Where can I find a gyroscope in Skyrim? Skyrim - Order of the Great Paladin - new locations and an interesting storyline How to complete a mission in Skyrim new order

Near the very fortress of the Guardians of the Dawn, you will witness the attack of vampires on the fortress. After you helped repel her, you can tell Isran about what happened. The news will force him to call in the ranks of the Guardians of several veterans, to collect which from different parts Skyrim will, of course, be for you. First, you have to find Gunmar, who is tracking bears near the Honey Cave. Tell him that Isran needs his help and he will go with you. But only after you help him clear the Honey Cave from the bears. The second veteran is Saryn Gerard. She can be found near the Dragon Tooth. She will also have a task for you - to find a Dwemer gyroscope stolen by mudcrabs. However, you can tell her about the Elder Scroll and vampires and convince her not to waste time on any nonsense. After you arrive back at the fortress, Isran will distribute tasks to all new arrivals.

Foreword

All users of personal computers were looking forward to the release of the first full-fledged add-on for Skyrim called Dawnguard. In this article I will describe the passage storyline for the Dawnguard faction.

To better understand how the storyline diverges into light and dark side Here is a small diagram:

Requirements to start the storyline: level 10 or higher.
Requirements for completing the storyline: the presence of an ancient scroll (obtained by Skyrim main walkthrough)

Dawnguard

ID: DLC1VQ01MiscObjective

The first thing after installing the DLC is the question of how to see all the additional content in all its splendor? The answer is simple, after your character reaches level 10, any Skyrim guard will have a dialogue about recruiting into the guards of the dawn, but if you are in the city, an orc named Durak (Durak) will come up to you and talk to you. We choose the answer with the desire to join the vampire slayers (Killind vampires? Where do I sign up?).

Following the marker (the best way to get there is from Riften) we come to a cleft in the mountain. Let's jump boldly. Following the path we get to the entrance to the castle. Next, we observe the scripted dialogue of two NPCs:

We speak with a character named Isran (Isran) and show a desire to join the Dawnguard (I "m here to join the Dawnguard). This is followed by a scene of conversation between Isran and Tolan (Tolan), after which the task "Guardian of the Dawn" ends.

Awakening

We follow the cave, which is located near the sanctuary of Mehrunes Dagon and kill a bunch of vampires in it (attention! to follow the storyline of the Guardians of the Dawn, do not accidentally become infected with vampirism). Arriving at some altar:

press the button under the marker and a purple glow appears. Next, you need to move the braziers (Brazier) that are standing around so that they become engulfed in flames.

When everything is ready, a stone monolith (Stone Monolith) will open, upon activation of which a lady of beautiful appearance and ... long fangs will fall out of it. After talking to her, the task ends.

Bloodline (Bloodline)

As it turned out, the girl's name is Serana (Serana) and she asks to take her home. Well, let's not refuse. We choose from the crypt and along the way we study a new cry.

We move north and by boat we get to the castle Volkihar (Castle Volkihar) and go to the main gate. Seeing Serana, they immediately open the gate.

In the castle, Lord Harkon is waiting for us, who will offer you to become a vampire. We choose to refuse to accept this curse (I don "t want to become a vampire. I refuse your gift), because we want to cut vampires! Not very happy with this development of events, Harkon expels us from the castle (well, he doesn’t kill and thanks for that) On the way to the castle of the Guardians of the Dawn, we observe an attack on the castle by a detachment of vampires, in the amount of 3 pieces!After killing them, we talk with Isran and this task ends.

New Order (A New Order)

ID: DLC1HunterBaseIntro

We are required to recruit two new Van Helsings to the castle. Let's start. The first, by the name of Gunmar, will not come to the castle until you kill the she-bear that is in the cave before our eyes. Complexity here can only be delivered by a troll that has settled near a she-bear. We talk with Gumnar and he goes to the castle.

The second recruit will be a girl named Sorine Jurard. She flatly refuses to go to the castle if you do not have a pumped persuasion or if she does not have a "Dwemer Gyro". Luckily, Serana's lost bag of gyroscopes lies near the river.

We give her one piece and she is already a member of the order.

Returning from the task, we find ourselves closed in the castle where we are being tested for vampirism. If you are not infected, then the gate will drop, after which we go to Isran (turn left and up the stairs). End of task.

Prophet

ID: DLC1VQ03Hunter

We are required to follow Isran, who will lead us to Seran (I already thought I would have to kill her) and after talking with them we will be sent to find out about a certain priest. We go to the College of Winterhold to the librarian Urag gro-Shubu and find out where to find the priest (I need to find a Moth Priest), he will send us to the Dragon Bridge. Arriving there, we lose the task marker, but any resident of the city or guard quickly rescues us. We ask if they saw a priest here (Know anything about a Moth Priest visiting Dragon Bridge?) and we are told that he was here, but had already crossed the bridge to the south.

We take out a note from the vampire and after reading it we go along the marker into the cave. We clean it up. From the marked corpse we take out the quest stone and insert it into the hole on the parapet.

The energy barrier is falling and you have to beat the old man! After talking with him, after his sides were dented with our sword / mace / ax / fireball / (insert as necessary) we send him to the castle, and then we move out there ourselves. After the dialogue in the castle, the old man reads the ancient scroll and the Prophet quest ends.

Chasing Echoes

It is required to talk with Serana and from the dialogue we learn that the entrance to one of the Oblivion planes is hidden where she would not look. We offer her an option with the Volkihar Castle (In Castle Volkihar?) and hit the road.

We should not meddle in the main entrance of the castle, we will go to the left.

In the castle we go through the corridors, unlock the doors, lower the bridges with levers and in the end, going out into the fresh air, we stumble upon the moon clock (it's like the sun, only the moon). They look like this.

To make them work, you need to find the missing sections:


After repairing the mechanism, we go down to the basement. We pass along the way, taking all the opponents into Oblivion.

Mechanism from the lattice behind the gargoyle.

Activate.

How unexpected!

Passing by a room with a bunch of gargoyles, do not forget to take a beautiful vampire armor.

Find a couple of differences:


Arriving at this location with circles in the middle of the room:

I advise you not to touch anything until it is indicated in the task (there are bugs with the task) and just in case, save.

After a long speech by Serana, she asks us to find her mother's diary.

We read, pick up, give to Serana (I "ve found your mother" s notes). After which she asks to find three things in the room to open the portal.


Next, put it all in a marked goblet and say to Serana. She drips her blood into it, the portal opens, but we can't get in. Serana tells us that either a vampire can enter there, or one who leaves a part of his soul in this world.

Eh, since we Guardians of the Dawn choose the option of splitting the soul in a conversation with Serana (Soul trap me. I won "t feel right as a vampire), and then we say that we are ready (I" m ready). The separation is painless:

and we can go through the portal. End of task.

Beyond Death

After passing through the portal, we find ourselves in one of the oblivion planes, where those souls that are absorbed into the stones are stored. A feature of this area is its own, unique landscape. There are cracks in the ground, activating them fills one of the soul gems in the player's inventory.

First of all, we go to the marker, along the way meeting wandering souls and local undead.

Arriving at the place we will meet Serana's mother Valerica.

On her tip, we go to kill three guardians. Nothing complicated with this, the markers will indicate where they are.

Returning to Valerika, we find that the barrier separating us has disappeared and she takes us outside the gate.

Where a dragon appears to be defeated.

And then we move on to the next task.

Seeking Disclosure

One of the scrolls for this quest is obtained through the previous quest, and the other during the passage of the main storyline.

Having obtained both scrolls, we talk with the monk.

This completes the task.

Unseen Visions

Important: in this quest you will need an Elder Scroll Dragon, which is obtained by main story games (see tasks "Beyond the ordinary")

The monk who was supposed to read our scrolls has gone blind! Now you need to perform the moth ritual.

To do this, we go to the cave under the sign, where we take a scraper, use it on a tree and start running after the moths. It is not necessary to catch them, it is only required that they fly after you. To do this, we run around the cave in search of 7 groups of moths.

When they are collected, we go into the light and read the scroll.

We speak with the companion and the task is completed.

Touching the Sky

So, we stock up on everything necessary for a long journey and set off on a mission, it will take a long time to climb dark caves.

So in the first cave we need to jump into the water and go with the flow, it will lead to the right place. In general, the cave is quite straightforward, we look at the location map and go where we have not been before. After a long journey, we meet a snow elf named Gelebor! The only representative in his right mind and with sighted eyes.

Talking with him, we learn that he is not the last snow elf, but he really wants to become one and gives the task to kill his own brother. Well, it is not possible to continue the race, so one more member of the endangered race, one less - it does not matter.

The representative of the red book opens a portal for us and we are given the task to collect 5 water samples from different sources.


There is a lot of running around, a lot of Falmer, the dragon is also not alone, but there should not be any difficulties in finding locations.

In the end, we come to a huge castle, into the bowl of which we need to pour the collected water. We go to the opened location and meet the brother sitting on the throne.

He does not want to give up just like that, so he revives the frozen Falmer and Corus whom we have to kill. Next, the fight takes place with the snow elf himself:

after defeating which, Gelebor will give us Auriel's Bow.

End of task.

Kindred Judgment

The final task of the Guardians of the Dawn! We talk with Serana, and then with Isran in the castle, where he, rejoicing at the discovery of the bow by us, will gather all the soldiers and make a fiery speech.

Having dealt with them, we run to the castle, where a battle is burning, in which it would be good not to hurt our own.

And the last to fight with Harkon. There is no need to give him the bow, because the battle will take place in any case.

He is a nimble opponent, summons skeletons and gargoyles, sometimes pupates, becoming invulnerable to everything except Auriel's bow.

By killing him, we get ... honor and respect from all the Guardians of the Dawn. Congratulations.

New order(orig. A New Order) — quest of the main storyline of the Dawnguard faction in the add-on The Elder Scrolls V: Dawnguard.

Walkthrough

After completing the Bloodline quest, you need to go to Fort Dawnguard to Isran, where several vampires will attack at the entrance to the fort. Brothers in arms will run out of the fort to help the protagonist in battle. After killing the vampires, you need to talk to Isran and tell him about the mysterious girl and the Elder Scroll. He obviously did not expect such a combination of circumstances and will ask to find his old friends: Gunmar and Sorin Jurar, so that the Guardians of the Dawn have a chance to win this war.

Gunmar will be at the entrance to a random cave. In a conversation, he will mention that he has been hunting a bear that has been terrorizing nearby settlements for two weeks now, and will ask for help in a fight with him. You need to enter the cave and kill its inhabitants. Gunmar will thank for the help and agree to go to Izran (does not become a satellite, after the end of the dialogue he will independently go towards the fort).

Sorin Jurar can be found near Druadach Hold, Shrine of Peryite, and the Orc stronghold of Mor Khazgur, southwest of Solitude. When you try to talk to her, she will talk about a lost bag of Dwemer gyroscopes, as if some kind of mud crab took it. The bag with gyroscopes is located a little further, by the stream; returning the gyroscopes to their rightful owner will not be difficult. Sorin will thank you for your help, ask a couple of questions about Isran, and, like Gunmar, head towards Fort Dawnguard. If the skill of eloquence allows, then it is possible to convince Sorin to join the Guard without searching for gyroscopes.

Note: if there are no locations open near Sorin Jurar to use fast travel, then you can get to it quite quickly from Markarth by jumping into the river nearby: the waterfalls there are not dangerous and the current will quickly bring the hero to the fork, where it is within easy reach to Sorin's location. The main advantage of such a movement is the absence of enemies along the way.

It remains only to hand over the quest to Isran. But as soon as you enter the fort, all the inter-room passages will be closed with bars, and Isran, standing on the second floor, will declare that he wants to make sure that none of the new arrivals are vampires. Convinced of this, Isran indicates the rooms for Ganmar and Sorin Jurar. This completes the quest.

Note: if upon arrival at the fort it turns out that Dovakin is a vampire, Isran will say the following: “Since you had the opportunity to attack me, for now I will assume that this is an accident. Therefore, I will give you a chance to heal yourself.” After these words, the quest "Rise at Dawn" will begin..

Bugs

  • If there is no marker for Gunmar in Skyrim, you should check Solstheim (it happens when The Elder Scrolls V: Dragonborn).
  • Gunmar may not react in any way to cleaning the cave and continue to crawl in it, ignoring Dovakin's dialogue attempts. There is no solution, the only way out is to load the last save.
  • The bear may not appear in the cave. Instead, there will be other animals or trolls. Gunmar will crawl in the cave, ignoring Dovakin's attempts to start a dialogue, and say that the bear is about to appear.
  • Gunmar may not have time to come to the fort, because of which Isran will not open the bars in the fort and the quest will freeze.
    • Solution 1: wait a few game hours (button

). Another solution is to shoot an arrow at Isran, and immediately hide the weapon; the bars will open, the quest will continue.

  • Solution 2: use the Unrelenting Force Shout (only the first word), after which Isran will come to his senses.
  • Quest stages

    To go to a certain stage of the quest, enter in the console:

    Setstage DLC1HunterBaseIntro stage

    where the stage parameter is a number, the stage of the quest (all stages are listed below).

    New order (ID: DLC1HunterBaseIntro)
    StageDiary entry
    20 Harkon's offer to turn me into a vampire did not excite me at all. Now it's time to return to Isran and tell him what I've learned.
    (Goal 20): Talk to Isran.
    30 Isran listened to my story about what happened in the vampire castle, after which he asked me to find Sorin Jurar and Gunmar and bring them to him.
    (Goal 30): Recruit Sorin Jurar to the Guard.
    (Goal 40): Recruit Gunmar to the Guard.
    45 (Goal 45): Help Gunmar defeat the bear.
    70 I managed to find people who, according to Isran, will be indispensable in the fight against vampires. Now we should return to Izran and start developing a plan of attack.
    (Goal 60):
    Chapter 1: Skull Fortress
    Baltic Sea
    Off the coast of Germany
    1946

    The outcome of World War II is practically a foregone conclusion: Nazi Germany, thanks to a technological leap, is confidently moving towards victory. William "BJ" Blaskowitz, a special agent of the secret operations department, as part of a resistance squadron, participates in a desperate attempt to storm the Nazi fortress, which houses the infamous general and brilliant scientist in one person, Wilhelm Strasse, nicknamed "The Skull". His ideas brought Germany to a fundamentally new stage of development.

    Partner Fergus Reid asks to replace him at the helm, but no such luck. Another anti-aircraft volley leads to a breakdown of the pipeline of the sixth engine. We pass into the technical department and, turning left, we get pliers and wire from the locker. We get to a small opening in the far right corner, crawl to the engine and block the pipeline. From the loss of power, the aircraft began to decline. We leave for the cargo compartment, go down and cut the white-yellow slings from the cargo with a knife. Returning to the cockpit, we use the turret in the nose of the aircraft and sequentially destroy numerous fighters. We monitor the state of the aircraft on the indicator in the lower central part of the screen.

    William "BJ" Blaskowitz.


    Face-to-face with one of the fighters, we lose consciousness for a while. Waking up, we select the first-aid kit and, after observing the landing aircraft, we pull the upper lever. The plane is knocked out, and it begins to rapidly decline. The pilot, Private Wyatt, begins to panic, but timely advice from Fergus saves the day. We open the cockpit door and, following the partner, we jump onto the wing of the aircraft with a run. After talking with the soldier, we go to the cockpit and bring Wyatt to life. The fortress is right on the course: we make an emergency landing in the waters near the coast.

    Mechanized Panzerhunds roam the shore like predators. Having miraculously escaped from one of these in the cockpit, we answer the call of Fergus and discuss further actions. We break the box in the aisle with a knife, run up and, by pressing the squat button, we slip under the rubble. On the left is a first aid kit - we select it and restore health. We boldly dive into the water, swim to the other end of the cargo compartment and get out through the hole on the left side. The supply of oxygen should be enough to swim to the next plane. We do not linger for a long time in one place and, in general, we try to swim at an accelerated pace. We swim into the plane, climb the stairs and sit down behind the turret. Having shot two panzerhunds, we leave the transport and get to the allies.

    Having received a walkie-talkie and a submachine gun, we rush straight through the center without looking back. Further, we go down, we pass to the machine-gun nest and replenish the supply of grenades. We throw a projectile into an automatic turret. We jump down through the formed hole next to it. We pick up armor, cartridges and first aid kit from the racks. Standing in front of the door, we lie down on the floor and through the slot we shoot the enemy's leg. As soon as the door opens, we immediately finish off the Nazi. We move forward, killing enemies and competently using shelters. Do not forget to collect the remaining ammunition, armor and first aid kits. The map is supplemented as the location is explored, however, if you find a ready-made map, then the entire area will become available to us. We get to the very last machine gun nest and take the card from the box behind the turret.

    Going outside, turn left and move along the trench. We shoot the Kampfhund that appeared on the way as soon as possible. If the dog jumps on us, then quickly and often press the shot button to strike with a knife. We get to the next machine-gun nest, squat down and sneak up on the officer. With the help of a knife, we make a silent kill. We select the fallen pistol, which can be equipped with a silencer and deal with enemies already from a distance. For performing any of the same type of actions (for example, silently killing five officers), an appropriate perk is given that opens up additional opportunities (displaying officers on the map). We leave from the other side and kill another soldier.

    Officers can turn on the alarm and call for help unlimited quantity times, which is why we always denote them priority goal. The presence of officers will be notified by a signal in the upper right corner. Judging by the map, there are two ways to get into the bunker - quiet (by shooting shells in the room (or throwing a grenade at them) and making your way into the sewer through the gap formed) and noisy (by blowing up the gate with explosives, which is in the room on the left side). We use the second option - through the sewer system. Moving along the narrow passage, we pick up ammunition from the hatch cover on the right side. Having entered the bunker through a small grate, crouching, we go to the left and leave the room. Let's hide behind the box and wait for the officer to come down. With a well-aimed shot from a pistol with a silencer, we neutralize him and the soldier on the left side. After silently killing an officer, trophies, letters and Enigma codes will be marked on the map with question marks. Having reached the gate, we go into the room on the left and select a fragment of the Enigma code from the box. Returning to the stairs, let's look into the small room on the left and take the map from the rack. We pass to the end along the rails and behind the boxes we find an open ventilation hatch. We make our way through it to the morgue, where we select the Gold Medal trophy from the table.

    Fergus Reed.


    Rising higher and higher, we clean the floors from enemies. The allies, meanwhile, almost crept up to the fortress. We get to the anti-aircraft gun and kill the shooter. If desired, a huge stomp on the right side can be destroyed from the gun. Returning inside, we go to the right and go into the first room. There are three levers on the wall - we activate them in the following order: left - right - center. We take a fragment of the Enigma code from the table of the secret room. Going to the left side, we go up one staircase, then along the second one and, going into the room, we pick up Oscar's letter from the bed. Having made our way to the second anti-aircraft gun, we deal with the shooter and shoot at the barrier on the left side. Returning inside, we go into the room on the right. The Golden Cup trophy is hidden under a tarpaulin - we crouch to notice it. We go outside, deal with opponents and get to the next checkpoint. Opening the door, a panzerhund will attack us. We shoot him until Private Wyatt comes to the rescue. We are not in a hurry to give a hand, first we will take the next Enigma code from the room from which the mechanical beast escaped.

    Together with a couple of comrades-in-arms, we climb the wall, simultaneously killing the Nazis looking out of the windows. Most of the allies will stay below and cover us with fire. Having penetrated the fortress, we go down the stairs and pull the lever to open the gate. We cling to any of the chains and go down even lower. Crouching, we alternately overtake two opponents and neutralize them. We also eliminate the dog lying in front of the passage, and the officer in a small room, from where we select the Golden Cup trophy from the chest of drawers. We get to the failure around the corner, which is blocked by boards. After neutralizing the enemy, we jump down and with the boxes we select a fragment of the Enigma code. We get out through a small gap in the wall, immediately go to the boxes opposite and from one of them we select a card. Having risen to the next floor, we interact with the statue to the left of the portrait painting of the Skull. We pick up the Golden Sword trophy from the statue on the right wall. We make our way into the office through a secret passage, kill the officer and take the fragment of the Enigma code from the table. We go back and climb the spiral staircase. The last officer loitering around the dining table area.

    We go outside through the open window and shoot the enemies on our and lower floors. We move to the neighboring building, climb the stairs and kill the dog. Having bypassed the barrier, we break the box and take out the Golden Floorball Prize trophy from it. Getting out into courtyard, use the turret to clear the territory from the Nazis on the lower and upper levels. Having finished, we go to the right and get a fragment of the Enigma code through a small gap in the wall. We pass inside the plane and meet with the allies. We pry the beam with the part received from Wyatt. Following the others, we make a running jump. The already flimsy floor finally collapses under the weight of five strong guys who once again find themselves in prison.

    The disfigured bodies of the victims of the experiments are transferred here - to the crematorium. Inadvertently, Wyatt fires up a four-phase burner system. Time is running out, so we act as quickly as possible. Behind the opened door, a flat surface with a keyhole is found. In the drawer of the far right tabletop is a fragment of the Enigma code, in the drawer of the far left tabletop is the key. In the rest you can find a first aid kit and armor. Having unlocked the passage, we quickly select Blondie and take him out of the crematorium. The surprises did not end there: a super-soldier breaks out of the floor capsule and literally crushes the head of the blond Prendergast. Keeping a distance, we destroy the tubes on the shoulders of the enemy, and then continue to shoot at the respirator on his face to the bitter end. Near Blondie lies a bag with endless ammunition - we use it if necessary. The Skull appears in the crematorium and squeezes us into four walls.

    The long-awaited meeting with the main enemy did not go exactly as planned: Skull puts us in front of a difficult choice - to use Wyatt or Fergus for our research. Depending on the decision, respectively, we will have the “Shortcut” or “Hacking” skill, which will allow us to further penetrate into unique and inaccessible places for another skill with ammunition, weapons and other useful things. In addition, along with trophies and fragments of Enigma codes, health or armor upgrades will be hidden in locations that increase the maximum value of the corresponding indicator by 10 units.

    Wilhelm "Skull" Strasse.


    Before leaving, the Skull activated the burner system and left one of the super soldiers to watch over us. With deft movements, Fergus (or Wyatt) distracts the super-soldier and throws a piece of pipe at us - we pick it up and neutralize the enemy. We jump onto the tables and damage the nozzles located above them, from which fire oozes. Then we approach a friend near the window and with his help we get rid of the handcuffs. We break open the metal box to the left of the window or its lock with the "Short" or "Hack" skill. Mini-games are essentially no different. In the first case, we close two bare wires and hold them in this position until all three lights come on, in the second, by rotating the right master key, we connect the green arrow to a series of holes and hold for several seconds. Jumping out of the window, a piece of shrapnel pierces our head. After some time, kind people find us alive in the vastness of the waters and take us to the hospital, where the doctor, after an x-ray examination of the skull, will find that very piece of metal in the brain. Being in a state of deep coma, with a disappointing prognosis, we are transferred to a mental hospital.

    Chapter 2: The Asylum
    Poland

    The Polish psychiatric hospital was run by a small family, consisting of father Krzysztof Olive, a psychiatrist, mother, a pharmacist, and beautiful daughter Anya, a head nurse, who looked after us with special trepidation. The only worry was the occasional visitation by the Nazis, led by Sturmbannführer Keller, who each time took with them several patients for the Reich's experiments.

    One fine day, everything collapsed in an instant: the Nazis came to close the institution, killing all the patients in the process. We turn our heads to the left and observe the unceremonious actions of the guests. The soldier kills Anya's father and the nurse. Anya herself gets off with only a blow to the head, after which she will be taken to Keller. Then the enemy will deal with the patients. We select a knife and, having waited for our turn, quickly strike. Having acquired a pistol, we attach a silencer to it and leave the ward.

    We select a knife and silently kill the enemy. There is a map hanging on the wall on the left - we pick it up. Immediately two officers move along the corridors. We track them on the map and neutralize them. Having dealt with the rest, we go to the stairs "B", go upstairs and select a fragment of the Enigma code. Also on the second floor in the corner room there is a locker with a lock - we break it open and take away the armor upgrade (Wyatt line). We get down to the first floor, we clean it and go to the stairs "A". Several steps were damaged in the lower half. Crouching, through the fault you can see a small door - we shoot through its lock. We pass under the stairs and pick up Isabella's letter. There is a wall safe in the control room - we break it open and get the health improvement (Fergus line). We press the button on the table, thereby opening the doors, and destroy the enemies that have appeared. We go outside and face even more Nazis. Periodically, drones will appear, which are especially dangerous at close range. Near the truck on the right side is a bag with endless pistol ammo. Under the front of the convertible lies the Golden Bonnet Decoration trophy. We transfer Anya to the car and leave the territory of the hospital. On the way, Anya wakes up and takes us to the house of her grandfather Roman and grandmother Olenka Targonsky, who live near the German border.

    Chapter 3: New World

    Outside the 1960s. Germany won the war and now alone rules the world. America raised the white flag twelve years ago after the Nazis dropped an atomic bomb on its territory. The resistance has been broken, all its members have been captured and no one knows where they are being held. We go down to the basement to Keller, whom we previously found in the trunk of a car. To the right of him, from a small stand, we select the Golden Watch trophy. From the cabinet in the corner we get an apron and an increase in health or armor, and from the drawer of the table - glasses and Roman's letter. Picking up a chainsaw, Keller will rush at us with a knife. Quickly and often click on the shot button to calm the prisoner. Under threat of death, he confesses that resistance fighters are being held in Berlin's Eisenwald prison.

    Friedrich Keller.


    Roman and Olenka kindly agreed to take us to the German capital. Arriving in the eastern sector, we go down into the pit on the left side and go through the pipe into the sewer. In the corner, between the door and the next pipe, there is a fragment of the Enigma code - we select it. Moving through the corridor, we pick up a pistol from a stool and get out, having dealt with the enemy in the aisle. Having turned around, we go up the stairs and, after guarding the officer, we neutralize him. Having reached a small shed on the left side, we remove a fragment of the Enigma code from one side wall, and from the other, from the slot in the lower left corner we take out the Golden Egg golden trophy. Having made our way into the barracks building, we rise to the second floor and take the map from the wall. We select a fragment of the Enigma code from the device on the table, neutralize the second officer and clean the entire sector from the remaining enemies. We return to the car and reach the platform blocking the path under the bridge.

    We go into the left tower, destroy the Nazis and in the room on the right from the cable drum we select a fragment of the Enigma code.

    For the Wyatt line, a short way to the -1st floor is provided. Having cracked the door, we go down the stairs and deal with the enemies. We penetrate into the through ventilation shaft opposite the stairs and take away the increase in armor from there. After crossing the bridge, we break open the second door.

    Fergus line. We activate the elevator on the left side of the tower, we go up on it to the 2nd floor and we select the increase in health, located between the wall and the cable drum. Looking under your feet, we move along the bridge to the right tower, go down to the 0th floor, and then through the hatch (“F” on the map) to the -1st.

    After neutralizing two opponents, we go down the stairs and, after passing under it, we go to the left. safe way lead us straight to the officer. We deal with the rest and go to the wall cells. In the ajar cell 43 lies a fragment of the Enigma code. Another fragment can be found in the car on the floor of the passenger seat in the room with the platform. We go up, using a lift or ladder, and activate the gearshift platform lever. We leave the tower through the opened door on the left side, destroying the enemies along the way.

    Having moved to the western sector, we go to the right building and neutralize the enemy there. We deal with the enemies by the road and get to the very last building on the left side. Having eliminated the dog at the entrance, we will observe the officer through the window. As soon as he turns away, we go inside and carry out neutralization. We pass to the end of the room and from the table on the left side we select a fragment of the Enigma code. Returning to the previous building, we remove the turret from the machine and, going down, we shoot from it a metal hatch hidden behind a box, between the stairs. We go inside, take the Golden Medallion trophy from the cabinet and at the same time replenish the supply of electric grenades. Back at the car and about to leave the area, two large security robots suddenly appear. We paralyze them with electric grenades and quickly shoot them from stationary turrets. Enemies release electric spheres that detonate after a few seconds, knocking out turrets for a short time. Therefore, when the grenades run out, we remove the turret from the machine and use it as a portable weapon. Having won, we climb into the trunk and, having reached the station, under cover we are placed on a train going to Berlin.

    During a night out for coffee, we will be stopped by Obersturmbannführer Engel in the company of his charming companion Bubi. We put the tray on their table and sit down opposite. Engel came up with her own test to identify the purity of Aryan blood. We choose any cards, after which we pick up the tray and go to the compartment car. From the ajar cabinet on the left side we get the Golden Door Handle trophy. We return to our compartment with Anya, going to the end of the car.

    Chapter 4: Eisenwald Prison

    Irene Engel.


    Prisoners are regularly brought to prison, where they are tortured in every possible way, “breaking” both physically and mentally. Prison transport is the only way to get into Eisenwald. We go out onto the balcony and, moving along the eaves, we get to the next room. We take Erdmann's letter from the coffee table. Having passed to the end along the cornice, we go down the drainpipe and penetrate inside through the hatch. In the room, we remove the battery from the generator and insert it into the laser workbench lying on the table. We rise to the second floor, charge the cutter through the charging station on the wall and cut out a closed figure (for example, a circle) on the metal grid without releasing the shot button. Thus, having cut two fences, we get out into the room and cut the compartment fences to the right of the window. Jump over the box and pick up the Golden Frame trophy. On the ground floor, in a compartment near the stairs, there is a Golden Dish trophy. We open the window, run up and jump over to the Gestapo building.

    We penetrate inside through the window on the right side, catch up with the guard and neutralize him. Carefully looking into the room, we observe the movements of enemies and kill them, waiting for the right moment. We take the map from the board, and the folder from the filing cabinet on the right side. We place the folder in the file cabinet drawer on the opposite wall (between the aisles), go down to the secret room and select the Enigma code fragment from the table. We deal with the guards in another corridor and the kampfhund in the operating room. We get to the office, neutralize the officer and select a fragment of the Enigma code from the table. Having got out through the window, we follow the prisoners along the ledge to the left side to the prison transport.

    We get off the parked transport, climb higher and go all the way to the left. We climb the stairs, go to the right and, turning around the corner, we climb even higher along the next stairs. After moving to the other side, we neutralize the guard. From the conversation of the guards, it becomes clear that the captives from the resistance are being prepared to be sent to Block B-2. We charge the cutter through the charging station on the wall and cut the chain on the door, concentrating the laser on one point for several seconds. We go down the stairs and jump down. We are afraid of the turrets, if necessary, quickly running past them, or cut the fences. The guards are slow and not that dangerous due to their lack of firearms. If we were noticed, then in close combat we try to parry the very first blow by pressing the knife strike button.

    Having penetrated the building, we turn around and run away from the panzerhund. We roll under the pipes and quickly cut the chain of the floor grate, concentrating the laser on one of its points. Crouching, we get out into the corridor and cut the metal mesh on the left side. We go down, pick up a fragment of the Enigma code and go back. We neutralize the only guard in the corridor, climb the stairs and go all the way forward. We climb into the toilet through a small grate and silently eliminate the enemy who relieves himself. At the fork in the corridor, we turn right and silently deal with sleeping opponents on a chair and on the upper bunk of the bed. We take the key from the metal box on the wall, and the card from the table. Returning to the corridor, turn right and kill the dog. We get to the observation room, neutralize the officer and select a fragment of the Enigma code from the table. We unlock the door at the end of the corridor and go to the coal warehouse.

    We get down lower, we pass along the left bridge and remove the battery from the generator. A new improvement adds a shooting mode to the cutter. We go down and carefully examine the pile of coal, which contains the trophy "Golden Nugget". We climb back to the upper central bridge, cross to the other side and get out to the already familiar place, where the panzerhund is still located. We quickly run along the right side and cut the chains of the fence. Nearby there is a charging station - we charge the cutter if necessary.

    Probst Wyatt.


    Having reached the prison block B-2, we kill two guards in the central room and use the local elevator. Having risen upward, we open the cell door and neutralize the enemy. We cut the chains of prisoners and communicate with Fergus (or Wyatt). Meanwhile, a group of armed Nazis is heading towards us. While the allies hold the door, we cut the hatch chain above the door and climb into the ventilation shaft. Having reached the observation room, we kill the officer and take away his weapon. We collect first-aid kits, armor and ammunition. We pull the lever to the right of the door, shoot the enemies in the back and help Fergus (or Wyatt).

    Fergus line. In the observation room, we simultaneously press two buttons, thereby opening all the cameras in the block. Crouching, we pass through the half-open door and begin to break through to the lower level, using the fences as cover. We destroy automatic turrets from conventional weapons. The Panzerhund, trying to climb the stairs, will fall down and block the passage. We pull the switch to turn off the electricity supply, and run after our partner.

    Wyatt line. We go down the elevator to the right of the observation room and quickly rush after our partner so as not to fall into the mouth of a mechanical beast.

    While the partner opens the gate, we must cover him. We use the few shelters between the grids and shoot the enemies approaching from the flanks. We also quickly destroy the turrets and comb the area for ammunition, first-aid kits, armor and grenades. Having moved to the opposite building, in the central room fenced with bars from the table we select a fragment of the Enigma code. We rise to the second floor, go into the second room on the right and take the Golden Helmet trophy from the locker. We pass to the end along the corridor, climb the stairs and select from the table a fragment of the Enigma code. Having got out, we break through to the car and on it we pass through the building. After an unsuccessful landing, we quickly cut the hatch chain and go down into the sewer system. Going forward, we go upstairs and hide from persecution in a car prepared in advance by Anya.

    Chapter 5: New Home

    The headquarters of Kreisau is a hideout for members of the resistance, located right under the noses of the Nazis. We jump from the bridge into the fountain, swim to the hatch and use the cutter to saw the chain of the lattice. We open the hatch, swim inside and get to the very shelter.

    In the corner room, use the workbench and pick up the increase in armor. At the request of Caroline, we go to Klaus for a folder with the Whisper project. We rise to the second floor, go into the first room and communicate with Klaus. According to him, he left the folder in a desk drawer in Caroline's office. The next room belongs to Max, in which the coveted folder with the Whisper project is located in the wall cache. There are two ways to get the folder, the most obvious of which is to take the tire iron from the workshop on the third floor and use it to open the cache, which will cause Max concern.

    The third room belongs to us: after taking a nap on the bed, we select an increase in health from the bedside table. In the next room, we select the plate from the floor. We go back down to the first floor and wait for Caroline to leave her office. After going inside, we select a card from the box in the corner and remove the poster from the wall, thereby gaining access to the secret room. We climb through the upper grate on the left side, get to our room and from the floor near the small passage we select the Golden Vase trophy. We extract the folder from the wall cache (if we haven’t done it before), jump over the boxes and return to Caroline.

    Chapter 6: London Nautica
    London, England

    Bobby Bram.


    The Shepot project, developed over many years, is a unique prototype - invisible to radar and silent in flight. Three prototypes are located in a scientific center called Nautica London. Bobby Bram, with fake ID, agreed to take us to our destination. After dropping us off near the entrance, Bobby drives into the building in a car loaded with explosives. After passing along the right wall, we will get out to the illuminated area, where next to the officer's body lies a fragment of the Enigma code. Returning back, we jump from the wreckage on the crushed car to the pedestal of the collapsed statue and pick up the Golden Plate from the Statue trophy. Moving along the path, starting from the illuminated area a little to the left of the pedestal, we run up and make a slide under the rubble. Having cut the metal mesh with a cutter, we go forward a little, and then quickly move back. After the appearance of the panzerhund, turn around and go left. At the next fork, we turn left, pass through the car and on the run we roll under the rubble on the right side. Continuing to run, we make the last tackle and finally get rid of the mechanized beast. Moving forward, silently neutralize the wounded officer. Next, we deal with the soldier, pick up the machine gun and collect ammunition for it. Faced with a robot-guard, we shoot him glowing eye. If necessary, we paralyze the enemy with electric grenades scattered across the territory. Near the wall in the northeast (on the map), surrounded by debris, lies a fragment of the Enigma code.

    Entering the building, we throw a couple of grenades to the opened gate on the other side. In the room on the left in the safe is an increase in health. There, on the chair, is a fragment of the Enigma code. We rise to the second floor and hold the defense in the corridor on the right side. Having dealt with everyone, we move to the other side and penetrate the ventilation shaft through the ceiling hatch in the utility room in the southwest (on the map). After going to the grate, we select the Golden Knife trophy. Turn around, turn left at the fork and jump down. We go down the central staircase and pick up the Golden Decanter trophy from the wall display opposite. In the room to the left of the gate, we break open the locker and get an increase in armor from it.

    We open the gate, holding the handle, and rise to the control room above the lunar dome, simultaneously destroying annoying drones and soldiers. From the control panel we select a fragment of the Enigma code and pull the lever. Having descended lower, we move along the fence to the satellite from the outside and with the help of a cutter we cut the chain on which it rests. We use the satellite as a crossing, we pass behind the wall and move forward, cracking down on opponents. Having reached the grate, cut the hatch chain on the wall on the left side with a cutter. Having penetrated the elevator shaft, we wait for the second cabin to collapse and jump onto it with a run. Grabbing the rope, we destroy a couple of drones and a soldier and go upstairs. We open the hatch and, without leaving the counterweight, we shoot four safety brakes located at the corners of the elevator car. Having moved up, we pass to the next hatch and go down to the laboratory.

    Scientists were engaged in deciphering the artifact "Daat Ihud". We transfer the data of the manuscript to Anya and collect five parts of the artifact from two tables. Also on one of the tables is a fragment of the Enigma code. There is a map hanging on the wall opposite another table. We jump on some object and cut with a cutter two chains on which the partition inside the chamber is held. Click on the button to start the test. We penetrate the chamber and take away the laserkraftwerk, capable of cutting through thin metal hatches and boxes. We cut out the hatch in the wall, get out into the elevator shaft and climb the stairs on the left side. Turning around, we cut out the hatch, go through the ventilation shaft to the end and pick up the Golden Flask trophy. Returning back, we shoot the brakes of the elevator car and move to the hatch through the pipes on the left side.

    Anna Oliva.


    Having made our way into the hangar, crouching, we go to the right and neutralize the soldier. In the room behind him, you can find ammunition for a pistol. With a well-aimed shot from a pistol with a silencer, we eliminate the officer standing on the central platform. Continuing to move along the wall, we get as close as possible to the second officer, so that it is easier to aim and fire a shot. In the room behind the officer's back is an upgrade for the lasercraft that allows you to shoot in automatic mode, and a fragment of the Enigma code. One way or another, having entered into battle with the robots, the alarm will go off and reinforcements will arrive in the hangar. The last opponent will be a heavy robot, which differs from the security robot in stronger armor and powerful weapons, but still with the same weak point - the head. In open spaces, we will have practically no chance, since the enemy's superlaser cannon inflicts serious damage. We use stationary machine guns in helicopters in combination with electric grenades, first stunning the robot with them. If you run out of ammunition for a weapon, then a laserkraftwerk will be an excellent replacement - we charge it through charging stations on the side walls of the central platform. Having won, we take a fragment of the Enigma code from the box under the southwestern (on the map) helipad.

    We climb the stairs inside the compartment from which the heavy robot escaped, go through the ventilation shaft and get out into the control room, cutting out the hatch with a lasercrafter. We open the gates of the hangar, select a fragment of the Enigma code from the table in the middle of the room and go down already on the elevator. We get to Caroline on the helipad, transfer her to the cockpit of the nearest helicopter and return to the headquarters.

    Chapter 7: Mystery

    Anya managed to decipher the manuscripts we got from the laboratory, which describe the creation of "super concrete", which is the main building material of Nazi structures. Of interest is also the ciphered list of Polish members of "Daat Ihud" of the war years, which must be compared with the official German lists. Our tasks are to get a piece of "super concrete" and look for German lists in the archives. From under the pillow on the bed we get Bobby's letter. We pass into the corner room, use the workbench and pick up the increase in armor. Trying to open the archive door. Tekla will tell you that Fergus (or Wyatt) may have the key. We rise to the second floor, go to our room and, after sleeping on the bed, we select an increase in health from the bedside table. Let's visit Fergus's (or Wyatt's) room on the same floor, pick up the key and, going back downstairs, unlock the archive door. Going inside, we pick up the German lists from the table.

    We leave the building, get out into the hangar and get to the farthest helicopter. Next to it there is a section of concrete affected by mold. To saw off a piece, you need a circular saw, which lies in the corner on the left side. Trying to extract it from the boards, we fall into the sewer. We pass to a dead end, destroy the turret and go around the grate on the right side. On the wall, to the right of the doorway, there is a charging station - we charge the laserkraftwerk. Having got out into the room, we pick up the plate from the bottom shelf of the rack. We pass through the gap in the wall, turn right and, having reached a dead end, we select an improvement for the lasercraft. Now shots that hit surfaces will be reflected and continue to fly, albeit with a weaker force. We turn around and go in the opposite direction. We destroy the next turret, saw the chain on the door and take the double-barreled shotgun and ammunition from the rack. We get to the drain hole, simultaneously cracking down on drones. We stand in front of a broken section of the fence, accelerate and make a jump. After landing on the pipe, we go forward, climb the stairs and pick up the Golden Ashtray trophy from the barrel. Returning back the other way, go up the stairs a little further from the pit and get out into the hangar. We saw off a piece of concrete with a circular saw, we return to the headquarters and go up to Max's room. Having studied the drawing on the wall, we will have an additional task - to find Max's toys. The first is marked on the map and is located in the hangar, the second is on the bookshelf in the archive, the third is on the table in Caroline's office, the fourth is on the floor in a secret room behind the wall of Caroline's office. We return to Anya with the finds.

    Chapter 8: Belica Camp


    The disadvantages of "super concrete" are the loss of strength over time and the formation of mold. Seth Roth, a member of Daath Yihud, has "finished" the composition of the concrete by adding limestone, which is currently being mined by inmates at the Belica concentration camp in northern Croatia. In 1947, Seth was arrested and later sent to the same concentration camp, where he may be to this day. Of course, we will have to infiltrate the camp and find a member of Daat Ihud.

    The Belitsa concentration camp is dominated by Engel and Bubi, whom I have already met on the train. Bubi almost recognized our physiognomy, but, fortunately, did not remember it that way. Nevertheless, we, as the most well-coordinated, will be separated from the main stream. We place a hand on the device and get a tattoo in the form of numbers and a stripe "B6". We get to the next room, where four more prisoners are working under the strict guidance of the guards. Standing behind a concrete mixer, we communicate with Bombato. We ask him about Seth Roth and find out that he is being held in block "B4", and you can get there only with the appropriate stripe. Milo has one, and he will gladly agree to swap uniforms if you tell him that his wife is in our block. First you need to distract the guards by causing the concrete mixer to break down. We pull the right lever, rotate the left handle and press the button in the middle. We hit the button again, after which we squat and pick up the part that has flown away. We throw it into the concrete mixer, pull the right lever, rotate the left handle and press the button. After the breakdown, we agree with Milo and exchange robes with him.

    Due to the lack of repairmen, our work for today is completed. We leave the factory, get to the barracks and go inside. We interact with the prisoner lying on the first bed in the left row, which requires medicine. On the last bed in the same row, there is another prisoner being cared for by Seth Roth. He agreed to reveal the secrets of "Daat Ihud" if we help arrange a diversion, thereby freeing all the prisoners. Seth designed a remote control for a robot that would not work without a detron battery. The missing part can be found in the workshop of the commandant's office, which is located in the sixth block. To get there, you will have to turn off the automatic turret from the guard barracks. To the right of the main entrance to the barracks there is a hatch - we go to it. Let's chat with the prisoner standing near the tree. She will ask you to kill the "Knife" - a guard who cracks down on his victims in a particularly cruel way. Open the hatch, go inside and go all the way forward. From the container we select a fragment of the Enigma code. In the next room, we will be attacked by the Knife. After several stabs, we will lose consciousness and find ourselves among the corpses. We quickly remove the knife and get out of the oven.

    Silently neutralize the dog and the guard. We go to the left, we deal with another enemy and, turning left again, we take the card from the wall. In the next room there will be another guard - we neutralize it and go back. We pass to the stairs, go upstairs and cross the bridge, simultaneously dealing with the guard. We get out into the corridor, turn right and go into the medical room. We pick up medicines from the table, and from the bottom shelf of the cart - a fragment of the Enigma code. Continuing to follow the corridor, we get to the "Knife" and silently kill him. From the top shelf we take a fragment of the Enigma code. We leave for the control room, neutralize the guard, take out the fragment of the Enigma code from the box and turn off the automatic turrets. After leaving the barracks, we take away the award in the form of a Golden Dagger trophy from a black prisoner. We also look into the barracks and find that the prisoner has died. We turn to his wife and receive a letter from Christa. We leave for Seth Roth, located near the entrance to the factory.


    Let's move on to the second part of the plan. Having penetrated the factory, we move through it to the sixth block. We climb the scaffolding to the uppermost floor of the commandant's office and get inside through the balcony door. Although the guards are unarmed, we try to act silently. From the box in the left room we get a fragment of the Enigma code. On the right is Engel's office, we take the sheet with the code from the desk drawer, remove the picture from the wall and, opening the safe, we take out the Golden Gun trophy and a couple of knives from it. We go down to the second floor and, moving in a squatting position, we eliminate enemies without much noise. In the corner at the other end of the room is a locker, from which we pick up a fragment of the Enigma code. We get down to the first floor and clean it from the guards. From the cart leaning against the stairs, we select a fragment of the Enigma code. On the bedside table, behind the table, is the Golden Bust trophy - we pick it up. Through a small room we go down to the workshop, deal with two guards and from the open locker, obliquely from the electrical panel, we get a fragment of the Enigma code. Interaction with the electrical panel will result in electric shock.

    The noise fled the Nazis, led by Frau Engel. By her order, all the prisoners of the fourth block, including us, were handed over to be torn to pieces by cars. We give the battery to Set and watch how the robot deals with those to whom it was supposed to obey. Having taken possession of the colossus, we return to the camp, scattering everyone in our path, using the built-in machine gun and rocket launcher for this. Having reached the destination, we land Seth on the roof and continue to suppress the enemies with fire while the prisoners make an escape. Having finished, we disembark from the car and pass into the building. From the desk drawer in the room on the left side we get the Golden Mask trophy. We get into the truck and leave the camp.

    Chapter 9: New Tactics

    "Daat Yihud" is an ancient secret society, united by hundreds of shelters around the world, in which they were engaged in the invention of technologies of all stripes, from the simply unusual to the truly magical, ahead of modern progress for centuries to come. The Nazis discovered one of these shelters, gained access to unique developments and, accordingly, thanks to them, won the war. Seth Roth said that there is a large shelter in the depths of the Atlantic and to get to it, you will have to take possession of a submarine.

    Seth will repair the tunnel glider, but for this he will need a welding machine. From the locker located between the beds we get Charlotte's letter. We go into the corner room, use the machine and pick up the increase in armor. We leave for the archive and communicate with Anna, sitting on the floor outside the door. She has lost her ring and can't find it. We rise to the second floor, go into our room and, after sleeping on the bed, we select an increase in health from the bedside table. We rise to the third floor and take out the lost ring from the toilet bowl of the toilet cubicle in front of the workshop. By returning it to Anna, we get the Golden Vase trophy. We leave for the hangar, go to the distant helicopter and learn from Fergus (or Wyatt) that the welding machine landed in the water. We return to the headquarters room and ask the bombbat sitting on the chair to provide access to the door.

    Going down, we cut the hatch with a lasercraft and jump even lower. Having picked up the welding machine, we swim to the end of the pipe and float to the surface. We go up the stairs on the right side, charge the lasercraft if necessary and, having run up, jump over to the next platform. Going to the edge, turn around and look up. The ladder is held on a chain - we shoot it with a lasercraft. Climbing up, turn right and pick up an improvement for the prototype. We get to the hangar, cut the chains on which the containers are suspended, and be sure to look around in search of first-aid kits and armor. By pulling the lever, two robots will appear. We keep our distance from them and actively hide behind the containers, at the same time recharging the laserkraftwerk through the stations inside them. After passing through the opened gate, we turn left and, having climbed two stairs, we select a plate from the floor. Having reached the closed door, we cut the hatch on the right side with a lazekraftwerk and make our way inside. Behind the bars on the left side is visible chain - cut it and return to the door. Having got out into the archive, we carry the welding machine to Set. We take the note and give it to Anya.

    Chapter 10: Berlin Catacombs

    Caroline Baker.


    Beneath the sewers, in the Berlin catacombs, lies the vast complex of the Nazis' central arsenal. The path to it lies through flooded tunnels, which can only be overcome on a glider designed specifically for repair work at depths. Using the device, we plunge into the water and swim through the first tunnel. Having reached the gate, we get off the glider and cut the chain with a lasercraft. Returning to the glider, we swim through the gate on it and, without changing the depth of immersion, we swim up to the rock on the left side. We get off the device again and pay attention to the air bubbles coming out of the pipe. There is a passage that will lead to the cave. On the cable drum near the left mattress is the Golden Book trophy, on the floor near the right mattress is Ingrid's letter. A little further on the table we find a fragment of the Enigma code. We jump into the water, sit in the glider and swim to the next gate. The chain holds them on the other side, so we leave the glider and swim to the other side through a small passage at the bottom. After cutting the chain, we return to the glider and on it we swim through the tunnel above, eventually reaching the surface.

    After swimming through the next tunnel, we go up the stairs. We switch the handle and, after waiting for the section of the water wheel with the missing blade to be at the bottom, release it. Having sailed through both wheels, we select the Golden Cove trophy from a small unflooded area on the right side. We pass through the pipe between the wheels, plunge into the water and at the bottom, approximately on the right side, we will find a safe - we break it open and get an increase in health. We return to land, climb the stairs and get to the control room. We select a card from the barrel, switch the handle and wait for the tank to fill. Opposite the stairs, now flooded, there is an entrance to a room where a fragment of the Enigma code lies on a box. On the glider we swim through the second wheel and pipe. From the room on the left side we take the Golden Lantern trophy. Inside the pipe, which is in the corner, we will find the Golden Snake trophy.

    Focusing on the map, we get to the platform. We jump down and dive into the water. We saw the chain on which the mine rests and wait for it to float to the surface, hit a wooden barrier and explode. Another mine is located near the wall on the right side. We also cut the chain and swim into the tunnel after the mine. We get out of the water onto land on the left side. We select a fragment of the Enigma code from the box, break open the utility room door and take the armor increase from the rack. After leaving this tunnel, we swim into the next one. We leave the water on land on the left side and take the Enigma code fragment from the rack. We cut the chain on the door, jump down through the gap in the large round floor grate and, having reached the stairs, we go up. We pick up a fragment of the Enigma code from the rack, go into the next room and pick up the Golden Moon trophy from the floor. We jump over the boxes over the bars and use the elevator to go up to the armory.

    Between the crates lies lasercrafter upgrades. We cut the metal mesh, get out to the railway tracks and get to the platform. Where it starts, under the stairs is a fragment of the Enigma code - we select it. Slowly we eliminate two soldiers, an officer and a camphound. The second officer moves along the tracks. We track down and neutralize him, as well as the remaining opponents. Inside, on the first floor of the central block, on the walls of which the numbers 1, 2 are indicated, on the shelf is a fragment of the Enigma code. Where the dog was lying, there is a handle - we switch it and open the gate. Having dealt with the super-soldier, we comb the territory and collect all the useful items that we can find. We re-open the gate and get to the control room of the central unit. We select a fragment of the Enigma code from the panel, press the button in the corner on the left side and prepare for the Nazi offensive. We are not in a hurry to go down, as it is much more difficult to fight in open space. Having dealt with everyone, we steal the train and deliver it to the allies. After unloading a number of boxes of weapons, we will be hidden inside the torpedo and sent straight to the submarine.

    Chapter 11: Submarine

    Klaus Kreutz.


    Having got out of the torpedo, we neutralize two enemies on the first floor and three on the upper bridge, including the officer. We leave the torpedo compartment and take the map from the wall in the corridor. Going to the living compartment, turn left and break open one of the doors. First, of course, we clean the compartment from enemies. There is a hatch on the common wall of the rooms, which is cut with a lasercrafter. In the right room, on the bunk is a fragment of the Enigma code, and on the table is the Golden Letter Knife trophy. In the left room there is an upgrade for the laserkraftwerk - an automatic sight that allows you to hit several enemies at once or one, but at the same time on different parts of the body. In this case, the charge of the laserkraftwerk will be consumed much faster. We leave for the cabins: in three of the six we will find two fragments of the Enigma code and the Golden Tray trophy.

    Submarine captain Anton Krieger is aware of our presence and offers to surrender. We go down the stairs, open the door and quickly run to the left side. Immediately, two fighters of the fire squad at the ready with shotguns loaded with ricocheting shrapnel will try to stop us. Shrapnel reflects well off surfaces, making it very effective against enemies hiding around corners. There is a charging station on the wall, so using the sight, we deal with opponents from the lasercraft. Having destroyed the arrived reinforcements, we go up the stairs, go through the pipes to the end and, having cut the metal hatch, we go down.

    All the forces of the submarine are sent to stop us. For the first time, you can hide in the room on the left side and, crouching, control both passages. Then you still have to get out, as you will need ammunition and other useful items. We rise to the top floor and hold the defense, destroying the enemies as they arrive. On the control panel, to the left of the chair, there is a fragment of the Enigma code - we select it. We leave for the wheelhouse, go into the room on the left side and take another fragment of the Enigma code from the rack. We cut the chains of four buoys and contact Caroline by radio.

    The Eva's Hammer submarine is equipped with a nuclear weapon. The captain took the encryption keys with him to the grave, so the only way to get them will be to visit the lunar station, where the keys are stored on a physical medium. The team at headquarters is already actively developing a plan to infiltrate the space object.

    Together with Seth, we plunge into the depths of the Atlantic Ocean and find a passage to the Daat Ihud shelter. Once inside the huge capsule, press the button. We move to the other side and take the elevator to the main hall of the shelter. After fiddling with the console, Seth will raise the bridge. The electromagnetic field has ceased to function, so in order to get to the upper platform, you will have to manually charge the coils. We approach Seth and build a special prism into the laserkraftwerk. Having moved to the center, turn left 90 degrees, swim over to the pillar and pick up the Golden Skull trophy. Returning to the center, we shoot at the hexagonal coils (starting from the bottom) and at the same time climb the resulting steps. Do not hesitate, as the steps will disappear after a while. We try not to miss a single coil, otherwise you can fall down at the most inopportune moment. Charging of the laserkraftwerk is also carried out from these coils. Having reached the platform, press the button to lower it. Press the button again when the comrades move to us.

    Once in the vault, we collect the Golden Night Pot trophies (on a triangular shelf), Golden Toy Robot (under the triangular shelf opposite), Golden Crown (on a gear, slightly to the right of one of the wall columns). We also select an item located on the part a little to the left of one of the columns. On the wall there is a pyramid of details corresponding to the details in the recesses of the wall columns. We activate by starting with the detail at the top of the pyramid and ending with the details at its base, moving down from left to right. After each correct activation recesses will be filled with bright light. Next, open the recess in the sixth column and pick up the improvement for the laserkraftwerk that appeared on the right side, which will constantly charge the prototype. We insert the previously found item into the device near Fergus (or Wyatt).


    A scientist involved in the Skull's program to create super soldiers is preparing to be sent to the lunar station. At the moment, he is in a military high-speed train, the route of which lies through the Gibraltar Bridge. If we intercept the train, kill the scientist and steal his documents, then we will have a great chance to go to space.

    Chapter 12: Gibraltar Bridge

    Armed with the technology of "Daat Ihud", we go to the bridge and drop the "spindle of rotation" from the helicopter. Before disembarking from the helicopter, we select the map from the seat. We pass to the other end of the car, go inside and shoot two opponents. We collect a bunch of useful items, including an upgrade for the assault rifle - a rocket launcher. In the next car there is a rocket man - we deal with him from a rocket launcher. We also destroy the automatic turret, which is fixed on the roof of the wagon that has been tumbled to the side. Having got out of the car, we immediately turn right and pass along the metal beam. The body of a soldier is half sticking out of the window, a suitcase is attached to his arm. We cut the chain and pick up a fragment of the Enigma code. Returning back, we climb the next car and penetrate it through the side door. We go outside on the other side and go down to the lower car. Having run up, we jump over to the bridge and pass to the tower on the left side. We rise to the very top, select a fragment of the Enigma code from the floor and jump down with a run. We return to the car, from which we jumped to the other side of the bridge, and we penetrate inside. A little before reaching the exit, crouching, we shift to the left and go in the opposite direction. We select a fragment of the Enigma code and leave the car.

    We go around the car on the right side and near the support we will find a fragment of the Enigma code. We pass from one car to another and from the floor near the broken side wall we select a fragment of the Enigma code. We rise to the roof and take away the sniper rifle from there. We destroy the automatic turret and the enemies located in the car opposite. Then we pass through this same car and pick up the Golden Soldier trophy from the ground. Returning to the car, we rise to the second floor and through the hatch we get out onto the roof. We pass along the beam to the neighboring car, cut the metal mesh and, climbing onto the topmost box, jump onto the grate at an angle on the left side. We select the Golden Compass trophy from the box, leave this car and enter the next one, which is in a hanging position. We jump lower and lower, simultaneously cutting metal grids. Outside, we will face a large number of enemies. First of all, we deal with the super-soldier, in order to then take possession of his weapon and shoot weaker opponents. From the chamber of the car, from where the super-soldier escaped, we pick up the Golden Rabbit trophy. Having cleared the territory, we rise to the surviving section obliquely from the car and from there we jump onto the car itself with a run. We get along the beams to another surviving area, where we find a fragment of the Enigma code. Returning back, we go into the checkpoint building, climb the stairs and deal with the remaining enemies. We break open the door with master keys and take away the improvement of armor from the control panel. We go down a little lower, saw the floor hatch and get inside.

    First of all, without getting off the ventilation pipe, we hit the super-soldier with a powerful aimed shot and, if necessary, quickly finish him off. We kill two more soldiers and, having gone down, we collect a large number of useful items, including those in the boxes. Inside the first box, on a shelf to the left of the gate, there is a fragment of the Enigma code. We go down to the intermediate landing, turn left and go down from the ventilation pipe. Having dealt with the enemies, we go outside and, turning right with a running start, we jump over the gap. The partner will arrive just in time to help and save us from the super soldier. Again, we scatter and jump into the helicopter. The pilot will take us closer to the car with the scientist.

    Using the turret, we shoot the approaching enemies. After landing from the helicopter, we go into the room on the right side. On the safe is a fragment of the Enigma code - we select it. We also break open the safe and get an increase in health from it. We get to the failure, go down through the car and destroy the rocket man. We penetrate into the car, which is in a hanging position, carefully jump from one seat to another and pick up the documents of the dead scientist.

    Chapter 13: Lunar Station


    The shuttle that took off from the London Nautica brought us safely to the lunar station. After leaving the shuttle cabin, we move along the terminal and go through the standard x-ray procedure. We make our way into the luggage compartment on the belt conveyor. On the tape, on the other side of the X-ray scanner, lies the Golden Cane trophy. We pick up equipment from the suitcase and, having contacted Caroline and Anya, we receive instructions on further actions. Continuing to move along the conveyor belt, we will eventually stumble upon a box - we cut it with a lasercrafter and get an increase in armor. Returning to the compartment, we cut the metal wall under the glass and go into a small room. We press the button on the table and pick up the gun. Having dealt with two space marines and an attack aircraft, we select their weapons or, to be more precise, an improvement for a sniper rifle. Modified weapons are charged through the same charging stations as the laserkraftwerk. Also, ammunition can be obtained in the old fashioned way - from the bodies of dead enemies.

    After passing through the tunnel, we move forward clockwise, silently neutralizing the paratroopers and officers from a pistol with a silencer. At the northern stairs there is a turret, to the right of which there is a card on the rack - we pick it up. Having cleared the territory from enemies, we leave through the eastern gate and go down the stairs. Continuing to act without attracting attention, we deal with the paratrooper in the corridor and two sleeping officers in the rooms. On the toilet in the toilet, opposite the bed in the left room, is a fragment of the Enigma code. Lastly, we destroy the super-soldier and leave the living compartment through the ventilation system.

    Having made our way into the laboratory building, we deal with the paratroopers and pick up a fragment of the Enigma code from the bottom shelf of the table in the second room. Next, we go through the disinfection procedure, kill the enemy on the first floor and select the Golden Face Mask trophy from the bedside table in the center. We climb the stairs and, moving clockwise, we silently neutralize the enemies one by one, including the officer. Inside the premises is the second officer - we kill him and from the table, to the left of the common passage of the second and third rooms, we take Dieter's letter. On the ventilation shaft in the last room we go down to the lower floor.

    From the table in the corner of the adjacent room we select a fragment of the Enigma code, go through the red tunnel and go down even lower through the next ventilation shaft. We put on a spacesuit, go to the gateway and press the button on the right side. Moving along the path, we will soon encounter three drones. After destroying them, we select the Golden Fragment of the Meteorite trophy lying near the boulder under the slope. We go down the next slope, jump over to the island on the right side, and then onto the platform. Having made our way into the command module, we go to the right and select a scalpel from the table, with which we get rid of the mark on the hand stuffed in the Belitsa camp.

    We pass through the room on the left side and get out into the corridor, along the way taking a fragment of the Enigma code from the table. To the right of the gate there is an entrance to the ventilation system, which will lead us to the living room. We move from it to the other side, climb the stairs and sequentially eliminate two officers from a pistol with a silencer. In the absence of ammunition, we act more prudently, since the attack aircraft cannot be quietly eliminated. We deal with the rest of the enemies and use the elevator, which is located at the other end. Destroying the enemies, we rise to the topmost ring. Focusing on the map, we get to the area between the eastern and southeastern connections and from the white stand we select a fragment of the Enigma code. We leave the territory through the gate in the north and go through the tunnel to the cleaning block. We go to the server room, print out the codes for launching nuclear missiles and destroy the reinforcements that have arrived.


    We take a fragment of the Enigma code from the large round table. To the left of the door is a safe - we break it open and get an increase in health. We go down into the ventilation system through the floor hatch in front of the door and, having made our way through it, we kill two paratroopers. We cut a thin metal wall, go down and deal with several enemies. Having made our way through the ventilation shaft, we go down the escalator to the platform. We select the Golden Flask trophy, located behind the red bag, and move to the hangar by train.

    Thanks to the efforts of the security robot, we failed to reach the end point of the route. We get out of the car through the floor hatch and on our own two get to the station, and then to the terminal. We go down to the hangar, after a while two super-soldiers will come out of the shuttle. There are charging stations on the walls, which will allow you to unlimitedly use the power of the Lazekraftwerk when shooting in aim mode. We step aboard the shuttle and go into the cockpit.

    Chapter 14: Return to London Nautica

    After an unsuccessful landing, crouching, we sit out behind cover. When the shuttle is about to collapse from the bridge, we get out of it with a running start. Having burst into the building on a cable, we will neutralize the officer as soon as possible, who will rush away from the bar on the right side. Slowly but surely, an attack aircraft will approach us, so we won’t be able to stay in one place for a long time. If necessary, we run to the bar, where there is a charging station on the wall. To the right of the window through which we burst inside, there is a box on the bench - we take out a fragment of the Enigma code from it. We get out through the gap in the wall on the other side. We cut the chain on one of the sides of the flooring, go down and get to a similar flooring, held on chains. We go to the concrete area on the right side, select the Golden Bracelet trophy lying directly under the drainpipe, and cut the nearest flooring chain. With a run, we jump lower and make our way into the building.

    Climbing the stairs, we charge the sniper rifle and deal with the enemies. In the room to the right of the table we select a fragment of the Enigma code. We interact with the picture hanging on the wall and from the top shelf in the secret room we get the Golden Soccer Ball trophy. Depending on the line, we break open the door at the end of the corridor or the control panel in the room on the left. In the first option: we get out into the elevator shaft, jump onto the lower cabin and penetrate it, cutting out the hatch with a lasercraft. In the second option: we call the platform, along which we pass to the right, we get to the room and, after clearing it of enemies, we go down the stairs.

    Having shot down the helicopter, we select a card from the kitchen counter. Among the debris in the corner, to the left of the collapsed floor, lies a fragment of the Enigma code. We go down to the second floor, deal with opponents and pick up a fragment of the Enigma code from the floor to the right of the blue tarpaulin near the southern (on the map) wall. We jump down the debris, reach the first floor and clear it of enemies. From the drawer of the filing cabinet by the south wall we get a fragment of the Enigma code. We get out and through the scaffolding we get to the platform on which we go down to the construction site.

    From the giant London monitor, which is ten times larger than us, we actively hide in the sewers, where we also replenish the charge of the lasercraft and sniper rifles. Preparing to hit us with a laser, the enemy's eye will open - we quickly shoot at him. Then the London monitor will launch rocket launchers (three guns in each hand) - we immediately destroy one of them. Further, having finished with rocket launchers, we begin to act more aggressively. Being as close as possible to the enemy, once again we shoot at the eye and, as soon as possible, running under the robot, we shoot the engine point-blank. Do not forget about the turrets - we destroy them or hide behind the numerous pipes on the site. Having won, together with Klaus we go to Berlin.

    Chapter 15: Roundup


    Nazi soldiers, led by the miraculously surviving Frau Engel, discovered the shelter and captured almost all of our friends. Having unsuccessfully flown into a drained fountain by car, the enemy shoots Klaus and we could be the next in line, but Max who appeared in time saves us from this fate. Gathering ammunition, fighting off a couple of soldiers and drones. When Max opens the hatch, we run inside and get to the headquarters. We silently neutralize the officer and two soldiers. Having dealt with the attack aircraft on the second floor, we go into Max's room and pick up Max's letter from the floor. In Klaus's room on the table is the Golden Shoe Spoon trophy - we pick it up. We rise to the third floor, destroy another attack aircraft and, after passing through the workshop, we cut the chain of the ventilation shaft grille.

    Moving along the mine, we will meet Tekla, who resigned herself to her fate and bravely killed a couple more fascists before being shot. Having got out into the sewer, we collect useful items scattered along the fence. First of all, we destroy two super-soldiers as soon as possible, and only then the fighters who have come running. We go up the stairs and through the ventilation shaft we get to the hangar. Caroline, thanks to power armor, literally found a second life. After getting rid of the security robots, she will take care of the return of the helicopter. We collect armor, kill two soldiers and a panzerhund, against which only the grenade launcher of the machine gun and the laser craft are effective. The enemy is fast and strong in close combat, so we run less in open spaces. Having won, we get into the helicopter and leave the shelter.

    Chapter 16: Return to Skull Fortress

    The operation to free friends is urgent. The plan is simple: get close to the fortress on a submarine, smash the wall with a cannon and get inside. We pass through the gateway, interact with the control system and, having surfaced, we shoot at the complex with a “spindle of rotation”. The proven technology did the job perfectly. Swimming to the shore on our own, we dive into the water and pick up the Golden Spatula trophy, which lies to the left of the stairs. Having risen to the shore, we go inside and collect useful items. Having reached the exit, namely the broken wall, we take the Golden Armor trophy from the corner chamber.

    We pass to the end along the corridor, we go into the room and from the drawer of the filing cabinet we get a fragment of the Enigma code. There is a card on one of the tables - we select it. Having cleaned the hall, we go down to the courtyard and deal with numerous enemies. We try to take a place behind the turret as soon as possible in order to make our task easier. We press the button, which is located in the center on the concrete block. Almost reaching the opened door, from the container on wheels near the column we get the Golden Teapot trophy. Going inside, we continue to exterminate the Nazis. From the farthest bench in the center of the hall, we select a fragment of the Enigma code. We go down the stairs, open the gate, holding the lever for a while, and get to the laboratory. From the table by the left wall we take away a fragment of the Enigma code. Climbing the stairs in the next room, we are attacked by Bubi. Having overcome the effect of synthetic titanospasmin, we bite through the neck of the offender when he leans towards us. We kill Booby or leave him alive.

    We go up the stairs, get to the elevator and go down to the cells on it. We go to the right and find friends. Together with them, we again use the elevator and, stuck between floors, help Bombato, Seth and Anya to go upstairs. The elevator will start working at the most inopportune moment, taking us straight to the Skull. For many years, the general kept the brains of his subjects in capsules. He embeds the capsule with the contents belonging to Wyatt (or Fergus) into a prototype robot, which he gives the only installation - to destroy us. We quickly press the button and go outside.

    Max Hass.


    We destroy the wooden boxes, take out the electric grenades from them and quickly move to the armored glass at the other end of the territory. Having hit the enemy with a grenade, he will be immobilized for a couple of seconds - during this time we must have time to run up to him in front and remove the capsule with the brain. Having eased the suffering of Wyatt (or Fergus), we hide behind the glass and cut out the metal mesh behind our backs. If you deal enough damage to the enemy, he will stop attacking us and start restoring his electric shield. Taking advantage of these pauses, the first thing we do is go through the grid and pick up equipment from the weapon cabinets, including armor and first-aid kits, and rush to one of the sides. We quickly move along the metal grid, collecting useful items, reach the stairs and, having risen higher, we continue to run forward. Having reached the anti-aircraft gun, we direct it into the sky and fire at the airship. Similarly, we get to another anti-aircraft gun and with it we destroy the second airship. We shoot the enemy until lightning strikes him. Returning to the site, we get to the building from where we left, and saw the boxes on the right side of the entrance. One of them contains the Golden Pot trophy.

    From the center we go down and continue the fight with the Skull. In conditions of limited space, we try to stay away from the enemy and collect all sorts of useful items. We expose ourselves as little as possible to the fire of the Skull, using cover wisely, and shoot ourselves as much as possible. There are plenty of charging stations here to charge the laserkraftwerk and use it to hit the enemy with powerful aimed shots. Having weakened the furs, we approach him, remove the Skull from the cabin and strike with a knife. After waiting for the allies to leave the fortress by helicopter, Blaskowitz will give the signal for a nuclear attack.



     
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