Walkthrough of the game chaser remember everything. Chaser walkthrough. First aid kits, armor and everything left behind the scenes

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

Adrenaline is in full swing

The game has a built-in gadget that is fashionable for the current time - slo-mo. With one press of a button, time will slow down, giving the player a clear advantage over enemies. What is the practical application of such a necessary gizmo?

At first it won't work. You won't be able to dodge bullets. No matter how hard you try, the little lead friends fly faster.

But you can effectively destroy crowds of enemies. Turn on the adrenaline and go ahead. Six people are no longer a problem. Eight too. Twelve... well, you went too far. With the help of adrenaline, you can masterfully create head-shots. In general, without it you can’t get there and you can’t go there. This isn’t Max Payne, where bullet time served for beauty most of the time. Here you can’t do without it.

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

How to shoot them all?

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

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

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

Sneaky— sits in one place and waits for the player. He shoots without leaving his spot. Most often it lives behind drawers, near doors and in other convenient places.

Pensive— thoughtful ones appear as a result of a glitched script. They stand and look at the player with sad eyes.

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

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

The enemy always reloads where he runs out of ammo. Which is why I get beaten all the time. He also begins to change his position only when he is hit. To this day he stands and shoots peacefully. For what... (see above).

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

Firstly, enemies often appear right in front of you - right out of thin air. Secondly, the triggers themselves are placed extremely poorly. A typical case. We ran into the room. Everyone was killed. Everything seems clean. Let's run forward. Bam!!! And more comrades appeared behind us. And so on all the time. It's terribly annoying. Perhaps the developers thought it was original and interesting. They were wrong.

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

Characters

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

Let's get to know the main characters. There are few characters in the game, and only a few are worth mentioning. It is around them that all events revolve. I’ll reveal the plot a little - of all the characters mentioned, only two will survive. You will find out who exactly at the end.

John Chaser

A man without memory. The whole game he tries to catch the elusive Stone (he will find it, but where he least expected it) and, finally, remember and understand who he is. Our alter ego. You will have to travel with him all over the Earth. And even more.

Gomez

Mafia man. Veteran of street fighting. Probably no one endured as much as he did. In the mafia he is considered a black sheep. The only person who helped Chaser, although, as we learn later, not for free.

Shimako

He is engaged in improving soldiers for the Yakuza. Electronics specialist. Plays a secondary role in the plot. He takes the spider out of Chaser’s head and dies safely from an excess of lead in his body (in other words, he was shot).

Longwood

Samuel (why do all the Main Villains have such clever names?) Longwood - head of " Mars Corporation". Controls all of Mars. In fact, it is its sovereign master. The main enemy of the rebels.

Kabir

Jetpacks will replace parachutes in the future.

Dagestan millionaire (or billionaire) who accumulated his capital in crime. He is the owner of the cosmodrome (and you and Tito got along!), purchased from the Soviet government. For some time it helps to get to Mars. After which he dies safely.

Enemies

There are many enemies. So many. And everyone is trying to kill. The mafia, the yakuza, the US and USSR armies are driven by one goal - to turn Chaser into a cold corpse. Usually it turns out the other way around. Rare allies turn into either corpses or enemies, and then still into corpses. Let's take a closer look at the enemy, following the ancient wisdom: forewarned means forearmed.

Raiders

A bunch of pathetic ragamuffins. They are trying to snatch a piece of power in the city. For which the powerful of the world are constantly beaten. Weakly armed and do not pose a serious threat.

Mafia

For some time, Chaser is forced to work for the mafia. A serious opponent. Stylish guys in stylish black bulletproof vests, stuffed to the brim with electronics. Armed exclusively with Colts.

Yakuza

Despite the loud name, it is a rather weak opponent. Dressed in red armored suits. The eyes always glow red. Probably out of hatred. Armed with ingrams or FA-MAS.

Look at the posture, the manner of deportment.

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

US Army

Guys in red/blue berets. They wear only Colts and FA-MAS. They have a wagon of health and increased survivability. It's better not to get in their way. However, like everyone else, they are mortal.

Soldiers of Mars Corporation

Loyal fighters of Samuel Longwood. They have excellent bearing and armor. Able to withstand several hits to the head. There is a "lite version" of soldiers. The most serious opponent in the game.

Exoskeleton

Living tank. Has the speed and agility of a turtle. Armed with a heavy machine gun and a rocket launcher. The fattest enemy in the game. Kills very easily. It's all his slowness. By the time he turns around, you can kill ten times and run away.

Automatic guns

Very nasty things. They live under the ceiling. When the player approaches, they lean out of their nests and start firing heavy machine guns. It's best to attack when the cannon starts to retreat back.

Weapon

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

Knife

Knife. Just a knife. Following the good old tradition of action weapons, this is an absolutely useless weapon. No one needs it and never uses it. Its use is strictly prohibited.

SIG SAUER P226

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

Beretta M12

A high rate of fire and good accuracy are good. But everything is canceled out by a small penetrating force. Hand on heart, it's junk. Only used in one mission.

INGRAM M10

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

Heckler&Koch G11

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

FA-MAS

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

GDL2B

A regular grenade launcher. One shot - a sea of ​​corpses and half an hour of reloading. Happens 5-6 times per game.

TAFF20

Twenty-round grenade launcher. Conceived as a doomsday weapon. It didn't work out very well. Has two shooting modes. In the first one, one grenade is fired. In the second - four at once. I warn you right away: the second shooting mode is absolutely not needed. It has more disadvantages than advantages. Firstly, there are long intervals between shots, and secondly... Well, at whom will you fire four grenades at once? Usually one is enough for the eyes. Moreover, grenades do not fly to one point, but in a fan. Take care of ammunition - they are very rare.

COLT COMMANDO

Great rifle. Has small dispersion and high penetrating force. Unfortunately, it is little used: either there are no cartridges, or there is a more impressive model.

Beretta R2

Martian version of Beretta. The graphics differ from the earth model. Similar combat performance. Plus, for some reason, the developers added a useless laser sight.

Calico E50

Another nasty thing. Everything is disgusting: rate of fire, penetration power, etc. Even the second firing mode—short bursts—doesn’t help.

AKS 74UN

The best weapon in the first part of the game. Firstly, a powerful gun. Secondly, there is a sniper scope, which means high accuracy. When combined with adrenaline, it turns into a doomsday weapon.

MC Millan M87R

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

VAL Silent Sniper

Sniper rifle. Quiet, accurate and with night vision. An ideal means for destroying the enemy at long distances. There are no problems with ammunition. Especially in Russia. A hit almost always results in 100% mortality.

OICW

Big brother of FA-MAS. Almost identical in all respects. Has great power. Underbarrel grenade launcher available.

Winchester DB Auto

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

Grenades

Just a grenade. You take it, throw it, run away. An excellent tool for smoking out an enemy from around a corner. An AI glitch was noticed - the enemy does not react to the grenade in any way. It still stands as it stood. Until the explosion.

Choosing the best weapon

Having such a wide choice, you can’t help but think - which is better? Before analyzing specific models, let's consider the issue from the other side. The main rule is that the enemy must be destroyed with the same weapons that he is armed with. Why? It's all very banal. Even full ammunition will last you a maximum of thirty people. And there are many more opponents on the level. And it will be very unpleasant at a crucial moment to be left with a pitiful INGRAM M10 against three FA-MAS.

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

AKS-74UN should definitely be taken. The optics put the rifle in the lead. You can shoot your enemies from afar with almost impunity. And the headshots go great.

VAL Silent Sniper. You probably don’t need to explain to anyone why you need a sniper. Why this one and not the MC Millan M87R? Ammunition for the latter is very difficult to find.

FA-MAS is the ideal melee weapon. First, they were treated with a grenade launcher, and the survivors were finished off with a burst of fire.

First aid kits, armor and everything left behind the scenes

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

The armor, like the first aid kit, lies in secluded corners or falls out of the dead. There is also a nuance here: the more bullets that hit the enemy’s body, the less chance of detecting protection after death. But if you hit the head, you will get (if there is one at all) a trophy. Armor protects the player from bullets and explosions. But it does not protect against falls from heights. The level of protection depends on the amount of armor. For example, a 100% kit takes the damage completely, and a 60% kit only partially. Some of the damage will be removed from your health.

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

If you need to jump to a greater height, press the “squat” button while jumping. This technique is widely known to those who play Counter-Strike. In the game we will have to jump a lot and along very complex trajectories. It will often seem impossible to climb onto the desired ledge. Calmly. Chaser has phenomenal tenacity. A small ledge is enough for him to climb and hold on. After a while you will wonder where you can climb.

The game was played on Normal difficulty level. Due to linearity, some places are not mentioned. There is no point in describing for five pages how you run through twenty absolutely identical corridors.

WALKTHROUGH

Space station

He slowly came to his senses.

However, they did not allow me to lie quietly and think about the important and vital. The relaxation process was interrupted by a group of people in red armored suits and with weapons in their hands.

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

- Communists. Or the rebels. Or from Mars. Or everything taken together,” Chaser quickly realized.

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

“It looks like we need to get out of here,” he thought, but his legs had already done everything on their own. Random shooting began, as a result of which a small generator was hit. Not accustomed to such an attitude, he exploded in resentment, thereby condemning the station to death.

It looks like Chaser is the main quarry in this mad hunt. We need to quickly disappear before the station falls to pieces.

Follow the stairs to the very bottom and go through the door. Until you find (this will happen in the second or third room) a weapon, hide from the guards. In a room with several tiers and a bunch of boxes, the first serious battle awaits. Four people are sitting at the top, two will come running from the left. First we deal with those who came running, and then with those at the top. Take the elevator to the top. Use the computer against the wall. The boxes fell very well - you will use them to get to the next tier. Follow the corridors to the lift and go down. In the corridor with a fork, go right. Now down the stairs. Right again. In the room with the dead technician, stand on the yellow circle. After activating the computer that appears, go through the right door. There will be no more forks. Run to the room with the rescue shuttle.

The shuttle is flying at full speed towards the unknown, and a series of explosions is heard from behind - the station is falling apart. A brilliant piece of engineering was destroyed because of one man. John Chaser.

SECOND PAGE

Slum

The space shuttle landed in the city, successfully stopping on a house that turned up along the way. The residents of the house are clearly not happy about this turn of events and are in no hurry to greet our hero with flowers and tears of joy. Instead, the civilians' goal is to make Chaser's stay as short and painful as possible. Answer them with lead.

Collect weapons, ammunition, and go down the stairs to the next floor. On it, deal with the militant punk and carefully move along the corridor - two people will suddenly jump out at you from the left passage. A shotgun is perfect for calming them down. Having finished with them, switch to the rifle, turn on the optical sight and turn towards the stairs - from there another curious person will come running to the sound of shots. He shoots very accurately, so hide behind the box, otherwise he will hurt you. Now you can slowly collect trophies. Among other junk you will find an ultrasound. The weapons are lousy, but found in abundance at the level. Continue down.

There are three people waiting for you on the next floor. The first one is right at the entrance to the floor. It’s better not to poke forward, but to lure him towards you. To do this, just shoot nearby - he will come running. The other two sat down at the end of the corridor. One is armed with a shotgun. He needs to be finished off from afar while he is harmless. The second one, with a gun, is lying behind an overturned cabinet and is trying to pretend to be Clint Eastwood. Unsuccessful. While you are collecting trophies, help will come running from below.

Go outside. First, go into the back alley and kill the smart guy on the trash can. In general, you can leave him alone, but leaving him in the rear is dangerous. Having walked a little forward, having watched a series of scripted videos, you move on. When you reach the fence, move around in the hole and hide on the side. Shotgun, shotgun and more shotgun. Now you can come in. Don't miss the sniper on the roof. When you reach the street where the ship takes off, get ready for a serious fight. There are a sea of ​​enemies - don’t stand like a pillar, constantly move. Having dealt with them, grab your weapon and run inside the building. The entrance is on the left side. There are a lot of punks inside. I advise you to use a shotgun, it is very good at bringing down everyone. When you run out into the street, don’t forget to run to the left for the armor and go down into the tunnel. Coming out of the tunnel, you will face a serious opponent - mafia fighters. Pick up Colt Commando from the bodies. This is the best weapon at the moment. Further in the courtyard there will be an ambush. One in the courtyard and two on the balconies. Don't try to shoot everyone at once - finish off one and go back. There is very little left. You can no longer take care of your weapons and health. Walk forward until the memories come flooding back.

Hotel

Chaser fell into the clutches of the mafia. It won't be so easy to break out of them. The spider in the head causes the most problems. If the Boss even suspects anything - bam!!! And there is no head. We will have to act according to ancient Roman wisdom - divide and conquer.

The family's first task. The Yakuza are up to something - you need to find out what. For your safety (not yours, God forbid, you thought so - family and only family) they will guide you, and if you fail, they will activate a spider in your head.

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

Storming the water station

“The damn competitors have decided to take over the power in the city. They have taken over the water station and are preparing to dump chemicals into the city water supply. If this happens, the monopoly on water will be in their hands. We cannot allow this,” Big Boss cries.

Martian cities...

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

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

Slowly go down, dealing with everyone you meet. When you reach a hole in the floor, shoot everyone you can reach from above. Jump down and hide behind the concrete structure. A crowd armed with Colts will come running from the lower level. Once you've dealt with them, go down and pick up the armor. Now go through the door to the left. After clearing the room, go downstairs. When you reach the stairs, switch to the sniper rifle. Use it to remove the one stuck near the boxes. He shouldn't even notice you. There are two left - on the side of the stairs. Both are armed with Colts. Don't try to fight them, but run past them to the end of the hall. Over a long distance, the chances of success will increase sharply.

Go as far as the big rise - you'll encounter some minor resistance along the way. After climbing the stairs, lean out halfway and shoot the guards. There are two ways to get to the next room. It's better to go through the stairs; the second entrance is too heavily guarded. After shooting the only guard, hide behind a column and get ready to repel the attack. 5-6 people will come running to you at once. Climb up and crawl into the next block.

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

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

Little Tokyo

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

A very strange mission. The assault failed and, probably, a redistribution of power should begin in the city. However, everything is not like that. We have to walk through the sewers along the way, shooting the flogging Yakuza. There is no other explanation for why so many people have accumulated in the sewer. Here it is, the eternal housing problem.

While you are in the sewer, use a pistol. Firstly, there are few enemies. Secondly, they are armed with pistols. Going up the street, take out one yakuza directly above you. The second one is in ruins opposite. Carefully climb onto the boxes, but don't jump yet. Shoot at the asphalt. Two people should come running at the sound of a shot. Are you done with them? Take a deep breath, sign up, and jump over the fence. As soon as you find yourself on the other side of the fence, the street will turn into absolute hell. Fire will come from all sides. Try to find a secluded corner where you can start clearing. It is better to use captured weapons - your own will come in handy. An indecently sized crowd sat in one of the buildings. Shoot there with an underbarrel grenade launcher. The crowd will calm down. Almost at the very end of the street there will be a gateway on the right side. Enter it and jump into the tunnel.

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

They managed to remove the spider in time. A crowd of family fighters is rushing here at full speed. Are we behind us - or just a punitive raid? We'll find out later. For now we need to do our feet. Run out of the building and quickly into the alley. From there, shoot everyone who runs behind. So that they know who to run after. You need to get to the western gate. Unfortunately, it was not possible to describe the path. Just follow the alleys and you will reach your goal sooner or later. There is only one gate, there is no way to confuse them. Along the way you will meet militants with the Yakuza. Actually, it’s strange, like howling groups, but as soon as they notice you, everyone, abandoning their work, runs together to kill you know who. If, when you run out to the gate, the script cutscene does not work, then go up to the building nearby and run along the floors. Near one window you will click on the trigger and the video will start. Oh, these always buggy scripts!! Run back and get into the car.

Hotel

The chief urgently calls Chaser to the carpet. After a long and pathetic speech, the essence of which boils down to the simple “we are cooler than eggs and will kill everyone,” the detachment, with an equally pathetic look, dismantles their weapons and goes on an assault. I will not comment on further developments of events, otherwise you will lose all interest in the plot.

So Chaser got an angry mafia on one side, and no less evil Yakuza on the other. First you need to find another entrance to the hotel. Run around the building on the right edge. One of the vents will be open. Get inside. Once in the building, go left into the hall and fight with a crowd of brutal guards. In fact, you don’t have to come here, but then you’ll have to wait for an attack from the rear. Go back to the stairs and go right. Once outside, run to the hatch. After watching the video, grab the bag and jump down. Through the ventilation, get to the previously closed door and crack the combination lock. Isn't it ironic? How could you take a shortcut if the ventilation held up?

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

How much longer can you hang around the hotel? After the room with the boxes, turn left. Now go wherever you are allowed, there are no forks in sight. Only one meeting will darken your carefree journey - the red dragon. Of course, he’s not a real dragon, but he took the nickname to be cool. Meet him in the lobby. First, calm down those running above with a grenade. They won't interfere. It’s better not to challenge the dragon to a fair fight, but to meanly shoot it with a grenade launcher. He has a lot of life and can take a lot of bullets on his chest. Having finished with it, go upstairs and go to the utility room with cabinets. Come inside. Look for the door. One of them should lead to the basement.

Already a basement. So there's not much left. In the room with the first stabilizer (this big, constantly moving thing), deal with the guards and climb into the ventilation hole below. There is no obvious passage in the next room. You’ll have to push your way (there’s no other word) against the wall. Wait for the stabilizer to move away from the wall and run to the shelter in the middle. Half the battle is done. Now run from the shelter to the other side in the same way. Go upstairs. First, crawl into the ventilation and activate the power. Go back and go to the elevator. It's nearby.

Port

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

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

“Yeah, but here’s a chance,” he was happy when he heard the explosion. The attack on the warehouse has begun.

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

Lighthouse

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

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

Got instructions? Then do it - take the beret in your hands and go ahead. Go down to the pier. We need to go to the far right building. Before going there, run around and collect ammo and armor. Turn right inside the building. You should go out into the courtyard with a bunch of boxes. Climb over the boxes to the other side. You will find a hole in the wall of a dilapidated building. Get into it. Go to a long corridor with a utility room on the side. In it, climb up the stairs. It is very difficult to notice due to its extremely inconvenient location. Now climb the stairs to the very top of the structure and jump down into the tunnel. When you reach the intersection, go left and jump down. The security here is much more serious than at the docks, so it’s better to choose a more powerful weapon. One of the rooms will have a closed ventilation hatch. Shoot him and go upstairs. To do this, jump up without stopping. Once on the giant stairs, go up into the room and pull the lever. After this, the game will generate a bunch of special forces throughout the stairs. Moreover, three will stand point blank at the door. Don't let yourself be caught off guard, but rather treat yourself to a shotgun blast. Go downstairs and get into the elevator.

The position has been reached, it’s time to unsheath the sniper rifle. You need to cover the truck while driving. For this purpose, you were given a miracle rifle with a night vision device and a silencer. The truck has a certain amount of life. Not too big, but enough to withstand a couple of dozen machine gun bursts. Each window reveals only part of the panorama of the area. When the truck starts to move out of sight, run to the other window. Enemies appear suddenly and in different places. Therefore, observe the area with minimal magnification, and when you notice the target, zoom in to maximum. Also, hints about the location of the enemy are given from the truck.

Under the water

We will swim underwater. Why underwater? Because it is necessary. Heroes do not look for easy ways. Before you start playing, drop some valerian tea into a glass. You'll need it. In large quantities.

I don’t know whether to praise the developers or scold them. Yes, the level is made in an original way. Yes, developers rarely indulge in something unusual. But... First things first, though. First, let's look at the controls. First, underwater you have a lot of inertia. This can be used for maneuvers. If possible. Secondly, when moving you are constantly being carried somewhere. It blows away without any reason or logical explanation. Even if you move straight without touching the mouse, you can be turned around on its axis. Why? This fact is not known to science. But the real pain begins when you try to make a maneuver at speed. At that very moment you are carried away anywhere, just not where you wanted. In addition to the disgusting controls, you also have to fight with the guns. True, they smear quite well, and dodging shots is not difficult. Two weapons were issued to destroy the adversaries.

The machine gun is a weak weapon, but the hail of bullets fired will destroy any gun. The main weapon of destruction.

Torpedoes. How torpedoes move is a mystery. Apparently, they haven’t read physics textbooks and therefore float as they please. Trying to knock something out with them is absolutely unrealistic. Use only for suicide if you are completely lost.

Your goal is to sail along the orange lighthouses. The new lighthouse will light up only after you pass the old one. Therefore, as soon as you notice a landmark, sign up immediately. If you are lost, stand up against the wall and fire a torpedo.

Now summarize all of the above and imagine what awaits you. Disgusting controls, annoying guns, a huge level consisting of a tangle of reinforcement, half-rotten ships, confusing tunnels and unclearly located beacons. So decide for yourself whether the developers made a pleasant surprise or not.

THIRD PAGE

Port

While Chaser was frolicking like a dolphin in the depths of the ocean, the new mafia boss got wind of his whereabouts and decided to show everyone that he was the coolest in town. Apparently there is little past experience. Let's repeat the lesson.

First, use a sniper to kill everyone running in the yard. Go to the secret police. Here you can see a funny sight. Three rooms. There are two paratroopers in each room. The paratroopers constantly open the doors, but do not come out. Afraid. Having dealt with the nervous ones, jump out the window and go through the door on the left. From the building, go up to the roof. Jump into the ventilation hole. It will take you inside to a previously inaccessible part of the building. Go outside. A warm welcome has already been prepared for us. Eliminate the paratrooper in the guard tower first. He has a bad habit of throwing grenades down. Having broken through to the booth at the gate, pull the lever.

“Kabir, the gates don’t open,” Chaser said, slowly boiling.

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

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

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

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

“Spin anything,” the answer was not long in coming.

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

- Don't be afraid, it won't explode. Take my example. “I’m not afraid,” Kabir noted logically.

There was nothing more to object, and Chaser began desperately pulling levers and pressing buttons.

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

Going outside, you will meet the current mafia boss and potential corpse - Tony. An attempt to break up peacefully led nowhere. We will have to make a real corpse out of a potential corpse. Get your adrenaline pumping. First, caress him with a grenade, and then finish him off with a machine gun. It is advisable to do everything quickly - security will run to the boss’s aid. Having reached the booth, open the gate and watch the proud departure of the submarine. Where is the boat going? Looks like they were going to Mars.

Russia

But where it is sailing is Russia. Ugh, that is, the USSR. The hammer and sickle are proudly displayed on the red flag. Hats with ear flaps, Kalash rifles and eternal winter are available. After the bullets whiz overhead, it becomes clear that something is wrong here.

This is interesting: Aboriginal people at this level are very fond of swearing in Russian. It has become fashionable for Western developers to include Russian swear words in games. Russian swearing is a sign of good manners.

Having dealt with the ambush, go out into the street through the door in the far right corner. I admit, I have never seen such a miserable northern landscape in a game. You see the hole in the middle. Jump into it and swim into the pipe. When you reach the door under current, pull the lever on the side. And the current disappeared, and it became light. Up first. Then right. Once outside, go straight to the hangar. In general, it’s better not to just run around on the street - enemies are constantly reborn. At the hangar, pull the lever. The gates opened. But this is not enough, we need to find a car. It's in the garage. The garage is slightly to the right of the building from which we came. A crowd of frantic technicians is running around inside. Don't waste valuable ammunition on them - a pistol will suffice. The car was found, but there were no spare parts (apparently, the same equipment was stolen and sold). Now we run to the warehouse. It is located on the side of the hangar. At the top, go to the back room and listen to the radio. Isn’t it nice to hear your native speech? Albeit with an accent. Go downstairs. It doesn't matter which staircase you take. At the bottom, go to the right corner. In the room, in the very corner, you will find the required spare part. Run back to the garage.

Do we need to open something again? OK. Go to the building behind the monument. Fight your way through the completely crazy staff and guards. In the control room, open the outer gate. Well, that's all now. It's time to go outside. Jump over the railing and into the right door. A chaser in stylish felt boots gets into a stolen car and rushes forward. To new adventures.

Railroad station

Go left - into the forest. If you don’t go astray from the right path, the paratroopers will tell you. In addition to simple paratroopers, you will come across snipers. They usually stand at full height on hills and smear wildly. After death, don’t be lazy to go get rare ammunition. Having reached the base, climb over the fence and enter the only building. Click the button here. The gates opened. Exit through the door you entered through. Run around the building and deal with the guards in the courtyard. Now outside. Take the sniper here. When all movement disappears, collect the trophies and jump into the gap on the right. Go upstairs to the control room and press the button. Let's return to the street another way. Go down the stairs. After a couple of rooms there will be an ascent to the roof. Go down the stairs and run to the large gate in the left corner.

After dealing with the guards at the car, go right. Here it is better to work with a sniper rifle. Activate the gate. Now back to the booth opposite the car. Press the button.

The car drives into the yard. Kabir is having a conversation with an obviously bad Russian.

- It’s a nightmare, how many corpses there are. I just asked you to open the gate. These heroes are all like that. They just want to shoot. Now we have to look for someone to blame everything on.

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

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

Camp

Get ready, now there will be an original plot twist worthy of the pen of the famous master of insanity Tom Clancy. It turns out that the cosmodrome was bought long ago by the famous Dagestan millionaire Kabir. Impressed. Let's continue. To use it, we must rescue the son of our savior from the camp. What camp? Believe me, not the pioneer one, but the real Gulag. Or else there will be more.

This is interesting: listen to what the prisoners say. Some phrases will bring a sincere smile.

Once inside, remove the guards (everyone unanimously pretends that they did not notice the snowmobile flying through the fence) within sight of the sniper rifle. Enter the building on the right.

Go left. A warm welcome awaits you. We will reciprocate. Go upstairs and go to the next block. Dig around the computer. Now the camera number is known - A24. Go to prison block B. From there, take the stairs to prison block A. Here is the cell you need - open it. Misfire again. You need to look for the block where the punished are kept. Immediately after the end of the conversation, guards will appear on both sides.

Go down one level and go down the stairs. Along the corridor you will reach the desired camera. Peter is not against helping deal with Kabir, but first he needs to escape from prison. He is a capricious creature and runs after you whenever he wants. This is nothing, the guards don’t pay attention to him anyway. Go through the door you are standing in front of. Go up the stairs on the left. Run forward until the passage is filled with an explosion. Go back. Another explosion will open the tunnel. Follow it to get to the ski lift. Take the elevator together. If you leave alone, the mission will fail. If he does not want to enter the cabin, run away and then enter the elevator again.

Cosmodrome

Our brave Peter, even three days later, did not bother to dress for the weather. I just pulled on my earflap hat. And rightly so, let them know ours. Having indicated the path by which one could enter the cosmodrome, where Kabir was holed up, he got into the all-terrain vehicle and drove off in an unknown direction, prudently deciding that there would be a lot of shooting inside and could even kill.

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

The old acquaintance is clearly not happy to meet. And he wants to continue unfinished business. It's a pity, but he could have lived.

As soon as the video stops, automatic cannons will be activated and a crowd of soldiers will appear. Immediately turn on the adrenaline and fire as many bullets into Kabir’s head as you can. Now run for cover. The boxes on the left are out of range of the guns. Don't stick out too much and slowly fight off the soldiers. Your main goal is to disarm the cannons. First, lean out a little so that the guns can notice you. As soon as they start firing, hide. When the shooting subsides, turn on the adrenaline and shoot (or shoot from a grenade launcher - it’s more reliable) as much as you can. Then back again. When the guns are neutralized, take on the soldiers in earnest. They are constantly reborn, but sooner or later they will end. When Kabir is left alone, shooting him is a matter of technique. During the battle, run to the left corner to replenish ammo/armor/health. There are a lot of first aid kits and other useful things.

Mars

Finally Mars. The long journey passed without surprises. But at the spaceport everything started anew.

- Sir, can I have your pass?

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

- What's the problem, sir?

Chaser has never been strong in brain activity, much less in negotiations and deceptions. He chose his standard course of action. As usual the worst. A blow to the jaw.

You need to run away from the guards very quickly. I'll give you a short description of the path.

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

That's it, they ran away. You can take a breath. Chaser is armed and deadly again. Go along the corridor; It makes no difference which way you choose, you will still come to the hall. There are 6-7 guards inside. Do you see boxes constantly moving around? Get in. Along the way, don't forget to jump over the beams and shoot the guards. When you reach the end, jump to the left. Activate two control panels. Now the bridge is ready. Follow it to the other side. The security, as if on purpose, is hiding behind barrels of fuel. A couple of well-aimed shots and a lot of charred corpses. Press the button. The hoist placed the barrel in front of the boxes. It would be a sin not to take advantage. The path is clear. The further path is long and gloomy, but straight and monotonous. We can only add one thing: enemies often seek cover behind barrels of fuel. Poor.

Having reached the place where the passage is closed by toxic fumes, jump onto the pipe on the side and climb along it to the stairs. At the top, turn right and go up. In the room with water and barrels, jump into the hatch. Turn the two taps. The path below is clear. Go to where the steam was blocking the path and go down. Now there will be no forks. Only in one place will it be necessary to turn the valve.

Jail

Chaser slowly comes to his senses and looks around anxiously.

- Great, friend. “I was just waiting for you,” the cellmate doesn’t mind sharing his plans.

“Oh, you’re my friend, whom I don’t remember, but I’ll definitely remember,” Chaser guessed, looking at the script.

Meanwhile, the cellmate laid out his plan.

“This is the third time I’ve been sitting here.” Every time I came across it on purpose - I was waiting for you. Now we will run. Don't worry, everything is arranged. I broke the security system, learned the layout of the prison, and even brought an autogen. And no one noticed anything. Now we’ll open the door for them and quietly sneak out (the screenwriter has obviously had too much sake).

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

Run after your friend. In one of the tunnels he will stop and say that the partition needs to be closed. Do it. Now you will have to walk around alone for a while. Crawl through the tunnels - there is only one way. In one place you will have to jump from a great height - don’t be afraid. Having reached your cellmate (he has already managed to steal the machine gun - he’s clever!), continue on your way together. Soon you will also receive a machine gun. Now Jay, sensing danger, will stop and wait for you to deal with it. This will take you to the terminal. Jay will begin to conjure over the remote control, and you must ensure safety. There is nothing difficult about this - there are two passages and both are blocked by laser beams. After suffering, your partner will report that nothing is working for him, and he will have to open the cameras manually. Run out of the room and go down the stairs. After a lot of wandering, you will reach the blocks. Go into each one and open the cameras using the control panels. Now back. There is no need to run back all the way. A previously closed grille is unlocked. You just need to go down a little. There is nothing in the room anymore. Go through the previously closed door.

Now we need to look for Jay. And why couldn’t he sit still? There is a lot of fighting going on in the prison. So far with varying success. At the place where three guards kill the crowd of prisoners, jump down. Under the floor, crawl to a deep hole. Don’t pay attention to the battles from above - there’s nothing you can do to help.

Having reached the deep well, we will estimate how long the bodies flew. Let's not repeat the mistakes of others - let's use the stairs. Having risen to the place where two prisoners are sitting, jump along the fittings to the next staircase. It seems that the prisoners are completely crazy about freedom. They shoot at everything that moves. Therefore, as soon as you hear shooting, stand and do not lean out. Let them deal with themselves first, and there won’t be any problems finishing off the survivors. Go downstairs. Don't forget to shoot automatic cannons from above while you are in their dead zone. Further forward along the corridors.

Half-Life 2 screenshots immediately come to mind.

Once on a new level, climb out along the ladder on the right. Now you have a long journey ahead of you across the platforms. Among the new enemies, a flying miracle was spotted with a machine gun in its hands. When you reach a rise with two machine guns on the sides, go straight. As a result of the scripted video, you will find yourself between two abysses. Climb up the fallen beam. Go left through the door. There's nothing left. Deal with the guards and get into the elevator.

Assault on a military base

The Central Committee (or whatever they have) decided - Samuel Longwood is sentenced to death. John Chaser has been appointed as executor. I apologize for the rather strange comparison, but the rebels are very reminiscent of the terrorist organizations of the late 19th century in Russia. The Socialist Revolutionary cause is alive and well, albeit virtually. A squad of bright-eyed rebels heads to a military base. For weapons.

As you might have guessed, everything failed again. We are no strangers to this. Now the main thing is to have time to run inside before the gates close. Do not climb forward, but move after your comrades. They will manage just fine without you. Once inside, heal and prepare for a new battle. When the gate opens, first destroy the machine gun under the ceiling. The rest are easier to deal with. Through the door to the left. The command post is closed, you'll have to look for the card. Go left. In the corridor with a fork, turn left again (if you look at the door). Ambush on the side and run straight to the door. An evil cyborg will try to come out of it, and this cannot be allowed. Block his path with your body and caress him with lead. The poor guy won't even have time to understand what happened. If you didn’t finish it off, no problem—finish it later. Now you can search the rooms. In one of them you will find a map. She lies on the floor and glows blue. Now into the corridor to the right. There is an iron block there. We will act with cunning. Sneak along the columns.

Turn on the adrenaline, jump out from around the corner and point-blank fire a burst of fire into your face. Go left. When you reach the armory, be sure to grab some ammunition. They are endless here. On the way out, there will be a surprise right next to the door - another premature Terminator. If you did not finish off the first cyborg, you will find him still standing at the door. Go left to the command post. Up the stairs. The passage is blocked by lasers. It doesn’t matter, we’ll break everything now. Throw one grenade at a time at the power supplies through the holes at the top. Go down the left corridor. There are cannons installed at the top. Taking them out won't be a problem. They leaned out. The cannon began to fire. They hid back. When it started to move upward, they jumped out and fired a burst. And so on until the bitter end. Having reached the command center, open the gate from the control panel.

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

Train kidnapping

“Chaser, we’re flying out on business, and you’re... well, steal the train, take it to the desired point and cause sabotage.” Remember: we are always with you in our thoughts.

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

Jump onto the tunnel on the left and go to the second complex. Climb over the barrier. Soon you will reach a building with a bunch of boxes. Here are the first opponents. It’s better not to stand on ceremony with anyone, but to shoot from afar, with a sniper rifle. This is especially true for the two on the roof. They do not admit anything except firing from rocket launchers. Of course, for you. Now turn left - here the lock is not locked. When you reach the railway, turn right. Go up the long stairs. Follow it to the roof. Pick up two grenade launchers and climb into the tunnel. Having reached a deep well, carefully jump down the pipes. The first two are armed with machine guns and only know how to intimidate with their menacing appearance. Walk forward a little. Shoot the passage on the right with a grenade launcher. There are two there. Now carefully. As soon as the door ahead begins to open, immediately run back. Behind her is an angry and very accurate grenade launcher. Let him shoot at the walls - we’ll hide. Let's run further.

Having reached the second hall, perform magic on the control panel - the gate will open. Board the train below. A couple of times you will stop at a traffic light. Exit to the right, go upstairs and press the buttons. Also, a train with 3-4 soldiers will catch up twice. Shoot them with a grenade launcher. Having reached the platform with the force field under the load, go up and activate the loader.

Nowadays everything is simpler than steamed turnips. Calmly ride the train to the end. Hide in the far corner of the cabin from the squads you meet along the way. There is no point in fighting them. They are standing still, and the train is going too fast. Having reached your comrades, get out of the cabin and run downstairs as quickly as possible.

The final

Key figures of the corporation have been destroyed. Everyone quietly celebrates the victory. The uprising was victorious. Do you think this will all end? We were daydreaming.

The trip to headquarters ended in friendly death. Of course, only Chaser survived (I wonder if anyone could live with him for more than a week?). Of course, there was some betrayal. Of course, all hope lies with him. Do you have any suspicions yet? Then keep guessing.

On the first map you won't meet anyone at all. Calmly walk to the elevator and go down.

But now automatic guns will interfere with us. But you already know how to deal with them. In the corridor blocked by laser beams, explode the barrel and go down. Crawl into the recess and blow up the grate. After passing through several halls, you will reach a staircase illuminated by red lanterns. A grate will be broken off on the side next to it. Get inside and go down the stairs. Now crouch down and crawl under the floor. At the exit, two cannons will be waiting for you. Moreover, they start shooting before you notice them.

In the next room, jump onto the boxes against the wall and go down the stairs. Now, in addition to guns, cyborgs with soldiers have fallen on your head. As if it was bad without them. In the place where you met the soldiers, climb onto the box and jump over the rays. When you walk along a long corridor, turn around - a cyborg will appear behind you. After a couple of halls you will reach a room with two exoskeletons and laser fences in which half of the beams work. You'll have to do a lot of jumping here. First to the left. Use the boxes to cross the beams. The next obstacle is more difficult. You won't be able to just jump over with a running start. Climb onto the curb near the wall and jump from it over the rays. Cross the last fence while sitting. Activate the computer and go back the old way. Now turn right. Fences are overcome in the manner described above. Turn on your computer and go through the door. In the next hall, go down.

Another easter egg. Martian rock band.

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

Another new map. Now we have to jump like crazy through the elevator shafts. It will not be possible to give an exact passage, and there is no point. Much depends on technology. Jump over pipes, stairs, elevators and you will reach your goal.

Last level. I can't even believe it. Right. Get into the ventilation. At the exit, shoot at the policemen with a grenade launcher. This way you will help the rebels. Of course, there is no benefit, but it’s nice. In rooms with a pit filled with water, press the button on a strange device. After the video, jump onto the device and climb over the gap. In the room, climb into the tunnel on the side. Follow it to get to the room. Go into the nearby opening. In others you will find nothing but trouble. When you reach the crater, go down. Follow it to get to the jack shown in the video. There will be a gap next to it. Go down along the rubble. Don't forget to turn on your night vision device - otherwise you won't see anything. Having reached the garage (it will be to the left, from the entrance), go down and go through the door on the right. Go up the stairs. From above, shoot everything that moves and jump out the window. Below, be careful - two vehicles have automatic cannons. Go behind the boxes. Here you can crawl under the door. Don't rush to crawl inside. Do you see two iron legs? Cyborg. Shoot whatever the soul asks for - the poor guy can’t even answer. The second piece of iron hid behind the boxes. She probably decided to scare me. Posthumously. While you are dealing with him, a cyborg will come out from the other end, shoot and go behind the box. Strange. We'll figure it out later.

Go downstairs. The hitherto peacefully parked car will turn on its headlights, and paratroopers will run out of it. Drive it back. Go upstairs and finish off another cyborg. Don't forget about the hidden shy guy. We quickly jump along the stairs down one flight. Now we cross the rubble to the other side. We move to another corridor. Two people are waiting around the corner. They waited in vain, it’s worse for them. Right. There are a lot of people here. Everyone is evil and shoots with rocket launchers. We will reciprocate. Go downstairs. Having reached the bottom, jump into the hole in the wall. Run through the room with the warped floor as quickly as possible. As soon as we jump onto a flat surface, everything will be covered with earth. We go behind the box and go downstairs. Almost over.

Once on the new map, go forward a little and watch the final video. There is no need to comment on it. Everything is too serious and sad. Humor has no place here.

Go down the stairs to the very end. There is a door ahead with a yellow light on the control panel, indicating that this door can be opened. Go through it and go to another door with the same control panel. Go through this door and watch two soldiers walking left into a room where an explosion will later occur. Follow them into the room and take the weapons near the soldiers' bodies. Now that you're armed, show the SWAT team what you're worth! Follow the corridors of the space station to a large cargo bay, consisting of three levels. Clear the area of ​​enemies, and then take the elevator up to the second level. Use the computer on the opposite side and climb along the fallen boxes to the third level of the cargo compartment. Follow numerous labyrinthine corridors to reach another two-story room, where you can take one of the two lifts and go down. Go through the door from which the special forces fighters will run out, and continue along the corridors of the station to the place where there is a large force field in the floor. To the right of it is a small yellow circle. Stand on it, use the computer and go through the door on the right.

Run again along the corridors of the station, which have become significantly distorted, until you run into a tightly closed door, to the left of which a staircase will be visible. Climb up it and run to the rescue shuttle, on which you will leave the Majestic space station.

Mission 2: Montauk City

Pick up the shotgun near the dead enemy and the ammo on the shelf and go downstairs to the street. Follow the road and shoot enemies. Having reached the building in which the fire is raging, turn left and go into the house. Follow it to the other exit. Once in the underground, shoot enemies and continue moving forward. Eventually you should reach a larger area. Go through the passage on the right and continue following the only path until you come across a fence. Climb over it using the boxes lying here and follow straight.

Mission 3: Gateway

After getting out of the car, do not go forward under any circumstances, as you will come face to face with the guards and die. Instead, follow the road to the left and go around the building. When you reach the corner where the guards are standing, your partner will contact you. He will give you a signal and you will have to quickly enter the building. Go to the locker room, and from there into the corridor. When you hear the sound of the door opening, hide behind the boxes on the side where the painters are standing. When the guard leaves, go through the door to the left of the painters and, after passing one room, exit onto the landing. Go through the door above which the camera hangs and go through the room to the stairs, along which you will go up to the floor above. Walk straight along the corridor, to the right and go into the second door on the left. Go through the room into another corridor, in which there are painters.

Wait for them to go left to the landing, then follow them. Climb the stairs so that the surveillance cameras do not spot you, and run into the dark corridor. Go right and enter the door on the right. After two rooms, go out into the bright corridor, where a guard is sleeping on a chair. Quietly walk past him, go through the door on the right and go left along the corridor. Go into the room ahead, and from there to the right into the bathroom. Go to the window and listen to the Japanese conversation.

Now return to the corridor and wait until the guard is out of sight. Then go into the room where he left and go to the window to continue listening to the conversation.

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

Mission 4: Waterworks

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

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

Mission 5: Little Tokyo

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

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

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

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

Mission 6: Hotel Nippon

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

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

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

Walk next to stabilizer No. 1 and move along the ventilation shaft to stabilizer No. 2. Jump onto the wooden boxes and cross the inclined ledge to the other side. Climb the stairs up and go to the third stabilizer. Near it in the wall there is an entrance to the ventilation shaft, after passing through which you will find yourself in the control room. Use the computer that controls the elevator and go back. Follow to stabilizer #6 and get into the elevator.

Mission 7: Portland

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

Mission 8: Lighthouse

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


You have a sniper rifle in your hands and I think you can already guess what you will need to do. There is Kabir's truck that you must protect and there are enemies that you must eliminate before they manage to destroy the truck. The task couldn't be simpler, and you can easily cope with it.

Mission 9: Underwater

This time, a difficult life has brought you to the depths of the sea. You must make your way through the graveyard of sunken ships to the harbor. Your main landmark in the water is the yellow light bulbs. Following them, you can easily find your way to the harbor. But keep in mind that you must touch the light bulbs so that they change to blue, otherwise, if you don’t do this, you will no longer see yellow light bulbs.

Mission 10: Harbor

Approach the chain-link fence and shoot all the enemies ahead with a sniper rifle. Enter the building and, having dealt with the guards in the rooms, climb out through any window back onto the street. Run towards the gate and, before reaching it, go into another building on the left. Go up to the second floor, and from there go to the balcony. Climb to the roof, and then climb onto the roof of the building where you were at the beginning of the mission. Climb into the ventilation shaft and crawl to the exit. Then go down the stairs and follow the corridor to the storage room, where another staircase leads up. Once at the top, go forward and go through the door on the right. You are back on the street, but already outside the gate. Run forward, then left to the control room of the main harbor gate. Use the control panel and get on the lift, which is located nearby. When you arrive down, run up to the large gate. Open them and run further. When you see a piece of wood propping up the door on the right, break it with a shot from your weapon. Now you will have to go to this door and go through the door on the left. Climb the stairs, go into the room and go down to the generator. Go down even lower until you find two valves. Turn them and go down one more level. Turn valves A, B, C, D (in that order) and go into the generator room, where you increase the power of both generators using the control panel. Now, using any method known to you, return to the control panel of the main gate of the harbor and use it.

Chaser is a game about the adventures of a man who has lost his memory. A man trying to remember and understand who he is. He will break through to his obsession, which he dreams of every night - Mars. To the answer to all questions. Well, if we discard the beautiful words and

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Guides and Walkthroughs

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

Adrenaline is in full swing

The game has a built-in gadget that is fashionable for the current time - slo-mo. With one press of a button, time will slow down, giving the player a clear advantage over enemies. What is the practical application of such a necessary gizmo?

At first it won't work. You won't be able to dodge bullets. No matter how hard you try, the little lead friends fly faster.

But you can effectively destroy crowds of enemies. Turn on the adrenaline - and go ahead. Six people are no longer a problem. Eight too. Twelve... well, you went too far. With the help of adrenaline you can masterfully create head-shots. In general, without him we can’t go there and we can’t go here. This isn't Max Payne, where bullet time was mostly just for show. There’s no way around this here.

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

How to shoot them all?

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

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

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

Sneaky- sits in one place and waits for the player. He shoots without leaving his spot. Most often it lives behind drawers, near doors and in other convenient places.

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

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

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

The enemy always reloads where he runs out of ammo. Which is why I get beaten all the time. He also begins to change his position only when he is hit. To this day he stands and shoots peacefully. For what... (see above).

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

Firstly, enemies often appear right in front of you - right out of thin air. Secondly, the triggers themselves are placed extremely poorly. A typical case. We ran into the room. Everyone was killed. Everything seems clean. Let's run forward. Bam!!! And more comrades appeared behind us. And so on all the time. It's terribly annoying. Perhaps the developers thought it was original and interesting. They were wrong.

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

Characters

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

Let's get to know the main characters. There are few characters in the game, and only a few are worth mentioning. It is around them that all events revolve. I’ll reveal the plot a little - of all the characters mentioned, only two will survive. Who exactly - you will find out at the end.

John Chaser

A man without memory. The whole game he tries to catch the elusive Stone (he will find it, but where he least expected it) and, finally, remember and understand who he is. Our alter ego. You will have to travel with him all over the Earth. And even more.

Gomez

Mafia man. Veteran of street fighting. Probably no one endured as much as he did. In the mafia he is considered a black sheep. The only person who helped Chaser, although, as we learn later, not for free.

Shimako

He is engaged in improving soldiers for the Yakuza. Electronics specialist. Plays a secondary role in the plot. He takes the spider out of Chaser's head and dies safely from an excess of lead in his body (in other words, he was shot).

Longwood

Samuel (why do all the Main Villains have such fancy names?) Longwood - head of " Mars Corporation". Controls all of Mars. In fact, it is its sovereign master. The main enemy of the rebels.

Kabir

Jetpacks will replace parachutes in the future.

Dagestan millionaire (or billionaire) who accumulated his capital in crime. He is the owner of the cosmodrome (and you and Tito got along!), purchased from the Soviet government. For some time it helps to get to Mars. After which he dies safely.

Enemies

There are many enemies. So many. And everyone is trying to kill. The mafia, the yakuza, the US and USSR armies are driven by one goal - to turn Chaser into a cold corpse. Usually it turns out the other way around. Rare allies turn into either corpses or enemies, and then still into corpses. Let's take a closer look at the enemy, following the ancient wisdom: forewarned means forearmed.

Raiders

A bunch of pathetic ragamuffins. They are trying to snatch a piece of power in the city. For which the powerful of the world are constantly beaten. Weakly armed and do not pose a serious threat.

Mafia

For some time, Chaser is forced to work for the mafia. A serious opponent. Stylish guys in stylish black bulletproof vests, stuffed to the brim with electronics. Armed exclusively with Colts.

Yakuza

Despite the loud name, it is a rather weak opponent. Dressed in red armored suits. The eyes always glow red. Probably out of hatred. Armed with ingrams or FA-MAS.

Look at the posture, the manner of deportment.

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

US Army

Guys in red/blue berets. They wear only Colts and FA-MAS. They have a wagon of health and increased survivability. It's better not to get in their way. However, like everyone else, they are mortal.

Soldiers of Mars Corporation

Loyal fighters of Samuel Longwood. They have excellent bearing and armor. Able to withstand several hits to the head. There is a "lite version" of soldiers. The most serious opponent in the game.

Exoskeleton

Living tank. Has the speed and agility of a turtle. Armed with a heavy machine gun and a rocket launcher. The fattest enemy in the game. Kills very easily. It's all his slowness. By the time he turns around, you can kill ten times and run away.

Automatic guns

Very nasty things. They live under the ceiling. When the player approaches, they lean out of their nests and start firing heavy machine guns. It's best to attack when the cannon starts to retreat back.

Weapon

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

Knife

Knife. Just a knife. Following the good old tradition of action games, an absolutely useless weapon. No one needs and never uses. The use is strictly prohibited.

SIG SAUER P226

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

Beretta M12

High rate of fire, good accuracy - this is good. But everything is canceled out by a small penetrating force. Hand on heart, it's junk. Only used in one mission.

INGRAM M10

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

Heckler&Koch G11

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

FA-MAS

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

GDL2B

A regular grenade launcher. One shot - a sea of ​​corpses and half an hour of reloading. Happens 5-6 times per game.

TAFF20

Twenty-round grenade launcher. Conceived as a doomsday weapon. It didn't work out very well. Has two shooting modes. In the first one, one grenade is fired. In the second - four at once. I warn you right away: the second shooting mode is absolutely not needed. It has more disadvantages than advantages. Firstly, there are long intervals between shots, and secondly... Well, at whom will you fire four grenades at once? Usually one is enough for the eyes. Moreover, grenades do not fly to one point, but in a fan. Take care of ammunition - they are very rare.

COLT COMMANDO

Great rifle. Has small dispersion and high penetrating force. Unfortunately, it is little used: either there are no cartridges, or there is a more impressive model.

Beretta R2

Martian version of Beretta. The graphics differ from the earth model. Similar combat performance. Plus, for some reason, the developers added a useless laser sight.

Calico E50

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

AKS 74UN

The best weapon in the first part of the game. Firstly, a powerful gun. Secondly, there is a sniper scope, which means high accuracy. When combined with adrenaline, it turns into a doomsday weapon.

MC Millan M87R

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

VAL Silent Sniper

Sniper rifle. Quiet, accurate and with night vision. An ideal means for destroying the enemy at long distances. There are no problems with ammunition. Especially in Russia. A hit almost always results in 100% mortality.

OICW

Big brother of FA-MAS. Almost identical in all respects. Has great power. Underbarrel grenade launcher available.

Winchester DB Auto

Another classic of the genre. The monster is close, but from afar... It finds good use throughout the game. In the first firing mode, six pellets are fired, in the second - twelve.

Grenades

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

Choosing the best weapon

Having such a wide choice, you can’t help but think - which is better? Before analyzing specific models, let's consider the issue from the other side. The main rule is that the enemy must be destroyed with the same weapons that he himself is armed with. Why? It's all very banal. Even full ammunition will last you a maximum of thirty people. And there are many more opponents on the level. And it will be very unpleasant at a crucial moment to be left with a pitiful INGRAM M10 against three FA-MAS.

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

AKS-74UN should definitely be taken. The optics put the rifle in the lead. You can shoot your enemies from afar with almost impunity. And the headshots go great.

VAL Silent Sniper. You probably don’t need to explain to anyone why you need a sniper. Why this one and not the MC Millan M87R? Ammunition for the latter is very difficult to find.

FA-MAS is the ideal melee weapon. First, they were treated with a grenade launcher, and the survivors were finished off with a burst of fire.

First aid kits, armor and everything left behind the scenes

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

The armor, like the first aid kit, lies in secluded corners or falls out of the dead. There is also a nuance here: the more bullets that hit the enemy’s body, the less chance of detecting protection after death. But if you hit the head, you will get (if there is one at all) a trophy. Armor protects the player from bullets and explosions. But it does not protect against falls from heights. The level of protection depends on the amount of armor. For example, a 100% kit takes the damage completely, and a 60% kit only partially. Some of the damage will be removed from your health.

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

If you need to jump to a greater height, press the “squat” button while jumping. This technique is widely known to those who play Counter-Strike. In the game we will have to jump a lot and along very complex trajectories. It will often seem impossible to climb onto the desired ledge. Calmly. Chaser has phenomenal tenacity. A small ledge is enough for him to climb and hold on. After a while you will wonder where you can climb.

The game was played on Normal difficulty level. Due to linearity, some places are not mentioned. There is no point in describing for five pages how you run through twenty absolutely identical corridors.

WALKTHROUGH

Space station

He slowly came to his senses.

However, they did not allow me to lie quietly and think about the important and vital. The relaxation process was interrupted by a group of people in red armored suits and with weapons in their hands.

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

Communists. Or the rebels. Or from Mars. Or everything taken together,” Chaser quickly realized.

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

It looks like we need to get out of here, he thought, but his legs had already done everything on their own. Random shooting began, as a result of which a small generator was hit. Not accustomed to such an attitude, he exploded in resentment, thereby condemning the station to death.

It looks like Chaser is the main quarry in this mad hunt. We need to quickly disappear before the station falls to pieces.

Follow the stairs to the very bottom and go through the door. Until you find (this will happen in the second or third room) a weapon, hide from the guards. In a room with several tiers and a bunch of boxes, the first serious battle awaits. Four people are sitting at the top, two will come running from the left. First we deal with those who came running, and then with those at the top. Take the elevator to the top. Use the computer against the wall. The boxes fell very well - you will use them to get to the next tier. Follow the corridors to the lift and go down. In the corridor with a fork, go right. Now down the stairs. Right again. In the room with the dead technician, stand on the yellow circle. After activating the computer that appears, go through the right door. There will be no more forks. Run to the room with the rescue shuttle.

The shuttle is flying at full speed towards the unknown, and a series of explosions is heard from behind - the station is falling apart. A brilliant piece of engineering was destroyed because of one man. John Chaser.

SECOND PAGE

Slum

The space shuttle landed in the city, successfully stopping on a house that turned up along the way. The residents of the house are clearly not happy about this turn of events and are in no hurry to greet our hero with flowers and tears of joy. Instead, the civilians' goal is to make Chaser's stay as short and painful as possible. Answer them with lead.

Collect weapons, ammunition, and go down the stairs to the next floor. On it, deal with the militant punk and carefully move along the corridor - two people will suddenly jump out at you from the left passage. A shotgun is perfect for calming them down. Having finished with them, switch to the rifle, turn on the optical sight and turn towards the stairs - from there another curious person will come running to the sound of shots. He shoots very accurately, so hide behind the box, otherwise he will hurt you. Now you can slowly collect trophies. Among other junk you will find an ultrasound. The weapons are lousy, but found in abundance at the level. Continue down.

There are three people waiting for you on the next floor. The first one is right at the entrance to the floor. It’s better not to poke forward, but to lure him towards you. To do this, just shoot nearby - he will come running. The other two sat down at the end of the corridor. One is armed with a shotgun. He needs to be finished off from afar while he is harmless. The second one, with a gun, is lying behind an overturned cabinet and is trying to pretend to be Clint Eastwood. Unsuccessful. While you are collecting trophies, help will come running from below.

Go outside. First, go into the back alley and kill the smart guy on the trash can. In general, you can leave him alone, but leaving him in the rear is dangerous. Having walked a little forward, having watched a series of scripted videos, you move on. When you reach the fence, move around in the hole and hide on the side. Shotgun, shotgun and more shotgun. Now you can come in. Don't miss the sniper on the roof. When you reach the street where the ship takes off, get ready for a serious fight. There are a sea of ​​enemies - don’t stand like a pillar, constantly move. Having dealt with them, grab your weapon and run inside the building. The entrance is on the left side. There are a lot of punks inside. I advise you to use a shotgun, it is very good at bringing down everyone. When you run out into the street, don’t forget to run to the left for the armor and go down into the tunnel. Coming out of the tunnel, you will face a serious opponent - mafia fighters. Pick up Colt Commando from the bodies. This is the best weapon at the moment. Further in the courtyard there will be an ambush. One in the courtyard and two on the balconies. Don't try to shoot everyone at once - finish off one and go back. There is very little left. You can no longer take care of your weapons and health. Walk forward until the memories come flooding back.

Hotel

Chaser fell into the clutches of the mafia. It won't be so easy to break out of them. The spider in the head causes the most problems. If the Boss even suspects anything - bam!!! And there is no head. We will have to act according to ancient Roman wisdom - divide and conquer.

The family's first task. The Yakuza are up to something - you need to find out what. For your safety (not yours, God forbid, you thought so - family and only family) they will guide you, and if you fail, they will activate a spider in your head.

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

Storming the water station

“The damn competitors have decided to take over the power in the city. They have seized the water station and are preparing to dump chemicals into the city water supply. If this happens, the monopoly on water will be in their hands. We cannot allow this,” Big Boss rants.

Martian cities...

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

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

Slowly go down, dealing with everyone you meet. When you reach a hole in the floor, shoot everyone you can reach from above. Jump down and hide behind the concrete structure. A crowd armed with Colts will come running from the lower level. Once you've dealt with them, go down and pick up the armor. Now go through the door to the left. After clearing the room, go downstairs. When you reach the stairs, switch to the sniper rifle. Use it to remove the one stuck near the boxes. He shouldn't even notice you. There are two left - on the side of the stairs. Both are armed with Colts. Don't try to fight them, but run past them to the end of the hall. Over a long distance, the chances of success will increase sharply.

Go as far as the big rise - you'll encounter some minor resistance along the way. After climbing the stairs, lean out halfway and shoot the guards. There are two ways to get to the next room. It's better to go through the stairs; the second entrance is too heavily guarded. After shooting the only guard, hide behind a column and get ready to repel the attack. 5-6 people will come running to you at once. Climb up and crawl into the next block.

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

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

Little Tokyo

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

A very strange mission. The assault failed and, probably, a redistribution of power should begin in the city. However, everything is not like that. We have to walk through the sewers along the way, shooting the flogging Yakuza. There is no other explanation for why so many people have accumulated in the sewer. Here it is, the eternal housing problem.

While you are in the sewer, use a pistol. Firstly, there are few enemies. Secondly, they are armed with pistols. Going up the street, take out one yakuza directly above you. The second one is in ruins opposite. Carefully climb onto the boxes, but don't jump yet. Shoot at the asphalt. Two people should come running at the sound of a shot. Are you done with them? Take a deep breath, sign up, and jump over the fence. As soon as you find yourself on the other side of the fence, the street will turn into absolute hell. Fire will come from all sides. Try to find a secluded corner where you can start clearing. It is better to use captured weapons - your own will come in handy. An indecently sized crowd sat in one of the buildings. Shoot there with an underbarrel grenade launcher. The crowd will calm down. Almost at the very end of the street there will be a gateway on the right side. Enter it and jump into the tunnel.

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

They managed to remove the spider in time. A crowd of family fighters is rushing here at full speed. Are we behind us - or just a punitive raid? We'll find out later. For now we need to do our feet. Run out of the building and quickly into the alley. From there, shoot everyone who runs behind. So that they know who to run after. You need to get to the western gate. Unfortunately, it was not possible to describe the path. Just follow the alleys and you will reach your goal sooner or later. There is only one gate, there is no way to confuse them. Along the way you will meet militants with the Yakuza. Actually, it’s strange, like howling groups, but as soon as they notice you, everyone, abandoning their work, runs together to kill you know who. If, when you run out to the gate, the script cutscene does not work, then go up to the building nearby and run along the floors. Near one window you will click on the trigger and the video will start. Oh, these always buggy scripts!! Run back and get into the car.

Hotel

The chief urgently calls Chaser to the carpet. After a long and pathetic speech, the essence of which boils down to the simple “we are cooler than eggs and will kill everyone,” the detachment, with an equally pathetic look, dismantles their weapons and goes on an assault. I will not comment on further developments of events, otherwise you will lose all interest in the plot.

So Chaser got an angry mafia on one side, and no less evil yakuza on the other. First you need to find another entrance to the hotel. Run around the building on the right edge. One of the vents will be open. Get inside. Once in the building, go left into the hall and fight with a crowd of brutal guards. In fact, you don’t have to come here, but then you’ll have to wait for an attack from the rear. Go back to the stairs and go right. Once outside, run to the hatch. After watching the video, grab the bag and jump down. Through the ventilation, get to the previously closed door and crack the combination lock. Isn't it ironic? How could you take a shortcut if the ventilation held up?

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

How much longer can you hang around the hotel? After the room with the boxes, turn left. Now go wherever you are allowed, there are no forks in sight. Only one meeting will darken your carefree journey - the red dragon. Of course, he’s not a real dragon, but he took the nickname to be cool. Meet him in the lobby. First, calm down those running above with a grenade. They won't interfere. It’s better not to challenge the dragon to a fair fight, but to meanly shoot it with a grenade launcher. He has a lot of life and can take a lot of bullets on his chest. Having finished with it, go upstairs and go to the utility room with cabinets. Come inside. Look for the door. One of them should lead to the basement.

Already a basement. So there's not much left. In the room with the first stabilizer (this big, constantly moving thing), deal with the guards and climb into the ventilation hole below. There is no obvious passage in the next room. You’ll have to push your way (there’s no other word) against the wall. Wait for the stabilizer to move away from the wall and run to the shelter in the middle. Half the battle is done. Now run from the shelter to the other side in the same way. Go upstairs. First, crawl into the ventilation and activate the power. Go back and go to the elevator. It's nearby.

Port

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

Kill - don’t think,” Chaser decided, taking a machine gun from the depths of his jacket and looking strangely at Kabir.

Yeah, but here’s a chance,” he was happy when he heard the explosion. The attack on the warehouse has begun.

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

Lighthouse

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

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

Got instructions? Then do it - take the beret in your hands and go ahead. Go down to the pier. We need to go to the far right building. Before going there, run around and collect ammo and armor. Turn right inside the building. You should go out into the courtyard with a bunch of boxes. Climb over the boxes to the other side. You will find a hole in the wall of a dilapidated building. Get into it. Go to a long corridor with a utility room on the side. In it, climb up the stairs. It is very difficult to notice due to its extremely inconvenient location. Now climb the stairs to the very top of the structure and jump down into the tunnel. When you reach the intersection, go left and jump down. The security here is much more serious than at the docks, so it’s better to choose a more powerful weapon. One of the rooms will have a closed ventilation hatch. Shoot him and go upstairs. To do this, jump up without stopping. Once on the giant stairs, go up into the room and pull the lever. After this, the game will generate a bunch of special forces throughout the stairs. Moreover, three will stand point blank at the door. Don't let yourself be caught off guard, but rather treat yourself to a shotgun blast. Go downstairs and get into the elevator.

The position has been reached, it’s time to unsheath the sniper rifle. You need to cover the truck while driving. For this purpose, you were given a miracle rifle with a night vision device and a silencer. The truck has a certain amount of life. Not too big, but enough to withstand a couple of dozen machine gun bursts. Each window reveals only part of the panorama of the area. When the truck starts to move out of sight, run to the other window. Enemies appear suddenly and in different places. Therefore, observe the area with minimal magnification, and when you notice the target, zoom in to maximum. Also, hints about the location of the enemy are given from the truck.

Under the water

We will swim underwater. Why underwater? Because it is necessary. Heroes do not look for easy ways. Before you start playing, drop some valerian tea into a glass. You'll need it. In large quantities.

I don’t know whether to praise the developers or scold them. Yes, the level is made in an original way. Yes, developers rarely indulge in something unusual. But... First things first, though. First, let's look at the controls. First, underwater you have a lot of inertia. This can be used for maneuvers. If possible. Secondly, when moving you are constantly being carried somewhere. It blows away without any reason or logical explanation. Even if you move straight without touching the mouse, you can be turned around on its axis. Why? This fact is not known to science. But the real pain begins when you try to make a maneuver at speed. At that very moment you are carried away anywhere, just not where you wanted. In addition to the disgusting controls, you also have to fight with the guns. True, they smear quite well, and dodging shots is not difficult. Two weapons were issued to destroy the adversaries.

The machine gun is a weak weapon, but the hail of bullets fired will destroy any gun. The main weapon of destruction.

Torpedoes. How torpedoes move is a mystery. Apparently, they haven’t read physics textbooks and therefore float as they please. Trying to knock something out with them is absolutely unrealistic. Use only for suicide if you are completely lost.

Your goal is to sail along the orange lighthouses. The new lighthouse will light up only after you pass the old one. Therefore, as soon as you notice a landmark, sign up immediately. If you are lost, stand up against the wall and fire a torpedo.

Now summarize all of the above and imagine what awaits you. Disgusting controls, annoying guns, a huge level consisting of a tangle of reinforcement, half-rotten ships, confusing tunnels and unclearly located beacons. So decide for yourself whether the developers made a pleasant surprise or not.

THIRD PAGE

Port

While Chaser was frolicking like a dolphin in the depths of the ocean, the new mafia boss got wind of his whereabouts and decided to show everyone that he was the coolest in town. Apparently there is little past experience. Let's repeat the lesson.

First, use a sniper to kill everyone running in the yard. Go to the secret police. Here you can see a funny sight. Three rooms. There are two paratroopers in each room. The paratroopers constantly open the doors, but do not come out. Afraid. Having dealt with the nervous ones, jump out the window and go through the door on the left. From the building, go up to the roof. Jump into the ventilation hole. It will take you inside to a previously inaccessible part of the building. Go outside. A warm welcome has already been prepared for us. Eliminate the paratrooper in the guard tower first. He has a bad habit of throwing grenades down. Having broken through to the booth at the gate, pull the lever.

Kabir, the gates don’t open,” Chaser said, slowly boiling.

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

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

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

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

Spin anything, - the answer was not long in coming.

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

Don't be afraid, it won't explode. Take my example. “I’m not afraid,” Kabir noted logically.

There was nothing more to object, and Chaser began desperately pulling levers and pressing buttons.

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

Going outside, you will meet the current mafia boss and potential corpse - Tony. An attempt to break up peacefully led nowhere. We will have to make a real corpse out of a potential corpse. Get your adrenaline pumping. First, caress him with a grenade, and then finish him off with a machine gun. It is advisable to do everything quickly - security will run to the boss’s aid. Having reached the booth, open the gate and watch the proud departure of the submarine. Where is the boat going? Looks like they were going to Mars.

Russia

But where it is sailing is Russia. Ugh, that is, the USSR. The hammer and sickle are proudly displayed on the red flag. Hats with ear flaps, Kalash rifles and eternal winter are available. After the bullets whiz overhead, it becomes clear that something is wrong here.

This is interesting: Aboriginal people at this level are very fond of swearing in Russian. It has become fashionable for Western developers to include Russian swear words in games. Russian swearing is a sign of good manners.

Having dealt with the ambush, go out into the street through the door in the far right corner. I admit, I have never seen such a miserable northern landscape in a game. You see the hole in the middle. Jump into it and swim into the pipe. When you reach the door under current, pull the lever on the side. And the current disappeared, and it became light. Up first. Then right. Once outside, go straight to the hangar. In general, it’s better not to just run around on the street - enemies are constantly reborn. At the hangar, pull the lever. The gates opened. But this is not enough, we need to find a car. It's in the garage. The garage is slightly to the right of the building from which we came. A crowd of frantic technicians is running around inside. Don't waste valuable ammunition on them - a pistol will suffice. The car was found, but there were no spare parts (apparently, the same equipment was stolen and sold). Now we run to the warehouse. It is located on the side of the hangar. At the top, go to the back room and listen to the radio. Isn’t it nice to hear your native speech? Albeit with an accent. Go downstairs. It doesn't matter which staircase you take. At the bottom, go to the right corner. In the room, in the very corner, you will find the required spare part. Run back to the garage.

Do we need to open something again? OK. Go to the building behind the monument. Fight your way through the completely crazy staff and guards. In the control room, open the outer gate. Well, that's all now. It's time to go outside. Jump over the railing and into the right door. A chaser in stylish felt boots gets into a stolen car and rushes forward. To new adventures.

Railroad station

Go left - into the forest. If you don’t go astray from the right path, the paratroopers will tell you. In addition to simple paratroopers, you will come across snipers. They usually stand at full height on hills and smear wildly. After death, don’t be lazy to go get rare ammunition. Having reached the base, climb over the fence and enter the only building. Click the button here. The gates opened. Exit through the door you entered through. Run around the building and deal with the guards in the courtyard. Now outside. Take the sniper here. When all movement disappears, collect the trophies and jump into the gap on the right. Go upstairs to the control room and press the button. Let's return to the street another way. Go down the stairs. After a couple of rooms there will be an ascent to the roof. Go down the stairs and run to the large gate in the left corner.

After dealing with the guards at the car, go right. Here it is better to work with a sniper rifle. Activate the gate. Now back to the booth opposite the car. Press the button.

The car drives into the yard. Kabir is having a conversation with an obviously bad Russian.

It's a nightmare, so many corpses. I just asked you to open the gate. These heroes are all like that. They just want to shoot. Now we have to look for someone to blame everything on.

Chaser, buddy, we were just looking for you.

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

Camp

Get ready, now there will be an original plot twist worthy of the pen of the famous master of insanity Tom Clancy. It turns out that the cosmodrome was bought long ago by the famous Dagestan millionaire Kabir. Impressed. Let's continue. To use it, we must rescue the son of our savior from the camp. What camp? Believe me, not the pioneer one, but the real Gulag. Or else there will be more.

This is interesting: listen to what the prisoners say. Some phrases will bring a sincere smile.

Once inside, remove the guards (everyone unanimously pretends that they did not notice the snowmobile flying through the fence) within sight of the sniper rifle. Enter the building on the right.

Go left. A warm welcome awaits you. We will reciprocate. Go upstairs and go to the next block. Dig around the computer. Now the camera number is known - A24. Go to prison block B. From there, take the stairs to prison block A. Here is the cell you need - open it. Misfire again. You need to look for the block where the punished are kept. Immediately after the end of the conversation, guards will appear on both sides.

Go down one level and go down the stairs. Along the corridor you will reach the desired camera. Peter is not against helping deal with Kabir, but first he needs to escape from prison. He is a capricious creature and runs after you whenever he wants. This is nothing, the guards don’t pay attention to him anyway. Go through the door you are standing in front of. Go up the stairs on the left. Run forward until the passage is filled with an explosion. Go back. Another explosion will open the tunnel. Follow it to get to the ski lift. Take the elevator together. If you leave alone, the mission will fail. If he does not want to enter the cabin, run away and then enter the elevator again.

Cosmodrome

Our brave Peter, even three days later, did not bother to dress for the weather. I just pulled on my earflap hat. And rightly so, let them know ours. Having indicated the path by which one could enter the cosmodrome, where Kabir was holed up, he got into the all-terrain vehicle and drove off in an unknown direction, prudently deciding that there would be a lot of shooting inside and could even kill.

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

The old acquaintance is clearly not happy to meet. And he wants to continue unfinished business. It's a pity, but he could have lived.

As soon as the video stops, automatic cannons will be activated and a crowd of soldiers will appear. Immediately turn on the adrenaline and fire as many bullets into Kabir’s head as you can. Now run for cover. The boxes on the left are out of range of the guns. Don't stick out too much and slowly fight off the soldiers. Your main goal is to disarm the cannons. First, lean out a little so that the guns can notice you. As soon as they start firing, hide. When the shooting subsides, turn on the adrenaline and shoot (or shoot from a grenade launcher - it’s more reliable) as much as you can. Then back again. When the guns are neutralized, take on the soldiers in earnest. They are constantly reborn, but sooner or later they will end. When Kabir is left alone, shooting him is a matter of technique. During the battle, run to the left corner to replenish ammo/armor/health. There are a lot of first aid kits and other useful things.

Mars

Finally Mars. The long journey passed without surprises. But at the spaceport everything started anew.

Sir, can I have your pass?

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

What's the problem, sir?

Chaser has never been strong in brain activity, much less in negotiations and deceptions. He chose his standard course of action. As usual the worst. A blow to the jaw.

You need to run away from the guards very quickly. I'll give you a short description of the path.

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

That's it, they ran away. You can take a breath. Chaser is armed and deadly again. Go along the corridor; It makes no difference which way you choose, you will still come to the hall. There are 6-7 guards inside. Do you see boxes constantly moving around? Get in. Along the way, don't forget to jump over the beams and shoot the guards. When you reach the end, jump to the left. Activate two control panels. Now the bridge is ready. Follow it to the other side. The security, as if on purpose, is hiding behind barrels of fuel. A couple of well-aimed shots and a lot of charred corpses. Press the button. The hoist placed the barrel in front of the boxes. It would be a sin not to take advantage. The path is clear. The further path is long and gloomy, but straight and monotonous. We can only add one thing: enemies often seek cover behind barrels of fuel. Poor.

Having reached the place where the passage is closed by toxic fumes, jump onto the pipe on the side and climb along it to the stairs. At the top, turn right and go up. In the room with water and barrels, jump into the hatch. Turn the two taps. The path below is clear. Go to where the steam was blocking the path and go down. Now there will be no forks. Only in one place will it be necessary to turn the valve.

Jail

Chaser slowly comes to his senses and looks around anxiously.

Hello, friend. “I was just waiting for you,” the cellmate doesn’t mind sharing his plans.

“Oh, you’re my friend, whom I don’t remember, but I’ll definitely remember,” Chaser guessed, looking at the script.

Meanwhile, the cellmate laid out his plan.

This is the third time I've been sitting here. Every time I came across it on purpose - I was waiting for you. Now we will run. Don't worry, everything is arranged. I broke the security system, learned the layout of the prison, and even brought an autogen. And no one noticed anything. Now we’ll open the door for them and quietly sneak out (the screenwriter has obviously had too much sake).

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

Run after your friend. In one of the tunnels he will stop and say that the partition needs to be closed. Do it. Now you will have to walk around alone for a while. Crawl through the tunnels - there is only one way. In one place you will have to jump from a great height - don’t be afraid. Having reached your cellmate (he has already managed to steal the machine gun - he’s clever!), continue on your way together. Soon you will also receive a machine gun. Now Jay, sensing danger, will stop and wait for you to deal with it. This will take you to the terminal. Jay will begin to conjure over the remote control, and you must ensure safety. There is nothing difficult about this - there are two passages and both are blocked by laser beams. After suffering, your partner will report that nothing is working for him, and he will have to open the cameras manually. Run out of the room and go down the stairs. After a lot of wandering, you will reach the blocks. Go into each one and open the cameras using the control panels. Now back. There is no need to run back all the way. A previously closed grille is unlocked. You just need to go down a little. There is nothing in the room anymore. Go through the previously closed door.

1 2 3 All

MISSION 1: Majestic Space Station

Go down the stairs to the very end. There is a door ahead with a yellow light on the control panel, indicating that this door can be opened. Go through it and go to another door with the same control panel. Go through this door and watch two soldiers walking left into a room where an explosion will later occur. Follow them into the room and take the weapons near the soldiers' bodies. Now that you're armed, show the SWAT team what you're worth! Follow the corridors of the space station to a large cargo bay, consisting of three levels. Clear the area of ​​enemies, and then take the elevator up to the second level. Use the computer on the opposite side and climb along the fallen boxes to the third level of the cargo compartment. Follow numerous labyrinthine corridors to reach another two-story room, where you can take one of the two lifts and go down. Go through the door from which the special forces fighters will run out, and continue along the corridors of the station to the place where there is a large force field in the floor. To the right of it is a small yellow circle. Stand on it, use the computer and go through the door on the right. Run again along the corridors of the station, which have become significantly distorted, until you run into a tightly closed door, to the left of which a staircase will be visible. Climb up it and run to the rescue shuttle, on which you will leave the Majestic space station.

MISSION 2: Montack City - Montack City

Pick up the shotgun near the dead enemy and the ammo on the shelf and go downstairs to the street. Follow the road and shoot enemies. Having reached the building in which the fire is raging, turn left and go into the house. Follow it to the other exit. Once in the underground, shoot enemies and continue moving forward. Eventually you should reach a larger area. Go through the passage on the right and continue following the only path until you come across a fence. Climb over it using the boxes lying here and follow straight.

MISSION 3: Watergate

After getting out of the car, do not go forward under any circumstances, as you will come face to face with the guards and die. Instead, follow the road to the left and go around the building. When you reach the corner where the guards are standing, your partner will contact you. He will give you a signal and you will have to quickly enter the building. Go to the locker room, and from there into the corridor. When you hear the sound of the door opening, hide behind the boxes on the side where the painters are standing. When the guard leaves, go through the door to the left of the painters and, after passing one room, exit onto the landing. Go through the door above which the camera hangs and go through the room to the stairs, along which you will go up to the floor above. Walk straight along the corridor, to the right and go into the second door on the left. Go through the room into another corridor, in which there are painters. Wait for them to go left to the landing, then follow them. Climb the stairs so that the surveillance cameras do not spot you, and run into the dark corridor. Go right and enter the door on the right. After two rooms, go out into the bright corridor, where a guard is sleeping on a chair. Quietly walk past him, go through the door on the right and go left along the corridor. Go into the room ahead, and from there to the right into the bathroom. Go to the window and listen to the Japanese conversation.
Now return to the corridor and wait until the guard is out of sight. Then go into the room where he left and go to the window to continue listening to the conversation.
To leave the building, return to the room in front of the bathroom and jump onto the scaffolding through the far window. Get down to the ground and run to the car you and your partner drove here.

MISSION 4: Waterworks - Waterworks

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

MISSION 5: Little Tokyo - Little Tokyo

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

MISSION 6: Nippon Hotel

On the roof, find an open entrance to the ventilation shaft. Crawl along it until you appear on the landing. Deal with the Japanese guard and go up the stairs. Enter the door on the right and go through the rooms to another landing. Climb up and go to the opposite wing of the building, from where you jump to the ground through the open window. Run up to the tree, and after watching the video, go underground through the hatch next to the stones. Crawl along the ventilation shaft to the landing where you already managed to visit at the beginning, and open the door with the inscription "Exit".
Follow the hotel corridors to the helipad where the commandos are located. Destroy them and go further along the corridor, where you will meet three more colleagues. Kill them as well and continue stomping towards the exit.
Once in the service area, exit into the hotel corridor and go left. Move until you see a door on the right that leads to another service room. After passing through it, you will have to kill the Red Dragon and Sano Ogawa. Climb the stairs up and go through the door ahead. Walk along the corridors of the hotel, pass by an artificial waterfall and enter the third service room (door on the left). After passing it, you will reach the final part of the mission.
Walk next to stabilizer No. 1 and move along the ventilation shaft to stabilizer No. 2. Jump onto the wooden boxes and cross the inclined ledge to the other side. Climb the stairs up and go to the third stabilizer. Near it in the wall there is an entrance to the ventilation shaft, after passing through which you will find yourself in the control room. Use the computer that controls the elevator and go back. Follow to stabilizer #6 and get into the elevator.

MISSION 7: Portland - Portland

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

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

You have a sniper rifle in your hands and I think you can already guess what you will need to do. There is Kabir's truck that you must protect and there are enemies that you must eliminate before they manage to destroy the truck. The task couldn't be simpler, and you can easily cope with it.

MISSION 9: Underwater

This time, a difficult life has brought you to the depths of the sea. You must make your way through the graveyard of sunken ships to the harbor. Your main landmark in the water is the yellow light bulbs. Following them, you can easily find your way to the harbor. But keep in mind that you must touch the light bulbs so that they change to blue, otherwise, if you don’t do this, you will no longer see yellow light bulbs.

MISSION 10: Harbor

Approach the chain-link fence and shoot all the enemies ahead with a sniper rifle. Enter the building and, having dealt with the guards in the rooms, climb out through any window back onto the street. Run towards the gate and, before reaching it, go into another building on the left. Go up to the second floor, and from there go to the balcony. Climb to the roof, and then climb onto the roof of the building where you were at the beginning of the mission. Climb into the ventilation shaft and crawl to the exit. Then go down the stairs and follow the corridor to the storage room, where another staircase leads up. Once at the top, go forward and go through the door on the right. You are back on the street, but already outside the gate. Run forward, then left to the control room of the main harbor gate. Use the control panel and get on the lift, which is located nearby. When you arrive down, run up to the large gate. Open them and run further. When you see a piece of wood propping up the door on the right, break it with a shot from your weapon. Now you will have to go to this door and go through the door on the left. Climb the stairs, go into the room and go down to the generator. Go down even lower until you find two valves. Turn them and go down one more level. Turn valves A, B, C, D (in that order) and go into the generator room, where you increase the power of both generators using the control panel. Now, using any method known to you, return to the control panel of the main gate of the harbor and use it.

MISSION 11: Anadyr - Anadyr

Run forward past the moored submarine. After suppressing the fierce resistance of the soldiers, go around the harbor and move towards the far wall. Having opened the door, go out into the frost and, turning left, run to the hole in the ice. Jump into the water and swim to the dilapidated wall, which opens the way inside the pipe.
From the pipe, turn left and swim to a dead end. Having risen to the surface, enter the corridor through the hole in the wall. Run along the corridor until you run into a mountain of empty barrels blocking the way. Exit through the door on the left and run along the bridge to the opposite door. Turn left and head towards the sparking electrical box. Click on the lever that turns on the power supply in this complex, and go through the door into the next room. Be prepared for heavy fire from soldiers who will not allow you to go further into the complex. Run to the far right corner and climb the stairs to the second floor. Go inside the room, and from there through the door into the next room. Having walked a little forward, go behind the partition and, turning right, head towards the door that opens the entrance to the street.
Outside, deal with the soldiers and then run towards Hangar B. Climb the steps and approach the device installed next to the door. After your manipulations, the green light on it should light up. Then go down and run along the gate. After passing the fence, turn left and head towards the building with stars painted on the gate. Once inside the garage, shoot all the soldiers and then approach the huge truck. It is missing a part needed to start the engine, and it can be found in the warehouse located behind the hangar. Leave the garage and run back to the hangar. After running past the steps and walking a little along the wall, you should come to a staircase leading to the roof of a neighboring building. Go upstairs and through the only door go inside the warehouse. After taking a few steps, turn right and go down the stairs. Go through the door into the huge hangar and, after you have pacified all the soldiers, move straight towards the small passage between the containers. Then turn left and run to the empty reel, past which turn left. Having reached the doors, go inside the small room. After destroying several soldiers, run forward and, upon reaching the wall, turn left. Walking along the racks, you should find the part you need for the truck. Now follow the familiar route back to the garage and install the part in the truck. After the truck leaves the garage and disappears behind the hangar gate, you will need to unlock the main gate of the base. Run forward towards the pointed star mounted on the pedestal. Behind it lies the entrance to a large building. As you approach the doors, a soldier will come out of them, but will not have time to light his cigarette. Once inside, go along the corridor, then, going around several containers, go upstairs. Head into the red-lit corridor. At the exit, turn right and run to the far door. After passing through the door, turn right again and, going around the perimeter of the room, go down the stairs. Follow the reflection of the red light falling from the lamp in front of the entrance to the landing. After climbing several flights of stairs, you reach the top floor. Destroy several soldiers hanging around nearby. Then, when you reach the wall, turn left and run to the far doors. After passing several doors, you should get to the command post. Shoot two soldiers and then go to the control panel.

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

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

You have a sniper rifle in your hands and I think you can already guess what you will need to do. There is Kabir's truck that you must protect and eat
enemies that you must eliminate before they manage to destroy the truck. The task couldn't be simpler, and you can easily cope with it.

MISSION 9: Underwater

This time, a difficult life has brought you to the depths of the sea. You must make your way through the graveyard of sunken ships to the harbor. Your main landmark in the water is
These are yellow light bulbs. Following them, you can easily find your way to the harbor. But keep in mind that you must touch the light bulbs so that they change to blue, otherwise,
If you don’t do this, then you won’t see any more yellow light bulbs.

MISSION 10: Harbor

Approach the chain-link fence and shoot all the enemies ahead with a sniper rifle. Enter the building and, having dealt with the guards in the rooms,
climb out through any window back onto the street. Run towards the gate and, before reaching it, go into another building on the left. Go up to the second floor
and from there go to the balcony. Climb to the roof, and then climb onto the roof of the building where you were at the beginning of the mission. Get into the ventilation shaft and
crawl to the exit. Then go down the stairs and follow the corridor to the storage room, where another staircase leads up. Once at the top, go forward and
go through the door on the right. You are back on the street, but already outside the gate. Run forward, then left to the control room of the main harbor gate. Take advantage
control panel and get on the lift, which is located nearby. When you arrive down, run up to the large gate. Open them and run further. When
on the right you will see a piece of wood propping up the door; break it with a shot from a weapon. Now you will have to go to this door and go through the door on the left. Rise up
along the stairs, go into the room and go down to the generator. Go down even lower until you find two valves. Turn them around and go down another one
lower level. Turn valves A, B, C, D (in that order) and go into the generator room, where you increase the power of both generators with
using the control panel. Now, using any method known to you, return to the control panel of the main gate of the harbor and use it.

MISSION 11: Anadyr - Anadyr

Run forward past the moored submarine. After suppressing the fierce resistance of the soldiers, go around the harbor and move towards the far wall. Opening the door
go out into the frost and, turning left, run to the hole in the ice. Jump into the water and swim to the dilapidated wall, which opens the way inside the pipe.
From the pipe, turn left and swim to a dead end. Having risen to the surface, enter the corridor through the hole in the wall. Run along the corridor until
you will run into a mountain of empty barrels blocking the path. Exit through the door on the left and run along the bridge to the opposite door. Turn left and
head towards the sparking electrical box. Click on the lever that turns on the power supply in this complex, and go through the door into the next room.
Be prepared for heavy fire from soldiers who will not allow you to go further into the complex. Run to the far right corner and climb the stairs to the second floor.
Go inside the room, and from there through the door into the next room. Having walked a little forward, go behind the partition and, turning right, head towards the door,
opening the entrance to the street.
Outside, deal with the soldiers and then run towards Hangar B. Climb the steps and approach the device installed next to the door. After
After your manipulations, the green light on it should light up. Then go down and run along the gate. After passing the fence, turn left and
head towards the building with stars painted on the gate. Once inside the garage, shoot all the soldiers and then approach the huge truck. IN
It is missing a part needed to start the engine, and it can be found in the warehouse located behind the hangar. Leave the garage and run back to the hangar.
After running past the steps and walking a little along the wall, you should come to a staircase leading to the roof of a neighboring building. Go upstairs and through the only
door, go inside the warehouse. After taking a few steps, turn right and go down the stairs. Go through the door into a huge hangar and, after
After you pacify all the soldiers, move straight towards the small passage between the containers. Then turn left and run towards the empty reel, passing
which you turn left. Having reached the doors, go inside the small room. After destroying several soldiers, run forward and, having reached the wall,
turn left. Walking along the racks, you should find the part you need for the truck. Now follow the familiar route back to the garage and
install the part in the truck. After the truck leaves the garage and disappears behind the hangar gate, you will need to unlock the main gate of the base.
Run forward towards the pointed star mounted on the pedestal. Behind it lies the entrance to a large building. When approaching the doors, he will come out of them
a soldier who never has time to light his cigarette. Once inside, go along the corridor, then, going around several containers, go upstairs.
Head into the red-lit corridor. At the exit, turn right and run to the far door. Walking through the door one more time
turn right and, going around the perimeter of the room, go down the stairs. Follow the reflection of the red light falling from the lamp in front of the entrance to
landing. After climbing several flights of stairs, you reach the top floor. Destroy several soldiers hanging around nearby.
Then, when you reach the wall, turn left and run to the far doors. After passing several doors, you should get to the command post. Shoot two
soldier and then go to the control panel.

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

Mission 12: New Yeropol - Novyy Yeropol

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