josie and the other hostages during the riot at the factory in Milwaukee, upon your return, look into your office and read a letter from Greg Thorpe, who wants to personally thank Adam for the rescue.

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


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

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


HENSHA
Problem solver is a profession in demand


After a walk to Highland Park and a meeting with the first “boss,” fate will throw Adam into Hansha, a multi-tiered anthill where a variety of segments of the population hang out. But no matter where we are, the skills of the “tin cans” are always in demand. So, a representative of one ancient profession is looking for a representative of the second - a hired killer. A bartender from a prestigious establishment needs a “tax collector,” and our friend Malik wants justice to prevail. Who to help first?

ROTTEN BUSINESS


At the Honghua Hotel (Kuaigan District), which looks more like a brothel, go up to the fourth floor - you will hear Mei Suen quarrel with the manager Edgar. After talking with the lady, we learn that they are trying to get her and other girls hooked on implants to please clients with “special” desires. One of the hotel workers, a girl named Ning, disappeared without a trace, and Mei suspected something was wrong.

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

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

Now you should go to the Yuzhao region, get into a private apartment and neutralize Daimon Chan, who has become a headache for the girls from Honghua. May asks to set up an accident, and if we wish, we can clarify whether there is a way to do without casualties. Miss Suen will hand over a bag of drugs to frame the villain.

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

BARTENDER


After you visit The Hive for the first time, you then proceed to the front exit of the club. Adam will be called by a bouncer, offering to visit a real bartender for a well-paid job. Bobby Bao will tell a moving story about how their gang helped the poor girl Jaya with the installation of a social implant, and she “threw them over” by refusing to pay. Task: shake out every last penny from the scoundrel.

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

The girl hid in the Hansch Gardens hotel, where we were looking for the hacker "Melnik" (Belltower, by the way, has not gone anywhere and continues to guard the building). The mission has several endings: with a social corrector (“alpha”) or brute force, take the chip from Jaya and take it to the “Hive” - the bartender will be dissatisfied (where, you know, is the money?) and will not give a reward: use the same corrector to persuade her to pay - the bartender will approve and give us praxis; leave the lady alone and persuade Bobby Bao to write off Jaya's debt - we pay 5,000 credits and get praxis. The last option promises more experience than the others, but if you beg for money and then pay off the bartender, the XP bonus will be 200 points less.

NOTE: After the mission, you can quietly knock out the bartender (so that his body does not fall within the viewing radius of surveillance cameras) and take back the money you spent (or praxis). The collectors in the “Hive” will become neutral for a while (white marks on the map) - sit for a couple of minutes at the bar counter.


SHANGHAI JUSTICE


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

After we take the police report from capsule 009 on the second floor of the hotel, we should go to the Prosthetic clinic and pick up the autopsy report from the mysterious Mr. X. It is not necessary to say a code phrase when meeting - a Chinese man in a funny cap will make an appointment for any outcome not far from the establishment. There is also no need to pay a health worker a thousand - our paths with him will not cross in the future.

NOTE: If you refuse the task, there will be no opportunity to talk to Malik again. To reactivate the task, you should “touch” (without target indicators) find the report in capsule 009 and meet with Mr. X at the clinic.


The next stage of the mission is to infiltrate the apartment of Lee Gon, a murder suspect. The hero of the occasion is not there - all that remains is to search the home for evidence. Notice the answering machine next to the bed, the broken antique clock on the closet, the baseball bat by the entrance, and don't forget to rummage through the computer. After studying the evidence, there will no longer be any doubt about the guy’s involvement in the murder.

Lee is chilling in the Hive, on the second floor of the club. We should crush him with facts so that he will confess. It is difficult to fail a conversation, because two out of three options in the dialogue are always correct. Just don’t use these options: “inaccurate”, “drunkard”, “fists”, “break”, “police”.

After Lee Gon's sincere confession, all that remains is to add the final touch - to hack the command panel on the same floor. Do not use automatic master keys - the guards will instantly become alarmed and open fire. The only guard is not looking in your direction, so hacking the third level terminal will not require tricks. We go outside - and the job is done.

DETROIT
Second time - in the same hole!


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

OLD ACQUAINTANCES


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

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

Having knocked out the enemy, start a conversation with the detective - he tells you to find a first aid kit with morphine. Radford will lead Adam to a new lead, and finally ask lethal dose painkiller to ease your suffering. If you are armed with a social corrector, talk the old man out of suicide by taking the “alpha” or “omega” position (both options work, but the detective will only survive if he chooses “alpha”).

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

THIS IS INTERESTING: The IDENTITY of who is behind the attack on Radford and who has an interest in Adam's past is not specified, but it can be assumed that it is none other than Hugh Darrow. On the body of one of the attackers there is a pocket secretary, where the schedule of the routes of movement of a certain Mr. Gray is indicated. Destinations include Singapore (possibly Darrow's Omega Ranch) and Prague (during our first stay in Hensha, we will hear an interview with Elisa about Darrow's meeting with the UN delegation).


We go to the residential area (behind the gas station, entrance through the fire escape on the roof), where Miss Walters has settled, to find out the answers to many questions. When we give the photographs to the elderly woman, she will tell you about the mysterious past of baby Adam. With a social corrector (“beta”), the conversation will last a little longer. It doesn’t matter whether you take the money or not; this decision will no longer affect the plot.

UNDERMINATION OF FOUNDATIONS


After a verbal altercation with Taggart in the convention center, you will meet a former colleague, Officer Nicholas. The cop is alarmed, and for good reason - an informant says that veteran repeat offender Jacob White has obtained explosives and is planning “something big.”

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

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

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

HENSHA
How to earn money with muscles and intelligence


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

CORPORATE WARS (EXTRA CAUTION)


When you finally reach the Yuzhao region after a forced emergency helicopter landing, millionaire Hugh Darrow gets in touch asking for help. The “father” of implant technology is a man of few words - if you please, look at your assistant, she will tell you everything.

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

Five gentlemen with submachine guns are waiting for Adam (or rather, the one who was supposed to come instead) in the Daigong area, not far from the Alice Garden capsule hotel. Menyao asks to take the terrorists alive, so we use our fists or a tranquilizer rifle (going up a level).

Don't rush to give the girl the chip. If you have a social corrector, ask her about the data on the electronic device. Select the “beta” option - Menyao will talk about a secret project being developed on Panchaea. For the quest we receive 1000 credits, and after that Hugh himself will contact us to thank us.

TALION A.D.


When you look into the Prosthetic clinic, you will notice an alarmed Dr. Vin there. He will tell the thrilling story of a Belltower operative named Michael Zelazny. He deserted from the corporation and is robinhood - taking the lives of bad guys and sparing the respectable ones. True, he determines the criteria of integrity himself. In the old days, Wing Hui personally turned Michael into a murder weapon, installing a bunch of the most modern implants for the fighter, and now asks Adam to make him come to his senses.

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

THIS IS IMPORTANT: after reading the entry, the next target marker will not appear on the map. This is not a bug, it’s just that the deserter’s exact location is unknown and you have to look for him yourself. A comrade with a literary name hid in the Daigong area; You will find the sewer hatch where you neutralized the terrorists in the “Corporate Wars” quest.


Having gone down to the drains, go to the green marks on the map - this is Michael and the three fighters loyal to him. Zelazny is a pronounced “alpha”, but in a conversation with him the social corrector is powerless. You won't be able to convince the saboteur to surrender - you can either approve his actions at the end of the conversation, or engage his squad in battle. No matter what you do, the amount of experience is the same (not counting the bonuses for winning the battle).

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

Dr. Vin will give you a Praxis kit regardless of the result - even if you lie that you haven't seen Zelazny at all.

HEY ZHEN ZHU
Hey there, on the ship!


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

ACCEPTABLE LOSSES


After you take your equipment out of storage and head to the bow hold, the ship will shake from an unexpected blow, and the game will offer to understand the reasons for the shock.

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

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

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

RIFLEMAN BANK
Rocket launcher on the Great Tower


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

SCABBER HUNT FOR QUINN (HELP FROM ITS)


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

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


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

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

There are two types of spurs, Blondie. Some enter through the door... And others through the window.

Film "The Good, the Bad and the Ugly"

The workday is long over, but the headquarters of Sharif Industries is bustling with life. Tomorrow morning, the staff will travel to Washington and speak before the UN commission, where Dr. Megan Reed will present her new invention to the public. Megan is terribly nervous and for some reason is sure that the performance will turn out to be a disgrace. Her colleagues are also nervous - everyone, from interns to professors, is bustling around in the laboratories and double-checking calculations. Even David Sharif himself is heartbroken, despite the fact that he is all in anticipation of the triumph of his company.

Adam Jensen, head of security at Sharif Industries, is also nervous. But, unlike everyone else, he doesn’t show it - after all, at least someone in this bedlam must keep his face like a brick. Adam checked the security posts, personally discussed the plan for tomorrow's event with the Washington police... All that was left was to look at the chief and report. After all, what could go wrong?

Long live the revolution!

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

Meg offers to take Adam to Sharif - she doesn't care about the route. As soon as we approach the girl, Adam will go on a scripted journey to the boss.

All the way, Dr. Reed will behave very strangely - constantly asking Adam for forgiveness for unknown reasons, gathering his courage to say “something important,” but immediately taking back his words, and at every opportunity avoiding talking about his opening. Jensen will blame everything on the girl’s nervous state and will not go into questioning. Megan will go to her friend's laboratory, and Adam will go to Sharif's penthouse.

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

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

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

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

THIS IS IMPORTANT: If you're going to get the "Pacifist" achievement, which is awarded for beating the game without killing a single person, keep in mind that the countdown has already begun. You can’t even kill the scum who are destroying Sharif Industries - you can only go around them in a wide arc, hiding behind the equipment. There are rumors that this is a bug that will be fixed in subsequent patches.

Jensen will rush forward without looking back... And will fly straight at the mercenary commander - a hefty fellow, wearing prosthetics from his heels to his ears. Adam will immediately break through the impact-resistant glass, demolish several tables with valuable equipment... And just to be sure, they will put a revolver bullet into the semi-insensible body. The last thing Jensen sees before losing consciousness from pain is how a soldier sends Megan Reed to the floor with a blow from his prosthetic arm...

Back in action

So what kind of “black helicopter” is this? The identification marks are in place, the flashing lights are blinking properly... It’s not even far-fetched as a conspiracy theory.

Six months have passed since the attack on Sharif Industries. David Sharif's scientists did an amazing job, literally pulling Adam from the other world. True, not much has been preserved from Jensen’s former body - from now on the main character consists almost entirely of biomechanics.

The head of security is pulled out of sick leave due to an alarm. David Sharif asks us to proceed to the helipad as quickly as possible, claiming that the lives of dozens of people are at stake. But we cannot immediately carry out the boss’s order - the retinal implants are acting up ungodly, everything is flickering before our eyes. We need to visit our great hacker, Pritchard.

THIS IS A CHOICE: when Sharif says that people's lives are at stake, this is not just heightening the drama. The matter is urgent, so if you don’t want to fail half the task in absentia, Not stay at headquarters - run to Pritchard, and then to the landing pad.

Frank's office is on the second floor, to the right of the stairs along the corridor. The hacker will fix our implants and won't stop grumbling. He blames Jensen for the success of the attack on Sharif Industries. You can have a little fight with your “colleague” on this topic, but it will be faster to simply ignore the provocation. We go to the helipad, where the pilot, Farida Malik, is already waiting for Adam.

Sharif under siege

Just like in the old action comedies. A security guard will go into the back room and Jensen will come out.

The helicopter goes to one of the Sharif Industries factories, and on the way David Sharif will briefly outline the situation to Adam. The implant factory was attacked by the anti-implant Clean Movement, led by one Zeke Sanders. The special forces have already cordoned off the building and are ready to arrange a bloodbath for the rebels, but in one of the workshops of the factory there is still a military implant of the highest secrecy - the Typhoon system, to which the police cannot be allowed in any way. Jensen's task is to get into the building, steal the Typhoon and deal with Zeke. If possible, it would also be nice to save the hostages, but, in principle, it is not necessary. Sharif will ask us which weapon we prefer - lethal or non-lethal, for close or ranged combat.

Farida will drop us off on the roof of the building next to the factory. We go into the utility room, talk to the special forces, and ask about the situation at the factory. However, they won’t tell us anything valuable - the soldiers know no more about the situation than we do, and they didn’t poke their noses inside. We leave the utility room on the other side of the roof, go down... Well, that's it, we are in enemy territory.

Just around the corner there is a lone sentry on duty, with his back to us. Feel free to hit him on the head. After that, under the cover of air conditioners, we walk along the alley to the courtyard and study the situation. If there is firearms, as well as the desire to pass through with gunfire and noise, then you have a direct path through the yard. Three sleepy guards are not serious; dealing with them is as easy as shelling pears.

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

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

Three guards are chatting outside the locker room and will soon go to different rooms. There will be only one left in the corridor - let's knock him and calmly go to the gateway to the internal laboratories. We break the lock on the door, go through “disinfection” and find ourselves on the balcony of the first laboratory.

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

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

THIS IS THE CONSEQUENCES: if Adam did not show proper diligence and spent too much time walking around the Sharif Industries building, then there is no need to do any of the above. The bomb exploded before we arrived at the factory, and the hostages were already dead.

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

We continue our way to the assembly shop where the Typhoon lies. In the next corridor there is a surveillance camera, under which a guard patrols. There is no point in starting a shootout - there are two more fighters on duty in the next room, and the camera will not fail to raise the alarm. It's better to go quietly. We pick the lock on the door at the end of the corridor - we find ourselves in an assembly shop guarded by four terrorists. We take the elevator at the far end.

We will find ourselves in a server room, the exit from which is covered by a turret. Owners of the “Turret Hacking” implant will rush like lightning through the fire-raised corridor to the security terminal, hack it and disable the turret. The rest will calmly climb into the ventilation to the right of the corridor and come out beyond the fire zone.

Having finally entered the laboratory where the Typhoon is stored, we will see that it is already occupied by an unknown hacker, and clearly with implants - which is atypical for fighters for purity. Even more unusual is the fact that upon seeing Jensen approaching, the hacker will immediately... shoot himself! Sharif will order to leave the corpse for the special forces, in case the implants are mined, and Adam, meanwhile, will pick up the Typhoon. Go ahead in search of Sanders - onto the elevator, then through the passage, then onto the stairs, until we come across the guards talking.

Needless to say, this is not the most polite way to start a conversation.

There is no point in going down the stairs to the first floor - we will go to the conference room and from there we will go down through the ventilation to the toilet. The drawer next to the toilet door offers a wonderful view of the office. Sitting there, you can either override the security from any small arms, or take a moment, slip to the left, hide behind office furniture and, under its cover, walk up to the stairs. And upstairs is the director's office, in which Sanders has locked himself, holding a gun to Josie Thorpe's head. And he claims to have no idea about any "modified" hackers on his team.

The worst thing Adam can think of is to let Zeke go with the hostage. Sanders gets into a shootout with the police and escapes, but Greg's wife is killed. A better option is to tell Zeke that we are not negotiating with terrorists. In this case, he will gather his courage for a couple of seconds before shooting Josie. This is quite enough to stun a rebel with a paralyzer or kill him with a precise shot to the head. Finally, the most peaceful way to solve the problem is to convince Sanders to leave the hostage alone and get out quickly. The boss will be very unhappy, but Zeke reluctantly admits that he is now in Jensen's debt.

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

Wolf among the sheep

At the police station, a petty bandit is being interrogated with might and main. Government services no longer dare to take on larger matters.

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

A doctor's examination will not take much time. But to get to the police station, you will have to try. The easiest way, which the game persistently encourages, is through the front entrance. The problem is that the person on duty at the station is an old and not at all good acquaintance of Jensen, Wayne Haas. He will immediately inform us that the site is closed, taped up and sealed, and he does not at all want to part with the work for our whim. Nevertheless, it is not difficult to convince him, especially with social ones. Having broken down, Haas will issue us a pass, after which Adam will only have to go down to the morgue located in the basement of the building. The security won't touch us.

If you are disgusted by communicating with this slug, then you can get into the building through the sewer. Jensen will get out right next to the morgue, in a corridor blocked by a laser alarm that can be easily hacked and disabled. If you don’t want to crawl through waste, make your way to the backyard of the site. From there, it's easy to get inside either through the roof (an air duct will take Adam to the third floor of the building) or through the locked (but hackable) fire exit. Please note that if we bypass Haas, the police will be extremely against our presence in the station - even to the point of trying to shoot Adam on the spot. You will need to make your way into the basement as quietly as possible, because the police are at the station incredibly a lot - which, in general, is not surprising.

The prosector at the morgue will decide that Adam was sent by the intelligence services, and will gladly provide access to the hacker’s body. We remove the implanted neural node from the corpse and get out of the building through the door (if we are welcome at the station) or through the sewer.

Sharif forbids Jensen to take the implant into the office - Pritchard has not yet finished testing the network and setting up the firewall. Instead, Adam is asked to run home and connect the neural node to his home computer so Frank can create a virtual network and examine the implant remotely.

Cassandra Reed, mother of Adam's deceased fiancee. He copes with his grief even better than the main character.

Adam lives in the Chiron Building, and in a very nice apartment. We connect the implant to the computer, contact Pritchard, and find out some very interesting information. The neuronode allows you to completely control the body of its owner! The “hacker” who broke the Sharif Industries network did not know anything about computers - someone else controlled his hands. And the signal controlling the neural node came from an abandoned factory in Highland Park. But it’s too early for us to get there. Pritchard discovered a hole in the company's security system - a bypass channel that transmits data to a radio tower in the slums of Detroit. Before continuing the investigation, Adam must “put out” this channel of information leakage. But the slums are home to a street gang of people who oppose implants, so there’s no point in going there openly.

THIS IS THE CONSEQUENCES: if at Sharif's factory Adam persuaded Sanders to abandon the hostage and leave on good terms, then now Zeke will contact him and make an appointment at the headquarters of Sharif Industries. At the meeting, he will give us several notebooks with passwords that will be useful in the future.

Ghosts and pawns

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

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

The rest can take an excellent sniper position on the fire escape and feed the bandits with tranquilizers (or lead). Then you can sneak through the door, behind which only three sleepy guards are waiting. But it’s better to go down into the sewer, which will lead Adam almost to the goal of the task. We’ll just have to put aside our disgust and jump into the river of sewage to get around the bandits guarding the passage we need.

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

On the first floor there are three bandits. Two are watching TV and don’t even look into the corridor, one will move away out of natural necessity - well, he’s just asking for a blow to the head. We go around the “TV viewers” ​​and climb up the construction ladder into the attic of the building. Very We slowly and carefully crawl along the corridor, removing the abundantly placed mines from the walls. There are two more enemies on the roof, but while they are talking, it is very easy to get around them and hide behind the air conditioners. We hack the control panel on the tower and turn off the transmission.

Now we go up to the roof of the building and wait until Farida comes for us. Time to head to Highland Park!

Shadow theater

If this elevator stops now, things will be bad for Jensen.

Not far from the landing site there is a friendly bandit who will gladly share the news. The factory is not so uninhabited - soldiers came here a month ago, brought in weapons and equipment, dispersed all the locals and are guarding the camp so that mother will not worry. We go into the factory building, look out the window... Yes, there are not just soldiers here, but those same ones the soldiers who destroyed Sharif Industries six months ago! Moreover, they are already packing their things and talking about how it’s time to “get lost.” Maybe we'll finally find out who's running things here.

The easiest way to get through the yard filled with guards (seven people in the yard, three more in the guardhouse) into the warehouse in which the mercenary base is located is through the roof. We go around the guard along the fence on the left side, drag the box to the scaffolding, climb onto it, wait until the guard standing on the porch finishes his cigarette, and run to the fence. It has a third level lock, code - 7984 .

Another option is through a door guarded by a smoker. The third is through the main gate, along the wall to the right across the yard. This is especially easy for those with modified legs, who can climb onto containers and cut dangerous corners.

One way or another, we will find ourselves in the main warehouse room - either on the second floor or on the first. Our goal is the elevator in the center of the first floor. The second tier is patrolled by a lone sniper, who is very easy to take out. The first floor is patrolled by four guards, plus one more in the guardrooms. It is easy to bypass the patrolmen or stun them one by one, the main thing is not to catch the eye of the cameras at the corners of the guardhouses. In the empty room on the left there is an air duct that will lead Adam straight to the elevator.

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

What is better - to deal with one robot, or with several snipers? That's another question.

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

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

Barrett will shoot us down with a machine gun, and in the intervals between bursts he will throw handfuls of fragmentation grenades. If you have a couple of EMP or flash-noise grenades left, the battle will not be the slightest difficult for you - they will stun Barrett for a time sufficient to put a machine gun magazine or a dozen pistol bullets into his head. Without grenades it will be a little more difficult - you will have to run around the hall, hiding behind columns and running away from the abundantly scattered explosives. It is important to remember that when the boss throws grenades, he does not look around at all, so at this moment you can quickly change position, go to Barrett’s rear, or calmly catch your breath while he pours fire on a long-empty shelter. If you run out of ammo, run around the back rooms, there are mountains of this stuff. But there’s no need to even think about hitting Laurence in hand-to-hand combat - you just have to approach him point-blank, and he’ll hit him so hard that it won’t seem like much.

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

Black cat in a dark room

Bill Taggart, leader of the Human Front. He feigns charm, but in reality he is a shrewd politician.

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

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

David admits that he actually opened a secret communication channel in secret from his own guards, and then conveniently forgot about it. To get him out of it, For what he did it, Adam will have to work hard, but this is no longer part of his main tasks.

Sharif demands that Jensen go to China and verify the address Barrett provided. Well, maybe you can at least take a nap in the helicopter...

Black market

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

Hensha Island is a huge human anthill that has grown in height no less than in breadth. Therefore, the Icarus implant will be very useful for Adam - it will make it easier for him to travel around the city. Having reached the “Hensha Gardens”, we will, without any surprise, find that the complex is cordoned off. On guard is the Belltower security agency, hired by the Chinese government to perform police duties.

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

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

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

Having asked the bartender where to find Tong, we will receive an offer to try our luck upstairs, in the VIP room. And indeed, only the most inattentive players will not guess that the bartender there, covered in implants and surrounded by bodyguards, is Tong. This obvious truth will reach Adam only if he uses a social implant - otherwise he will have to spend a long time persuading the cunning mafia to meet with “Mr. Tong.” If we don’t persuade you, you will need to make your way into the guarded basement, climb through the ventilation to Tong’s office and eavesdrop on the necessary information there. In any case, we find out the address where Melnik hid - the Alice Garden Hotel.

Van Bruggen will not even deny participation in the destruction of the corporation. Moreover, he will report that the customer - Thai Yung Medical, a direct competitor of Sharif - is now trying to get rid of the performer who has become unnecessary.

Corporate wars

If Adam pokes his head around the corner, he will suffer from acute heavy metal poisoning. Right to the head.

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

An employee is relaxing at the Honghua Hotel. Stealing his card will not be difficult - as long as the guard is busy with “ night butterfly"in the bathroom, the pass is lying on the table in the living room.

The hacker, still hiding in Alice Garden, will re-register the document in our name. But as soon as he finishes his work, Belltower mercenaries sent to tie up loose ends will burst into the hotel. Arry will beg for help...

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

That's right - the main entrance is tightly sealed. You'll have to run through the laundry room. The main threat on this path is not posed by rare guards (who can be bypassed, if not behind their backs, then by the nearest ventilation), but by the road through the shower, one passage in which is energized, and the second is mined. Here we already proceed from the presence of improvements: either we walk along the cables, or we jump onto the water pipes and go over the top, or we crawl along the right road, removing mine after mine.

The last machine gunner and his partner, who separate Adam from the street, can be bypassed through the hole on the right side. All that remains is to reach the Thai Yung Medical building, where a fast train will whisk Adam to the basements of the corporation.

Looking for evidence

It is not known what the designer of this alarm was guided by, but certainly not by security considerations. Getting through such a “barrier” is as easy as shelling pears.

We climb the stairs from the metro, break open the door of the first level and... we receive a call for help. The scientist calling out from behind the glass managed to damage the gas pipe. You can block it from the next room ( 4865 ). In gratitude for the rescue, the scientist will advise you to tell the guard at the entrance that we are from him. In this case, traveling through this part of the level will be practically safe. The only thing Adam will be asked to do is not to appear in front of the video cameras and security below. In addition, the guard can be bribed or bluffed by pretending to be a plumber.

To reduce the likelihood of detection by the camera, you can hack the control panel of the mobile crane ( 5720 ), move it under the open doors at the top of the complex. True, this path is suitable only for owners of the Icarus system. There is no ladder in the technical well, but the height is enough to kill oneself.

After this, all that remains is to get to the high-speed elevator, which will take Jensen to a higher level - to the implant warehouse. On the roof you can fly into a puddle under voltage - we carefully go around it and through the ventilation we make our way to the switch that turns off the electricity. After this, all that remains is to climb up the stairs along the racks of boxes. If there is a jumping improvement, we simply jump out; if not, do not hesitate to use smaller boxes.

We board the next elevator, which will take Adam to the upper floors of “TYUM”. The scientists will mistake Jensen for a guard, the guards will mistake him for a scientist, and thus, until Adam gets his weapon, everyone will treat him like family. However, they still won’t let us into the protected area - we need a pass. On the way from the elevator, one of the employees is just complaining about the loss of his. We sneak into his office, dig up his email and find out that the pass has already been found and is in the security room. Since Adam has nothing to do with security, it is better to get into the guardhouse by going around. The bypass ventilation pipe can be found in the room opposite the scientist's office.

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

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

The polite guard who let Adam in with a stolen pass would probably get hit. However, we will not know this.

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

Arry didn’t lie - there is evidence on the servers, and it’s very solid. This is security camera footage of Zhao arguing with the mercenary commander. The lady claims that kidnapping Reed's team was stupid. Sharif will immediately track them down using implanted tracking devices, and Zhao does not believe that “that precious Lizo Kassan of yours” will help cover up their tracks.

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

The way to the director's penthouse is through the elevator. The easiest way to get around the pair of guards controlling the approaches to it is through the meeting room. All that remains is to walk along the corridor and, without shining in front of the camera, open the lock ( 6906 ). We're there. The penthouse is empty and unguarded...

Zhao will go into hysterics and, while Adam will blink his eyes, will sneak into a secret hideout. The trap couldn't be more primitive. Of course, a crowd of security will immediately burst into the penthouse.

If you don’t want to send the whole horde to the next world, on the right hand, near the stairs, you can find a ventilation shaft that will lead Adam almost to the exit. All that remains is to seize the moment and sneak back into the elevator, which will take us to the helicopter hangar.

They are looking for us. Search, eagles, search. Don't forget to look into the ventilation.

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

White noise

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

Peak Network

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

We go down to the main office of Pika. Anticipating trouble, even cockroaches ran away from there. Pritchard doesn't like this situation either, and he advises Adam to quickly sort things out and get out of there. On the way to key room 404, we methodically search all the tables for useful things, and also hack into all the electrical equipment to gain experience and useful information.

Jensen's conversation with Elisa Kassan is interrupted by an alarm. A few seconds later, seven soldiers burst into the office, spreading relatively evenly throughout the room and balconies. If there is no desire to get involved in a shootout with them, you can bypass them through the ventilation - from the room opposite four hundred and four to the balcony, and then down the stairs. Let's go out into the room, which is patrolled by a couple of guards, covered by a vigilant camera, and we'll sneak along the right wall to the elevator shaft.

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

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

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

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

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

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

On the way, Pritchard contacts Adam and reports that the called cable car not only moves very slowly, but also activates an alarm signal, so guests will not fail to look for the light.

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

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

"Pika" cellars

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

A long descent in the cable car will lead Adam to a semi-warehouse with one cell. The passage to the corridor is blocked by a laser grid, the control panel of which falls into the tracking zone. And a couple is walking along the corridor, who are unlikely to be happy to meet you. If you have a camouflage system, you can safely ignore both laser protection and human guards and simply walk past them. If there is no camouflage, and you don’t want to meet with the guards, there is a thin wall to the left of the grille, in the room behind which there is a ventilation pipe running parallel to the corridor.

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

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

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

On the stairs you can run into a stun mine. It won’t seriously damage your health, but it will let the guards know that an uninvited guest is approaching. We carefully deactivate it and, if necessary, save it as a memory.

The further path is blocked by a hefty forehead in heavy armor and with a machine gun on his shoulder. You can shoot him right in the aisle, but if his carcass falls into the camera’s field of view, a bunch more guests will come running. The camera, however, is quietly turned off from the next room; you just need to tumble through the passage unnoticed. If you don’t want to contact anyone, you can break the wall opposite the passage. The ventilation shaft located there allows you to shorten three quarters of the path to the exit. If the situation allows, the door blocking the exit can simply be broken open. The third level of difficulty should no longer be a big problem at this point. Or you will have to go around, risking running into other patrolmen.

Before the computer center, our main goal in the level, it will be useful to look into the utility room. And if you also have space in your pockets, you can get hold of a brand new machine gun. At the computer center Adam meets real Eliza Cassan. What Jensen previously thought was a hologram is just an artificial intelligence interface. The real face of the most popular TV presenter in the world is a huge server cabinet.

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

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

Eliza will lead us into a trap two times. But at the same time it will help us more than the most faithful friends.

There are four electric generators near the walls of the room, each of which can disable a blow from Elena who missed Jensen. Then both she and we will be shocked for some time - and if the lady is only stunned, then Adam, who did not bother with the EMP protection implant, could easily be killed. Simply dodging the explosion is not enough - the floor is covered with water, which conducts electricity remarkably well. And this is in server, yes. For the same reason, it is pointless to try to throw EMP grenades at Elena.

But gas mines, grenades and a paralyzer are great at disabling the boss for a while. Fedorova is especially conveniently stunned when she moves in for a melee attack. And while the enemy is incapable of combat, we pump as many bullets into him as we can manage. You can also simply throw fragmentation mines at your feet, the main thing is not to get into the scattering radius of the fragments.

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

We return to the helipad along the only possible road. Time to head back to Detroit and ask some people a few questions.

Truth and lies

One can only envy the social activity of Detroit citizens. It’s three o’clock in the morning, and they’re having a massive protest and civil unrest.

While Adam was wandering around Montreal, Detroit was covered in a wave of unrest. Duty waving of posters “Down with implants!” turned into a rally, the rally turned into a natural riot, and now Sharif Industries is practically under siege. The siege is so tight that David Sharif cannot even get into his own office and meets Jensen at his apartment.

In the current situation, the chief blames the Illuminati order, which seeks to appropriate Megan Reed's discovery. Sharif claims that her invention will forever rid humanity of negative consequences prosthetics so that all people can become... more than human. Just like Adam. David will share information that the “Front of Humanity” is almost in full force present at the speech of its leader at the conference center not far from the main building of Sharif Industries. That's where we'll head.

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

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

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

Once in the building, we go up to the second floor using the near or far escalator and head to the assembly hall, where William is speaking. The leader of the “Front of Humanity” shows no desire to cooperate. In order to squeeze information out of him, you will have to defeat him in a kind of debate in front of the public.

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

One way or another, we find out that Sandoval has gone home, which means we are going there too.

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

You can walk through the sewer to Isaiah’s hideout either from the left side, where the path is blocked by laser bars and mines, or from the right - where unfriendly individuals are crowded with weapons in their hands. You can also find a technical hole behind the barrel. From the exit from it to Sandoval's room there is only one laser grid.

Isaiah is in the darkest depression - Taggart pushed all the dirty machinations of the Human Front onto him. Sandoval won't even deny it. Yes, he helped mercenaries kidnap scientists, for which he now deeply repents. No, he failed to remove the tracking devices from their implants - he just changed the frequency of the signal, removing the “dead” from Sharif’s radars. Seek and you will find. Having finished his confession, Isaiah will take out a revolver and a single cartridge - for himself. But the shot may not happen if we manage to convince the scientist that he still has something to live for.

Fallen soldiers

They didn’t save... Farida Malik, practically Jensen’s only true ally, is somewhere out there, under a pile of burnt metal.

Regardless of Sandoval's condition, we leave the sewer through the back door of his room. Everything needs to be reported to Pritchard, and the only way to the besieged Sharif Industries is by air. We return to the roof of the Chiron Building, where the faithful Malik is already waiting for us.

And surprise after surprise awaits Adam at Sharif Industries. Not only has Pritchard disappeared somewhere on business, but Jensen’s boss will also be met in the office not by David, but by Hugh Darrow, the creator of biomechanical implant technology. The ensuing conversation about the unique Panchaea project, a huge station that will save the Earth from global warming, is interrupted by the appearance of Sharif. A signal from one of the tracking sensors, belonging to Vasily Shevchenko, was detected in the Hensha area. So Adam has to go to China again.

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

Here Jensen faces a rather difficult moral choice - run to the elevator while an impressive crowd of mercenaries methodically turns the aircraft into a pile of rubble, or rush to save Malik, who did not have time to evacuate. Save Farida Can, but the battle will be frankly difficult. It will be most difficult for those who are pursuing the honorary title of pacifist - but nothing incredible either.

The elevator will take Adam to the Daigong area, not far from the PROTEZ clinic. From this moment on, the guards of the Belltower corporation will be very “glad” to see Jensen and, upon meeting, will solemnly greet him with fire from all guns. The Yuzhao area, from which the tracking sensor signal originates, can be reached by subway, the descent to which is located directly along the road. The second path leads past the Hive. To do this, you need to climb the stairs behind the Thai Yung clinic, walk along the alley and dismantle the trash blocking the hole in the fence. And then follow the signs.

THIS IS A CHOICE: It's been several hours now since Jensen's (and everyone around him's) implants have started to fail from time to time. For us, this manifests itself in short-term noise on the screen and the disappearance of the interface for a few seconds. Pritchard will contact Hensha and say that the problem is well known and World organization Healthcare has already released a new biochip. It can be installed for free at any PROTEZ clinic... Or you don’t have to install it. In the end, the world is crashing any implants, regardless of generation, manufacturer and date of manufacture, and this is very suspicious.

No matter how you get there - by subway or on foot - the entrance to the Collector's shelter, from which the sensor signal comes, is just a stone's throw away. But the main entrance is guarded by six people who are in no hurry to leave. You can get involved in a shootout, or you can simply look for workarounds. One of these paths leads through the sewers, where it is much easier to get past the guards. You can climb onto the roof of the building - there the ventilation grille is not guarded by anyone at all.

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

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

Harvest of Hope

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

The gates leading to the port are not only closed, but also under guard. The computer from which you can open them is located in the trailer a little further. But the guards will definitely come to check with what joy it was that the doors behind them decided to roll to the sides. If you don’t want to convince the guards that you are authorized to visit the port, you can go around them to the left or right side of the gate. On the right is a hole in the fence, blocked by a large heavy box. The path to the left lies through an even larger metal container, from which you can jump over the fence. But you shouldn’t jump right away - the container is under current from a fallen electrical wire. You can turn off the voltage from the same trailer in which the gate control panel is located.

Port Belltower

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

Jensen needs to pick up a “package” left by the Tonga people. It can be reached both from above and through the sewer. Passages to the sewer are to the left and right of the port warehouse area. But to pass this way, it is advisable to acquire a breathing implant - otherwise, it will simply not be possible to approach the exit from the sewer due to particularly suffocating gases. The security robot plying at the exit can either be bypassed or disabled with an EMP grenade.

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

In the appointed place, oddly enough, there is a bomb, which Tong asks to place on the port master’s desk. The manager's office is located inside the warehouse, and the most inconspicuous way there leads further through the sewer. On the way out, we try not to catch the eye of the turret - we reach the garbage containers and climb along them to ground level. Under the cover of trailers, we make our way to the building, move the trash can under the window and climb onto the balcony. You can deal with a lone sniper using your favorite method. Further into the warehouse there is a locked door ( 6555 ) and ventilation, the entrance to which is located just below the railing.

If you don’t have enough strength to carry trash cans, you can break a window and climb through it, alarming the guards. You can also crawl to the warehouse doors without being seen by the camera ( 4589 ) and log in as a white person.

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

And everything would be fine, but only on the bomb timer Adam discovers not the promised two minutes, but only ten seconds. Jensen barely manages to break the window and jump from the second floor a split second before the explosion. After this, all that remains is to follow Tong’s advice and hide in the cargo hold.

Singapore complex

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

Jensen wakes up a couple of hundred kilometers from the place of departure - in Singapore. As Pritchard, who miraculously remained in touch, reports, signals from the missing group of scientists are very close. But where exactly is unclear; the connection is unstable due to the signal suppressor. So it would be a good idea to turn it off.

We leave the warehouse. Immediately near the exit, a pair of soldiers, not expecting any trouble, are talking peacefully. We deal with them at our own discretion. The jammer control panel is located in the barracks nearby. The nearest way into the building leads through the window directly ahead. Another pair of patrol officers may interfere here, but it’s quite easy to neutralize them from behind. You can also get into the building by slipping through a hole in the fence, pushing aside a heavy box and using another window, without security. Disconnect the suppressor antenna ( 0111 ). Pritchard can now pinpoint where a team of scientists' signals are coming from.

There are two entrances to the research complex. The first one can be reached by turning right from the building with the remote control. To the second, if you don’t want to push right through, you can crawl through unnoticed - if you have reinforced legs. From the entrance to the building we turn left and move away the box covering the hole in the fence. We wait until the patrolman turns away, we jump onto the transformer booth, and from there through the fence.

You can save the scientists in any order, depending on which side Adam entered the building from. Declan Faherty is in the left wing basement. To get to it, just go down the elevator located near the entrance next to the laser grid. Nicky Colvin's room is located on the second floor of the right wing. You can get there from the door, on the way to which you will have to do something with a couple of guards, a video camera and a lock of the third level of difficulty. As an option, there is a wall on the first floor, breaking which we get into the ventilation leading directly to Niki. Eric Kos was hidden above everyone else - all the way to the third floor. If you're not too lazy, we'll look for a staircase; if you're lazy and have reinforced arm implants, we'll look for an elevator. It is easy to find if you turn right from Dr. Colvin’s room along the corridor and reach the door. The door is locked with a lock of the third difficulty level. We break in or literally make a new passage two meters further. To get into the cabin, you just need to pull away the boxes blocking the passage.

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

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

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

THIS IS THE CONSEQUENCES: If Adam replaced the “jamming” biochip, then he will be forced to fight this battle without the help of implants. Only passive enhancements such as the skin armor, breathing device and the like would function, while everything else, including even the game interface, would be hopelessly corrupted by Zhou's interference.

After the attack on Sharif Industries, the mercenary acquired a camouflage system and a plasma rifle. The fight with him can be either very easy or very difficult. It all depends on what implants Jensen has acquired by this point. Improvements that allow you to ignore light-noise and gas grenades, which the boss simply scatters in batches, are highly desirable. It also wouldn't hurt to strengthen the skin to reduce damage. In this case, Namir can simply be shot. If things don’t work out with such details, you’ll have to run in circles, periodically catching the boss on mines. Just keep in mind that he loves to climb walls and rarely falls into traps.

Even half-blind, without implants and considerably weakened, Jensen is able to put an end to Namir’s plans.

After defeating the mercenary commander, a straight corridor will lead Adam to the person he has been looking for for so long - Megan Reed. It will also help bring disabled implants back to normal if Jensen bought into the “free improved biochip” trick. Developed, by the way, by Meg’s team at the request of TYUM.

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

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

It's time to leave Singapore. The scientists hijack a helicopter (or wait for Farida to arrive, if she is alive) and go to Detroit. And Adam’s path lies in “Panhea” - the place where the installation is located that distorts the signals of biochips.

Moment of Truth

A huge puddle with electrical cables floating in it is not the best way into the tower. Unless, of course, there is a protective implant.

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

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

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

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

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

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

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

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

On the balcony, Adam begins to pick up a distress signal from both the top and bottom floors. Taggart and Sharif gathered adequate people around them and barricaded themselves in rooms that you couldn’t suddenly reach. Taggart is on the same level where Jensen enters the balcony - the highest. If Adam has the Icarus system and a jump booster, you can simply jump down, walk to the end of the room and then return to the balcony using the scaffolding, otherwise, we make our way through the crowd of madmen. Further - crouching under a bunch of beams blocking the door, we find ourselves in a corridor, which is being watched by cameras. You can bypass the cameras by jumping onto the pipe on the left and walking along the wall to the ventilation, which will lead the survivors into the shelter. Or you can open the door on the right, go around the crowd of zombies on top and find the entrance to the same ventilation or make a hole in the wall. The frontal route will only work for the most talented hackers - the door to Taggart is locked with a level 5 lock.

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

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

All that remains is to pass a long corridor, the second half of which is simply teeming with people. We sneak past them along technical balconies or simply activate acceleration and literally run over their heads.

Adam is now separated from the broadcast center by a long, very long elevator ride. And below is Zhao, who from the very beginning stood behind Namir. The lady will immediately try to take control of the supercomputer "Chiron", but will suffer a crushing fiasco in this field - it is more likely that "Chiron" will take control her. But this doesn’t make it any easier for us - both Zhao and the machine agree that Adam doesn’t belong here.

End of the road

In the toilet of a cheap apartment, trying to help an old man beaten half to death, Jensen utters a phrase that will make even the gloomiest player want to live.

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

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

After all the robots are destroyed, the armored glass in front of Zhao will shatter into pieces, and all we have to do is finish off the would-be queen of the world.

THIS IS IMPORTANT: if Adam has a laser rifle, the fight can be avoided altogether. “Saber” is all the same - whether it’s a wall, a shelter, or bulletproof glass. With a miracle weapon, you can easily shoot Zhao in the first stage of the battle. If you have a rifle, but no charges, run around the utility room, there will be a couple of batteries there.

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

* * *

The explosion of “Chiron” will free up the passage to the broadcast center, and the caring Elisa Kassan herself will offer to compose an appeal to the people. Tell people the truth about what Hugh Darrow wanted to achieve, even if it puts an end to all attempts to develop implants further? Or, perhaps, blatantly lie for the benefit of universal progress, giving Sharif a free hand? Or remain silent, maintaining the fragile status quo at the cost of an incredible strengthening of Taggart’s position?

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

The choice is yours.

1 2 3 All

First, a few parting words. Firstly, you can complete the levels of this game in different ways. Of course, the ending of all levels (except for the very last) will be the same, but you can achieve them in different ways. There are only a few options described in this salt, but for information, I will briefly talk about a few basic ways to penetrate closed areas:

1) Almost always there is a combination lock next to a closed door, which can be cracked with a special device - a multitool. 2) In addition, you don’t have to crack this code, but enter it, but first you will need to search all nearby rooms in search of a datacub (a small device with a blue screen) or the computers on which it is recorded. 3) In addition to these options you can almost always get where you need to go by opening the grate and using complex system chimneys. 4) Sometimes you can get a code or password in conversations with various characters (both friendly and not so friendly). 5) In some cases you will have to open the door with a master key (Lockpick). 6) Sometimes a door needs a special key (nanokey), when you get it, just use the “Key Ring” on such a door (in most cases, I personally have not been able to break into doors that are locked with such a special key). 7) Well, sometimes the door can only be opened using a computer or computer console (not to be confused with a combination lock).

Now about how to penetrate most computers - for this you need to either have a name and password (Login, Password), or have very high hacking abilities. I would recommend that you increase this particular indicator of the main character, since you can deal with enemies in different ways, and it is still better to hack computers, rather than run around half the day looking for suitable codes and passwords. Do not forget to log into computers in a timely manner and disable security cameras and machine guns. By the way, you can set the machine guns to the “attack all” option and then they will shoot all your enemies who are in their line of sight. Heal and repair with medical and repair bots. In addition, with the help of them you can install new abilities for yourself (augmentation), only for this you will need to collect several necessary items. Make sure to complete the training mission as this will teach you all the basic gadgets you'll need here. And always have a large supply of master keys and multitools (lockpick, multitool) with you if you don’t want to rummage through all the neighboring rooms. Constantly search the corpses of your enemies - you can find a lot of interesting things. Learn to navigate using a compass and maps that will be sent to you from time to time. All tasks that you will receive are recorded in a special menu - do not forget to check them, all conversations are also recorded. So you can always replay any of the conversations you had previously. It is always necessary to complete the main tasks (Primary Goal), but all the secondary ones can sometimes be omitted. Therefore, I will not always describe the implementation of secondary tasks. Always try to make as little noise as possible, because guards will always come running towards him, and then your fate is 90 percent predetermined. Of course, if you are incredibly cool, you can kill everyone yourself and always go through the main gate, not run from anyone and take out absolutely everyone in the style a la Quake, but this is only if you have enough skill. But I still wouldn’t recommend doing this. After all, towards the end of the game you will still have to get into some serious trouble whether you like it or not.

Talk to Paul (he will run up to you) and choose one of the options for additional weapons that he will offer you. Look at the map, now move on. Talk to the guard, an agent will soon contact you and tell you the password "Iron and copper". Go to the northern docks and talk to the man there, on the left in the house. He will give you a photo of the main terrorist. Talk to the woman in the corner, now you need to go to the statue and climb to the very top. You can climb the stairs near the containers, through the main entrance (use master keys, read datacub's...). To disable the security system, go to the house with a large antenna and enter there (code 0451). Inside, enter the computer (login - satcom , password - unatco_001). After turning off the security system, go to the central doors and enter into the terminal (login - nsf001, password - smashthestate). After entering the computer, turn off the cameras, open the doors. You need to get behind the laser field on the left. To do this, either make your way through the ventilation shafts, or turn it off with a multitool. Login to the computer (login - nsf001, password - smashthestate). Talk to Gopher (Gauther), give him your pistol. After that, go up the steps to the very top, kill several soldiers. and talk to the main terrorist. Return to the base (UNATCO HQ). Before entering, talk to Paul. Go down to the second level and talk to your boss - Manderley. Before that, you can talk to his secretary. Go down to the third level and talk to Sam Carter and Jaime Reyes. Go back up and talk to your new partner Anna Navarre in the rest room. Return to Manderly and talk to him about the new task. Go to the southern docks and board the police boat.

Get a photo from a female agent and study it. You will soon meet a boy who will tell you the code (9183), just give him some food first. This code matches the machine that is behind you. First, open it with a master key, and then enter this code - a secret passage in Castle Clinton will open. You can get there in a more standard way. To do this, go further, take part in a shootout in front of a large building, talk with the cops, with Anna. Now go to the subway (Subway Station Battery Park) and save the hostages here. You can use a special grenade that interferes with the operation of electronic devices in order to get across the laser field. Kill all the terrorists and talk to the hostages. Return to Castle Clinton and talk to your partner. Go inside, into the central house inside. Open the doors with a master key or multitool. The code to the panel on the wall is in the box next to the guy (666). Enter this code into the door to the left. Soon you will come to a room with a green canister (no need to take it), you will receive a new task. Go back and talk to Anna. If you have not yet freed the hostages in the subway, then do it now. In the subway, get into the carriage.

New York. Hell's Kitchen.

Go to the exit and talk to Paul Denton. He'll give you a key to his hotel apartment, so you can look for some supplies there. Get out into town and go to the Hilton Hotel. Here, kill the terrorists and talk to the hostage. Go up to the second floor and talk to the man. He will tell you the password (righteous). Go to the Free Clinic and talk to the people there. Get out and go to the Underworld Tavern. Talk to the pilot, buy beer and talk to him again. Give him the beer, he will tell you the password you already know. Go to another part of the city where the basketball court is located. Behind it, open the container with a master key and go down the stairs inside it. Turn off the force field (the shield in the closet is right), go further and talk to the smuggler (Smuggler). He will give you the key and tell you the password (bloodshot). Now you need to save his friend in the sewer pipes. Go outside and go to the warehouse ("Imports"). Through the door to the right. Upon exiting the building, you will receive a message and image. Look at the picture - that's where you need to go. Push the small box towards the ladder hanging from the roof and climb to the top of the building. From there, move along the roofs to the area with antennas. There, go down and shoot the generator, go back to the roof. Talk to Gopher and get into the helicopter.

Go down to the headquarters and eavesdrop on the conversation in front of the boss's door. After that, talk to Manderly, and in his office talk to Anna. Go down to the third level and talk to Sam Carter. Leave the headquarters and get into the helicopter.

New York City - Battery Park.

Go to the subway entrance, go downstairs and talk to Harley Filben. Go upstairs and find Curly in the small houses next door. He will give you the password (6653). Return to the subway and enter this password into the telephone booth, it will go down. Go along the corridor, up, climb into the hatch. Talk to the "mole person" on the left. This is Charlie Fann. He will give you a password (5482) to use on the panel in the women's restroom. The panel is located under the middle washbasin. A secret passage will open in the last booth - go there. Kill a bunch of terrorists, talk to civilians. In particular with Kevin Bradley, who is located next to the pipes. He will tell you about the secret passage. Now follow the tunnel to the south. There, in one of the houses, break the cardboard boxes. Behind one of them, click on the brick - a secret passage will open. Talk to the terrorist leader and he will surrender. After that, take the key from the table. If a terrorist starts shooting, just kill him. Return to the stairs from which you came, go past them in the same direction, to the left. Soon you will come to a new toilet (this time to the men's). Open the door with the key ring.

New location in New York City.

At the intersection, go right, along the boxes, through the steam pipe. Kill the terrorist, search his body - there should be a key, open the door. The laser field can be turned off or you can crawl past through the ventilation shafts. If you turn off the field, you will walk along the walkways, they will collapse, and you will find yourself in the water. Swim through the hole in the floor, then up the stairs, open the hatch. There will be a couple of small robots right behind the rubble, blow them up or try to quickly sneak past them. You are close to the base. Kill several terrorists inside the base, go to the green canister. After this, go up to the second floor, kill the terrorists in the toilet, take the key and open the locked door with the key ring. You will find yourself in the control room. Get into the terminal on the right (login - etodd, password - saintmary) and turn off all systems. This code was on The datacub is somewhere above the pipes, next to the bots. Go down to the first floor (under the helicopter landing pad) and go to the exit (in capital letters - EXIT). Take the elevator to the top. There are quite a lot of bots at the airfield, you are unlikely to be able to kill them all, so avoid them if possible. Look at the airfield map and go to the boathouse. There you will find another canister. Open the eastern gate (large wire one) using the key ring and enter the building in the center. Behind the stairs, press the brick - a passage in the wall will open. Take the key, ammunition... Go to the second floor and open the door with the key ring. In one of the boxes, read the datacube (password - 5914). Enter it into the panel next to the next door. You will find yourself in a large hangar with a Boeing 747. Talk to Paul Denton and go up to the Boeing cockpit. Go to the second floor and pick up the key to the VIP class. At the tail of the plane, open the key ring door, talk to Lebedev. Anna will appear. Here you have a choice - either kill Lebedev or spare him (then Anna will kill him). Read the datacube here (code - 9905). Find the stairs down and find there is the last container in this plane. Go out to the hangar and go to the helipad. Talk to Gopher, get into the helicopter.

Go to headquarters and talk to Manderly. There, talk to the boss's secretary, Jamie Reyes, Walton, Tell Jaime. After this, talk to Sam Carter and restore your health in the medical unit. Return to the site and board the helicopter.

New York. Hell's Kitchen.

Go to the Hilton Hotel and talk to Gilbert in the office, give him the gun and go to the second floor. As you start to climb, look at Jogo and follow him. Eavesdrop on the conversation between Jojo and Gilbert. Kill Jojo and go up to the second floor. Open Paul's door with the key ring and talk to him. Move the picture to the side and enter the code (4321), take away everything that can be useful. Go outside, along the road through a long tunnel. Talk to the guards before entering the NSF base. Enter the base and go to the women's toilet (do they have a toilet mania here???). Take the key, you can find a protective suit in one of the drawers. Go up to the second level and open the door with a master key. Read datacube (login - tjefferson, password - newrevolution). Go up to the third level, read the datacube in the control room. Go to the computer room (don't forget to wear a protective suit) and press the button in the corner of this room - the ventilation will turn on and ventilate the room. Use the terminal and turn off the cameras, open the door to the basement. Go down to the first floor and go into the hatch next to the robot. At the "basement" door. Here you can try to avoid the lasers, or turn them off with a multitool. Login to the terminal (tjefferson, newrevolution) and disable the cameras. In the last room, open the cabinet with a master key. Read the datacube at the very top of the box. Glass cabinets do not need to be opened, but simply shot with a pistol or some other weapon. Read all the datacubs here, enter all computer systems. Go up the stairs and climb the stairs to the roof. Go to the house on the roof itself. Use the computer terminal (login - mcollins, password - revolution). Press all the buttons and open the door In the second room, enter the computer and enter the code (login - napoleon, password - revolution). Press the button to start the transfer. Return to the hotel (NSF employees will start shooting at you - this is their order) and talk to Paul in his room. . When the man in black rushes in, don't listen to Paul and kill that man. Now you need to get into Battery Park, if you are killed, you will automatically find yourself in the next mission. If you survive, then enter the underground tunnels (6282), talk. with Anna. There are two ways - either she will kill you or you will kill her. In Battery Park, talk to Gopher.