Atomic Heart: Walkthrough

The release date for ” Atomic Heart ” is February 21, 2023.

Developer: Mundfish . Publisher: VK Play .

The story is 10 hours long. 100% completion time is 20+10 hours.

 

Atomic Heart (2023) System Requirements
. Release Date

Characteristic Minimum requirements Recommended requirements
CPU Intel Core i5-4460 (3.1 GHz)
AMD Ryzen 5 1600 (3 GHz)
Intel Core i5-4460 (3.1 GHz)
AMD Ryzen 5 1600 (3 GHz)
RAM 8 GB RAM 8 GB RAM
Video card NVIDIA GeForce GTX 960
AMD Radeon R9 380
4 GB, DirectX 12
NVIDIA GeForce GTX 960
AMD Radeon R9 380
4 GB, DirectX 12
Disk space 90 GB 90 GB
Operating system Windows 64-bit: 10 Windows 64-bit: 10

 

Atomic Heart text design
. All collectibles

Shchebetar (73 pieces) – voice recorders in the form of a round golden watch.

Lutyagin (24 pieces) – chests with rewards, only at the Polygons.

Talking Dead (50 pieces) – dead people speaking through polymer.

Achievements are unusual conditions for completing a game.

Blueprints – appear randomly from chests.

The key, puzzles are plot items.

 

Walkthrough

 

List of all tasks:

1. Prologue

1. We will get some sleep in the next world .

2. Vavilov Complex

2. Complex .
3. What a mess I’m in…. 4.
Viktor Petrov. Find and neutralize .
5. Another obstacle .
6. Not so fast, major .
7. Hot on the trail .

3. Birch

8. In the Overgrown Park… .
9. Race Against Time .
10. Restart .
11. And Everything Was Illuminated .
12. “They Want to Green Mars” .
13. Into the Heat of the Fire .
14. March of Flowers .
15. What Goes Around Comes Around .
16. Locked in with the Enemies .
17. Run Away .

4. Lesnaya Station

18. A Breath of Fresh Air .
19. A Little House in the Village .
20. Cheat Sheet for SDK-2 “Shuttlecock” .
21. Morning Express .
22. Excellent .

5. VDNKh station

23. What is the coming day ?
Polygon 1. Polygon
6 .

6. VDNKh Exhibition

24. A Dark Mirror .
25. Hands Off .
26. Made in the USSR .

7. Assembling Clara

27. Mustachioed Karl stole the coral from Clara!
28. The Major, the Witch and the Old Warehouse .
29. The Red Arrow .
30. Tremors of the Earth .
31. How restless is that crowned brow .
32. Limbo .

8. Sechenov Center

33. Bug in the system .
Polygon 9. Polygon
10. Polygon
2. Polygon
8 .

9. Theater

34. The show must go on .
35. Petrov of the opera .
36. Higher and higher .
37. Behind seven seals .
38. This is not a password at all .
39. The way to the (scaffold) main stage .
40. Art is a sacrifice .
41. Madman in a box .
42. Fighting woman .

10. Sakhalin Station

43. Hospital .
Test site 11.
Test site 12 .

11. Pavlov Complex

44. The Bloody Courier .
45. Limbo (2) .

46. And All Was Illuminated .

12. Academy

47. Rock Bottom .
48. Madhouse .
49. An Inconvenient Truth .
50. Limbo (3) .

Endings

51. The Final .

 

1. Prologue. Chelomey
Atomic Heart. Guide, tips, secrets

  1. We’ll get some sleep in the next world.

Difficulties: 1) Peaceful atom, 2) Local failure, 3) Armageddon.

We’re sailing along the canal in a boat. A voice from the glove will tell us about the Chelomey complex. A drone will fly up and offer us a soda; we can accept or decline. Sechenov will contact us and tell us to report to the lab.

On the shore, we head toward the parade on the right. Along the way, a scientist offers personal “Thought” devices; we can take them, but they won’t work on us because of the HRAZ glove. At the Soyuzpechat kiosk, we can chat with the robot saleswoman on a few topics. In the alley, we can buy soda and ice cream.

“Hello, Hello” achievement . Walk along the shore until you reach the dead end, where there’s a fenced-in cafe. Turn left toward the fountain, and next to it, enter the payphone and make a phone call.

 

We head to the memorial with its monuments. Important dates from the alternate universe are inscribed around them. In 1942, the enemy unleashed a deadly virus, the Brown Plague, which killed almost all of humanity. A year later, Enterprise 3826 was created, accelerating the development of all sciences and creating the “Collective 1.0” neural network.

We enter the building, take the capsule, and add the scanner function to the glove. Using a hand gesture, we can inspect objects behind walls (press Alt).

Achievement “Analyzer” . Scan all enemy and boss types.

We exit the lab on the other side. A parade will begin below. We go to the main building and take the elevator to Sechenov’s office. We learn that in two days, on June 13, 1955, the “Collective 2.0” network will be launched. In the office, the twin robots will hand us a car key. We go back down to the street and get into the “Turbine.”

The robot will pick us up and carry us through the air. We’ll see that there are many cities on air islands around. On the ground, we’ll inspect large buildings. Suddenly, another robot will shoot us down. We’ll land at a factory, where robots will attack us. We’ll hide in the capsule. The robot girl will protect us, but she’ll die.

 

2. Vavilov Complex
Atomic Heart. Walkthrough gamesisart.ru

  1. Complex

We wake up after the capsule crashes. There’s a Swedish axe in the ground nearby ; we pull it. Sechenov will tell us that the robots have been hacked by the traitor Viktor Petrov. We need to find the traitor and deliver him to our superior.

We head to the entrance to the complex. There are robots in the way; we fight them off with an axe. Nearby is a large blob of polymer; you can swim in it in any direction.

We explore the toilet; a robot attacks us, but Baba Zina, wielding a pitchfork, neutralizes it. A reconnaissance robot spots us. The old woman starts firing at the flying robots with a machine gun. An explosion knocks us back, and we take the elevator down to the underground complex.

 

  1. I’m in deep trouble, damn…

In the Vavilov Complex, you need to find the valve for the door. Search all the nearby cabinets. Look for yellow marks on the furniture, and then move up to the floor above. Take the valve. Near the valve is a round “Twitter” clock (1) —an audio recording; there are 73 of them in the game. Return and unlock the doors. The person behind the door will be dragged away by steel tentacles.

  1. Viktor Petrov. Find and neutralize

We take the KS-23 shotgun , but we’re low on ammo. To the right is a safe room where you can save manually. A powerful robot will attack from the left; avoid its attacks and attack with an axe. In the side room, search the lockers to find the entry “Tough Granny” (2) . Examine the OS Demos computer; there are four messages inside.

In the room to the right, a robot is standing with its back turned. Sneak up behind it (Ctrl), disable it through the hole in its back (F, quickly press E). Near the dead man, there’s a note saying, “Had some tea, friend…” (3) . On another computer, “Pear,” there are two messages, then three more.

In the hallway, we pick the lock: move the mouse left or right, looking for the right spot to open it. There are cabinets and a robot in the rooms.

The main corridor leads to the left, where three robots will attack. It’s difficult to defeat them all at once in close combat; you’ll need to either kill at least one stealthily or waste shotgun shells on them. You can heal yourself with first aid kits (X) during combat. In the center of the corridor, on a table, is a note that reads, “There are no atheists in war” (4) . Examine the restroom on the left; in the left stall, there’s a note that says, “Love, Death, and Robots” (5) . Examine the locked door on the right.

 

  1. Another obstacle

Ahead, beyond the doors, we’ll see a huge mechanical worm. It’ll pass between the floors, and we’ll fall. We’ll wake up next to a girl named Larisa, helping her save a dying soldier.

Boss: VOV-A6/CH “Laboratory .” A robot will burst in and fire a laser. Engage it in close combat in the corridor. Dodge the lasers to the side. Attack with the axe, dodge, repeat.

Viktor Petrov. Find and neutralize (2)

We hack the electronic lock on the door: the lights randomly light up in a circle, and we need to click our fingers at the right time to close all the side panels. After clicking, the lights switch to the other direction and gradually speed up.

We proceed down the corridor to the save room. Inside is a red “Eleanor” assault rifle; it will grab us with its tentacles. Use the glove to disable it. After defeating it, we can use the rifle to upgrade our skills and weapons. We’ll spend the neuropolymer resource to gain the “Shocker” skill .

Ahead, behind the doors, we search the crate to find “Arrogant Vovchiki” (6) . To the right, in the dead end, we collect resources. To the left, we return to the elevators.

 

  1. Not so fast, Major.

We need to power the elevator. Head to the red door; it has a lock that requires a special key. At the landing, head up one floor. Along the way, there are “Romashka” security cameras; you can disable them with a shock or destroy them with gunfire.

 

We’re looking for the key to the utility room in the Administration building. It’s in a room with several bodies, in a corner chest of drawers. In the adjacent identical room is “Monday Starts on Saturday” (7) . There are three messages on the computer.

We return down to the lock and insert the cookie key. The room contains resources, ammo, and two messages. On the wall, we need to hack the “passive safety relay.” We need to rotate the red circles correctly so that the red beams on the right hit the red lamps on the left. Move the blue beam down so that it hits the blue bulb.

We go into the elevator, go up to the top floor, jump over the gap, and jump to the right. We’ll return to where we fell. In the hallway, use Shock (V) on the radiator above the folding door.

Viktor Petrov. Find and neutralize (3)

In the left room are computers, 3+2 messages, and a tape recorder. There are three robots in the main corridor; it’s best to eliminate them quietly. In the next room on the left is a crafting machine.

We follow the line of minecarts, avoiding the round booths. In the gap on the left, swim into the polymer and through the tunnel. At the exit is Fox’s Axe and a save room.

We examine the lock with the lights; it requires a password. Nearby, shoot at the ceiling to open the folding door. We proceed to the dead end and find a hint with the password near a body. We hear some of the dead bodies talking, using the neuropolymer in their heads. Return to the lock and draw the password as shown on the hint: a diamond in the upper left corner .

In the cabin, press the button to turn on the cable car. Nearby, in the corridor, near the round screen, examine a dead body (1) . We can listen to its thoughts using polymer; for all the talking bodies in the game, we’ll get an achievement. We get into the round cabin and head down. Someone will shoot us down with a laser.

At the drop site, fight off two robots. Climb up the yellow pipe and jump onto the bars on the right. You’ll see a large mechanical worm ahead. Don’t move forward until it drills past you. Don’t stand near the white walls; the worm will emerge from them. Fight off the black robot. Make your way through the lower left hole.

There’s a dead technician (2) in the utility room . Climb into the hatch under the ceiling and return to the funicular tunnel through the vent. Continue to the next stop and save your game.

There’s a laser wall on the way. We’ll see a man die on it. In the side room, there’s a computer with four messages. We go to the crafting machine and buy the “Eleanor’s Kiss” skill . We run with shift. We’ll be able to cross the lasers, take damage, but survive.

 

  1. Hot on the trail

We’ll see Petrov in the hall and overhear his conversation with Filatova. We’ll try to grab him, but he’ll unleash two flying drones on us. Three robots will come running from below.

After the fight, we learn that we need the “Candle” key to open the door. We go downstairs in the hall and examine the electric birch tree; in front of it is the “Employee Memo” (8) . We climb up to another balcony. Upstairs, we search the office, a dead body (3) , climb through the round hatch on the wall, and into the ventilation. We pick the timer lock. On the floor near the seated body, we find a Makarov PM pistol . We take the “Candle” glowing ball; on the table nearby is “Psychologist’s Note: Petrov” (9) . We carry the ball to the adjacent balcony and unlock the door.

There are malfunctioning forklift robots in the room; we avoid them. There’s a report on the computer. A forklift is lifting boxes in the doorway; we run under it just in time.

 

There are many mobile forklifts in the warehouse. To the left of the entrance is a save room with the “Electric EMI Generator” blueprint inside. In the far left corner of the warehouse, climb the pile of crates, stop the forklift with a shock, jump onto its crate, and dash into the polymer under the ceiling. Alternatively, you can jump along the tops of the cabinets to the polymer. Swim to the upper office. Inspect the shelves and find the note “Soon we won’t need it…” (10) .

We fight one robot near the shelves, and a second one will approach a little later. Near the round window, shoot the video camera. In the central room, there’s a lock where you need to insert three capsules containing lunar soil.

1st capsule at the entrance where we met the enemy.

Second capsule. Go to the side room, enter the polymer chamber, and press the button on the other side. In the office, you’ll find the “Electro” blueprint . The capsule is in the crafting machine. Use the blueprint to create an energy weapon that doesn’t require ammo. Exit through the ventilation hatch.

The third capsule is lying in the ventilation path. We’ll install them all.

We’re going through the Seed Bank. There’s a save point on the right. From there, head forward where the robot is circling. Climb over the boxes on the right and grab the PM pistol . In the warehouse, climb over the boxes; right behind them is a firing cannon. Further on, there’s another cannon, four robots, and flying drones. You need to shoot all the drones from afar until they’re gone, then destroy the remaining enemies and climb over the boxes.

We take the elevator up. There’s a video camera at the exit. We go into the room, inside is the “PM Ammo” blueprint and a save.

 

Beyond the room, there are two paths: on the left, along the platforms, and on the right, along the wall. Both lead to a building with a cable. Go right, climb up the boxes and platforms, and along the right wall. You’ll find the “Fire Cassette” blueprint . Jump down to the catwalks below. Ahead is a robot, a machine gun, and the “Medium Capsule” blueprint . Pick the lock with the timer. Beyond the room, climb up the forklift and slide down the inclined cable from the roof.

We descend into the warehouse behind the fence. From this side, you can unlock the lock with a timer on the fence. On the adjacent fence, there’s a lock with colored dots. Here, we rotate the three highlighted circles (LMB) and the entire circle (Q). You need to move the red and blue dots opposite the identical side elements.

After the third lock, climb up the fallen panels. At the top, grab the yellow handles on the wall and jump to the handles on the right. Grab the chest at the top. Jump down into the pit with the polymer.

We’ll find ourselves in the lower warehouse on the other side. We pick the lock on the fence. In the corner, we examine the body; in front of it is a note reading, “So Who’s Brainless Now?” (11) . It’s Petrov, decapitated by robots. We take the “Candle” from him. We carry the ball through the warehouse and insert it into the column near the “Beryozka PC-4.” We take the second “Candle” from the lock above and insert it into the second column.

 

3. Birch
Atomic Heart. Steam, PS5, Xbox. Russian version, video

  1. In an overgrown park…

The doors won’t open until we turn on the birch tree. To do that, we’ll need to find four flasks in different workshops. On the first floor, a door has opened near the flickering light; go through it. In the corridors to the left, there’s a “Dynamo” blueprint and a save. You can take the flasks in any order; each one has its own task.

 

  1. Race against time

Algotsekh. We’ll see new “kultysh” monsters outside the windows. These are people with a plant in their heads. It’s best to aim for their heads. Press the button to unlock the wide corridor. There are two side rooms here, each with two monsters. In the corridor itself, there are two monsters. Around the corner to the right is a dead end and a dead body (4) . Around the corner to the left, unlock the lock with the dots.

Outside the window, we’ll see a large ball-shaped robot called “Hedgehog.” To the left is a save room with the “Electric Cassette” blueprint . Jump down into the room, across the polymer. There are three robots on the upper platform. On the central platform, take the empty capsule; there’s a chatty corpse lying nearby (5) . Jump the gap between the platforms or climb another ladder. The capsule isn’t there, so insert the empty one. “That’s not Vova – that’s Mario” (12) is on a crate nearby . Below are three more robots. Swim up the polymer, where there’s a save.

 

At the top platform, press the save button, board the suspended elevator, ride along the rails, and start the motor with a shock at each point. Shoot down the flying drones.

  1. Restart

The elevator will stop. Jump onto the balcony on the right and solve the beam puzzle on the wall. Two robots will attack. Solution: raise the blue beam up to the center and lower the fork into the center. Continue riding the platform, charging two more motors.

 

  1. And everything became illuminated

We go back downstairs and pick up the flask with the polymer. We go down another corridor. There’s a safe room on the way, with “Smoker Problem Solving” (13) on some boxes near it . In the next room on the left are two monsters. On the tables, look for the note “Now we’ve had enough…” (14) . We insert the flask near the birch tree.

 

  1. “They want to green Mars.”

Hot shop. We go into the next corridor, up the stairs. In the room on the right there are three recordings. We crawl through the hole in the wall. We go down to the boiler room. We pick the lock with the timer; behind it is the way back. We go down the landing.

  1. Into the thick of it

Downstairs, you need to cool down three boilers. Kill three robots. Take the blue “cryogenic element” ball from the round pipe. In the next room, launch the ball into the open end of the glass pipe. Two robots are nearby. On the central table is “Temporary Difficulties 02/02” (15) .

In the hall, we examine the glass pipes, pull a ball from a distance, and guide it through the labyrinth to the cauldron. We throw two more balls into the pipe and guide them along other routes. New robots will emerge constantly.

You need to pick up a flask of heat-resistant polymer. Return up the stairs and save. On the fourth floor, turn right from the stairs, then left, and pick up “Temporary Difficulties 01/02” (16) from the box .

We enter the red hall. We stand on the forklift robot’s pallet, wait for it to rise twice, and then jump onto the platform. We climb up the boxes, jump, and pick up the flask. Near it, on the floor, is a “Hurrah for the Steelworkers!” (17) . We return to the birch tree.

In an overgrown park… (2)

Cold shop. In the second corridor, go right. Use the glove to push the magnetic door in your way. You’ll see several plant and animal mutants. In the corridor, examine a chatty corpse (6) . There are four messages and audio recordings on the computer. In the corner in front of the hatch lies a dead body (7) . Climb into the ventilation hatch.

In the room, examine the table in front of the aquarium with the cow; you’ll find the recording “Medicine” (18) . Kill the flying plant and the clot on the flask. There’s a video camera on the right wall. Three robots will attack. There’s another video camera above the tank. Climb through the hatch nearby.

There are capsules with mutant animals in the hall. A computer in the center shows nine cells. Turn all the valves until all the cells turn green. Solution: turn all the valves to the right . If a valve turns left, turn it again. All the animals will die and be converted into polymer. Go through the blue door; there’s a save at the side.

 

  1. March of Flowers

We need to power the cold room. There are several robots among the hydroponic beds. We go to the stairs; there’s a body across from it, and next to it is “Agricultural Games Club” (19) . In the room above, we solve the laser puzzle on the wall: the blue beam goes to the center, the fork goes to the center.

Press the red button, and the lights in the room will turn on. The drones will turn the lights off again. Clear the room of enemies, shock the red circles on the ceiling, and restart the lights.

Achievement “Assimilation Incomplete .” In the hall, sprouts will begin to inhabit dead bodies. Wait until a sprout inhabits the body’s head, then kill it before it wakes up.

After the flask is full, we return to the control room. We take the flask and return to the birch tree. We jump down through the round hatch with the pipe. There are three robots below, four more a little further on, including a black robot. We unlock the lock with the timer. (Or you can go through the round hatch behind the boxes, crawl between the walls along the beams on the wall, and climb up to the pipe.)

  1. What goes around comes around

Pesticide workshop. A scientist will attack us outside the doors; disarm him. He’ll explain that we need to destroy a giant hogweed plant here. Let’s go look for a yellow canister with a PA-400. Head along the bridge; there’s a save room ahead on the right.

At the top is a control panel for rotating the platform with the rails. In the corner near the stairs is “Observation Log 01/04. Buzz! You’re in the way!” (20) . We go down and shoot the nests on the walls. Where the rails lead into the green wall lies a dead florist (8) . The entire train car turns out to be a can. We go up, there’s a save and a lock.

 

Above the milk can, jump to the adjacent platform. Use the glove to move the magnetic platform under the ceiling to the right (hold F and drag the mouse to the right). Jump back along the platform to the right, reaching the first control panel. Move the train car forward, turning the platform. Jump forward along the platform, out the window, to the second control panel. Be careful, the floor nearby will collapse.

In the next room, move another magnetic platform (F, to the right). Jump onto the far left bridge; there’s a dead romantic there (9) . Go down the side corridor to the right, jump across the turning platform to the third control panel. Move the platform, drive the train car onto it, and after the turn, move the empty train car onto the tracks.

We climb to the 4th control panel via the box and the inclined ladder near the wall. Rotate the platform, moving the train car to the center. Jump across two platforms to the 5th control panel on the central island. If the train car doesn’t move, you need to rotate the platform in front.

We go into another hall. We jump across the platform to the balcony in the corner, where, near the body, is “Observation Recording 02” (21) , the 6th control panel. We’ll drive the train car to the starting hall, before the hogweed. At the top, we save. Near the rotating train car with the plants lies the body of a soldier, “Observation Recording 03” (22) .

Use the 7th control panel. Blow up the train car under the hogweed. We’ll be crushed by the rubble, and the scientist will be killed by a flying plant. Kill the mutant and take the flask. Observation Recording 04 (23) is lying near the wall with the pipe . There’s also a save room downstairs.

  1. Locked in with enemies

On the way back, several mutants will attack us, locking us in a corner room. We shoot the clumps of plants on the walls. A powerful boss mutant will appear; its health is indicated by the white bar above. After defeating it, we return to the birch tree.

 

  1. We take our legs away

The birch tree will turn on and the main door will open. We get into the elevator.

 

4. Lesnaya Station
Atomic Heart. 100% Completion

  1. A breath of fresh air

There are 3+3 messages on the surface in the room.

Forester’s Village. Flying “bee” drones are outside, restoring all other robots around them. Among the drones is a “vulture” reconnaissance drone, powered by a “vetrolov” wind generator. It’s best to act stealthily, otherwise the video cameras or reconnaissance drones will call for robot reinforcements. The alert level is shown in the upper right corner of the screen. You can’t kill them all; you need to stay hidden at all times.

 

We immediately shoot the video camera on the pole. There are lumberjack robots around the house; we sneak up behind them and take them down.

Follow the map south and enter the barn on the hill. Inside lies a body, “Death’s Feast” (24) . A little further north, in the garden, is a scarecrow. Drop it and find “Saving Private Goshka” (25) under its base .

According to the map, we go northeast. Near the fence there is a small sculpture called “The Fox and the Gingerbread Man,” and next to it is a note reading “Thanks and a jug of milk to the finder!” (26) . In the northeast, we climb up to the cafe platform and pick up the note “The True Beauty of Science” (27) on a round table with an umbrella .

We can examine the wooden houses nearby; inside, there are only enemies and computers with messages. We hack the next house. On the right side of the street, there’s a lock with three colored dots on it. Inside, there are two messages. To the north, behind the road, there’s a round concrete building with a save inside.

 

We follow the main road west. Down the road, there’s a locked gate with a “Click-A” lock; you need to disable it on the control panel. We head to the two-story building next to the Volan Tower. Take the elevator up to it. At the top of the tower, on a mattress, is the “Remote Communication” (28) . Baba Zina will contact us; she has the codes for Volan, but we need to go see her first.

  1. House in the village

We head up the hill, through the open gate in the fence. We examine the washbasin in the yard; here we’ll be attacked by a robot with many eyes. Baba Zina’s flying hut will burn it down.

We’ll watch TV in the hut. Sechenov will report that he’ll fix the malfunction at the plant. Molotov is still dissatisfied; this could derail the “Atomic Heart” project. Molotov will launch his own inspection of the plant.

 

  1. Cheat sheet for the SDK-2 “Volan”

Take the “Dominator” blueprint from the table . Return to the tower and hack Volan at the top. You can view the view from any security camera on the map. Select the camera near the gate, look at it, and open it with the F key.

  1. Morning Express

We go down, go through the gate. Get into the red car, and drive on. You can see several houses on the left. In the yard is a lumberjack and a black robot. We drive to the end of the road, shooting down the robots.

Continue along the path on the right, through the forest. We examine the hut and kill the robot. There are many woodcutters near the rocks. Near the second hut there is one robot and one black enemy.

There’s a large building downstairs, a cafeteria. We search two floors. There are several robots outside. On the tower is a chest with resources and a black robot. We go up to the Lesnaya station platform and board the Vikhr train. The robot in the dining car will tell us we definitely need a ticket.

 

  1. Excellent

We descend to the ground and search the bodies of the murdered passengers. A dead loser (10) lies at a dead end ; take his ticket. Nearby, we need to kill the black lab technician. If we bring the ticket to the robot, it won’t accept it; it’s expired and needs to be replaced at the ticket office. On the main street, there’s a dead ticket collector (11) . A little further across the road, there’s a dead weirdo (12) .

We go to the two-story building. The room we need is blocked. We go around the building and enter the cafeteria through the back. There’s a polymer in the window; we swim through it to the second floor. In the locked room is a dead technician (13) ; we’ll get a monthly pass from him. We return to the train.

 

5. VDNKh
Atomic Heart Station. Where to find the test sites

  1. What does the coming day have in store for us?

Along the way, we’ll be attacked by a robot ball. The train will fall off the line, and we’ll jump out at the next station. Here, we’ll meet Stockhausen and receive a device from him, shaped like a coin with legs. The scientist will hide in a building.

We fight off the robots on the platform. On the platform, we reach a dead end at the back, where a dead game maker (14) lies . Below is a crafting machine and a save.

We need to get to the exhibition, but now the open world is open, so we can linger. We learn there’s a testing ground nearby where we can complete tests. There are also several recordings in the open world.

 

Under the train platform we examine the round tables with umbrellas and find “Valuable – Secret” (29) .

Polygon 1. We go to the northern border of the area, in front of the laser fence lies a talking body (15) .

Arena. Before the main entrance to the arena, examine the pillar on the right; underneath it is “What do we have today?” (30) .

Boat station, Polygon 6. We examine the “Mushroom” shelter; outside on its foundation lies “Eleanor Again!” (31) .

A field with solar panels. To the south, we enter the building; on the desk is “Black Journalism” (32) . Nearby, outside, is a railroad track behind lasers; in front of them is a road barrier and a talking body (16) .

The “Collective” complex. In front of the complex, we examine the round tables with umbrellas and find “Transhumanism – the Future!” (33) . In front of the entrance to the concrete area, there’s a small explosion crater in the park to the side, with a talking body lying inside (17) .

Polygon 9. From the Griffin, head northwest along the path. “Let There Always Be Sunshine!” (34) is on the ground behind the fence. Head to the riverbank, where a talking body (18) is lying on the pier near the soda machine .

 

Achievement “Friend of Animals .” Find the talking corpses of all animals:

  1. Cow. Polygon 6, on the southern bank of the pond, near the tower.
  2. Pig. Polygon 10, in the southeast, on the southern road to the farm.
  3. Chicken. Later, before the big bridge, on the road before the “Mushroom”.

 

Polygon 1

From the monorail station, head northwest to a two-story wooden house. Nearby, climb onto a round platform, connect to the video cameras, and use them to open the doors to the checkpoint.

We go a little south, to the arena, in front of it there is a second round platform, through the video cameras we open the door to “mushroom” 2. Inside there is not a save, but an elevator leading to the underground training ground.

1. In the first training ground itself, go into the room with the magnets, stand on them, and shoot a shock at the ceiling to switch the polarity. Jump through the gap above into the other half of the room, shoot the ceiling again, and run under the raised wall.

2. In the 2nd room, stand on the blue wall and switch the ceiling. Gradually reach the far wall. In the far left corner with the inclined ladder, you can find a chest with ingredients. From the blue and red platform, jump onto the balcony with the door.

3. In the corridors, we pass through the ventilation hatch. Don’t go into the next hall, but first explore all the side rooms. Look for Assembly Shop 31; inside is a robot with a perpetual motion engine, Comrade Lutyagin (1) . This is essentially just a chest with loot; each chest contains a weapon upgrade blueprint. The “Fox: Handle” blueprint is here . For collecting all the Lutyagins, you’ll get an achievement.

4. In the room with the heaters, we fight the robots. In the corridors, we head toward the truck and then through the office. We push the magnetic wall to the side; ahead is Lutyagin (2) , the “Shotgun: Converter” blueprint . Return to the magnetic wall and push it to the other side.

5. In the room with magnets, go right and forward, climb up the boxes onto the magnet, and shoot the ceiling. Follow the magnetic wall to the left and then along the left wall. Climb onto the far left magnet and from there onto the balcony with the door. In the hallway is a save room, Lutyagin (3) , the “Pistol: Polarizer, Emitter” blueprint, and an elevator to the surface.

Polygon 6

On the southern shore of the lake, climb up to the Volan Tower. Unlock the story-related turret on the pier. Here, move to the eastern video camera and unlock the large pipe on the northern shore. Walk to the pipe, go inside, and find an elevator to the dungeon.

1. Go through the room with the mannequins. On the other side, turn the red valve, and the rooms in the center will rotate. Turn it once, climb up the boxes, and pick the lock on the door in the floor above. Turn it several times until a second valve appears in the room below, and turn it three times. Turn the first valve again so the boxes appear above, climb up them, and go through the door forward. Enter the room with the blueprints; behind the breach is Lutyagin (4) , the recipe for “Shotgun: Collimator . ”

2. In the mine, shoot down all the flying drones. Once defeated, the fan in the floor will turn off; descend past it into the pipe below. There are a couple of chests in the dead-end tunnels. Climb up in another place, in the corridor under the stairs, Lutyagin (5) has the recipe “Pistol: Magazine . ”

3. There’s a rotating room on the way, but don’t turn it yet. In the left half, climb the boxes to the balcony on the left. We’ll reach the second valve. Pick the lock on the door to return. Turn the first valve three times so that the pipes and cornices are on the left. Turn the second valve once so that the vertical pipe is on the left.

Enter the room from the first valve, fall down, and grab the ledges on the left. Use them to turn around and jump onto the pipe. Jump to the lower balcony. There are two more valves here; you don’t need to turn them. There’s a chest in the dead end ahead. Jump onto the pipe again, climb to the top, and jump up to the third floor. Near the exit is Lutyagin (6) , the recipe for “Kalash: Converter . “

We walk along the ground to the shore. There’s a tower on the pier, its doors locked. We climb up the large Volan tower nearby, move to the nearby chamber, and use it to unlock the doors on the pier.

We’ll head back to the turret and disable the “Grif” defense system. The probe will land nearby on the water. We’ll run to it and grab onto the yellow pipe in the center. We’ll slide down the rope to the stadium park. We’ll save at the side wall.

 

Boss: EZH-7 “Hedgehog .” Press the button in the center; a mechanical flower will open, and a large ball-shaped robot will attack. Don’t get too close, or it will spin around and pull you in. Dodge the robot’s attacks, and when it stops, shoot at the red circle. The impacts on the ground create waves; jump over them. Later, the robot will start firing projectiles; dodge to the side in time. You can press buttons to raise columns; the robot will crash into them.

“Strike” achievement . Kill the Hedgehog without shooting, only with blows. Or destroy all the statues in the arena that can be moved with buttons.

After winning, save your game. In the center of the arena, near the green bridges on the ground, look for the entry “In the USSR, we are gods ourselves” (35) .

 

6. VDNKh
Atomic Heart Exhibition. Walkthrough, Guide

  1. The Clouded Mirror

We go down the main staircase and at the bottom, use the gauntlet to push the two moving balls apart. The right ball will activate the mirror. The left ball is stuck, so we push it further away and quickly jump into the hatch nearby.

Underground, you need to fix the mirror mechanism. Along the way, there are rooms with magnetic fields. Shoot a shock at the ceiling, and all the objects will fly upward. Climb the empty platforms to the door.

In the hall, charge the ceiling and jump across the two platforms to the center. In the center of the hall, look for a talking body (19) . Deactivate the ceiling, jump to the blue island, then to the far right corner. Charge the ceiling and jump to the balcony with the exit. Robot, save.

 

2nd hall. In the hallway, unlock the lock with the timer. On the floor, solve the laser puzzle: the blue beam to the other side, the fork in the center. The door to the 2nd hall will open.

Downstairs, search all the boxes. There’s a talking body (20) in the corner under the stairs . Stand on the red platform by the wall and charge the ceiling. Jump onto the balcony with the raised bridge and switch the ceiling. On the blue platform to the side, solve the beam puzzle: blue beam down.

Jump onto the red platform in the center and flip the ceiling. Jump onto the blue platform between the two columns and flip the ceiling. From the next red platform, jump onto the balcony with the exit. Save.

 

3rd hall. Jump onto the red platform on the right, switch, and onto the blue path to the central island. Switch, then jump along the blue platforms to the landings by the wall. Switch, then go to the corner landing, then along the red platform to the balcony. Save.

 

There’s a laser puzzle on the wall: blue beam to the center, both forks to the center. In the broken hall, climb onto the forklift and continue along the platforms. Switch the ceiling, go to the blue platform, climb up, switch, and jump to the adjacent blue platform. Jump onto the inclined ladder, switch, and stand on the blue path. Stand on top of the steel wall, switch, and go to the door. Save.

There’s a laser puzzle on the floor: change the center bottom circle. Enter the door and rise up with the mirror. Enter the VDNKh exhibition building. In the hallway, there’s a lock with lights, but there’s no code yet.

Behind the wooden doors, in the room, there’s a dead guide tied up (21) . There are three messages. The code for the lock is written on the chalkboard : a diamond shape, starting from the bottom left of the center. Unlock the room opposite; inside is a chest. On the round table with balls is “Health Concern” (36) . Further to the left is a save room.

At the end of the corridor lies Tereshkova the robot, disconnected from the infected network and missing her arms. She can help us if we find her arms.

 

  1. Hands off

In the room near the robot, we search all the lockers and read the messages. We return to the room with the body and climb into the ventilation hatch. In the next room, there’s only a robot waiter. In the right corner are five messages. One of the bodies has “Even bad things don’t learn without a teacher” (37) in his hand .

When we take Tereshkova’s hand, the waiter will attack us, spitting acid and jumping from afar. In the hallway, unlock the timed lock. In the circular corridor, don’t give up your hand to the robot; open the main doors immediately.

  1. Made in the USSR

Information hall. Tereshkova will recover and greet us. We’ll order her to initiate military exercises at the exhibition. She’ll demand proof that we’re not robots, but human beings. To do this, we need to find a Darwin test. We need to place three objects on the table, representing labor, art, and life.

  1. Voice of the Motherland. In the center, under the counter, take the radio.
  2. Symbol of the Motherland. We go into the room with the golden statue, look up, and pull the hammer from the worker’s hand.
  3. Sprout of the Motherland. Go to the room on the left, place three boxes on the scale on the left, and a capsule containing a houseplant will open on the right. A dead man (22)lies here , giving you a hint as to what you need to find.

In the conversation with Tereshkova, select all three top options to give her the items. After that, you’ll have to assemble the second robot, Klara, piece by piece. Follow Tereshkova; along the way, she’ll discuss all the other robot models. At the bottom stand, connect the head to the control panel on the floor. There’s a save room nearby, inside, on the far couch, is “A Pretty Cool Robot Sucker” (38) .

 

In the multi-story hall, we shoot robots and drones. We’ll start from the 4th floor and gradually descend. On the 4th floor, in the center, lies a talking body (23) . On the 2nd floor, examine the talking body (24) . On the other side is a capsule panel and a save room.

In the center of the first floor, on the seats near the circular element, lies “Change of Generations” (39) . On the first floor, in the low area, examine Clara’s body.

 

7. Assembling Clara’s
Atomic Heart. Walkthrough

  1. Mustachioed Karl stole the coral from Clara!

You need to find all the parts of Clara’s robot. This will open four side doors.

 

  1. The Major, the Witch, and the Old Warehouse

On the first floor, we go to the technical rooms. There are two computers along the way, and there’s a drone hive in the hall. We hack the lock with three colored lights. There’s a safe room behind the door.

Turn the valve, which will tilt the entire room ahead. Turn it three times and go through the doors ahead. In the lower hall, kill the robots, go under the raised gate in the wall, and go down to the floor below. You’ll see upside-down rooms on the ceiling.

Room puzzle. 1) At the top, turn the valve in front of the grate until a room with a second valve inside appears, near the round window. 2) Turn the second room to reveal tall cabinets. 3) Turn the first valve three times to reveal a walk-through room. Go inside, climb the cabinets, and reach the ladder above.

There are two robots in the hallway. Near the next valve are two robots with shields and one lab technician. Turn the valve twice to reveal a room with a classroom. In the room on the left, jump down into the pit. At the bottom, turn the second valve, climb up the columns with magnets, and there’s a third valve near the glass walls; turn it once. On the left, run along the glass to the doors ahead.

Two red robots with claws will attack in the garage. We examine the car in the distance and take Clara’s leg from the trunk. Talking to the glove, we learn about Sechenov’s bodyguards, the ballerina twins. We pick the lock with the timer and go to Clara. Save.

We proceed along the first floor to a separate room, destroying the flying plants. From the seats in front of the TV, we pick up the recording “Soul” (40) .

  1. Red arrow

On the second floor, head to the Burav department. Unlock the lock with two puzzles: a timer and a lightbulb puzzle. In the hall, eliminate the lumberjacks, demolitionists, and drones.

Press the button on the remote control in the center of the room, and the “Snake” game will appear on the screen. The snake moves automatically; you only need to rotate it to collect all the blue crystals. You can go off-screen, but you can’t hit your tail. After winning, you’ll receive Clara’s right arm.

We kill a new batch of small robots and go to Clara.

 

On the 3rd floor, there’s a lock where you need to insert three containers. The first is on the balcony near the greenery. The second is behind the partition, near a body. The All-Seer (25) is in the dead end . After talking to her, open the doors. There’s a cheeky corpse (26) in the hallway upstairs . Find the third container in the round room with robots. Destroy the waiter and the laser drones. Return and insert all the flasks. In the locked room next to it, take three chests and the note “Every barrel has a jack of all trades!” (41) .

  1. Earth Tremors

On the 3rd floor, we pick the lock. We enter the hall with a glass sculpture of a whale. Near the entrance, on the table, lies “A Brilliant Idea for an Exhibition” (42) , and next to the button, lies a dead ichthyologist (27) .

Boss: Ivy . On the lower floor, a plant in the shape of a man will emerge from a flask. Dodge its attacks and attack with the axe. After defeating it, take Clara’s left arm. Examine the flask where Ivy emerged; underneath lies a body and “The Story of a Dog” (43) . There’s a save in the lower corridor.

 

  1. How restless is that brow that is crowned with a crown

On the 4th floor of Chelomey, head to the Beluga Hall. Destroy the plant clusters on the walls. Break open the doors and drop down through the hatch in the floor. Jump up at the marked spot.

In the white room, there’s a waiter and a couple of other robots. Near the wall with a red icon, there’s a talking body (28) . We pick the lock with the timer. Further on, there are two lab technicians. In the room with the submarine, there’s a talking body (29) against the wall . We pick the regular lock on the wooden door. From the glove, we learn about the beta connector rings: the last ones were stored here, but they disappeared during the malfunction. We board the elevator.

We’ll find ourselves on the surface, in a cave with a pool. Shoot down the drones. Swim through the polymer and up to the cliff. Grab the yellow ledges, crawl up and to the right, jump to the right, and crawl left to the balcony. There are two robots in the room, and another one in the hallway to the left.

Press the button in front of the window and climb the catwalks. Near the collapse, crawl along the yellow ledges on the right. In the upper room on the right lies a stupid corpse (30) . Solve the laser puzzle: move the blue beam and the two forks to the center. Press the button and find a talking corpse (31) on the second floor of the submarine room. Save your game.

 

Icarus Hall. Press the button at the top and begin controlling the model of the floating island in the center. You need to tilt the platform to guide the glowing ball through the maze, to the opening behind the building. Guide the ball left, then right behind the building, and then left again. Descend into the hall and pick up Clara’s head at the bottom. At the top, jump across the clouds back to the doors.

Once we’ve assembled Klara, the two Tereshkovas will activate combat training mode. By that time, Molotov, Stockhausen, and his personal security detail will arrive at the exhibition. Sechenov will contact him via screen. Molotov will cancel the launch of the “Collective.” Sechenov will arrange a personal meeting at the launch pad. But we’ll advise Molotov to lock himself in here.

  1. Limbo

The vision begins, and we find ourselves in a fairytale green park. We follow a path made of cookies. Along the way, we can collect all the apples hanging in the air, serving as game bonuses.

The “Bountiful Harvest” achievement . You need to collect all the apples in Limbo. There are 98 of them. They’re all in plain sight, but you’ll have to do a lot of jumping on platforms.

Jump into the toilet behind the house; there’s the first apple there. Ahead, on the left, jump on the beds as if they were springs. Collect apples on the central path, then on the playground on the right, and jump onto the garage.

Scenes from the war will begin. We climb onto the tank from the gun side. We circle the entire beach to the left. In the center, we move along the submarine, onto the plane’s wing, and across the air islands. Further on, missiles pop up on the submarine; we run through them in time. We enter the pipe via the plane.

When we wake up, Sechenov and the twins will come into the room. Molotov and his guards have already been killed. Sechenov is about to activate the “Collective.” The twins will dance, thereby extracting two keys from themselves to activate the new network. A bloody silhouette will take Molotov’s body. We learn that someone has activated the government line using Petrov’s head. Sechenov will send us to search for the signal.

 

8. Sechenov Center
Atomic Heart. Russian robot game

  1. Bug in the system

We’ll take the elevator to the surface. On the way, we’ll get in a car and drive to the large statue and the Sechenov Research Center. There are several testing grounds along the way.

 

Polygon 10. To the southwest of the polygon area, in the field we examine the bales of hay, near one there lies a talking body (32) .

Polygon 2. South of the polygon, in the field, we examine a pile of hay; nearby is a talking body (33) . A little further north, on the road before the village, is a talking body (34) . We go to the platform-tower with a spiral staircase; to the side of it lies a talking body (35) .

 

Polygon 9

The Collective Complex. From VDNKh, drive along the pond and then south. You can climb up the boxes to the building’s roof, but the security cameras don’t work here. Head toward the large, entangled “Grif” drone. Nearby is the “Mushroom” shelter. Between them, on the road, is a ventilation hatch. Jump into it.

We’re moving along the pipes, passing plants on the walls and mutants. Go left, jump over the boxes, then right. We’re heading to the breach in the wall and clearing a couple of rooms. Shock the folding doors open. Pick the colored lock to find a chest containing candle-shaped orbs. Near the door, throw a ball into the pipe and move it to all four boilers one by one, causing them to explode. In the boiler room, we unlock another door, follow the corridors, drop down the hatch with the polymer, and swim out.

We find ourselves on the surface, but the cameras are now working. We climb the Volan tower, use the cameras to turn on the Lenin statue, and unlock the round structure nearby. We head toward the statue, where folding doors open near it, and descend inside via the elevator.

 

1. There’s a save point to the right of the elevator. Ahead in the room, there’s a rotating installation. If you shock it, the door will open, but only for a few seconds. There’s a polymer on the floor; it’s interrupted; use your “Polymer Throw” skill to supplement it. Shoot the shock at the end of the polymer in the hallway and run through the doors. In the hall, go down, grab the orb near the shore, and insert it into the doors ahead. To the left, in a dead end, is Lutyagin (7) , with the “Shotgun: Collimator” blueprint .

 

2. In the lower room, press the button in the center to open an underwater container. Return to the hall, jump into the water, swim into the lower container, and pick up the second ball. Insert the ball into the other side of the raised door. Take the first ball, insert it into the slot ahead, and add the second ball here.

Two folding doors will open, leading into the far corridor with the mechanisms. Take the “Snowball” blueprint from the chest. In the room with the mannequins, press the button by the glass, opening the door on the other side of the pool. Take the two balls with you, unlock the folding door along the way, and take both balls to the door on the right.

There’s a save point behind the door. The room is full of mutants and the boss Ivy. You need to kill all the enemies. After defeating them, unlock the lock with the timer. If the door doesn’t open, look for small plants in the corners. In the hallway, in the right room, there’s Lutyagin (8) , the “Dominator: Shot” blueprint . Save.

 

3. Descend the corridors. In the narrow room, go left and shoot a shock at the ceiling with magnets. Stand on the magnet, shoot the ceiling, and grab the ball at the top. Insert the first ball into the lower slot. Climb onto the magnetic bridge, grab the ball, and throw it into the far slot at the middle height. Stand on the second bridge, pull the second ball, insert it into the upper slot, and climb onto the third bridge. Grab the first ball from below and insert it into the slot near the door. On the way out, save the game, Lutyagin (9) , and obtain the blueprint “Kalash: Polarizer” and “Pate: Handle . “

Polygon 10

From VDNKh, take the road north and turn right onto the farm. Head to the hut, climb the yellow pipe at the corner, and access the northeast video camera. Unlock the doors inside the pigsty. This will open an elevator to the basement.

 

1. There’s a rotating installation in the room ahead. If you shock it, the door will open, but only for a few seconds. There’s a polymer on the floor that’s interrupted, so use your “Polymer Throw” skill to supplement it. Shoot the shock at the end of the polymer in the hallway and run through the doors.

In the room near the door, take the first ball and throw it into the socket on the ceiling. The magnets will activate. Shoot a shock at the magnets, and the second ball will fall behind the glass and roll out into the recess in the floor. Insert both balls above the door.

In the hall on the left, take the first ball, insert it into the left socket on the ceiling, switch the magnets, and collect the ball. Insert it into the right socket on the ceiling, shoot the magnets, and cross the bridge over the chasm. On the other side, shoot the ceiling again and climb up to the balcony above. Take the “Electro” blueprint from the chest . Above the chasm, behind the bars, take the second ball and throw it to the other side. Cross there over the bridge. Insert both balls above the doors and press the button. In the hallway, there’s a save, Lutyagin (10) , and the “Kalash: Shop” blueprint .

 

2. There are unlocking devices on the left and right. Apply polymer to them, shoot a shock, and the doors will open for a long time. Run through and save.

In the hall, climb onto the containers on the left and kill the four robots in the capsules. Return to the start, jump onto the containers on the right, then jump along the upper catwalks to the yellow beams on the wall. Descend beyond the fence and drop down into the tunnel in the floor. In the lower corridors is Lutyagin (11) , the “Pistol: Collimator” blueprint . Save.

 

3. There are magnetic pads in the hall. Shoot the ceiling and go to the blue platform on the right ahead, surrounded by high walls. Switch. The door is locked; scan where the wire leads from it. Walk along the beams along the left wall and press the button in the center of the hall. Climb up the blue platform on the right ahead again and go through the doors on the balcony. In the corridor on the right is Lutyagin (12) , the blueprints “Krepysh: Missile-Mines”, “Dominator: Coil” .

Polygon 2

From Polygon 10, we continue northeast. Just south of the polygon zone, we climb onto a platform and connect to the video cameras. Select the northern camera and unlock the door in the blue “Mushroom.” Enter the mushroom and take the elevator down.

 

1. Save in the hallway and explore the warehouses. There are two robots in the left hallway. Behind the doors is a magnetic wall. Shock the magnets through the window on the right.

The room in the hall is constantly rotating. Turn the valve nearby to rotate the cabinet in the second room so the arrow on the cabinet points up. Wait for the first room with the sofa to rotate, then quickly run through the sofa and the doors in the grate. Reach the second valve, turn it three times, and jump into the room with the cabinet. Climb over the cistern and crawl to the right of the cabinet. In the hallway on the right is Lutyagin (13) , the blueprint for “Pistol: Polarizer .” Save.

 

2. Use the button to disable the laser wall. In the warehouse on the left, crawl under the boxes and search the lockers and chests. Go up to the next room. Shoot a shock at the ceiling, stand on the first red platform, and shoot again. Jump to the blue platform on the right and switch.

Continue along the red path along the right wall. Raise the yellow beams closer to the ceiling and crawl along them to a red platform under the ceiling. Go to the next red platform, onto the balcony, switch the ceiling, and press the button on the balcony nearby to raise a spiral staircase.

Jump from the balcony to the red platform in the center, switch platforms down, then continue along the yellow beams to the blue platform. Jump onto the beams by the wall, turn left onto the corner platform, switch platforms, and climb onto the horizontal elevator. Ride it sideways and climb into the hatch under the ceiling. In the corridors above, you’ll find Lutyagin (14) , the “Shotgun: Converter” blueprint . Save.

 

3. In the hallway, move the magnetic wall. In the hall, jump down, move the magnetic wall on the right, lower the corner platform behind it, and climb onto it. Shoot the ceiling, jump along the blue platforms. Switch, stand on the blue path, jump to the blue balcony, and then to the red platform in the corner. Switch, stand on the blue platform in front of the door. Switch, and climb through the grate with the door from above. In the right room is Lutyagin (15) , the blueprint for “Kalash: Thermal Imager,” and “Snezhok: Attachment . “

Polygon 8

Sechenov Scientific Center. South of the building, we climb into the tower, connect to the northern chamber, and in the park next to the building, turn on the first white round device.

There’s a locked door inside the building; to open it, you need to disable three installations. Scan the nearby walls and you’ll see all three wires. Outside, climb onto the rooftops, connect to the northern video camera, and open the circular structure on the roof. Use the western video camera to disable the second installation.

We head north, past a large platform, the tunnel entrance. Below is a small camp with containers and robots. In the center, we connect to the video cameras. Using the western camera, we disable the third device near the tunnel. We return to the building and enter the elevator with three green lights.

 

1. Search the chests in the hallways to find the “Kalash Ammunition” blueprint and a guard. In the hall, shoot the ceiling with a shock weapon, then crawl along the beams forward, left, and then left, to the blue platform. Walk along the top of the wall to the balcony, switch the ceiling, and jump onto the platforms by the door. In the hallway on the right is Lutyagin (16) , who has the “Star: Saw” blueprint . Proceed through the offices and the garage, saving your game.

 

2. Climb through the hatch in the garage into the large hall. Flying drones and machine guns will attack. Climb the containers to the balcony with the red hatch. In the hallway, on the left, is Lutyagin (17) , blueprints for “Pistol: Thermal Imaging,” “Dominator: Homing .” Save.

 

3. Beyond the breach is a room with suspended platforms. Jump onto the bridge ahead and enter the door on the left. There’s a destroyed robot on the left. Ahead, in a pit with a pipe, is the “Snowball: Handle” blueprint . Down below, enter the room with balls; in the chest on the left is the “Large Capsule with a Preservative” blueprint .

We return, go to the room with the pipes and polymer, and go down. Jump into the pit with the blue lasers, and there’s polymer at the bottom. At the bottom, pick up five “candle” balls and place them above the door. Press the button outside the window. Save.

In the central room, climb the inclined planks and grab the first ball at the top. Go through the doors, climb the ladder outside, and insert the ball into the slot. A wall with beams will appear; climb across. On the other side, grab the second ball and transfer it to the adjacent slot behind. A second wall with steel beams will appear; climb them to the top of the wall. Pull the second ball in and ride it along the wall to the edge of the room. Climb down the pipe and jump onto the yellow beams near the exit.

Ahead is Lutyagin (18) , the “Electro: Vampire” blueprint, “Swedish: Blade ,” and a save. Climb up the circular platform to the right; two Belyash will attack on the surface.

 

Sechenov Scientific Center. We enter the building, destroy the robots, and pick the lock. There’s a dead accountant (36) in the restroom . You need a cookie key for the second door. From outside, we climb onto the roof; the key is there. We’ll find Petrov and Filatova, but the enemy will stun us. We’ll wake up tied up on the couch. We’ll tell Filatova about Petrov’s crimes, and she’ll escape. Once we’re alone, a pocket spiderbot will free us.

 

9.
Atomic Heart Theater. Text guide at gamesisart.ru

  1. The show must go on

We continue driving down the street. After driving a kilometer, we reach the theater.

Boss: MA-9 “Belyash” . A robot with many eyes guards a circular area near the shore. It’s best to stay close to it and attack with an axe. But as soon as it starts attacking back, retreat. A little later, approach again, strike from behind, and retreat. Repeat until victory.

Achievement “Unequal Fight” . Kill Belyash in melee combat only.

Beyond the landing, we go down to the basement. In the first room, we search the cabinets and take “Pure Energy Flow in the Eyes” (44) from the table . There are three messages nearby. We go down on the elevator.

 

  1. Petrov operas

There’s a save room at the entrance. From the elevator, go right; in the dead end before the grate lies a talking body (37) . Clear several floors. Behind the door, you’ll see Petrov; he’ll turn on the electric floor.

After coming to, we kill the mutant. Ahead, we can examine the mechanical ballerinas. There are several mutants in the hallway and side rooms, and a save. Nearby in the hallway is a fallen soda machine with “Echo of the Past” (45) on it . At the end of the hallway, on the right, we enter the red room and pick the lock.

  1. Higher and higher

Boss: Ivy . In the hallway, fight a plant shaped like a man. Flying plants will be around, so shoot at their nests. After defeating them, pick the lock between the stairs and crawl into the ventilation system.

We’re looking for a way to get to the third floor. We search the room and find the “Electro” blueprint . On the table with the helmet is “The Insidiousness of Comrade Stockhausen” (46) . On the wall, we solve the laser puzzle: the blue beam down, the left fork up. The elevator will turn on, we’ll eliminate the lab assistant inside, and we’ll go to the top floor.

 

  1. Behind seven seals

On the top floor, we go around the dressing rooms, killing the robots. On the table with the illuminated mirror lies “Crazy Clown at the Wedding” (47) . On the right, we crawl into the ventilation, and in the next room, on the nightstand, is “Did He Know What Madness Was?” (48) .

We go to the other side of the floor, a ballerina is dancing in a dead end, under her there is a recording “This is ballet!” (49) . We climb through a hole in the wall into another room, there is a talking body (38) . We look for a hole in the floor, go down to the floor below, in the room near the TV there is a recording “Calibrate the ballerina” (50) , a talking body (39) .

From the top floor, we jump off the balcony into a room with large masks on the wall. There are several regular robots and a couple of drones here. There’s a save room in the side corridor.

  1. This isn’t a password at all.

We climb up the broken staircase to the top floor. Along the way, there’s a white key with lights on it; you need to find the password. Nearby, a talking corpse (40) will tell you that the password is in the electrician’s cloakroom. We go to the other corner and pick up the recording “Unrequited Love of a Simple Electrician” (51) on the table . In the dressing room, there are two robots on the floor and a dead prima ballerina (41) . In the cafe, behind the counter, lies a barmaid (42) .

We return upstairs to the room with the masks and enter the wardrobe. On the table by the entrance is “Mutiny on the Ship” (52) , 2+3 notes. In the far corner of the wardrobe lies a talking corpse (43) , from which we learn the password to the computer and the code to the lock with the lights.

Upstairs, we pick the lock with the light bulbs: two light bulbs in the top center, one on the left and one on the right, and a third light bulb in the bottom right center. On the table is a note reading “The Theater Needs Change” (53) . On the computer are six notes and an audio message. On the back wall is a laser puzzle: a blue beam and two forks in the center. After this, the second computer will turn on; we can play the ballerina’s performance on it.

 

Down in the hall, you need to wait for the ballerina on stage to finish her performance. For a few minutes, defend yourself from robots and mutants while listening to the music of “Carmen.” When the music ends, take the ball from the ballerina’s hands. Under her foot lies “The Making of a Psychopath” (54) . In the next hall, unlock the gate.

  1. The path to the (scaffold) main stage

We go to the toilet on the left, go down into the gap, and take the recording “What the hell is this?!” from the hands of the dead robot (55) . Further down the corridor, we examine the red sofas and find “Fantastic Women of the Robot Theater” (56) .

 

  1. Art is a sacrifice

We can examine various ballet poses from the ballerinas on the stands. For all four ballerinas, we choose poses that will allow their shadows to strike the bodies hanging nearby: 2nd pose, 4th, 3rd, 1st.

After that, the doors on the side will open. We go into the save room and talk to the glove about the “Collective.” In the hallway, we go through the wooden door on the right.

  1. Madman in a Box

We’ll meet Petrov on the main stage. He’ll explain Sechenov’s plans: the robots’ combat mode was programmed from the start, and Petrov simply activated it prematurely. Petrov will deliberately die from the activated robots, and he’ll give us two beta rings. We’ll pick up Petrov’s head. Sechenov will send us a drone with a flask; we’ll place the head in it.

 

  1. Boy-baba

Boss: NA-T256 “Natasha” . A large combat robot will jump onto the stage. It can spin and attack everything around it, dropping mobile ball mines, firing missiles, and striking with a sledgehammer. We constantly fire at it from a distance. It’s only vulnerable to gunfire. If it runs out of ammo, we approach and attack from behind.

After the victory, we examine the rubble. A body and the recording “Petrov and Lastochkin” (57) lie at the edge of the arena . In the darkness under the balcony is Lastochkin’s corpse (44) . We search the concrete rubble; to the left of it, on the red chairs, lies the “Recording of a Prison Psychologist” (58) . We climb the concrete rubble to the top row and exit the Main Stage. There’s a save room on the way. We exit through the elevator.

 

10. Sakhalin Station
Atomic Heart. Walkthrough, guide, and text

  1. Hospital

We drive 600 meters to the Bridge. Baba Zina will get in touch and ask again about Petrov and the rings. We can stop by her hut. Further on, there’s a bridge with large triangular supports.

Polygon 11. Nearby in the northwest, near the “Mushroom” shelter and the destroyed body, between the rails lies a body and an “Incident Report” (59) .

 

Polygon 11

1. Before the bridge, we descend to the shore and explore the “Mushroom” shelter. On the door is a lock with a timer and a cookie. You need to climb onto the “Mushroom” and jump from it onto the building by the gate. You’ll find the key on the floor there . Inside the shelter, we descend on the elevator.

 

1. Turn the valve so the open door is at the bottom. Drop down and crawl through the doors. Stand on the blue platform and switch the ceiling. From above, jump onto the red balcony with the second valve (jump first, then dash while in the air using shift).

Turn the second valve to open the door below. Climb back up the blue platform, walk to the yellow wall, and climb through the door. Climb the magnetic platform on the left.

Rotate the green wall with the third valve so that the highest balcony appears in front of us. Climb onto the magnetic platform on the left, rise up, and cross the grate. Stand on the blue path on the left, rise up, jump from it onto the balcony with planks, and climb over the grate. Go through the door in the red wall. At the top is Lutyagin (19) , the blueprint “Kalash: Stock”, “Klusha: Cassettes” .

 

2. In the frosty room, you need to heat up two boilers. To the left, near the truck, is a box with “candle” balls. Throw the ball into the pipe. Guide the ball up and then down the slide.

The second pipe goes through the hut on the right. You don’t need to throw the balls onto the roof; the building has its own. Go to the first hut, climb onto the roof in front of it, jump across the platform to the second hut, and drop down through the hole in the roof. Inside, unlock the lock to the street, throw the ball, and guide it to the boiler. In the corridors is Lutyagin (20) , the blueprint “Shotgun: Magazine” and “Star: Magazines . ”

 

3. Climb through the hatch under the ceiling. Ahead are two blue rooms, with four orb slots in front of the doors. To the right are side rooms; they will spin when you insert orbs. Climb the side wall and climb into the room on the right, where you can grab the first orb. Then, from the room on the left, grab the second orb. Behind the doors near the exit is Lutyagin (21) , the blueprint for “Pistol: Collimator,” and “Krepysh: Loading Block . “

Polygon 12

Beyond the bridge, south of the Hospital. The path to the beach is blocked, but you can carefully descend the rocks. On the shore, look for the entrance to a cave; inside is an elevator to the underground complex.

 

1. There are a lot of mannequins at the entrance. In the hall, turn the valve once, shoot at the red ceiling, and a red platform will rise. Turn the valve again, shoot at the blue ceiling. Cross the platforms to the other side of the chasm. In the corridors with moving mechanisms , Lutyagin (22) , the blueprint “Kalash: Thermal Imager”, “Pate: Blade ”

 

2. Boss: Natasha. After defeating her, take the elevator up. Lutyagin (23) , blueprint “Shotgun: Stock”, “Dominator: Converter” .

 

3. In the corridor on the left, take the chest, move the magnetic wall to the left, and go right. Take the ball from below and insert it into the first slot above the pipe. This will activate the magnets. Shoot a shock at the ceiling, and a red platform will extend.

There’s a second slot in the side wall of the red platform. Insert the ball into it. This will cause the rooms ahead to rotate. When the room with the open door rotates, remove the ball, insert it into the top slot, and lower the platforms.

Run through the open doors, climb up to the balcony on the right, and slide the magnetic curtain aside. Jump down into the hall and insert the ball into the second slot. Wait for the rooms to rotate three times so the open door is on the left behind the wall. Remove the ball just in time and insert it into the first slot.

Jump onto the red platform on the right balcony and climb through the window. Run to the left balcony through the open door, where you can slide another magnetic curtain. Pull the ball from the hall toward you and insert it into the slot by the exit door. Ahead, in the dead end, is Lutyagin (24/24) , with the blueprints “Pistol: Bolt Frame” and “Star: Reverse . “

 

After the bridge, the road drops off. We turn right and walk 200 meters. We’re looking for the entrance to the Pavlov Complex.

In the building, go to the reception room. On the table by the green lamp is “Man is a wolf to man” (60) . Read the 2+1+3+2 messages. In the hallway, go to the left room, there’s a talking body (45) . Go to the far right room, examine the central couch, and find “The Thorny Path of Science” (61) .

We go up to the second floor, right opposite the stairs there is a couch, on it is “The innocent always suffer” (62) . A little further in the corner with a barricade lies a talking body (46) .

On the ground floor is the main path. In a narrow room lies a talking corpse (47) . We go down in the elevator.

 

11. Atomic Heart’s Pavlov Complex
. Walkthrough, Guide, and Text

  1. Bloody Courier

There’s a save room at the entrance. You need to take Victor’s head to the lab. There are several mutants on the top floor. In the side room, near a chair and a body, is “The Neelov Tragedy” (63) .

On the floor below, shoot at the thickets on the walls. Go through the hole in the wall; in the dead-end room is the “Star Handle” blueprint , and a little further down in the cabinets is the “Railgun” blueprint . In the corner room is a body and “Bykov’s Diary” (64) . In the center is the locked Sisters’ Room; you need to find the code from the light bulbs. Inside are a dozen chests, the last entry about the Neelovs.

First, we go down a square landing. At the bottom, we go through a gap in the rooms and enter the restroom. There are a lot of monsters here. In the stall, there’s “Is There Not a Collective?” (65) .

We return to the middle floor and go down the far corridor, past the large white robot. The right hall contains many cauldrons and monsters. Here, in the center, you need to turn the valve. Then we go to the left room; it’s filled with water. We dive in and emerge in the next room.

Laboratory. There’s a castle on the way that requires a cookie key. In the side rooms are three recordings and a dead doctor (48) . Go to the center of the hall, kill Ivy, and get the cookie key from the cabinet .

We unlock the lock with the key. We examine the hall; near the safe room, on the couch, lies “Science on the Edge of Morality” (66) . We go down in the elevator and find ourselves in the control room. To the right of the window, on the nightstand, there is “Bykov’s Diary: Password” (67) .

Further on is a large morgue with forklifts, another Ivy. In the hall, we climb the stairs; on the top landing is a dead scientist (49) . We unlock two doors with locks.

 

Surgical lab. We unlock the folding door in the hallway. Strong robots with scythes stand in the way. In the hallway before the cafeteria, in the center is a “Gastronomic Delights” (68) field . We pass through the boxes into the cafeteria.

In the hall with the statue, examine the center; there’s an evil corpse lying there (50/50) . Go up to the second floor, examine the benches near the overturned table, and find the entry “Criminal Routine” (69) . Downstairs, unlock the side gate.

Workshop laboratory. Enter the room with the red liquids. Near the third bath lies a man, “Snake Waltz” (70) . In the far right corner is a save.

Beyond the sliding gates, we’ll hand over the head to Stockhausen, where it’ll be connected to the red neuropolymer. Filatova will run in and throw a grenade at Stockhausen’s feet. The explosion will knock us unconscious.

  1. Limbo (2)

In the vision, we find ourselves in a corridor, emerging onto a platform with a statue. Here, we must visit all three rooms. We follow the corridors; they will change if we turn around. Along the way, we will hear Sechenov’s life story. We follow the rotating corridor.

Next, follow the moving tear across the floors. From the left cliff, jump onto a white pipe, and from there onto a balcony on the left. Climb over the grating and climb up the landing on the left. Crawl higher along the ledges on the wall, around the corner, jump onto a vertical pipe, and onto the upper balcony. Circle the floor. Jump across the chasm using the ladder and the newly appeared couches.

 

When we wake up, we’ll find Stockhausen dead in the bathroom. We take the elevator up. Filatova will contact us and demand to meet to tell us the truth about Sechenov.

  1. ​​And everything became illuminated

On the surface, you can climb up the slope and open the lock on the fence to return to the open world near the Hospital. The storyline dictates that we jump down onto the sandy shore.

Boss: “Dew .” A robot octopus with a powerful laser will emerge from the whale’s body. Constantly dodge to the side and shoot at the laser source. You can hide behind the whale’s body and shoot from around the corner.

After the victory, we climb up the cliffs. The gauntlet will persuade us to throw the beta rings into the water. There are many laser drones behind the door, but they won’t attack. There’s a save point before the lighthouse.

We climb up the yellow pipe to the lighthouse and climb through the window. We take the spiral staircase to the top and search the chests. We go down to the basement. On the desk is the “Lighthouse Keeper’s Diary” (71/71) . Sit in the chair in front of the TV; this will cause the platform to sink underwater.

 

12.
Atomic Heart: Aftermath Academy. Walkthrough, guide, and text

  1. Full bottom

In the underwater complex, we speak with Larisa Filatova. We learn that we’re in the Academy of Consequences. We enter the room. Filatova will show us the Mind Graveyard, where all the volunteers affected by previous versions of the “Collective” neural network are locked up.

 

  1. Madhouse

We follow Filatova. Along the way, we’ll hear counting rhymes: “P-1, P-2, P-3! The mind is locked inside!” Multicolored glitches will begin to appear before our eyes, and we’ll hear memories from “Limbo.” In the hall, we search the cabinets and read five messages.

Filatova will guess our symptoms and say it’s a reaction to the neural implant in our heads. We’ll learn that we have a “Voskhod” polymer expander installed. We’ll enter the archives. Along the way, we’ll learn that the glove is HRAZ, which refers to Professor Khariton Radeonovich Zakharov, who died during experiments.

  1. An Inconvenient Truth

In the archive room, we’ll request information about ourselves, Agent P-3. We’ll examine the computers around us; they contain dozens of recordings. Further to the right, under a fallen cabinet, is the first video reel. We’ll insert it into the device in the center and watch the video.

The 2nd reel is on the other balcony, on the table.

The 3rd reel is at the bottom, on the table to the right of the projector.

We learn that our call sign used to be “Plutonium,” Major Nechayev. We underwent surgery after the war. The implant allows us to suppress outbursts of aggression and disable memories of our wife. And we have a hidden combat mode. The glove will reveal that our wife, Ekaterina “Argentum,” was the prototype for the creation of ballerinas and twins. We exit through the elevator.

 

  1. Limbo (3)

We lose consciousness again. In our visions, we crawl through the ventilation hatch and through all the tunnels. Along the way, Sechenov will tell us about his ideas. We exit the room into the water.

 

Atomic Heart Endings : Plot Explained

We wake up on a floating island, next to Baba Zina. We learn that she is Ekaterina Nechayeva’s mother and our mother-in-law. Filatova died, trapped in the elevator with us. Baba Zina demands that we kill Sechenov. We make a storyline choice:

  1. “I wouldn’t lay a finger on Sechenov”is a good ending.
  2. “Okay, Mom. Go ahead and show me”– bad ending, “Finale”.

 

  1. Final

In the room, use the crafting machine and save your game. We slide down the rope to the island’s main building. We’ll meet her in the hall.

Boss: Left Twin . She fires a laser in an arc, jumps and sends a wave along the ground, and attacks with sonic waves. Once she’s depleted of health, dodge the multiple lasers. She’ll fly upward.

We take the elevator up. Along the way, we listen to the plan for Operation Atomic Heart. Upstairs, we read the report on the computer. We pass through the corridor with the robot exhibits. We save our game.

Boss: Twins . Sechenov will set both bodyguards on us. One twin will jump from above; dodge by quickly pressing “Q” and “E.” Bounce away from the falling turbine with “Q.”

Enemies have a protective shield; you need to knock it down first, and then damage their health. You need to act quickly to prevent their shields from regenerating. You’ll also have to dodge multiple lasers several times, which will give your enemies time to heal.

After the victory, we’ll shoot Sechenov. He’ll accuse Kharitonov’s glove of treason. It turns out he was the one who switched us into combat mode and killed the people around us. We’ll try to remove the glove, but it will shock us. The biomass from the glove will penetrate into the bathroom and connect to the red polymer, turning it black. Kharitonov will kill Sechenov and take the main alpha transmitter for himself.

Bad ending . We’ll see a report that the black polymer has left the building. We’ll wake up in an artificial world, meeting Catherine in two rings.

 

Good ending . After talking with Baba Zina, we’ll figure out that Kharitonov is deceiving us and destroy the glove. We’ll see a report that we’ve gone on vacation; Sechenov didn’t pay any attention to it. A drop of black polymer from the glove was found and defused by scientists.

 

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