Robocop: Rogue City release date for PC, PS4, and XBox is November 2, 2023.
Developer: Teyon . Publisher: Nacon .
The demo version lasts 2 hours. 100% completion time is 15 hours.
Assassin’s Creed Mirage (2015) System Requirements . When was it released?
| Characteristic | Minimum requirements | Recommended requirements |
| CPU | Intel Core i7-4790 Ryzen 5 2600 |
Intel Core i7-10700K AMD Ryzen 7 3800XT |
| RAM | 16 GB RAM | 16 GB RAM |
| Video card | NVIDIA GeForce GTX 1650 AMD Radeon RX 480 4 GB VRAM, DirectX 11 |
NVIDIA GeForce RTX 3070 AMD Radeon RX 6800 8 GB VRAM, DirectX 11 |
| Disk space | 38 GB | 38 GB |
| Operating system | Windows 64-bit: 10 | Windows 64-bit: 10 |
Walkthrough
1. Breaking News
Robocop Rogue City Guide
The news broadcast is interrupted by an attack by punk bandits. They’ve taken this unconventional approach to contact “Novichok,” who has arrived in the city and decided to recruit the best gangsters to seize power. As the police robot RoboCop, we need to rescue hostages at the TV studio. We head down the street to the Channel 9 building and meet our partner, Ann Lewis.
Hallway . In the hallway, we’re shooting at the bandits. You can aim by pressing the RMB key, and enemies will appear as a green outline. It’s best to aim for their heads. You can loot weapons from enemies by pressing the “E” key; it’s best to take the submachine gun. We’re moving along the left wall, passing two partitions, and behind them, on the table, lies a Nuke (1) . Forbidden and stolen items are secrets that increase our experience. If you collect all the items in the level, you’ll get a bonus at the end. The elevators ahead are out of order; you need to go down to the basement.
Basement . Go down the stairs and pick up the Stolen Wallet (2) at the dead end on the left . In the left room is a Nuke (3) and a Battery (they can be used for healing by pressing the “H” key, but you can only carry 3 batteries at a time).
We break down the door, which will trigger slow motion. Quickly kill all the enemies in the room. Later, we can activate slow motion ourselves by pressing “Z.” On the table ahead, grab the Nuke (4) . Go around the corner to the left. In the corridor with the pipes, go right and grab the Counterfeit Money (5) . In the small room ahead, scan the dead man (Secret 1) ; there are two Nuke (6,7) to the side of him . In the next room, there are two batteries .
Further on, there are many side rooms of the warehouses. In the first room on the right are incriminating documents (8) . In the room on the left is the stolen wallet (9) . In the far right room is a battery . We exit into a hall with many square devices. After defeating them, we press the lever and scan the device. Once the power is restored, we can take the elevator up.
TV studio corridors . While we’re in the elevator, the main punk, Ash, will leave the building by helicopter. In the small room on the left, there’s a Nuke (10) on a shelf. To the right, in the room behind glass, there’s a Stolen Bag (11) and a Fake ID (12) . In the next room on the right , there’s a Nuke (13) and a battery . In the second room on the left, on the bottom shelf, there’s some incriminating evidence (14) . You can grab the computer monitors to throw at enemies.
In the large office, go down the left row behind the glass and find some dirt on the table (15) . In the office, go to the far right corner and take some dirt on the round table (16) . To the left, in the kitchen, there’s a nuke (17) .
We go around the glassed-in room; inside, on the table, there are two Nukes (18, 19) . In the warehouse on the right, there is incriminating evidence (20) and a battery . We go into the conference room on the right, in the corner, there is incriminating evidence (21) on the right nightstand . Ahead, near the TV, we scan the medications (Secret 2) . In the room with a closed door, on the table, there is incriminating evidence (22/22) and a battery .
We knock down the door; there are hostages behind it. We need to quickly kill four enemies before they kill any civilians . If we succeed, we’ll get a bonus at the end of the level.
The floor is under renovation . Climb the stairs; there are two batteries underneath . There are red gas cylinders and tanks around, which you can throw or detonate near enemies. Some enemies wear steel masks, so you’ll have to shoot at them for a long time if you aim for the head. There’s a battery on the table in the center of the room , a nuke (23) . The main path is on the right; there’s a battery near the exit .
We go around the yellow elevator. On the left in the corridor, we examine the stacked boards; on them is a Nuke (24) . There’s a small room against the left wall with a green screen and some incriminating evidence (25) . Just before the stairs, there’s a Nuke (26) on a table . On the right is a semicircular background wall; in front of it is a Nuke (27) on a table .
We go up one floor. On the right is a warehouse with shelving, a nuke (28) , and a battery . Ahead, we cross the catwalk, fall into a trap, and explode. After that, the screen will be damaged, and hallucinations will begin. We go around the filming area.
We break down the door; behind it are several bandits and hostages . We need to quickly kill all the enemies, starting from the bottom right, then the ones above, and finally the ones on the left, away from the hostages. (If you don’t succeed right away, you can quickly reload by pressing “F4”). The last bandit will appear on the balcony with a hostage. We won’t be able to kill him after seeing hallucinations, as journalists will film everything.
2. Isolated Incident (
Robocop Rogue City Walkthrough) Gamesisart.ru
Let’s return to the police station. Max Becker, after watching the news about RoboCop’s malfunction, will invite us in for repairs. We need to follow him, but there are a few side quests along the way.
We enter the lab, where three people will examine us. During the setup, we’ll see the results of Level 1:
– 2 secrets (overdose, antidepressants) for 500 experience,
– Rescuing hostages 150 experience,
– saving people in the studio 350 experience,
– all evidence (22 out of 28 are enough) 500 experience.
With the experience gained, we can upgrade 8 skill branches.
In this southern room, on the black boxes by the northern wall, is a note titled “Sergeant Reed .” On the table by the window by the southern wall is the “RoboCop” program . In the hallway, in a phone booth, is a note titled “Police Are Now Private .” In the northeast corner, near the chief’s booth, on a chair is an “Incident Report . ”
We’re heading down to the basement to test our shooting accuracy at the shooting range. You need to quickly shoot targets in five rows. The training is only complete when at least one target reaches the end of the row. You need to score at least 50 points.
Let’s go to the briefing. We’ll discuss Novichok with the police. To go on the next mission, we need to go to the garage in the basement. But before that, it’s best to complete all the side missions.
| Full combat readiness (Locked and Loaded)
A girl in the locker room can’t open her locker. We help her. Inside, we find a lot of flash grenades. It was her colleagues playing a prank on her. |
| Stinky Situation
As we exit the shooting range, Officer Estevis calls us and asks us to carry a drunken detainee to a cell. We carry him downstairs, make our way to the cells in the basement, and place him down. |
| Too Many Complaints
In the reception area, we speak with the police officer in front of the visitors. He’ll ask us to stand at the nearby computer to receive visitors. 1. A dog lover named his dog “Fire” and is complaining about his neighbors. Refuse. 2. The bandit came to surrender in order to receive a reward. To reduce his sentence. 3. The mother is looking for her son, but four days have not yet passed. We agree. The son is dead. |
3. The Search for Soot (
Robocop Rogue City). 100% Completion
You need to find traces of the main punk, nicknamed Ash, on the street. An entire city block is available to us; you can open its map by pressing the “M” key.
Arcade . We enter the building with the arcade machines. The boss will lock himself in his office; you’ll need a warrant to enter. We go looking for evidence. We talk to the teenager playing nearby; he refuses to testify. In the back room, we scan the second teenager; there are stains on the floor. In the room by the entrance, there’s a third teenager. There’s a syringe nearby, but it contains machine lubricant. We go to the restroom and talk to the fourth teenager in the stall; he’ll tell us about the Nuke’s stash in the basement. In the middle northern room is a storage room; there’s a note there labeled “Business Letter.”
We break down the door and go down to the basement. The bandits will start shooting back, kill them. There’s a battery in the far left corner . To the left is a large warehouse; inside, we collect two Nukes (1, 2) and the “Speak Nuke” note . To the right in the kitchen is a Nuke (3) and a wallet (4) .
In the room with the machine guns, we knock down another door. Behind it are three bandits and one mannequin. There’s a battery and a Nuke (5) . If you killed the owner, then on the boss’s desk we scan: 1) the photo in the center, 2) a phone on the left, 3) a notebook on the right. Nearby in the corner is a note saying “Installation Invoice” and a note on the calendar . The note has a code for a safe (Deduction 2 / Engineering 6). Open it in the other corner, inside is a Nuke (6), a piece of evidence (7) .
Secret. There’s a button on the right wall of the boss’s desk. Press it, and a hidden compartment behind bars in the previous room will open. Inside are 5 pieces of evidence (8-12) and a training disk (+1 skill) . You’ll get the achievement . Return outside.
Haunted House . Head east, under the bridge, and into a separate courtyard. Shoot the bandits. There’s a machine gun in the window to the upper left; aim to kill the gunner or run past him. Clear the building. You can grab the machine gun from its stand near the breach. Climb up the collapsed area; there’s a clue (13) on the table to the left and a nuke (14) in the bathroom to the right .
We break through the wall; behind it is a destroyed building with many enemies. On the right is a safe (Engineering 6), and on the couch nearby is a Nuke (15) . Jump down the elevator shaft; RoboCop won’t take any damage from the fall. Below, behind the wall is a machine gunner; to his right, we break through the brick wall. Immediately behind the wall, to the left, behind some boxes, are two Nuke (16, 17) . In the center of the room, take the machine gun, battery , and incriminating evidence (18) .
Behind the door, we’ll find a tied-up witness, Ogurchik. Behind him is a container of OCP ammunition (weapon upgrade chips). We take the witness outside. We can complete his side quest. The main quest leads to the slaughterhouse (not available in the demo).
| Stolen Vehicle
We enter the auto repair shop downtown. We speak with the owner, Ben, about the car thefts. We search the entire building: two documents on tables, a workbench, a drawer, a battery (requires Engineering 2), and a diary (requires Deduction 2). On the top floor, in the far corner, we examine the trash can and read the note “He did it again .” We speak with Ben again and gain access to the mechanics’ personal lockers, inside which is a hacking device. Let’s go look for Scott the mechanic. Open the garage shutters. Inside, on the left, there’s a note saying “No Hard Feelings .” Scott is hiding in the back room. Bandits will attack his house; we’ll shoot back. Scott will tell you where to find the stolen car. Go to the northeast alley and unlock the garage. Inside, scan the footprints on the ground. In the near-left corner, look behind the barrels to find a hidden button and open the secret workshop. Kill the enemies on two floors. In the room outside the window, find some incriminating evidence (19) and a training disk (+1 skill) . Unlock the second room. Downstairs, go into the room behind the window and take a piece of evidence (20) and a battery from the table . Outside, there’s a bag on the shelf nearby. On the second floor, scan the wooden wall and break through it. Behind it are six pieces of evidence (21-26) . On the other side of the second floor, there’s an enemy in the toilet. Collect a nuke (27) from the table , then crack the safe (Engineering 6) and heal from the electrical panel (Restoration 2). Examine the nightstand near the toilet; with enhanced vision, you’ll find a note with the safe code on the side. Press the button on the balcony to open the stolen car. Return outside and choose what to do with Scott. We can let him return the car. |
| Time to Repent
Once we free the informant, Ogurczyk, as part of the story, we return to the street and talk to him. He wants to visit the family of the deceased police officer, Briggs. We enter the house. In the basement, we take the Nuke (28) , scan the rug, and knock down the door. Behind it is the bandits’ stash, along with five clues (29-33) . On the first floor, at the end of the hallway, there’s a Nuke (34) on the window . We go up to apartment 21. We talk to the deceased’s wife. We can scan the photo and read the “Letter of Recommendation . ” Outside, we head to the basketball court to find the dead cop’s son. We talk to the athletes and scan the crime scene on the right. We follow the trail of their pictures. There’s a note in the trash can on the right . We unlock the gate. In the empty courtyard, in the center, we scan the barrel; there are footprints leading from it. We scan the stairs, the locked doors. The correct path is in the alley behind the truck. We move the car. We’ll see children learning to shoot a pistol. The informant will take the child home. |
| Who killed Casey Carmel?
We head to the northwest corner of the block. The police have cordoned off the crime scene there. We scan the murdered girl’s body: 1) a blow wound on the left side of her head, 2) paint stains on the lower arm, 3) a heel on the right foot. In the trash on the right, we’ll find another 4) heel, 5) blood stain. As we exit, we scan the tire tracks. We speak with the homeless witness; he will accuse the famous actor. In the south center, we go to a film set in an alley. Inside, we scan: 1) a poster, 2) all the messages on the computer, 3) blue tanning lotion, 4) tire tracks. We talk to the commercial actor and the manager. We learn about the stunt double. We watch the video recordings. We go look for the stunt double at the eastern gas station. There are traces of ointment on the doors of the building. Inside is the stunt double, smeared with blue cream. We scan the van’s tracks. In a separate room, on a mattress, we scan: 1) the actor’s glasses, 2) a blood stain, 3) a hammer. There’s a hidden video camera on the right wall. Opposite the van, we move the cabinet and find a video recording of a murder. Nearby in the corner is a note and a bag (35) . We go to arrest the actor. |
| Cheap dealer
On the main street, near the courthouse, we go to the flashing car and talk to Officer Kowalski. He’ll ask you to find a dealer who’s selling the goods cheaper than the others. You need to find a working payphone. It’s on the same street, a little north, near the movie theater. We call the dealer and get his address. Inside the building, in the basement on the right, there’s a wallet (36) . Enter the blue neon corridor; on the left is a wallet (37) , then in the bathroom is a nuke (38) . In the room, scan all the evidence, take 4 nuke (39-42) and the note “Friendly Warning .” Climb to the roof and kill 3 dealers. You can negotiate with the remaining one to surrender. |
| Secrets on the map
West . In the northwest corner of the map, go down to the shore and pick up a Nuke (43) . On the western shore, a man is throwing trash; it’s best to issue a warning (1) . Nearby, on a low fence, lies a Nuke (44) . A little further south, a man has scattered a homeless person’s basket; we issue a fine (2) . On the south side of the embankment, in a dead end, is a wooden box with a bandit stash inside, containing three pieces of evidence (45-47) . On the eastern path lies a bag (48) .
West Center . South of the center, head to a dead end, lift the half-open garage shutters, and find a bandit stash inside, three pieces of evidence (49-51), and a bag (52) . On 2nd West Street, on a gentle curve, there’s a wallet (53) near a building . A little further north on this street, there’s a car with an oil leak; write out a ticket (3) . Near the courthouse, we go up the stairs; at the top is a watch (54) and a wallet (55) . Across from the courthouse, there’s a grocery store; the owner is bothered by teenagers playing loud music. We can break the radio, and they’ll leave the storekeeper alone . On the back wall of the Arcade there’s a ladder to the roof; hidden behind a crate at the top is a wallet (56) and a bag (57) . In the north center, near the Zvezda cinema, scan the parking meter and issue a ticket (4) .
Center East . From the police station, we head north, scan the hydrant, and can issue a fine (5) to the driver. In the center, west of Briggs’s House, there are garage shutters in an alley. Lift one shutter; behind it is a bandit stash containing three clues (59-61) . Nearby, in the narrow southern alley, there’s a purse (62) . Inside the laundry room, behind the chairs, there’s a bag (63) and a note on one table that says “Warning .” To the north, near the laundry room, scan the man painting graffiti. He’ll run away; chase him, scanning the footprints on the ground. Open the trash can; it’s best to issue a warning .
East . Near the Hell gas station, in the trash bin is “Independent News 14” . Behind the gas station, in the northern dead end, is the stolen jewelry (64) . Behind the auto repair shop, there is a ladder to the roof; there is incriminating evidence on a barrel (65) . In the courtyard west of the shop, under a lamppost, is the stolen watch (66) . In the eastern dump, near the southern wall, there’s a homeless man with bottles. It’s best to issue a warning (6/6) . Also here, in the northern dead end, is a wooden box containing a bandit stash and four clues (67-70) . |
4. Ash’s Last Exit
My partner and I will arrive at the slaughterhouse. There is a piece of evidence in the guard’s house on the right. My partner will kick down the door ahead. We take the evidence in the restroom on the right , and in the locker room ahead is a nuke and a watch . In the large hall, on the table on the right, we read the letter . We examine the rooms on the right, we will find incriminating evidence . At the exit of the hall, in the room on the right there is more incriminating evidence .
In the corridor, go around the corner and enter the second room. Inside, there’s a squad of enemies. After defeating them, take the wallet from the table on the right and the nuke from the table on the left . There’s a battery at the exit of the room .
Behind the door is a double room with enemies. There’s a machine gun in the distance on the second floor. There’s a Nuke in a separate room to the right . On the second floor, on the right, there are four stacks of counterfeit money , a safe, and a healing shield.
There are locked garages in the courtyard on the right. Open the second one to find some jewelry and a battery . Go to the far left corner, knock down the doors behind the dumpster, and find a wallet and a battery inside . Open the gate in the center.
A bandit will come at us from the hangar on a bulldozer and ram the wall. My partner will save us. After that, the “demolition” bandits will start attacking, running towards us with gas cylinders. We enter the hangar; on the left is a letter on the table , jewelry , and a Nuke on the couch . There’s a charging panel. Scan the box in the right wall, move it, and find five clues . Go through the doors below and shoot individual enemies in the hallway.
We’ll arrive at Ash’s concert. He’ll notice us and leave. We hide in the corner, wait for the crowd to disperse, then kill a dozen bandits on two floors. There are a few more enemies in the hallways, and there’s a charging pad. At the end of the hallway, there’s an OCP ammo container . A Nuke is hidden in a pizza box .
Enter Ash’s room, grab him, and slam him against the wall. After that, you need to interrogate him, but first, let’s gather our things. On the shelf behind us on the right, take two pieces of evidence and a letter with a code . In the room ahead, there are two more pieces of evidence and a safe. We can open it after the letter; there are jewels inside . To anger Ash, we need to destroy all his guitars: four are lying in different corners, and four are hanging on the right wall.
We receive a message from the Newbie, capture Ash, and head outside. The Newbie will kill Ash for revealing his identity. There’s nothing we can do at this point. The Newbie will shoot his partner.
5. Robocop Rogue City Mandatory Rating
. Walkthrough in Russian, text
We’ll wake up at the police station. Dr. Olivia Blanche will insist on giving us psychological testing. Answer three questions, and all our answers will be recorded.
Results of the previous task:
— The main task is 1000 experience.
— Secondary tasks, 4 pieces, each worth 250 experience.
— Investigations (connections in Arcade, warnings to Maurice) 200 experience.
– 2 secrets (overdose, antidepressants) for 500 experience.
— Graffiti artist arrested (opposite the laundry) 100 experience.
— The problem at the grocery store has been solved (center) 100 experience.
— All violations detected (6 penalties) 100 experience.
— Crime evidence obtained (minimum 1000 points) 500 experience.
We approach the scientist, who will hand us an Auto-9 motherboard. It can be filled with chips to improve shooting. Take the chips on the left and drag them onto the diagram on the right. Arrange the chips so their side connections align with the wires next to them. Connect all the green and yellow elements, but avoid the red ones, as they reduce the bonus. New chips can be found in “OCP ammo containers.”
We go to Sergeant Reed’s office. There we learn that we now have a new partner, Ulysses Washington, who just became a police officer. We ask the chief to continue the investigation into Wendell Antonovsky’s “Novichok,” but he’ll send us to work in the archives.
We go down to the basement and head to the server room. Along the way, we can pick up a mission from the northern staircase. Another mission is in the server room itself, from Officer Cecil. As the story unfolds, we examine the computer and select the “Case Files” option. We won’t find any information about “Novichok,” but we will find a mention of the Street Vultures gang. We’ll head there, ignoring our superiors’ orders.
| Get well soon, Lewis.
Officer Chessman is standing near the northern staircase. He’ll ask us to sign a postcard for Lewis, his wounded partner. After that, several more colleagues will need to sign the postcard: 1) Kowalski, with a broken nose, behind a glass partition. 2) Kurtz, in the shower, will ask for a towel, on top of the lockers in the center. 3) O’Neill, at the shooting range, needs to shoot for her. 4) Sergeant in the underground garage. |
| Server crash
In the server room, we need to check the servers’ functionality. We scan the middle row of equipment; everything is fine. We scan the equipment along the right wall; we’ll find the problem. |
6. Street Vultures’ Territory
Metallurgical Plant . Go forward along the right wall, pick up the wallet in the room . Exit, go to the back left corner from the start, find an OCP container behind the pipes . Go through the left doors ahead.
In the courtyard, go right and read the letter on the boxes. There’s a container in the dead-end on the right . Further to the right is a garage with a car, and a wallet on a shelf nearby . In the car, look for three clues: 1) a broken ignition switch, 2) blood on the seat back, 3) bullet holes in the right door.
From the car, follow the blood trail to the eastern courtyard. There’s a clock in the left alley near the trash can . Climb any ladder and head into the southern building. Inside the wooden box, you’ll find four pieces of evidence . Follow the blood trail into the eastern building. Inside, you’ll find some incriminating evidence and an OCP container . There’s an ID card at the exit .
In the center of the western courtyard, on a wooden crate, pick up the wallet . Further behind the container, some “fast” bandits will attack; they ride motorcycles and shoot while moving. It’s easier to shoot from the corner, where they won’t be able to reach. Continue to the white van; there’s a wallet on a crate next to it . Follow the tracks east until you reach a staircase. There’s an OCP container in the corner to the left . At the top of the stairs, enter the building.
Worker’s area . Inside, kill enemies with a gun and a hammer. There’s some jewelry in the warehouse to the right . Further to the right, go to the showers and grab the evidence , an OCP container . The next side room contains some incriminating evidence , a battery .
There’s a weak spot in the left brick wall; we break through it and kill the enemies. Around the corner to the right, grab the bag . Further to the left, there’s a door, but it’s better to break through the wall on the right to quickly kill the machine gunner. Grab the incriminating evidence in the dead end on the left . Enter the accountant’s room on the right and interrogate him. We head back out.
There are new enemies outside, and a grenade launcher will attack from the second floor. Head west, taking the right path first. There’s a dead end there, a raised ladder, and a purse next to it. The main path is on the left, with a battery and a healing shield along the way . Look for the stairs to the second floor, where you’ll find two incriminating items , a grenade launcher, and an OCP container .
A “communicator” will appear in the distance; he periodically calls for reinforcements, so the first thing you need to do is go up to the second floor and kill him. There’s a clock downstairs in front of this building , and an OCP container in the dead-end left . There’s a wallet behind the building . The building can only be entered from the north; inside, on the second floor, there’s a battery and an OCP container . On the third floor, we go north along the bridge. In the neighboring building upstairs, there’s some dirt , a battery , and a newspaper . We go downstairs; on the second floor, near the stairs , there are two pieces of evidence. At the bottom, near the slanted wall, we grab two batteries and some dirt . We go into the western building.
Warehouse office . After the hallway, go down the stairs; there are two pieces of evidence and a battery at the bottom right . Ahead, near the TV, examine the murder scene. There’s an OCP container in the dead end on the right . Go up the stairs to the right; there’s another OCP container at the top . Enter the room up the stairs ahead and grab the incriminating evidence and a circuit board . Turn on the videotape and see the bandits torturing a police officer. Head back out.
On the street, head north; a new gate has opened. Enter the building in the courtyard, grab two pieces of evidence and an OCP container . The white van in the back contains two more pieces of evidence . You’ll get a couple of side quests here.
We open the gate to the quarry, and beyond it is a minefield. Enter the room on the left, inside is an OCP container . Ahead on the left is a machine gun emplacement in the building; kill the enemy from afar. There’s an OCP container in the house on the right . There’s a path with water, but it’s best not to go there; the mine isn’t visible underwater.
| Biker Secrets
We need to gather incriminating evidence. In the quarry, go to the western building. Inside the building, there are two radiators . On the right is a restroom, inside a stall there’s a bag , on the wall is a calendar with the safe combination on it . In a separate fenced-in yard is an OCP container . On the second floor is a machine gun, with incriminating evidence on the table . In a separate room there’s more incriminating evidence , and in the safe there are four pieces of evidence . We go down the stairs to the basement. Fortification in the northwest . Behind the doors is a room with enemies. In the dead end on the left is an OCP container . We go along the right corridor; along the way, there’s a battery in the storage room . A large room with enemies, in the dead end on the left is a battery . A machine gunner is shooting through the long corridor. At the end, we kick down the doors, kill everyone, collect two batteries and three pieces of evidence . Inspect the incriminating evidence in the corner. |
| Unclaimed goods
We need to destroy the bikers’ stash of Nuke. In the quarry, take the right side. The southern building contains some incriminating evidence and a radio. Examine the large wooden crate, move it, and find seven pieces of evidence in the stash . Descend into the underground tunnel, kill the machine gunner, and proceed to the northern building. The left dead end contains a battery and a book about trains . Enter the doors on the right. Fortification in the north . There are a lot of bandits behind the doors; shoot the gas cylinders and their grenades. There ‘s an OCP container in the left dead end . Follow the left wall and find two batteries in the side rooms. Ahead, they’ll close the gate, and another battery is ahead of them . Open the gate and immediately hide behind the bags on the right, gradually picking off everyone from left to right. Among the enemies are two machine gunners, and a grenade launcher is around the left corner. In the large warehouse, you need to destroy 15 red-green boxes. Grab two batteries and a printed circuit board from the far wall . |
| Secret. Once we find the book in the underpass, return south and start the locomotive. The train will move south and break through two gates. Follow it, grab the incriminating evidence near the stairs , and at the top, you can lower a vertical ladder to the previous location. Climb onto the roof of the locomotive, go from there to the small room, and grab the OCP container and the printed circuit board . You’ll get the achievement . Enter the doors in the northwest. |
| Rescue of hostages
Tunnels . Go down the stairs; there’s a bag hidden under the stairs . To the left, in the northern dead end, is a wallet . Further along the path, there’s a wallet , a battery , and an OCP container . Cross the sewer bridge. In the left dead end are two pieces of evidence and an OCP container . In the warehouse, there’s a piece of evidence and a battery . Break into the southern room; there’s one hostage inside, kill three bandits. Then collect three pieces of evidence and two pieces of evidence . Return to the street. |
In the north of the quarry, we pass through a moat filled with water and mines. On the other side are two machine gunners and other enemies; hide from them behind the containers. After defeating them, we take the battery and enter the door.
A cold place . We open the doors ahead, scan the prisoner’s armor, and can take his sniper rifle. We go into the southern hall and see numerous refrigerators where the bandits store the bodies of their dead. We return outside.
Snipers are waiting for us on the way back, but they’re clearly visible thanks to laser sights. If we started the train earlier, the return trip will be much shorter now. We’ll meet police at the factory entrance; we can talk to the journalist.
Paired with the ED-209 walking robot, we’ll clear out the bandits in the northern courtyards. You need to kill more enemies than the robot to get a higher rating. At the end, climb the stairs, grab the wallet , and enter the door.
Smelting plant . There’s some incriminating evidence to the right of the entrance . Ahead, on the left, in a dead end, is a battery . Further to the left is an OCP container . Climb up, grab the battery and the money . Behind the doors is a squad of bandits, and further on are more doors. Collect two pieces of evidence and the battery . Jump down one floor to the pool table. Ahead, on the left, grab the battery and the money . Behind the door, capture the bandit named Spiky.
Boss: ED-209 . The robot will malfunction, killing the police officer while the bandit escapes. Engage the robot and hide behind the columns. There are a lot of gas cylinders around; collect them and throw them at the boss. There’s a sniper rifle against one wall; take it and aim for the cockpit. Collect three batteries from the tables in time to heal yourself. Use the slow and dash skills. By using all your abilities, you can win.
7. Robocop Hospital Visit
Rogue City: How to Defeat the Robot Boss
Gibson Memorial Hospital. Talk to the receptionist on the left, then enter the elevator on the right. There’s a letter on the desk on the next floor . We go down the hall to Lewis’s room.
We overhear doctors talking about someone stealing bodies from the morgue. We take the elevator down to the basement, talk to the pathologist, and read a letter on the right . We learn that only brain-intact bodies were stolen. We return to the lobby, where we can talk to the security guard and see Novichok on the video recording.
8. On the bikers’ tail
Results of the previous task:
— The main task is 1000 experience.
— Secondary tasks, 3 pieces, each worth 250 experience.
— Briggs’ patrol car examined (at the entrance to the factory) 150 experience.
— All stolen OSR boxes found (20 pieces) 150 experience.
— Won the trial with ED-209 (kills) 250 exp.
— Stoned hostage rescued (in the tunnels) 200 exp.
— Crime evidence obtained (minimum 1000 points) 500 experience.
In the lab, behind the doctor, we pick up a letter . By the window, there’s a destroyed robot, containing a 3.2-bit printed circuit board . We go to the locker room and listen to the sergeant. We examine the lockers and find another letter .
We go down to the prison and talk to prisoner Pickles. It’s best to choose the first dialogue option. We head to the conference room, but before that, it’s best to complete a couple of side quests.
| In memory of Officer Briggs
On the top floor, head north and meet Officer Cecil. We need to help him add a photo of the deceased Briggs to the memorial wall. Head down to the server room, select “Database” on the computer, and look for “Briggs M.” We take the printed photo and hang it on the board upstairs. In the locker room, we collect our personal belongings and put them in a box in the hall. |
| Target practice
In the basement, our new partner, Ulysses Washington, will ask for shooting training. We fire our Auto-9; we need to score at least 15 points. After that, we fire Ulysses’ pistol, but we miss. In the dialogue, we recommend that your partner replace the pistol. |
9. Robocop Rogue City Bank Heist : How to Beat the Boss
We’ll arrive at the OSR bank where the bikers began their heist. We’ll break into the building with the OSR special forces. We need to kill more bandits than our opponents. Once we’ve cleared everything out, go up to the second floor, into the far right room, scan Alex Murphy’s belongings , and grab the training diskette . Go to the far left room; inside you’ll find a wallet and two batteries . Press the button to open the doors for ED-209.
We’re competing against three large robots. We cross the bridge in the center and fall off. We clear the rooms on the right. In the office, we grab the battery and the money . We break through the wall and will be competing against the special forces again behind it. We quickly move on to the next rooms. The results of the competition will be announced at the end of the corridor.
Don’t open the main doors yet. Unlock the doors on the right and grab the OCP container . Return to the previous hall and grab the incriminating evidence from the table in the right room. Return to the hole in the wall; there’s more incriminating evidence on the table on the left near it . Walk along the right wall and open the side door. Inside, there’s a warehouse with two batteries and some money .
Open the doors and pick up the incriminating evidence on the table. There’s a letter on the far left wall . In the manager’s office, you’ll meet journalist Samantha Ortiz. She’s snuck in illegally and is gathering evidence against the OSR. You can detain her (end-of-level bonus) or let her go (relationship improvement). Press the button on the table and head to the vault.
There’s one hostage and five bandits behind the door. Afterwards, we talk to the bank manager and Becker. A bomb has been planted on the manager; we need to defuse it. If you have Engineering 4, we can do it without prompting. Scan four locations. Disconnect the wires: the third is green, the first is blue, and the fourth is red . There’s no money left inside the vault; you’ll see a hole to the side leading underground.
We’ll find ourselves in an unfinished subway tunnel. We’ll go outside, there’s a squad of bandits outside, a signalman hiding behind a tractor, a grenade launcher above to the left, and a sniper above to the right. At the top, we go through the alley, pick up one piece of evidence in the dead end on the right, and two pieces of evidence behind a crate in the dead end on the left .
A squad of bikers will attack in the large courtyard. There’s a battery at the entrance. Go around the corner to the left and grab the evidence in the dead end near two dumpsters . There’s a healing panel in the central building. Exit through the gate ahead; there’s a battery on the crates to the right .
We enter the building, first killing the missileman upstairs, then hiding behind the boxes to the right, killing a couple dozen bandits. We answer the radio near the van and talk to Spiky.
10. Spiked One’s Trail
Let’s return to the police station to report to Sergeant Reed. He’ll send us for another test. In the main hall, in the far left corner, read the letter . While we’re walking to the lab, the power will go out.
| The lights are out
When the lights go out, talk to O’Neill in the locker room. In the next room, scan the electrical panel. Then, in scan mode, follow the cables and wires, go down to the garage, and open the main panel under the stairs. There are four switches inside that are off; you need to turn them on in the correct order, from left to right: 1, 4, 2, 3. |
Results of the previous task:
— The main task is 1000 experience.
— OSR Bank Secret 1 discovered (Murphy’s documents) 200 exp.
— The secret of the OSR 2 bank has been discovered (letter) 200 experience.
— Won a challenge with special forces (kills) 800 experience.
— Robber arrested (journalist) 0 exp.
— Crime evidence obtained (minimum 500 points) 400 experience.
We answer the doctor’s questions. Then we go into the hall. In the room ahead, we’ll hear two police officers taunting Washington over the radio. It’s best to stop them to improve your relationship with your partner.
We’ll receive the task of finding Spiky. As we leave the hall, Mayor Kuzak will address us. We can support him or his rival from the SSR, or remain neutral; this will affect politics. In the garage, Becker will assign an additional task. We’ll head out into the city.
11. A Spike in a Haystack:
Robocop Rogue City: All the Secrets in the City
In the southeast of the city, we enter an abandoned neighborhood. There are several guards around. We climb up the building and speak with the Old Man, the owner of the OSR. We answer a few of his questions. We can return to the street by jumping from the balcony.
We meet Pickles in front of the cinema. We’ll find out where the surviving bikers were seen. You can pick up a side quest from Pickles.
We talk to the mechanic at the auto repair shop. We scan the lift with the car in it and lower it manually. We open the hood, scan four parts, and repair the malfunction. Afterwards, the mechanic explains that the biker visited him and then planned to get a tattoo.
Tattoo parlor. The tattoo artist refuses to give up the client. We examine the room: 1) a red box on the left, 2) biker goggles on the table by the wall, 3) a red container under the table to the right, 4) notes in a notebook behind the artist. Then we scan the photo with the bike.
Mills’s limousine, the OCP mayoral candidate, will pull up in front of the tattoo parlor. We answer two of his questions and choose whether to support him in the election.
We go look for Shipasty’s bike on the east street. We explore the northern courtyard, scan the motorcycle, and enter the building nearby. In the basement there’s a radiator , incriminating evidence , and a training diskette . Only the owner is on the first floor; he’ll ask you to turn down the music. On the second floor, enter the apartment.
The “Burning Heads” bandits have captured Spiky. Kill five enemies. Search the apartment: there are three Nukes in the hall, two pieces of evidence in the back right room , and a note with a code on the TV on the right. There’s incriminating evidence in the bathroom , and a safe in the right room with four pieces of evidence inside . Interrogate Spiky, scan the video camera, scan the wires in the right room, and select “Broadcast Target” on the computer. Take Spiky outside. Head to your car. It’s best to complete all side missions beforehand.
| First field training
In the courtyard to the east, we’ll meet Washington’s partner. We can help him with his first task. An old woman will call out to us from the window; we enter the entrance. Inside, there’s a letter on the right . The old woman will send us to look for a cat in the basement. Scan all the side rooms. Your partner will ask you what to do. It’s best to let them do everything to build their confidence. Scan the jam jars and follow the cat’s tracks. Search the piano. Your partner will crawl between the pipes and open the door. Scan the slightly open cabinet. When your partner goes upstairs, choose the far doors and kill the two bandits. They killed the old man here. Scan his body for: 1) a bullet wound in the head, 2) blood loss below. My partner spotted the bandits upstairs. We shoot the enemies on the way back. We hear a gunshot on the top floor; my partner is wounded, but he kills the attacker. In the old woman’s apartment, in the room on the right, we read the newspaper . We leave. |
| Domestic terrorist
We enter the house on the main street. There’s a note on the basement door, and a clock in the corner of the landing . There’s a Nuke in the corner on the second floor . There’s money on the sofa at the end of the third floor . We enter the apartment; there’s a tripwire at the entrance; remove it. On the left, we take the circuit board , read the note on the refrigerator , and scan three items on the right. In the separate room on the left, we scan the scratches on the floor and move the cabinet. Inside, we find a note , two pieces of evidence , and a training diskette . We answer the phone. It turns out to be a journalist’s apartment; the SIU has decided to search her. She’ll ask you to retrieve documents from her locker. We go to the warehouse in the southeast of the city. Inside, turn left, follow the left path, search all four dead ends, and find four pieces of evidence . In the center, we’ll see a man breaking into the warehouse. Bandits will attack us; kill them. Go around the right dead ends, find two pieces of evidence , and scan the painting . Open the journalist’s locker, scan all the boxes, and take the evidence , a box with documents. We’ll be stopped on the street by people from the SIU. We can give them the box or keep it. We go to the telephone. If we left evidence, we take it to the store across the street from the police station, place the box among the cat food, and we can examine the documents inside. |
| Serve and Protect 2
1. In the southeast, near the gas station, a man is smoking. 2. In the east, the car is parked near a no parking sign. 3. Near the courthouse, to the north, there is a car parked near a hydrant. 4. A man is distributing leaflets on the roof of the arcade. Warning. 5. Politicians’ posters have been vandalized on a northern street. Warning. In the northern dead end, you need to protect a girl from harassment. 6. In the west, on the round fountain, there is a girl. Warning. |
| Please rewind
We go to the video rental store with Pickles. We need to find a movie based on its description. We scan all the shelves, examine four tapes, and select a phrase for each to rehabilitate the bandit Pickles. Later, the bandits will arrive; we shoot them. After defeating them, we talk to the store owner. Pickles has escaped. We look up his address on the computer. On the street, head to the southwest, past the gas station. Scan three garages with shutters, open the far one, and Pickles is hiding inside. We learn the bandits’ money was hidden in a videotape. We can leave the money with him or take it (minus your relationship, but Pickles will improve). |
| Attack on the courthouse
We head to the courthouse in the southwest of the city. We speak with the policeman and enter the building. In the hall, we kill the enemies. In the small room at the back to the right, there’s an ID card and a healing shield. Later, a restroom will open up ahead on the left. Inside, we break through the wall and clear out the courtroom. There’s some incriminating evidence on the tables, a nuke . Unlock the doors to the center. On the second floor, doors will open on the right, clearing the second room behind them. Inside, there are two pieces of evidence and an access card on the tables. Outside on the second floor, go to the far right corner and pick up the nuke on the floor . In the hall ahead, we open the main room. There are three hostages behind the door ; we kill several bandits around them. Afterwards, we collect the nuke, three incriminating items on the tables, and in the two back rooms. We leave. |
12. Ghosts of the Past
Juneberry Shopping Center. Arriving at the location, we go down the escalator on the right. In the underground parking lot, we’ll see Novichok and some bandits waiting to meet someone. The journalist is spying on them. The enemies will notice us, and we engage.
The bandits will run us over with a car, after which the hallucinations about the family will begin. After going through an endless corridor, we’ll emerge into a shopping mall. On the left, under a broken escalator, we’ll scan an empty container . In the hall with the mannequins, we’ll go right and up to the second floor, passing the jewelry store. Continue straight along the corridors. We’ll get stuck in a room with two doors. We’ll encounter police officers outside; don’t shoot them.
We’ll find ourselves in our house. On the left in the kitchen, examine the coffee mug, scan the camera, and see a family photo. We head to work and end up at the murder scene in front of the TV. We’ll end up back at home, where we need to destroy three TVs. Alex Murphy will appear and demand we hand over his police badge. The journalist will bring us back to our senses, after which we can arrest Novichok.
13.
Robocop Rogue City isn’t over yet. gamesisart.ru
At the police station, we look at the results of the previous task:
— The main task is 1000 experience.
— Secondary tasks, 4 tasks for 250 experience.
— Secret discovered in the city center (floppy disk, note) 100 experience.
— Secret of the shopping center (box under the stairs) 100 experience.
— Samantha’s things have been restored (quest) 100 experience.
— All violations detected (6 points in the city) 100 experience.
— All hostages from the courthouse were rescued (3 people) 100 experience.
— Crime evidence obtained (500 points) 500 experience.
We speak with the psychologist and answer four questions. For the third question, it’s best to answer, “I just want justice.” We go to the prison to visit Pickles. Afterwards, we listen to the sergeant and answer the questions, “He’s giving it his all,” and “She’s already helped me a lot.” We head out on our mission.
14. Ray of Light
At the hospital, we go visit Lewis again. She’s already regained consciousness, talk to her, and answer three questions. Then, we go to the VIP wing to talk to the Old Man. He’ll ask about death; it’s best to answer: “Like he dozed off,” or “Give him some painkillers.” Mayor Kuzak is standing at the hospital exit; we answer him: “Lewis deserves better.”
15.
Robocop’s Dubious Encounter in Rogue City: What to Upgrade
We’ll arrive at the factory where Max Becker has arranged to meet us. He’ll show us his new UED robots, and they’ll attack us. They can be quickly destroyed with headshots. Collect batteries around the area , detonate gas cylinders, and detonate mines. There will be five waves of enemies. If we manage to destroy them all in under 10 minutes, we’ll earn the achievement . For this, it’s best to assemble a circuit board for armor penetration.
There’s an OCP container in the eastern room . In the central hall, behind the wooden walls, is a second OCP container . To the northwest, under the stairs, is a third OCP container . At the end, climb up to the booth at the top; Becker and John Mills will be inside. Becker was showing the new mayor his obedient robot project. We don’t have enough evidence to arrest Becker.
16. From the very beginning
At the police station, we look at the results of the previous task:
— The main task is 1000 experience.
— All stolen OSR boxes found (3 pieces) 500 experience.
— At least 25 UED destroyed (34 total) 500 exp.
On the left, take the circuit board 4.1 . In the hall, Becker will announce that he will replace all the police officers with his robots. Read the leaflet above the bench nearby . Later, you can talk to the journalist. If you supported her earlier, she will give you a recording of our failure at the mall. She will conduct an interview; answer one of her questions about Delta City and old Detroit.
17. Wendell’s Confession
Robocop Rogue City. Where to find
OSR Correctional Facility. We’ll arrive at the prison to meet Novichok. We’ll answer the guard’s first question. Antanovsky won’t reveal who his informant is in the OSR. A prison riot will break out immediately after the conversation.
We go into the guard’s room on the left, pick up some incriminating evidence and a battery . In the next room, we’ll meet a guard with prison plans and receive a couple of side quests. There’s some incriminating evidence in the dead-end room ahead . We go into the large hall and shoot the prisoners with guns. The second floor is empty.
| Breaking into an armory
Take control of the armory. In the first large hall, there’s a round structure in the center. Enter it through the southern door and kill several enemies inside. Proceed through the fenced-off corridor to the armory and kill the enemies there. You can grab a lot of weapons and 5 batteries from the shelves . |
| Illegal broadcast
Take control of the radio studio. After the armory, there’s a locked room ahead on the right with one bandit inside, a battery . To the left, past the door, is a large hall; quickly kill the enemies; there are civilian prisoners being held captive. First, we go along the first floor, through the kitchen. Further on, on the left, there’s a toilet, with a Nuke in the far stall . On the right is a locker room, with a clue on the bench . We knock down the door to the break room, and inside is a bag . On the left is a guard’s room, with a wallet in it . We go through a corridor on the right, ending up in a room with a radio. Kill three prisoners and turn off the broadcast. |
| In the kitchen we open the northern door and save 3 prisoners . |
Near the kitchen, go up to the second floor. Open the room on the left; there are enemies and one clue inside . On the right is the main path, in the room there’s one clue , and further on are two more clues . Next is a door you need to knock down; in the dead end on the right is a room with a radiator . Behind the door, kill three enemies and rescue the chief warden’s hostage. In his office, scan the plate of cupcakes on the desk . There’s another clue behind the door .
Block B. We return to the starting hall, and Block B will be opened for us. Inside, behind bars, we’ll see mercenaries break into the building, killing both the prisoners and their hostages. Take the ID from the table on the right .
We’ll exit into the courtyard and grab the wallet behind the fire . First, we’ll go into the southern room. Behind the tank, we’ll meet a guard and a prisoner he wants to kill. We need to detain the prisoner .
We head west. In the round room, enemies will fire at us from the central building. We go up to the second floor and check the Novichok’s cell; it’s empty. We leave, but on the way back, we’ll be hit by smoke grenades and attacked by armored mercenaries. We shoot them down. In the corridor, we go up to the second floor, where there’s a healing shield, two batteries , and a 5.2 circuit board . We go into the round building and find a letter .
We move north along the corridors, shooting the mercenaries. At the dead end on the right, we burst into a room containing three mercenaries, three pieces of evidence , and two batteries . We move on, to the left is a laundry room. Inside, there’s a familiar bandit if you completed the “Cheap Dealer” quest. We can convince him to leave this dangerous place if we have [Psychology 6]. In the laundry room, we pick up a Nuke on the table .
There’s a wallet in the security room ahead . There’s a letter on the table in the locker room . In the room on the left, enemies have taken another prisoner hostage. Break in, kill two enemies, and free the Arcade’s owner. There’s a healing shield and a piece of evidence in the room .
We’ll go outside, where a squad of mercenaries will attack. Among them is a leader who boosts the entire squad’s morale. It’s best to shoot these armored enemies in the knees. Or lure them to the gas cylinder in the center and blow it up. Later, two more waves of mercenaries will attack. You can shoot them through the bars. There’s a prisoner at the exit; we can convince him to hide [Psychology 6].
Block C. In the next building, in the room on the right, there’s a battery . In the room on the left, the guard doesn’t want to stay with the wounded death row inmate, but we can convince him to stay. We also get the battery here .
We clear the large hall of mercenaries. In the corridor, we enter the security room on the left. Inside, there’s a healing panel, a battery , and a training diskette . There’s a battery in the room across the street . Beyond that, there’s a smoke screen and a squad of enemies.
There’s evidence in the next security room , a battery . We go into the corridor to the exit; ahead is the server room, with a battery in it. We’ll meet the guards, with incriminating evidence and a battery near them .
We go outside and clear the parking lot of mercenaries. The newbie will be able to escape us in a helicopter. Before doing so, he’ll tell us he sent mercenaries to kill our partner in the hospital.
18. Attack on the hospital
We walk through the hospital corridors; there are many bodies along the way, but among them are dead mercenaries. In our partner’s room, we see that she managed to defend herself from the last mercenary.
19.
Robocop Regroup Rogue City. Where to get circuit boards
At the police station, we look at the results of the previous task:
— The main task is 1000 experience.
— Secondary tasks, 2 tasks for 500 experience.
— Note on Wendell Antonovsky (letter above) 150 exp.
— Overseer’s gift (cupcakes in his office) 150 exp.
— Prisoners released from the freezer (kitchen, north) 150 exp.
— Electric chair execution stopped (Arcade) 150 exp.
— Tricky prisoner stopped (south room?) 0 exp.
— Crime evidence obtained (600 points) 250 experience.
Let’s go call Dr. Blanche. Her computer was hacked to get the records about RoboCop. But she kept all the notes about us in a notebook. Let’s arrange a meeting with her at her home. We’ll go to the briefing room. After that, we’ll talk to the mayor. We can head out into the city.
| A dubious situation
The fish store owner will come into the lobby, complaining that the dispatchers didn’t answer his call. We go to investigate, but a police officer will pass by, so we follow him. In the locker room, Officer Steph accuses Washington of betrayal. It’s best to stand up for your partner. Together, we go to inspect the control panel. We scan all the components. An answering machine has been added to the left, which intercepted all calls from the poor neighborhood. My partner and I agree to visit the fish store in town where the call originated. Once in the city, head southeast. It’s best to take your partner, Washington, with you. Inside the store, we shoot the bandits. In the first room, near the cash register, there are two stacks of money . In the room on the corner, we grab the evidence , then there’s some incriminating evidence and a training diskette . We kick down the doors, kill one bandit, and save the store owner. |
20. Cybertrace
We enter the hotel and speak with the receptionist. You can pick up a piece of evidence at the end of the first floor . On the third floor, in the same place, there’s some incriminating evidence . On the fourth floor, we go to room 405. We speak with the psychologist and can undergo another test. We learn the coordinates of the stolen laptop.
Mercenaries will attack the room, so we fire back. We proceed to the floor below. There’s a fire in the way, so we break down the doors nearby and grab two pieces of evidence inside . We break through a couple of brick walls and find three more pieces of evidence on the table . On the ground floor, we’ll see a fire, and to the left of it, we’ll hear meowing through the door. We enter the southern room, save the cat, and earn the achievement .
In the hallway, we go down the stairs to the basement and meet the administrator. We kill the enemies, in the room on the right, under the fish model, we get the incriminating evidence , and in the small room on the right, there’s an OCP container . We turn the fire extinguisher valve and go outside.
| Serve and Protect 3
1. Near the start we inspect the car, it is next to the hydrant. 2. On the west bank, scan the bottles. Warning. 3. There is oil under a car on the main street. |
| Who killed Simon Page?
In the northeast of the city, we’ll see a police cordon. An aide to mayoral candidate John Mills has been murdered. We examine the dead man’s car: the hood, the rear roof, and touch the handle to discharge the short circuit. We scan the dead man’s body: 1) a noose around his neck, 2) a phone in his hands, 3) an earring left on the seat next to him. We can question the witness wearing glasses. We enter the office. Inside, secretary Agatha can’t open the doors, so we kick them down. There’s an ID on the left . We scan a photo in the front left, and we read a campaign speech on the right . On the desktop, we scan: 1) the diary on the left, 2) the diary in the center, 3) the computer screen. We learn that the murdered Simon was meeting with his rival, Gloria Lindberg, and was trying to lure her over to his side. We go to Gloria’s house in the east. We go down to the basement; ahead is a Nuke and an OCP container . There are three clues under the stairs . We go up to the top floor; there are two clues on the windowsill . On the middle floor, we enter the apartment. In Gloria’s apartment, we read a campaign speech on the right . We scan the items: a bottle on the table to the left, an earring in the bathroom, sleeping pills in the kitchen, and a notebook, photos, ropes, and handcuffs in the bedroom. Gloria was with Simon, but she didn’t kill her. We learn that the secretary knew about this affair and was blackmailing Simon. We return to the office. Agatha has disappeared inside. We examine the desk; there’s a hidden button on the right wall. Press it. A secret door will open behind the cabinet; the code for it is on the computer. Inside, we find Agatha, who will pull out a pistol. We can use [Engineering 6] and [Psychology 6] in the dialogue. We arrest her. Inside the hiding place, we take 3 pieces of evidence , a printed circuit board 5.3 , and an OCP container . |
In the city, we go to where the receiver signal is strongest. We need to go to the backyard of the Arcade and scan the red container. Push it aside; there’s a manhole underneath. A worker nearby will tell you there’s a normal route into the sewers. We head to the northwest corner.
In the sewers, at the fork, go right, scan a couple of bodies, then go left, where you’ll find another worker’s body. We’ll come to a locked airlock; the button isn’t working. In the eastern dead end, kill a squad of mercenaries. There’s a battery and evidence upstairs . Press the lever to turn on the power. In the dead end, examine more bodies; in the side room, inside, there’s a battery and evidence .
There are more mercenaries behind the airlock. In the hall, scan the server, grab the incriminating evidence and two batteries . Behind the door is a smoke screen and several enemies. In the northern room is a training disk . In the southern dead end is an OCP turret; it’s best to throw a canister at it or detonate a grenade nearby. At the end of the dead end, unlock the door; inside is a homeless person and an OCP container .
We go through the story doors and kill more enemies. Next up is the second turret. Dash around the corner to the left and hack the turret using the computer; it will start shooting at the mercenaries. We’ll find an underground headquarters, inside there are two stacks of cash and some incriminating evidence . In the eastern room is an OCP container . In the western room are three pieces of evidence , a sewer map, and the stolen computer with our tests. We emerge onto the surface and head to the car.
21. The Man Himself / In Person
RoboCop: Rogue City. Walkthrough
We’ll arrive at the OSR Corporation office. Talk to the administrator up ahead, take the elevator, and the mayoral candidate will let us in. On the top floor, we can go to the southwest room and read the note . We can go down to the floor below, but there are only empty rooms there. We go to the conference room in the northeast and see an advertisement for the “Life After Death” project. There’s a pistol circuit board on the table nearby .
We head to the western rooms, to the Old Man’s office. But it turns out the Old Man has died, and his deputy, Becker, has taken his place. He’ll say the “Life After Death” and “Detroit City” projects were the Old Man’s whims, and he’ll cancel their funding. Becker will invite us to the exhibition. We return to the street.
22. Arms race
Expo: Detroit Weapons. Backstage, we go to the stage and stand at the booth. Max Becker will introduce us and RoboCop 2, and then his new robots. The journalists will start asking questions. We explain that “the police have been disbanded.” We finally answer who we support in the elections: 1) John Mills, 2) Mayor Kuzak, 3) Nobody.
Someone will hack the robots, and they will attack the humans. We engage in combat. Hide against the right wall, grab the heavy machine gun, and use it. You can throw mines around, shoot at the missiles, and collect five batteries . Ahead, we hack the door to the next room.
Hall B. Further on, there are even more robots. It’s best to grab the assault rifles here, which are in the briefcases by the entrance. In the center of the hall, behind the walls, there’s an OCP container .
Boss: ED-209 . The third room contains several robots and a large walking robot. Run into the two-story booth and stand at the top of the stairs. This way, you’ll be able to see the boss’s booth and shoot at him, while he, from above, will shoot at the partition between the floors.
In the empty hall, we’ll meet the Newbie. He’s got Becker’s remote control and is now controlling the robots. Becker himself will escape the danger zone. We hide by the right wall, killing the mercenaries, then the robots. Continue upstairs. In the warehouse, go straight ahead and pass under the containers on the right. We’ll see hallucinations about police officers. We fight the mercenaries again, but they’ll eventually defeat us.
The newbie will lead us on a detour and reveal that he’s been causing our malfunctions with his lighter. Now he has an army of robots, and he’ll leave the lighter with us.
23. Answer the call in
Robocop Rogue City. All missions are A-ranked.
We’ll wake up in the police station. If we’ve built good relationships with our allies, they’ll all work together to help us get rid of the glitched chip: the psychologist will explain the chip, our partner will remove his helmet, and Pickles will remove the chip. Afterwards, we listen to Sergeant Reed. The remaining police officers decide to protect the city, even after being fired. We head to the garage.
24. Election night riots
In the city, we’ll reach the western shore. We’ll shoot down a group of bandits. On the embankment, we’ll rescue the new mayor, Kuzak or Mills. After that, robots will attack; we’ll fight off two waves. Once we defeat them, we’ll receive three missions in different parts of the city. You can complete them in any order.
- Burning building
In the city center, we enter the building. On the first floor, we kick down the doors and rescue a man. On the second floor, we open an apartment; there’s another man inside, but he refuses to escape without his cat. We go into his side room, and behind the door to the left, look at the top of the closet; the cat is sitting there. On the third floor, we go to the policeman’s wife’s apartment, pick her up, and quickly carry her through the fire and out into the street.
- Revenge of the Street Vultures
In the northeast corner, enter the auto salvage building. Inside, eliminate all the bikers. An OCP container has appeared on the far balcony on the second floor . Down in the center, scan the bandits’ plan to blow up the bridge.
Outside, head northwest and descend into the sewers. Inside, don’t shoot the red barrels; it’s better to approach the enemies, grab them, and throw them at the walls. After that, you need to defuse the bomb and disconnect the wires from highest to lowest voltage. From left to right, disconnect: 2, 1, 3-5, 4, 6-9, 8, 7.
- ED-209 Strikes Back
The walking robot is located near the courthouse. To quickly destroy it, we fight our way to the southern dead end, kill the mercenary squad, the snipers on the rooftops, and hack or destroy two turrets. There are plenty of mercenary weapons in the courtyard; grab the rocket launcher and fire at the large robot.
| Shooting in an arcade
The Arcade building has reopened, so let’s go in. Kill the bandits inside. The basement is locked. Kill two enemies in the restroom and rescue the owner. |
| Shooting at a video rental store
On the northern street, we enter the video rental store. Inside, we kill a dozen enemies in the store and three in the basement. We rescue the owner. |
| Laundry. We knock down the doors, kill two enemies, and save the owner.
Tattoo parlor. Need help with a tattoo artist. Supermarket. Break down the barred door to save the clerk. Ben’s Garage. Help the mechanic. |
28. Wendell’s Trail
Head to the southeast corner of the district. Enter the building in the ruined block and find the secret laboratory of the “Life After Death” project. Scan two clues on the left wall and in three side rooms. Ahead, you need to open a keypad door. Return to the center, examine the distant computer, and find the code. Unlock the door, turn left, and find a note . Exit through the hole in the wall.
29. No Exit
Robocop Rogue City. gamesisart.ru
Delta City construction site. Pass by the construction trailers. In the eastern dead end, grab a machine gun, three pieces of evidence, and some incriminating evidence . To the south, go through the open-air club, go up to the second floor on the left, and grab a nuke and some money .
We jump down to the construction site. We’ll encounter a Newbie; he’ll try to stop us with a duplicate lighter, but it’s no use. Mercenaries will start shooting at us. We hide behind the column, first destroying the turrets on the right and left, then the missile troops, and finish off the rest.
A container will open on the side, and we’ll shoot at a squad of mercenaries through the smoke. Ahead of us is a sniper and a machine gunner; we’ll shoot the cargo hanging above them. We’ll grab the OCP container behind the machine gunner .
Further into the courtyard, snipers with explosive bullets are firing. After each volley, we take cover behind more concrete blocks. We need to run to the far right corner, clear all the mines out of the way, and kill the snipers. There’s a healing shield along the way . We grab the sniper rifles, kill the counterattacking enemies below, and two more snipers on top of the large buildings. We return downstairs and go through the north gate.
Behind the gate are two turrets and one machine gunner. You can dash around the corner to the left and hack the turret computer. It’s best to equip the enemy rifle here. There are two more turrets above, which can be hacked by climbing up the wooden platform to the left. In the upper left corner is a battery and a rocket launcher. Ahead, at the exit, is a battery and a healing shield .
Robots will start attacking on the floor above. You can hack a turret right at the entrance. Next, collect two batteries and a healing shield. Climb up the floors; there are lots of robots and machine gunners above. When you see three turrets, dash left and hack the computer. At the very end, board the red elevator.
At the top of the skyscraper, we’ll see that the mercenaries have abandoned Rookie Wendell after learning he no longer has OCP funding. He’ll try to activate a new batch of robots, but we’ll shoot off his arm before he can. We’ll chase the fleeing criminal. Eventually, we’ll find him, shoot him, and he’ll fall from the skyscraper.
30. Another shift
You need to check on everyone at the police station. In the main hall, on the far right table, read the note . If you answered your allies correctly, you’ll now see positive changes in their lives:
Journalist – helped her find the truth.
Partner – helped him become a good police officer.
Psychologist helped me overcome the trauma.
Pickles helped me come to my senses.
At the end we talk to Ann Lewis.
31. From the Ashes of
Robocop Rogue City: Final Boss
We’ll respond to the call at the OSR office. We’ll go up to the executive floor. There, we’ll see Robocop 2 kill Becker. The Old Man transferred his mind to the robot after his death and has now decided to return to the director’s office.
Boss: Old Man . Constantly run away from the robot, hide behind walls, and fire at the enemy from there, aiming for the illuminated circle with the nuclear reactor. You can pick up and throw computers; this will temporarily stun the boss.
Once we’ve knocked down 1/3 of the boss’s health, we’ll fall into the underground parking lot with him. He’ll now attack weakly from afar, but will often charge at us. If we fall into his hands, he’ll strike us with his saw. As soon as we see him raise his arms, immediately dash to the side and run further away. You can throw motorcycles and gas cans at the enemy.
When the enemy reaches 1/5 health, we’ll emerge into the ruined hall. Here, we continue to dodge his ramming attacks, dashing to the side at the right time. We’ll finish him off. We’ll have a choice: (Save him), (Leave him to die), or (Kill him).
We’re watching the news. After our battle, the main building of the OCP corporation will be destroyed. The company will soon be acquired by the Japanese corporation Kanemitsu.
— Mayor Mills will resign from this position in a day.
– Pickles, he will stop the criminal during the movie show.
— The psychologist will stop the conflict with the robot ED-209 and publish a book.
— We’ll see Becker’s funeral, attended only by a stranger.
— Washington’s partner saved a koala from poachers in a restaurant.
— If you helped a lot of people, then Robocop will be recognized as a human being.



