Hellgate London walkthrough. Hellgate: London: Guides and Walkthroughs. Factions and character classes

Game description

Hellgate: Londonis a post-apocalyptic role-playing game made in the genre action-RPG , which tells us about London in 2038, overrun by the forces of hell itself. The game has two game modes - single and multiplayer, but it is known that the official servers of the game were closed in January 2009 for an unknown reason. Levels in the game, as in the well-known Diablo II , are generated randomly.

So, as already mentioned, the game takes place in the destroyed city of London in 2038. After the portal of hell opened, a countless horde of demons poured into the city and seized power on the surface of the earth. The survivors took refuge in dungeons at metro stations, and created a whole network of portals between stations under the city. They are actively fighting the demons of the underworld who destroyed the city. We have to play as one of the defenders - an elite warrior of any of the three factions who are actively fighting the hordes of darkness.

In the game, we will have two classes available to us for each faction.

Templars

The strong-willed and powerful warriors of the Order of God are trying, at all costs, to protect the survivors, preserve the remnants of humanity and give a worthy rebuff to the forces of Darkness.

Warrior(Blademaster ) – a class focused on hand-to-hand combat, fast and calculating. This class is the only one that has the ability to fight with dual swords. Warriors always rush into the thick of things and slay demons with lightning-fast blades. Warriors also have access to some of the Guardian auras. Health can be restored not only with first aid kits, but also through certain blows.

Guardian(Guardian ) - similar to a paladin, and essentially its analogue, but there are differences. The guard is unhurried and slow, capable of delivering powerful blows with a sword and shield, and has many enhancing auras in his arsenal.

Kabbalists

By studying ancient magical knowledge, these people were able to curb and turn the demon's power against them. Summoning elementals with the help of special focusing gloves, they fight the creatures of hell. Many believe that the ideology of the Kabbalists is on the same foot as madness, but they contribute too much to the common cause for anyone to refuse their help.

Spellcaster ( Evoker ) - this class specializes in dark magic, throwing lightning, throwing fireballs and other tinsel. There are also a variety of weakening spells and curses in the arsenal.

Demonologist(Summoner ) is a character class that specializes in summoning various creatures, from the simplest elementals to lesser demons. Damage is also dealt with the help of summoned creatures.

Hunters

These are mostly experienced soldiers who served in the British Armed Forces before the demonic invasion.

Shooter(Marksman ) – playing as a shooter will most remind you of the classic FPS (first person shooter) ), has some skills that are generally not very useful in battle.

Technician(Engineer ) - knows how to create robots, which are his main weapon. The robot can be aimed at both impact and distraction.

Overall Hellgate: London pleases us with pleasant gameplay, it combines a role-playing game with a first- or third-person shooter (optional). Characters earn experience, level up, and distribute skill and stat points. All levels and monsters are randomly generated, adding some variety to the game that makes you want to play the game again and again.

Walkthrough of the game Hellgate: London

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Holborn

Having created a little character. we receive the first task - to find Murmur, which we successfully complete, running several 10 meters around the location and killing a couple of zombies along the way. We listen to the heartbreaking story of a found comrade and set off in search of the fallen seraph. Having found him, we take from him “a message from Doctor Fawkes” and go to Holborn station.

We chat with Murmur and Technosmith 101. Demons also visited the station not so long ago - as a result, the door around the Covent Garden station became jammed. But it’s not in vain that we’re here? To repair the door you need to collect 8 capacitors in the Holborn Station Entrance Shaft location. After Technosmith 101 receives the capacitors, you need to talk with Murmur - and the path to Covent Garden station is open.

Covent Garden

On the spot, we first talk to the omnipresent Murmur, who offers to rent an apartment for daily rent on the portal http://nochuem.ru. and then we give the announcements to Brandon Lunn. After reflection, Lann will send us to the Covent Garden Market. At the market we break into the Rift, where the first stern boss, Shulgot, awaits us. Dr. Fawkes can no longer be saved, so we can only take his remains and return to Brandon Lunn at the station.

Having received the “Device”, we go to the English Museum. In the museum, we go straight to the Rift and insert Fawkes’ device into a place that is completely suitable for him. You have 30 seconds to leave the Rift before the explosion.

At the exit, a animated sculpture will be waiting for you. When you have dealt with her, enter the passage that appears and discuss with the Wise One.

Returning to Covent Garden station, report to Lann that the task has been completed and set off. Charing Cross station is ahead.

Charing Cross

At the station we speak with Orphan and go in search of the Oracle - straight to the Rift in Piccadilly Circus. In the Rift we go into the “Road to Hell” passage and find the head of the Oracle. We report to Orphan about the find and he, admitting his powerlessness in this matter, refers us to Lucius Alden. After a very unusual monologue from Lucius, we go to Green Park station.

Carrying out Lucius's tasks, we find the Oracle's torso in the Catacombs of Perdition and legs in the Town of Perdition. After this, we put the Oracle together using the Womb of Despair in the Tunnels of Perdition and “revive” it when Lucius says that he is ready. Now our path lies in Choklat Park. There we find Lucius and 314th, catch up with the frightened technosmith and take him back to the pit. Back to Charing Cross Station!

While 314's mind connects with the Oracle, we have time to complete a couple of Orphan's tasks. We are going to the Thousand Years' Battle. There we establish an automatic defense system by personal conversation and each gun and return to Charing Cross station. We check on the 314th again, but he has not yet reached the required condition, so we are going to Fort Embankment. Here we have to control a squad of four fighters, who must be taken to a portal to a safe place. The key to victory is skillful combination of buttons 3 and 5.

Now our path lies in the mind of the 314th. Our task is to find Lucius Alden there and defeat the Soul of 314 (it splits into id, ego and superego of 314). At the end of the battle, you will see a familiar portal. 2nd part of the Truth.

A short educational program on the basics of the game and completing the story quest.

Role system

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

Accuracy (accuracy). With each point of accuracy, the damage rate when dealing critical damage increases by two percent. Increases the probability of hitting at long distances and reduces the rate of loss of accuracy when firing from automatic weapons and while moving.

Force (strength). Important primarily for melee fighters - for each point it increases damage in hand-to-hand combat by one percent. It is necessary to varying degrees for wearing armor for all classes, and sometimes it is also included in the requirements for weapons.

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

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

At the start of the game, the character receives one skill of the first level, it always depends on the class. As you gain a level, the number of skill points increases by one. There are fifty of them in total.

You can invest up to five, seven or ten points into each skill, increasing its effectiveness. Some of them are combined into chains, each next requiring two or three points in the previous one. These are quite strict rules, given the inability to reset incorrectly invested points. You can approach the final with a not very effective set of skills, and the difficulty of passing will increase sharply.

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

Factions and character classes

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

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

Hunters- supporters of the use of high-tech weapons. Their arsenal may include light, rapid-fire submachine guns, long-range sniper rifles, and many types of grenades. They try not to get involved in close combat; hunters’ armor is not able to withstand damage from crowds of monsters for long. With certain knowledge, they can disappear right in the midst of enemies. Playing as hunter faction classes is more similar to classic action movies than others.
Shooter (marksman). Master of ranged combat, many skills to increase the chances of critical damage and their magnitude, weapon rate of fire.
Engineer (engineer). Can use the same capabilities of its caste as the shooter - high speed and accuracy of fire and grenades. But its main strength is the ability to design assistants for itself - combat bots and a droid. Not one, but several fighters enter the battle at once.

Walkthrough of the game Hellgate: London

Act One

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

Russell Square

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

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

Holborn Station

Available exits - Holbour Station Entrance Shaft, Tottenham Court Road, Covent Garden Station Surroundings.

We talk with Murmur again and find out that it is not yet possible to get into Covent Garden, since the door is broken. We speak with the Technosmith, he asks to bring 8 capacitors so that he can repair the door. Capacitors fall from monsters in the Holborn Station Entrance Shaft location. We collect the capacitors, give them to the blacksmith, and talk to Murmur again. That's it, the door is fixed, you can continue your journey to Covent Garden station.

There are also several side quests you can complete. Joy and George give them.

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

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

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

Covent Garden station area

Everything is very simple here. We make our way to the station exit, killing monsters along the way. Killing 12 Heralds of Discord is not a problem for Joy, there are quite a lot of them here. Typhoid Mary will also appear somewhere.

Covent Garden Station

Exits to Covent Garden market, upper, and through it lower, Kingsway collectors, Covent Garden tunnel, Covent Garden transport depot, Bloomsbury, Leicester Square.

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

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

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

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

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

You can help the ranger return his property - 10 dead eyes. Dropped by Heralds of Discord in the lower sewer.

Bisley orders us 16 imp warriors in the transport depot, and then 9 cutters in Bloomsbury.

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

Wanted - Bag of bones in the transport depot and Venomtooth in the tunnels. You need to turn in the quests to Brandon Lunn.

Covent Garden Market

When entering the market, a wounded Templar contacts us - one of the group that Lann sent to search for the doctor. We learn that the group did not have time to intercept the doctor, and he was dragged into the rift. Forward! We examine the market, find a fault and go into it for the doctor. From the rift we find ourselves straight into the Hellish Yard. We clear it of monsters led by Shulgot and approach the human remains. We were late - the doctor was dead. We take the remains from the body and return back to the station.

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

British museum

Well, here we are in the museum, looking for the fault we need and going into it. Again, the Hellish Court, already familiar from the previous rift, again a group of monsters led by the Cutworm. We chop them all up and approach the core of the rift. It's time to try the doctor's invention. When tested, it turned out to be an ordinary bomb. We quickly run away before everything explodes along with us.

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

Act two

And again to Lann - he had time to think, but he couldn’t really come up with anything. He invites us to head to Charing Cross station and find Lord Orphan there. If anyone can understand the words of the Wise One, it is only he. The path to Charing Cross station lies through several locations - Leicester Square, St. Martin's, the surrounding area of ​​Charing Cross station. Before running through these locations, you can take side quests from characters we already know:

Dotter invites us to kill 7 archer demons living in St. Martins.

Stephen Patrick needs a map of Leicester Square, take the quest, it’s still on the way.

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

Bisley asks us to kill Lord Milmite in the square and gives us a sedative. It is best to drag the calmer to the panel below and use it either at the time of the battle with the lord or after his death.

Mackenzie is still fiddling with the drink (I wonder what the hell he's doing there anyway). He complains that something is wrong with the potion and is going to change the recipe a little. After which he gives us a developing camera and asks us to use it on sources of evil. At this moment I was somehow lost and did not understand what the elixir and the sources of evil had to do with it. The sources of evil are in the vicinity of Charing Cross. Just click on them when we meet.

Let's go...we go to Charing Cross station, completing side quests along the way.

Charing Cross Station

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

We talk with Orphan, tell him about the meeting with the Wise One - he is also at a loss. Who is she? Who are they that the Wise One foretold us to meet? After rummaging through the archives, he finds only one phrase that can shed light on this story. This phrase mentions the Midnight Oracle - seemingly the opposite of the Wise One. Of course, we have to look for this Oracle. The navigator discovered another fault in Piccadilly Circus. There you need to start searching for the mysterious Oracle. We go to the square, pass through the fault (do not confuse faults with passages) into the hellish courtyard, from the courtyard into the portal and look for the grave of the oracle there. We take the skull from it and go back to Orphan. The head, it turns out, is still quite alive and can even speak. Unfortunately, it's incoherent. Although the phrase - “Blyagrk!” - sounded very clear, heh. Orphan suggests talking to Lucius Alden, who may be able to help somehow. True, according to Orphan, he is a little crazy. Lucius is standing at the same station. His first words were: “Give me your head!” It's mine, I bit it off with my own teeth! “ Ndya... We listen to the story of Lucius, in which he quite picturesquely talks about his relationship with the oracle and says that in order to get to the knowledge of the oracle, he will have to put it back together into a single whole.
But first you need to find the missing parts of the oracle, which are scattered around the Green Park area. Let's go there...

Green Park Station

Exits to the locations Death City, Death Tunnels, Death Catacombs and Oxford Circus.

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

Choclat Park

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

Charing Cross again

Lucius needs time and asks to talk to Orphan for now. Orphan tells us about the battles in the area of ​​the Thousand-Year Battle, asks us to go there and provide all possible assistance. We get to the place and see that there really is a local war going on here. We talk with the commander of the fighters - he is disappointed that only one fighter was sent, and asks us to establish an automatic defense system.
To establish it, we need to activate the “defenders”. Defenders are scattered throughout the battlefield and those that need to be activated are marked with a question mark. Having repaired the chain, we tell Orphan and talk to Lucius again.
Lucius says that he almost understood how to get knowledge from the head of the Technosmith, but in the meantime Orphan has a new task - to take command of a detachment of Templars who are fighting at Embankment station. We will not be allowed to personally participate in the battle itself, but at the entrance to the location there is a command transmitter through which we will direct the actions of the “Fist” detachment. Everything is quite simple - we have a top view of the location, four fighters and several available commands - go, attack, launch an air strike on a point, heal and retreat behind cover. While fighting, we lead the squad through the location to the exit point, after which we return to Orphan.
Lucius finally moved from the dead point and managed to find a way into the mind of the Technosmith. A portal will appear behind the blacksmith, after passing through which we will get into the mind.

The Mind of 314

So this is what it is, the mind. We run through our minds and try to find the limits of the thinkable, the limits of the imagination. By the way, there are monsters here too. After running around a bit, we come across these limits and Lucius. Now you need to kill soul 314. The soul is like a soul, an ordinary monster, nothing new. After death, the soul breaks off the feint and splits into three small monsters, or maybe they just appear on their own. In any case, we kill them too. After this, through the portal we find ourselves in a small room where the Father is waiting for us. Here it is - another part of the truth, that mysterious other about whom the Wise One spoke. We talk with the Father, we find out that there are five of them in total - some new force, ancient, like demons. To find out more, you'll have to look for the others.

Act three

It's time to run to the next station to Rourke Ferral. It is located at Temple Station. To make running there less boring, you can take on several side quests at Charing Cross Station:

Gil asks to deliver the message from Sher Sing to Temple Station, kill the monster Abomination at Savoy Station, knock out 8 pieces of demons from Gremlin Warriors in the vicinity of Temple Station, and visit Claire at Temple Station.
Joanna - talk to Tiberius at Temple station, kill the Electric Ghost at Waterloo Bridge, knock out the ring from the fire grabbers at Savoy station and then go to Stuart at Temple station.

Temple Station

Aldwych Exits, Barge House, Great Skirmish, Entrance-Forgotten Canals, Puddle Dock, Templar Base, Angels' Passage.

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

Act Four

Monument
On Orphan's instructions, we go to Tudor Street, where we find Aeron Altair and rescue Brandon Lunn from the Rift in the neighboring Temple location (he must be cured with a first aid kit). Next, Lann needs to be taken to a safe place, the role of which for some reason is claimed only by the Templar Base. Therefore, we follow exactly there.

Templar Base
Now we speak with the high Lord Maxim. He sends us to Ludgate Hill and supplies us with a couple of devices.
In Ludgate Hill we activate the Fault Detector, approach the marks on the map that appears and use the Detector. It is not difficult to understand what to do with the results of this activity. Having dealt with all the Breakers, we return to the Base, to the lord.
Now the character will have to work as a courier - deliver messages to Lann and Altair in the Bishop's Court and Old Bailey locations, respectively. After reading Maxim’s appeal to the soldiers, we go to Orphan - to the Monument station.

Monument
Orphan sends us to the Tower. In the Tower we talk with Lieutenant Gray and deal with the giant colossus that is walking in circles there. The recipe is simple: 1) turn on the cannons around the perimeter until the demon begins to shrink; 2) we enter into battle with a reduced enemy.
We receive a new task from Orphan - to go to Aldgate. There we get three drawings, count the number of batteries needed and purchase the necessary scrolls from a local merchant, now we go hunting. Having collected the necessary ingredients, we make batteries from the glands, and generators from the batteries. After which we report the successful completion of the task to Technosmith 415.
New task from Orphan. We go to Cannon Street railway station. We talk with Technosmith 99 - the train needs three spare parts. All spare parts are located in the same location in large boxes (they look like ordinary destructible boxes). We take all the spare parts to the technosmith one at a time.
Now you need to clear the tracks from demons so that they do not prevent the train from passing. As soon as the train passes by, a boss will appear - Bloody Blade. Therefore, in the few seconds that you have, it is better to be in all areas of visibility of enemy shooters. Well, having defeated the boss, we will see a familiar portal.

Act five

Templar Base
Now we need to go to the field hospital in the Crown Office Row location. There we meet Emmera, who gives us a task: we need to cure ten Templars with a first aid kit. Before taking on this task, it is best to clear the surrounding area so that the demons do not kill your “patients”. In order not to open your inventory every time to use the first aid kit, place it in one of the slots. After successfully completing the task, we speak with Emmera and return to the Templar Base.
At the Base we talk with Orphan and move to Liverpool Street station.

Liverpool Street

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

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

Liverpool Street
From the Finsbury Square location we will take turns going to the tests.

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

The final

We speak with Emmera. To the Gates of Hell!
The path to Hell for us runs through the St. Paul station, where Emmera will give us the last instructions.
Well, then there’s just the final battle, the details of which I won’t mention. The only advice is that once you get to Hell, don’t stop halfway, otherwise you’ll have to leave the game and replay the final part again to fight Sidonai.

In general, computer games are an exciting process in which the player experiences a lot of emotions, both joyful from passing a certain stage and worries if something does not work out. It is noteworthy that most existing projects have cheat codes that simplify the process and provide certain gaming advantages.

Brief plot of the game Hellgate: London

The game Hellgate: London takes place in the distant future. The city of London fell victim to an invasion of demons from hell. Evil and chaos are everywhere, and the main character, along with a small group of surviving people, will have to stop its spread.

It’s worth mentioning right away that the game is designed for a long time, so you’ll have to be patient. In addition, the difficulty is off the charts, which is why many players look for codes on HellGate: London to help in the initial stages.

So, the action begins in the Russell Square location, where someone contacts the main character and calls for help. Having provided assistance to the unfortunate man, the character gets with him to the metro station, where, in fact, the safe zone is located. By the way, movement through locations is carried out exclusively through underground tunnels and only in some cases on the surface.

Players will find 5 exciting acts, thousands of different monsters and, of course, the main boss, which can only be reached by descending into Hell.

Need to use codes

Yes, cheat codes are really needed on HellGate: London. There are many reasons for this. For example, with the opening of new locations in the game, the need for sophisticated equipment and upgrades will arise. In addition, the hero will have to regularly increase his level so that his spells and skills deal as much damage as possible.

Right away, it’s probably worth upsetting fans of quick progress - there are no cheat codes for this game as such. An alternative to them are so-called trainers - special programs that run along with the game.

Why is it worth using codes for the game? The answer is very simple - there are as many as 6 classes of characters, and if you want to pump each of them to the maximum, but don’t want to bother with a long passage in agony, then the codes for HellGate: London (or rather, trainers) are the best way to realize your plans .

What are trainers on Hellgate: London and how to use them

In fact, everything is very simple, just follow the simple instructions:

  • Find and download a working trainer on the Internet.
  • Unpack it into the game folder (precisely so that all the trainer files are located in the root folder of the game).
  • Let's launch the trainer.
  • Let's start the game.

During the game you need to press the keys that are written in the trainer, and that’s it - no codes are needed for HellGate: London. Yes, in fact, they don’t exist anyway, unfortunately.

What advantages do codes from the trainer give in the game?

What do gamers need in any computer game from the very beginning? Of course, in finance and gaming skills. So the trainer contains codes for money for the game HellGate: London, however, with the caveat that you will have to honestly earn the game currency at least once. After receiving the first profit, the character will have the maximum allowable amount of money in his inventory.

There are also codes for experience. By pressing a certain button and after killing the first monster, the player receives enough experience to gain the next level. And you can do this indefinitely until the character reaches the maximum, level 70.

In addition to these two, perhaps the most popular cheats, the game HellGate: London contains codes for obtaining all the character’s skills, replenishing the level of lives and mana, and quickly increasing the level. But if you use all the codes from the trainer, the gameplay itself will become boring and fast.

To summarize, it is worth recognizing that the RPG-action Hellgate: London is a truly difficult game that not everyone will be able to complete on their own. The passage of the story campaign seems so long and difficult. Therefore, it is possible and even necessary to use trainers.

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

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

At first glance, this is an action movie. This is not far from the truth - the game is a continuous destruction of many monsters using a variety of weapons. Reminds me of the Serious Sam series, which was all about shooting enemies.

But the action movie is not an ordinary one, but a role-playing one. The success of actions depends not so much on the player’s ability to shoot accurately and move quickly, although you still need to aim the sight, but on the characteristics of the hero, his skills and the equipment used.

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

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

The gameplay comes down to the seemingly primitive killing of monsters, gaining levels and selecting good equipment. The interest in destroying crowds of opponents is fueled by mini-games for collecting various items and destroying monsters with given weapons and an achievement system that expresses the player’s progress in different directions in numbers. As a result, the same thing happens that happened in both parts of Diablo - the process drags on!

Unlike most modern projects, the game resists the player, the complexity adds interest. Completing the “storyline” takes about forty hours. For those who have completed the game, new game modes become available. An existing character can start over on a nightmare difficulty level with monsters from level thirty and above, and a newly created one can start over on an elite difficulty level, with thicker monsters.

Evil Generator

You can only meet other players at metro stations.

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

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

The creation of objects is also left to the random number generator. There is a base of hundreds of simple things painted white. And there are many modifiers that can be added to the base parameters. Depending on the power of the resulting design, it is assigned rarity status - enchanted, rare or legendary. But even here there are some jokes familiar from Diablo - sometimes combinations that are completely unusable for use are obtained. But here the pros certainly outweigh the cons: collecting good equipment is an integral part of the game, and bad options are just costs.

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

Massive Multiplayer Online

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

Hellgate: London has a strict division between single-player and multiplayer, even the executable files are different. Nevertheless, there are no serious differences between them that affect the gameplay. The only difference, perhaps, is the ability to go through locations in the company of someone; the order of completing tasks remains the same. By the way, you can only play via the Internet on official servers; no local network is provided.

The most noticeable difference is the presence of players at stations. Very similar to outposts and cities in Guild Wars, you can also form a party here. But the difference between passing alone and with friends is only in the number of monsters in the location. You can also use tactical combinations, but this will not give much advantage.

If you can’t find a party, which is unlikely for most of the game, you can try turning on the automatic party formation mode. But getting a partner this way is not very easy.

As you can see, Hellgate doesn’t live up to the title of multiplayer. But nevertheless, the developers are not at all against charging a monthly fee for additional features, which is quite comparable to a subscription for full-fledged MMOs - $9.95. At the moment, for money you can get more cells for characters, expanded storage rooms and the opportunity to found a guild or become its officer. All other gingerbreads are just planned - new locations and new monsters will be introduced into the game especially for them.

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

Control of the situation

It was a nice hunt, such a beast was killed.

The controls in the game are quite convenient. You can choose from a first- or third-person view, each of which is convenient in different situations. For Templars using melee weapons, the top view is more suitable, while hunters with long-range weapons can zoom in on the camera.

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

In practice, it turns out that fourteen cells are not enough. Items that increase defense against certain attacks are out of use. They have to be used extremely rarely and always situationally. And there won’t be time to go into inventory at this moment. But there are skills that are used once after entering a location, like slowing down bots for an engineer.

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

Hellfires

No matter what fans of the game say, calling it a “rogue-like RPG”, “hack-and-slash” or simply a “Diablo clone”, Hellgate: London is first and foremost an action game. As bloody and exciting as Painkiller or Serious Sam. This means that the graphics must be at the appropriate level. In fact, we can limit ourselves to one word - unmodern. And even this could be forgiven if the system requirements were not soaring under the clouds. The game needs DirectX 10 to be completely happy, but you can’t expect big improvements compared to the ninth version.

The choice of appearance settings is not very large - several faces, hairstyles, their color. But the number of types of armor is large, combinations of seven items provide a large number of options. Weapons are more varied, you can find everything from the most ordinary guns and swords to futuristic weapons and magic trick devices. Modifiers can be installed on top of almost all trunks, and they will be displayed on the model.

Explosions look nice even in static conditions.

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

The third person camera is excellent. Not once during the passage did any inconvenience arise; you can almost always easily and quickly select the desired angle and approximation. There is only one drawback in this mode - large height angles are not available, you have to switch to first-person view to shoot flying monsters.

Effects - gunshots, sounds of the station, demonic screams in the tunnels, growls of enemies... it's all there. The problem is different - all types of weapons sound approximately the same, the only difference is in the frequency of fire, the lower - the louder. Again, did the abundance of weapons coupled with the desire to save money have an effect?

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

And where would we be without the scourge of modern game development - bugs. There are many of them, bad and different, coming from the most unexpected places. Many are relatively harmless, while some can cause very serious mischief, even leading to the loss of a character in a single-player game.

Windows Vista owners have the most problems. Either the game unloads the Aero interface and forgets to start it again, or memory leaks cause the game to crash. Two patches managed to slightly improve the situation, but the game under DirectX 10 still behaves less stable.

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


This is not to say that the game did not work out. But after it there remains a feeling of some kind of unfinished work. Lame graphics and animation, music playing from time to time, an unfinished first-person view and many bugs spoil the overall impression. One thing that cannot be taken away is the same addictive gameplay that was in both parts of Diablo.


ADVANTAGES FLAWS
Fun
8
dynamic addictive gameplaysome monotony
Graphic arts
7
explosions, smoke and related effectscharacter animation, faded graphics
Sound
7
ambient soundsinconsistent, random music
Game world
5
idea with the London Underground, location generationbanal primitive plot
Convenience
9
weapon sets, cameraThere are not enough quick launch buttons

Role system

The character has four characteristics into which you need to invest points. Firstly, they have a direct impact on the characters' fighting qualities. And secondly, they are necessary for using the equipment. Each thing has requirements for one, two or, less commonly, three characteristics.

Accuracy. With each point of accuracy, the damage rate when dealing critical damage increases by two percent. Increases the probability of hitting at long distances and reduces the rate of loss of accuracy when firing from automatic weapons and while moving.

Strength. Important primarily for melee fighters - for each point it increases damage in hand-to-hand combat by one percent. It is necessary to varying degrees for wearing armor for all classes, and sometimes it is also included in the requirements for weapons.

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

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

At the start of the game, the character receives one skill of the first level, it always depends on the class. As you gain a level, the number of skill points increases by one. There are fifty of them in total, the initial one also counts.

You can invest up to five, seven or ten points into each skill, increasing its effectiveness. Some of them are combined into chains, each next requiring two or three points in the previous one. These are quite strict rules, given the inability to reset incorrectly invested points. You can approach the final with a not very effective set of skills, and the difficulty of passing will increase sharply.

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

Factions and character classes

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

Templars

An ancient order of servants of the Temple of the Lord, waging a continuous struggle against evil. For centuries they have been preparing for the invasion of demons. Perhaps, due to the long history of the order, they prefer melee weapons, but they do not disdain ranged weapons. The game style is most similar to Diablo and other similar games.

Guardian. The closest analogue in many games is the paladin. In the guard's arsenal there are auras that increase his defense or restore health depending on the number of enemies around, prayers that affect the group, battle cries and various blows with a sword and shield. A typical tank, very suitable for working in a group.

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

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

Cabalists

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

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

Evoker. Master of elemental and death magic - from fire rain and storm to exploding skulls. Capable of learning to drain life and energy from opponents. Can summon lower creatures - elementals.

Hunters

Hunters are proponents of using high-tech weapons. Their arsenal may include light, rapid-fire submachine guns, long-range sniper rifles, and many types of grenades. They try not to get involved in close combat; hunters’ armor is not able to withstand damage from crowds of monsters for long. With certain knowledge, they can disappear right in the midst of enemies. Playing as hunter faction classes is more similar to classic action movies than others.

Marksman. Master of ranged combat, many skills to increase the chances of critical damage and their magnitude, weapon rate of fire.

Engineer. Can use the same capabilities of its caste as the shooter - high speed and accuracy of fire and grenades. But its main strength is the ability to design assistants for itself - combat bots and a droid. Not one, but several fighters enter the battle at once.

Equipment

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

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

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

Items have their own level, which determines the ability to use the item. It must not exceed the character's level by more than seven units. It is also required to use modifiers.

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

Armor

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

It’s not very comfortable next to such a huge thing.

This is interesting: The style of armor can be determined by any part of it; just put it on the character and select it.

An armor fragment can provide some armor, a shield, or, more often, both. Templar equipment provides the most protection, while Kabbalist and Hunter equipment primarily increases shield.

The higher the armor rating, the less damage the character will receive from a single attack. Things with such advantages are especially valuable; you can increase the hero’s defense significantly.

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

In addition to armor and shield, each piece of armor has additional parameters. The list is extensive - these could be bonuses to characteristics, increased damage or speed, restoration of health or energy, skill level, protection from certain types of attacks, etc.

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

Weapon

The weapon system in the game is somewhat more complex than the armor system. There is no armor or shield, instead damage appeared. In addition to them, any trunk may have slots for modifiers.

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

Weapons can be one-handed or two-handed. The first includes melee weapons - swords and shields, as well as small-sized small arms that can be held in both hands at the same time. The two-handed weapon can only be used as a shooting weapon; it hits much further and dissipates charges less.

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

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

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

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

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

    Spectral(spectral) and phase shift g (phase) - the target deals half as much damage and receives twice as much. The color of the monster under the influence is purple.

    Poisonous(toxic) and poisoning(poison) - the target's health decreases, and it itself cannot be healed.

In addition, damage can be of three types. Straight(direct), when damage to the enemy is inflicted only when it is hit. Explosive(splash), affecting not only the person who was hit by the charge, but also nearby opponents. AND area damage(field), which does not necessarily have to find the target, will damage everyone in the area of ​​effect.

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

In narrow passages, area attack weapons are effective.

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

The second parameter we are interested in is damage per shot, both direct and (for area attacks) additional. And in special cases, if the damage is constant, damage per second is simply written. Based on this data, we select a suitable gun.

But that's not all. Let's return to the main and additional damage. A weapon can have a parameter such as attack power. It denotes the strength of long-term impact. Those. for a machine with electric damage there may be shock attack strength, the rest are similar. Success depends on the ratio of this parameter and the corresponding defense of the enemy.

If this is not enough, let's continue to analyze the game mechanics. When firing, automatic weapons experience gradual dispersion and accuracy decreases. Movement also has a negative impact on accuracy. At close ranges this is not critical; you don’t have to stop firing. With continuous action weapons the situation is somewhat worse. During continuous firing, the power gradually decreases to a quarter of the maximum, after which you will have to stop and wait for recovery.

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

Weapon mods

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

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

Each modifier gives an increase to one parameter. This could be a bonus to a stat, increased damage or chance of a critical hit against a certain type of monster, increased accuracy, increased main or additional attack, reduced requirements, etc. I will dwell in more detail on the negative values, of which two are a minus for accuracy and energy consumption. Some reduce dispersion when firing from automatic weapons, and the second reduce the speed of power landing in a flow weapon.

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

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

Consumables

First aid kit (health injector). Compared to other games, it is implemented a little unconventionally - health is not restored immediately, but in portions over three seconds. After use, a “recharge” period begins; the next one can be used only ten seconds later. This approach eliminates unnecessary heroism - even if you use a first aid kit at five percent health, there is a chance of still dying. There are three options - standard, advanced and large, differing in the amount of health per second.

Or maybe throw a grenade?

Energy package(powerpack). Acts similarly to a first aid kit, but restores energy. The pause between uses is not so critical. Similarly, there are three options for the amount of energy received.

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

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

Adrenalin(adrenalin pills). Significantly increases the character's speed for half a minute. It is rarely needed, but it is worth keeping a few vials in your inventory.

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

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

Fire extinguishing system (fire suppressor). Increases fire protection and reduces combustion effects.

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

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

Antidote (antidote injector). Increases protection from poison damage for one minute and removes the influence of toxins upon use.

Making and improving things

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

On a note: components can be stored in one cell in unlimited quantities, and they cannot be separated.

The first option for making items is use of drawings. They drop extremely rarely and most often allow you to create modifiers. We use the drawing - put the necessary fragments on the “table” and create a thing. And that’s it, all that remains is to put everything back into your inventory.

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

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

Subway stations

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

Special NPCs and objects at stations

Dealer. Indicated by a green pound icon. The contents of his counter are generated anew each time he enters the station, and also changes after some time spent at it. Sometimes you can find rare or legendary items. But the most popular products are analyzers, movement devices, and for some classes, first aid kits and batteries.

This is interesting: The merchant's armor and weapons always correspond to the character's class. Convenient, but not always. In particular, an engineer needs heavy armor to equip a droid; he has to be content with rewards and those dropped from monsters.

Blacksmith. The icon is the same as the merchant’s, but he offers something completely different. There are several drawings to choose from, usually items of the same type. It is extremely rare that there is a variety of varieties. If we like something, we choose it, donate the necessary resources and receive a new item completely free of charge. One “but”: in the case of weapons, you cannot see the details, only the general figure. But for the blacksmith, it disappears from the list and is replaced by another. The list of drawings is updated in the same way as the set of goods from the merchant.

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

Luggage storage. Quite a spacious chest, accessible from any station.

Wanted. Automated quest distributor. The tasks that appear in them can only be for the destruction of a named monster or a certain number of ordinary ones.

Nanoforge. You can improve your weapon with additional materials. But this can be done no more than five times (with each attempt the required number increases), and the level of the item must not be higher than the character’s level.

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

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

Bestiary

At an appointment with a psychiatrist.

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

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

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

Locations

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

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

    Cellars and catacombs. Narrow long corridors, constant turns, occasionally small rooms and branches. Weapons with area damage perform excellently here.

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

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

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

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

    Lanes. They are built from the same “parts” as the streets, but are much narrower, and therefore resemble basements and catacombs.

    Bottom of the Thames. The most unpleasant location for “soft” classes, especially those that require time to prepare assistants - engineer and demonologist. The portal immediately leads to a crowd of monsters who have a very high chance of becoming ghosts. Further passage follows a wide corridor. Such locations have one peculiarity - monsters appear very quickly.

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

    Catacombs. Similar to basements, but sometimes with large open spaces.

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

    Ancient blood. A large spacious location that can only be reached through some of the vestibules of hell. Lightly armored classes may have problems at the entry point, sometimes there are a lot of monsters around. You can probably find chests with things here.

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

Two dimensions of London

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

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

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

Quests

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

On a note: If you have lost the chain of main quests, it doesn’t matter - on the world map the desired location is marked with a purple exclamation mark.

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

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

    Kill several monsters of a certain type. Difficulties arise when there are not enough necessary enemies. You need to either wait until the monsters appear again, or re-enter the game so that the map is generated again. Alternatively, come back later.

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

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

    Take message. It's simple. We go from point “A” to point “B” and look for the desired subject.

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

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

    Advice: if the target is a named monster, you should put the item you are using on the quick launch panel.

    Construct an item according to a drawing. We take the drawing, the ingredients for it, mix in the required proportions and get the result.

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

Additional tasks

In addition to the walkthrough, two additional fun things have been prepared for the players. You can ignore them, but you can try hard for the rewards offered.

Achievements

For performing a certain number of different actions, the character is awarded success points. The reward depends on the difficulty of the task. Most are easy to complete and will often happen naturally as you progress. For some, you need to select equipment or look for a certain type of creature - for example, destroy a thousand monsters with a sniper rifle or design twenty pieces of equipment. A couple of tasks exclusively for fans are to reach level ten in four hours, and level twenty in fourteen, although the reward for them is maximum. One problem is that it is completely unclear where to put these same achievement points.

Mini games

Dark? No problem, let's light it with fire.

In some locations there is nothing to do without a special weapon.

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

The current task is shown in the lower right corner of the screen with three icons above the energy ball. The number indicates quantity, but please note that the unit is not displayed. Once the subtask is completed, the icon turns colored. After completing all three, several “colored” objects fall from the sky and a new task is given. A monster containing a reward appears less frequently.

To count a kill, you just need to deal damage and finish off with the most suitable weapon. Moreover, even the protective effects from the armor of servants and droids apply.

Kill opponents

    Beast.

    Demons (primus-type).

    Ghosts (spectral).

    Dead men (necro).

Use a weapon or get damaged

    Fire damage.

    Electrical damage.

    Spectral damage.

    Toxic damage.

    Physical damage.

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

Pick up items

On a note: there is no need to collect them in your inventory.

    Pick up enchanted items (loot an enchanted items).

    Select a modifier (loot a mod).

    Pick up a ranged weapon.

    Pick up a melee weapon.

    Pick up a piece of armor.

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