Sifu is a challenging 3D fighting game where you control the daughter or son of a dead Sifu, trying to find and take revenge on every villain responsible for their death.
Slum
Before heading to the Slums, pick up a collectible from the table. Two collectibles will appear in the Slums map automatically, at the beginning of the game. Some collectibles can be obtained during the first encounter with a certain mandatory enemy, so we will not focus on them.
We go forward a little and press the “2” button (a hint will appear on the screen) to inspect the area. The direct road to the warehouse is blocked. We approach the grate located on the right side and jump over it by pressing the Q button. The first 2 enemies will appear, which must be eliminated. As soon as we do this, we go through the door, which is on the left hand side, to see a multi-story building.
To get inside, we can go through the central door located on the left side, or we can climb up the wall opposite the alley. On the first tier there will be a door with a note hanging on it. We read what is written on it and get a hint for the scheme called “Note with a skull”. In the event that we have a key (we will find it a little later in this location), then we can open this door and go along the shortest route to the slum boss.
We go out through the door to the street and fight with several opponents. It remains to go through a warehouse with several enemies. In the side room on the first floor of a multi-story building there is an iron pipe. At the beginning of the game you will not be able to find a knife, so at the moment the pipe is one of the strongest melee weapons in Sifu. Moving up, we eliminate opponents. Be sure to use the various bottles placed on the tiers to stun opponents as quickly as possible. Throw a bottle at the enemy, and then approach him and finish him off. In order for the enemy to be stunned, you need to throw the bottle at the moment when he has not yet seen you. By the way, having seen the first opponents in the Slums, we received a hint for the passage scheme called “Gangsters”.
Now we go up to the second floor via the landing or climb up the wall in the yard. We go inside the apartment on the second floor and examine the guy lying on the bed. For this action we get a hint for the “Drug Addicts” walkthrough. After that we go to the very last floor of the building and eliminate the opponents. Once we do this, we run along the boards in the broken window and automatically jump into the neighboring residential building. There are three opponents in the room. Two of them have bottles, which they will try to throw in your direction if necessary. We dodge them by pressing the Shift button. Or we don’t hesitate and immediately attack.
Having eliminated them, we look for a refrigerator, near which we can find another collectible item “Purple Mist”. We take a bottle or any weapon and go to the corridor. The camera will turn around, you will see the location from the side. In the hall we meet many simple enemies. We eliminate them all. One of the first opponents has an iron pipe, which we can pick up. If you manage to knock the enemies on their backs, do not forget to hold the E button to finish them off. We follow through the door at the other end of the hall and go upstairs.
Before leaving the building, eliminate the enemies in two rooms located on the left and right sides. There will be 2 enemies in each of them. In the room located on the right side, the enemies will be turned with their backs to you. Run up to it and hit it with the right mouse button. Leave the building and engage the enemies again. A strong enemy may appear in this place. This is an enemy that can “respawn” if you perform a finishing move on him. It is impossible to recognize such an enemy. This is always a random character from the enemy group. And later there may be two or even three of them. As soon as we deal with the enemies, continue moving forward. Go through the door and find a green statuette on the right side. These are crypts that are used to unlock skills and get additional bonuses.
Then we climb the wall, eliminate several opponents and take a running jump into the building with a glass roof. You can pick up a brick beforehand. Here we meet a big guy. Hold down the SPACE button and press the S button to study the process of evading enemy grabs. We eliminate the enemy and take another collectible from the table – “Banknotes”. In addition, we will receive another hint for the collision with this giant. We go through the door and look for open doors to the elevator shaft in the hall. Then we jump down and eliminate the enemy in the restroom, located on the right side.
There will be many enemies in the next room. We run into the room on the left and take an iron pipe and a collectible from the table. This is a flyer from a nightclub. We look for another pipe outside the window of the same room, in the corner, near the door. There will be one powerful enemy here who can respawn. We go into the next hall and enter the room on the left side. We go there and fight two opponents. They will catch any throwing objects, so in this case, you should not throw bottles. Having won, we get another collectible. This is a bunch of keys. The same keys with which you can open the door found at the beginning of the slums.
These same keys will be needed to open the grate in the side hall. In the same room where the two bald Skull brothers were, you can find a green statuette for improvement. As soon as we open the grate in the hall, we will receive a new collectible item – “Steel Gate”. Then we go to the warehouse area ahead. First, eliminate one enemy standing on top. To do this, jump over the boards on the left side. You can walk along the perimeter, counterclockwise, to eliminate several more targets. After that, we enter the battle or quickly run through the door at the end of the location. If we linger and kill all the enemies, we can examine various tables and find the collectible item “Purple Flower”.
Then take any gun, go through the door and, running up, attack the enemy using the right mouse button. Then go out through the door and go forward along the street. Next, you need to use the green statue. As soon as you do this, go further and search the room. Here we can find two collectibles – key card 206 and a closed door. Go further to find yourself in the greenhouse, where the first serious enemy is. This is Fakhar.
Slum Hooks
There are 17 leads in total. We will get two of them automatically – “Slums” and “Fakhar – Botanist”. The following leads:
Gangsters – Obtained automatically when fighting specific enemies on a level. Cannot be missed, no additional actions required.
Door to the Avenue – At the beginning of the game, after killing the first two enemies, go through the door on the left. Move past the wall you can jump on and you will find yourself in a residential building. There is an entrance door on the left. Go closer to it and try to open it. The hint will be counted.
Skull Note – Examine the door described above. There is a note hanging on it. You need to read/remove it.
Drug Addicts – When you go up to the second floor of the apartment building from the beginning of the game, enter the only open apartment. There is a drug addict lying on the couch. Go closer and press the button displayed on the screen.
“Purple Fog” – When you jump out of the apartment building into the next building, kill three enemies and examine the drugs lying on the long kitchen table. Until the corridor, where the screen turns to a side view!
Giant – Obtained automatically when fighting specific enemies on a level. Cannot be missed, no additional actions required.
Banknotes – after dealing with the giant, examine the table he was sitting at. There is money there.
Club Flyer – In the large room where the enemies are working, in the room on the left there is a pipe and a flyer lying on the table. This is before the corridor with the steel doors and the room with the Skull Brothers.
Brothers in Skulls – Obtained automatically when fighting specific enemies in the level. Cannot be missed, no additional actions required.
Keychain – Obtained automatically when fighting specific enemies on a level. Cannot be missed, no extra steps required.
Steel Gate – Obtained automatically when fighting specific enemies on the level. Cannot be missed, no additional actions required.
Purple Flower – After defeating the enemies in the spacious warehouse, examine all the tables. There is a purple flower on one of them.
Keycard 206 – Before the room where the fight with Fakhar begins, there is a keycard on the table to the left.
Door to a separate room – in the same place where you found key card 206, behind the screen in front (to the right of the passage to Fakhar) you can find a locked door. Examine it.
Red Envelope – When you can open the locked door described above, find the envelope inside. Read the “Shelter” chapter to learn how to open the door.
Club
In the alley we see ordinary citizens. We follow forward and eliminate the guard who is at the entrance on the right side. Entering the building, we see the reception desk, behind which sits a guy. If we talk to him and wait for an answer, then immediately 2 more guards will run from the left side. We jump over the desk and attack the guy. On the other hand, if you ask him the right questions, you can get another clue. To the right of the door leading to the main hall, there is a bat. There are also two opponents there. We kill them, take the bat and go to the main hall with a dance floor and a bar.
Eliminate a large number of opponents. You can drop the bat and use bottles instead. There are quite a lot of them here. On the left side there is a bar counter. Jump over it. A maximum of 2-3 opponents will follow us. As soon as we kill all the opponents, a girl named Flash-Kick will appear (a clue for the club’s passage scheme). You will also receive another clue, “clubbers”, which will be counted automatically when meeting the first opponents. Flash-Kick is a dangerous opponent. Try to dodge her blows in time, and also jump when she uses slides/trips.
Having won, we can activate the green statuette. There are three doors in this room (not counting the one you came through). Two of them will be closed the first time you play through them. For one of them, you need a key card (collectible item “service door”), for the second – a code for the door (we are looking for the collectible item “door with a combination lock”). Near the door with a combination lock, there is another one, and through it you can go further. It is always open. We come closer. The door will open, two enemies will come out. They need to be eliminated. You also need to eliminate everyone in the side room (below and above). Having won, we go through the door and again enter into battle with opponents. Closer to the end we meet two giants. We eliminate them. To dodge their attacks, use the SPACE and S buttons.
We continue moving forward, go through 2 doors and fight two girls who are behind the bar. If we do not eliminate them, we will not be able to open the grate on the right side. Having defeated the girls, we go to the side room and quietly eliminate two opponents watching the pit from below. We use concentration to activate different skills. You can use the “Powerful Sweep” technique. We leave this place and meet another opponent. We dodge the blows and eliminate the enemy. As a result of these actions, we receive the collectible item “Student Pass”, which will allow you to open the door with the terminal at the beginning of the club.
Behind the door is a corridor leading to a room with DJ equipment. The DJ himself will be there, there are no collectibles, but this location is needed for other purposes (to hack the computer in the Tower). Having eliminated the enemy, we enter the building and see 2 doors. The first door, located ahead, will lead us to the room with the DJ. Right now, these are just additional experience points. The second door, located on the left side, will give the opportunity to continue the story part. We eliminate all opponents in the darkened rooms behind the door on the left side and use the green statuette. We go further and along the way eliminate opponents in other rooms.
We don’t have to fight the enemy standing above. Instead, we talk to him to find out that agility and endurance tests are waiting for us ahead. We follow through the door and find a long staff. We pick it up (optional) or immediately attack the enemy. If possible, use “Powerful Trip” to make the enemy drop the staff. On the way to the next room, we examine the collectible “Fire Box”, which turns out to be closed. To open it, you need a key, which is hidden in the club, behind that same door with a combination lock. But we can find out the code in another location. We continue moving, meet two enemies. Having won, we go forward and use the green statuette. Behind the next door is the main boss of this location, a guy named Sean, fighting with a staff.
Hooks in the Club
There are 16 leads available in the Club, and we get two of them automatically at the beginning of the game – “Club” and “Sean the Fighter”. The rest are:
Finding Sean – At the very beginning of the game, kill the enemy and go to the club. Talk to the administrator in front. Ask about Sean. He will raise the alarm. Defeat two enemies, and then talk to the administrator again. This is the only way to get the clue!
Clubbers – Obtained automatically when fighting specific enemies on a level. Cannot be missed, no additional actions required.
Flash Kick – Automatically obtained when fighting specific enemies in a level. Cannot be missed, no extra steps required.
Service Door – Once you get to the first dance hall, examine the door in the far right corner. After defeating all enemies.
Door with a code lock – after getting into the first dance hall, examine the door in the far left corner. After defeating all the enemies. It is next to the door that two enemies will open.
Techie – in the same hall, when you can open the service door on the right, go through it and go upstairs. Clear the dark corridors and in the far room you will find a male techie.
Hacker’s Flash Drive – After the Tower, when you examine the computer, go back to the techie and talk to him. Tell him that you need to hack the corporation.
Fire Key – Once you know the code, read below, open the door to the left of the dance hall and kill the two enemies. They will drop the Fire Key.
Sean’s Apprentice – Obtained automatically when fighting specific enemies in the level. Cannot be missed, no additional actions required.
Student Pass – Obtained automatically when fighting specific enemies on a level. Cannot be missed, no extra steps required.
Three challenges – automatically obtained when fighting specific enemies in a level. Cannot be missed, no additional actions required.
Sean’s Valuables – After three trials, you will find yourself on the street between walls with hieroglyphs on them. Study all the inscriptions to get this clue.
Fire Box – before the penultimate fight there will be a place reminiscent of the reception desk from the beginning of the game. There is a box there. Examine it.
Sean’s Father – Once you get the Fire Key, open the box shown above to see a photo of Sean’s Father.
Museum
Having started a new level, we run to the guard and kick him. Then 2 enemies will attack us. One of them uses a machete – a cold weapon that deals huge damage. It is quite logical that blocking attacks with this weapon is useless. The best solution is to dodge. If we make a mistake, we will receive pure damage. Having defeated them, we pick up the machete and go to the steps on the right, in the far part of the corridor. On the table near the stairs we can find the “Gallery Map”. We go up the stairs and examine the doors of the closed elevator.
We also examine the door a little further, which blocks the path to the stairs. The door to the stairs and the elevator will allow you to shorten the path to the boss, but for now they are blocked. You can even get to the boss right away using the elevator, avoiding the rest of the battles. To open the door to the stairs, use the key card that we get on this level (it will drop from one of the mandatory enemies). The key to the elevator can be obtained at the very end of the level. You need to get to the boss at least once. On the first playthrough, you will have to go the full way.
We go up the stairs, turn right and pick up a ticket to the “Individualities” exhibition. By the way, this is one of the clues. The ticket is on the shelf on the right side. After that, we go through the door at the end of the room and move along the exhibits. Then we see a door crack, behind it on the right side there is an enemy hiding. We eliminate him with a bat. We also eliminate the new big guy. Having knocked him to the floor, we pick up the bat and use it for the next battles. We follow the gallery and in the middle of the way to the next room we meet three opponents coming out through the doors. We eliminate the man in the suit at the very end.
Having defeated everyone, we pass through the opened doors and go up the stairs. Being at the top of the stairs, we pass through the double door and turn to the right. We meet opponents with whom we engage in battle. First, we eliminate the man who is on the right side. We use the bat. After that, we fight the opponent who has a sword. We continue moving past the place where we stood earlier, then turn to the right side to the next hall with exhibits. At the entrance, on the floor, we find the collectible item “Exhibition: Cyclicity”. We pass through the doors and meet two of Sean’s students. In the middle of the room we can find light bulbs filled with paint. We use them to fight back and distract the enemies. As soon as they run out, we can find them in another part of the room.
When they fall to the floor, take one light bulb, go to the next room with exhibits and see a hanging pendulum. Position yourself so that the pendulum is between our hero and the enemies. At the first opportunity, pick up the weapons dropped by the enemies. Having won, walk along the glass screens and turn to the left. There we look for a green statuette with improvements. Then exit through the door behind, go down and fight the enemies. It is best to stay on the stairs to eliminate the enemies one by one.
We go up the stairs and go through the doorway. We turn right. There will be a cleaner’s toolbox (buckets, mops) ahead. We take the mop as a weapon and go to the third hall with exhibits. At the entrance, we pick up a collectible, the pass “Exhibition: Twins”. The next room will be quite difficult, because there are a large number of opponents in it, as well as two mobile big guys. Having entered the room, we engage in battle with the opponents who are near the exhibits. If the opponents try to surround the hero, we run to the left, after which we follow through the room, turn around and attack the first enemies who followed us.
When the enemies surround us again, we run back to the exhibit with tiles. Now we leave the room, passing through the double white door, and find ourselves in the next room. On the way we will meet a powerful enemy. We dodge the blows and perform counterattacks in time. Having won, we receive a key card from the museum gallery. It opens a shortcut. At the moment, we can open the way to the stairs, which were discussed earlier. We go through the door where the bodyguard stood, and use the key card from the gallery. Then we need to examine the exhibits. We go up the stairs and go through the doorway. We turn to the right and go through the first iron gate.
We examine the closed door located on the right side, leading to the artists’ residence. We can get the key to it on the next level, in the Tower. We pass through other iron gates and open the glass doors on the right side. We go down the stairs and go through the door at the bottom to return to the third tier. We turn to the right and see a woman who is studying a green mask. This is another student of Sean. We fight her. She uses a staff, so the manner of combat will be similar to the previous enemies with this weapon. You can make the girl throw away the staff, or go the other way. This is a fairly strong enemy, but for eliminating her we can immediately get two leads for the museum’s passage scheme. One of the leads is incredibly important. Fortunately, we have a pass, so we can go up the stairs, bypassing the exhibition halls with enemies.
Winning the fight will give you the collectible item “Club Code”. Now, knowing the password, we can open the door with the code lock on the left side of the dance floor at the beginning of the club. There are 2 enemies behind it. If we kill them, we will get the Fire Key, with which we can open the Fire Box at the end of the “Club” level. There is a collectible hidden inside the box. It is a photo of Sean’s father.
We examine the green mask that the girl studied and get another collectible item, “Strange Mask”. Then we go back the same way. We go through the doors and go up the stairs to the fourth tier. We move through the double iron gates and follow the yellow line depicted on the floor. We use the green statuette, which is on the right side. A little further, we automatically get the collectible item “Temporary Exhibition”. We pick up the brochure, jump over the fences (they are indicated by a yellow arrow) and go forward to the last exhibition hall. Once in the hall, we dodge enemy attacks and, if possible, throw enemies into the walls.
On the right side we can find a sword. After picking it up, we go to the left side and eliminate several enemies. We continue to the left side and enter the room where the enemy is. He uses the same movements as the guard we met earlier (with the key card to the gallery). We dodge or parry his attacks, avoid grabs and do not forget to strike back. Having won, we open the next doorway. We go through it and go to the stairs. Soon we will find ourselves in a room with mannequins. Some mannequins are real enemies. We carefully study the mannequins. Real enemies stand in a different pose. This enemy has a small supply of health, but he can cause significant damage. The enemy also has several attacks that are difficult to dodge. We dodge or block the first attack from each combo, after which we try to dodge and counterattack. Having won, we open another passage behind the enemy. We pass along the monuments. When approaching, they will collapse. Then we are attacked by several opponents hiding in the darkness. First, one opponent will come out, then two more. We use the sword against them. We follow forward and see a sculpture with a staff, which blocks the road.
Sifu: Walkthrough and all the clues
Eliminate the enemy and, if desired, change the sword to a staff. Make your way into the hatch behind the sculpture and watch the video. After watching, you will see two girls using sharp blades on the toes of their shoes. First, direct all your forces at the girl. Then eliminate the second enemy. After defeating them, you will receive the key to the elevator. Take the elevator from the hall to the boss. Go forward. You can find a green statuette near the stream. Choose any update, then proceed further and begin the battle with the boss, the artist Kuroki.
Clues in the Museum
There are 19 clues in the Museum, two of which we get automatically at the beginning of the game – “The Museum” and “Kuroki – Artist”. The rest are:
Guard – Obtained automatically when fighting specific enemies on a level. Cannot be missed, no additional actions required.
Gallery Map – After defeating the first enemies, go forward and look for the map on the table near the stairs on the right.
Elevator – we study the elevator on any floor.
“Exhibition: Individuality” – received automatically upon first completion of the level. Cannot be missed, no need to perform additional actions.
“Exhibition: Cyclicity” – received automatically upon first completion of the level. Cannot be missed, no need to perform additional actions.
“Exhibition: Twins” – received automatically upon first completion of the level. Cannot be missed, no need to perform additional actions.
“Temporary Exhibition” – received automatically upon first completion of the level. Cannot be missed, no need to perform additional actions.
Bodyguard – received automatically upon first completion of the level. Cannot be missed, no need to perform additional actions.
Gallery Key Card – received automatically upon first completion of the level. Cannot be missed, no need to perform additional actions.
Club Code – On the third floor there will be a woman studying a mask. Defeat her and get the code to the door in the Club.
Access to the ladder – obtained automatically upon first completion of the level. Cannot be missed, no additional actions required.
Strange mask – when we defeat that same woman with the staff, we examine the mask that she studied.
Sean’s Army – obtained automatically upon first completion of the level. Cannot be missed, no additional actions required.
Door to the artists’ residence – there is a locked door on the top floor. You need a key to the artists’ residence. We’ll get it on the next level.
Kuroki’s Inner Circle – Obtained automatically upon first completion of the level. Cannot be missed, no additional actions required.
Elevator Key – obtained automatically upon first completion of the level. Cannot be missed, no need to perform additional actions.
Family photo – found after we open the artist residency mentioned above.
Tower
At the very beginning of the level, we find ourselves in a hallway with two guards. Unlike other levels, these opponents will not be aggressive. It is not necessary to attack them. We pass by and turn into the office space located on the left side. Near the wall, we find the collectible item “Art Auction”. Then we go to the table and turn left. We move in the direction of the two elevators. First, we examine the elevator on the right, which turns out to be faulty. A special key is required to operate it. Later, we will be able to use the elevator to instantly go down to the excavation site and cut off half of the level. You do not need to attack the man in the left elevator until he becomes aggressive. The game may glitch.
If we decide to fight the opponents in the hall, who are non-aggressive by default, we will have to kill them all. The elevator will only become available after defeating each opponent. The elevator on the right side leads directly to the Rift, which is located under the Tower. It requires a special key card. When the elevator opens on the top floor, we move forward, without turning anywhere, to the table where CEO Jinfeng is located.
We follow the table and listen to her speech. As soon as the woman disappears, we go around her table and examine the computer to get a new collectible. To hack the computer, you will have to return to the club and talk to the techie in the room with the DJ equipment. In this case, he will help hack Jinfeng’s computer. We return to the Club and go through the far door on the right side of the dance floor. We go upstairs and behind the lobbies we can find a room with equipment and a techie. We approach him and ask for help. We indicate that we are hacking the corporation’s computer. We receive the hacker’s flash drive. As soon as we return to Jinfeng’s office, we will be able to access the computer. Thanks to this, we will be able to open the safe built into the wall. In it, you can find two collectibles – “The Artist’s Key” and “The Guardian’s Vow”. Using the key, we will open the artists’ residence in the Museum. The room is located on the 4th tier. While we examine the computer, opponents will approach us.
We engage them in battle. Do not rush, let them approach one by one. We defeat all the enemies and go through the double glass doors located on the left side. In the next room, we jump over the fence on the right side and get into a room with opponents. Before jumping, we choose the moment and jump to an isolated enemy, far from the rest of the enemies. We can use the bottles that are on the tables. You can also jump over the tables to distance ourselves from the enemies. We move further from the landing point and keep to the right side of the room. We turn to the right side, into an open door gap, and see a large number of enemies. We keep to the doors to separate ourselves from the opponents.
We follow the hall and go to the elevators located in the right area of the room where the opponents were. We open the doors of the elevator located on the left side and jump into the shaft. We open the hatch, and after destroying the targets, we jump inside. As soon as the doors open, we will find ourselves in the control room. The room will get dark. When the light turns on, the battle with the opponents will begin. We try to grab the enemy with a weapon to make the battle easier. We use different ledges to separate the enemies and not fight everyone at once. You can jump from the balcony.
We pass through the glass doors, which are in the right corner of the first floor, and move along another hall. Then you need to go into a new room. We eavesdrop on the conversation of two opponents who are thinking about how to deal with the sifu. We attack the woman and quickly finish her off. We eliminate the opponents and pick up the collectible item “Shelter”. It is on the bench under the projector screen. After that, we turn around and go through the door in the left corner of the room (a white interaction icon will appear). We go down the stairs and go to the next door. We get into a long hall. In the distance we can find a green statuette.
After going through the second door on the right side, use the statuette, then turn around and go through the glass door. Go in there and look to the right. Seeing the elevators, open the elevator doors on the left side and go down. Going a little further, you can find a broom. You need to pick it up before opening the elevator shaft door. Run up and jump down onto the roof of the elevator. As soon as you see a large enemy, eliminate him and two more enemies. Counterattack and try to push enemies at each other. Don’t forget about trips and techniques that use concentration.
After the battle, the elevator will start falling, and we will find ourselves in the Rift, on the edge of the abyss. Turn left, follow the stairs and go down. Go through the door gap on the left side and go straight ahead to jump off the ledge. This way you can slightly shorten the route, lose some health, earn an achievement and avoid an unnecessary battle. Thus, instead of fighting in the room on the left, if the battle turns out to be too difficult, sacrifice one life and jump down. If you do not want to fall, turn left and go through the door gaps.
We move forward and jump off the ledge. Then we turn to the right and jump off again. The opponents will jump off the left ledges. Then others will appear. After the smoke appears, more enemies will arrive, one of them will have a sword. We get rid of it first, then the item. We dodge and use parry. Having eliminated the enemies, we leave the room through the door and go forward. We jump off the ledge and meet a woman who is examining the wall with notes. We jump down and enter the battle. Some blows need to be blocked, it is advisable to dodge others. Especially the first ones in the combo.
It is best to dodge her third blow with the SPACE button, rather than jumping back with Shift. After defeating her, look for a green statuette in the center of the wall and use it. Turn to the right and go through the door. We get to the center of the Rift. Turn to the left and continue moving down the ledges. Go down the left road and start fighting the enemy. First, eliminate the enemy with a machete and pick up his weapon.
We use different objects in the room to divide the enemy group. Having won, we go through the elevator door and go forward. We see another mini-boss who uses a staff. In the same room there are different weapons, including a sword on the wall located on the right side. We use footrests, pushes and throws to make the enemy lose his weapon. After winning, we get a key card from the elevator. With its help, we can open the elevator door on the right side in the hall from the very beginning of the game and immediately go down to the Rift. We take the weapon and go through the door. We jump off the ledges several times and see a cut, thanks to which you can sacrifice your life, but again avoid an unnecessary battle. Then we go down the last ledges and begin a battle with two opponents. As soon as we eliminate them, we go forward and jump a little lower. We will find ourselves at a dead end. On the shelf on the right side we can find a green statuette. We see a hint on the screen. If we press the “2” button, we will hear the thoughts of the character, who will say that there is no other way out but to jump into the abyss. However, before jumping, we must use the statuette. Next, we will have a battle with Director Jinfeng, who runs the Tower.
Clues in the Tower
There are 17 clues in the tower, but we get two automatically at the beginning of the game – “Tower” and “Jinfeng – Gendir”. The rest are:
Employees – received automatically upon first completion of the level. Cannot be missed, no need to perform additional actions.
Elevator – at the very beginning of the level, examine the elevator door on the right side.
Art auction – at the very beginning of the level, look in the office premises on the left, before entering the elevator.
Jinfeng’s computer – after going up the elevator on the left, when Jinfeng disappears, examine the computer standing on her desk.
Safe Jinfeng – after examining the computer, return to the club, look for a techie on the top floor behind the door on the right on the dance floor, and ask for help. Say that you need to hack the corporation. He will give you a flash drive. Return to the Tower and use the flash drive on the computer. A safe will open in the wall on the right.
Artists’ Key – we get it from the safe described above.
Shelter – in the place where the opponents are talking (before going down to the Rift), we look for a brochure under the projector.
Rift – obtained automatically upon first completion of the level. Cannot be missed, no additional actions required.
Hui-Su – obtained automatically upon first completion of the level. Cannot be missed, no additional actions required.
Conspiracy – we get it automatically when we first complete the level. It is impossible to miss, no need to perform additional actions.
Sun-Mei – obtained automatically upon first completion of the level. Cannot be missed, no additional actions required.
“Dawn” – received automatically upon first completion of the level. Cannot be missed, no need to perform additional actions.
Elevator Key Card – obtained automatically upon first completion of the level. Cannot be missed, no need to perform additional actions.
Shadows – obtained automatically upon first completion of the level. Cannot be missed, no need to perform additional actions.
Shelter
We will find ourselves at the highest point of the mountain. We pass through the double doors that are ahead and go to the guard who stands at the entrance to the Shelter. We listen to him and then attack. We enter the Shelter and turn left. There we see a woman. On the table on the left side we can find a newspaper. We leave here and follow the glass door. There are 3 roads in the next room. The door ahead is currently closed. We will be able to open it later when we get the necessary key card.
The door on the right side leads further along the plot, and the door on the left side leads to the restaurant. You don’t have to go there, but there is a green statuette inside. The battle in the restaurant will be difficult. If you don’t want to go there, go through the door on the right side and get into the corridors with living rooms. If you still decide to go to the restaurant with a kitchen, at the entrance we see two waiters who are cleaning tables. We attack them first. If we feel that we will soon be surrounded, we take to the kitchen and take the knife lying on the shelf. We can jump over the object that is in the center.
We continue jumping over tables and throwing bottles. We leave the big enemy “for dessert”. We eliminate the opponents and before leaving this place, use the green statuette. We return to the hall and follow through the door on the right side. We will find ourselves in a small park. We pass through it and enter a house with a double door. We turn to the right and go up the stairs, along the way we meet a big enemy. If we have a certain skill, we can throw a chair at the enemy (run up and hit it with the R button).
Having defeated the enemy, we head along the hall to the left side, where we went up the stairs. The last room, numbered “206”, is located on the right side. Using the key card, we open this room, which we found in the Slums. We go inside and find two collectibles. The first item is a key with a flower (with its help we can open the far room in the Slums, before the fight with Fakhar), and the second item is Fakhar’s medical report. We leave the room, turn left and go along the second-level lobby. As soon as we reach the end of the hall, we enter into battle with two enemies.
Be sure to deal with them, otherwise they will ambush you later. Having won, jump out the window into the courtyard and see the patients of the Vault. We fight the only enemy. We are wary of lunges with a grab and try to parry her relatively slow blows. After the victory, we go up the stairs and go through the door located on the left side. You should ignore the reception. We go along the hall and see two more enemies on the left side. One of them is Flash-Kick, like in the Club. We follow through the door, which is ahead, enter the room on the left side and kill the enemies. For this we will receive additional experience points.
We go back, open the door and get into another park. On the left side we can find a closed door that leads to the main courtyard of the Shelter. On the right side there is a green statue. If the health bar is full or almost full, ignore the statue for now. We go through the double doors into the park and fight two opponents. On the right side of the room there are pieces of furniture with which you can break away from the opponents to fight them one by one.
We can also see bottles on the shelves. If we have the right skill, we can find several stools on the left side of the room: throw them at the enemies. Having eliminated two opponents, we will receive the key to the square, which we can use for the closed door in the previous location. We move back along the same route we came here, and use the green statuette (if we haven’t done it before). We turn around and open the locked door. We go down the stairs and turn to the right. We go forward a little and see three opponents. We try to fight them one by one. First, we need to kill the weakest targets, and then deal with the powerful warrior.
There is a stick and bricks near the stairs. Before going up the stairs, we pass it to the left (if we are facing the stairs) and go to the monument. We examine it and get another collectible. After that, we go up the stairs to another squad of opponents. We can find a brick nearby. First, we eliminate Flash-Kick, and then we eliminate the bodyguard. There is one more enemy left. Having won, we go up the stairs and engage in battle with the enemy with a staff. As soon as he notices us, we go down the stairs and throw bricks. In order for them to hit the enemy, you need to make him start his combo or attack. Otherwise, he will dodge the thrown object.
Use any means necessary to force the enemy to drop his weapon. By this point, his movements will be slower and it will be easier to aim. After eliminating the enemy, we get a key card that opens the door to the hall. This way, we can get to the Vault boss in the most direct way. We go up the stairs and through the double door. We use the green statuette, which is on the right side. In the final battle, you cannot use concentration, so you should not focus on it when upgrading with the statuette. Once we are ready, we follow the hall and go through the door. The final boss of the game, Yan, awaits us there.
Clues in the Vault
There are 16 leads in the Vault, with two of them available by default at the start of the game – “Vault” and “Yan – Leader”. The rest are:
Newspaper – after dealing with the enemy at the entrance, look for the newspaper in the first room, on the left side.
Door to the inner garden – there will be three doors in the next room. We study the door ahead.
Room 206 – from the room with three doors (not counting the one at the back) we go to the right. In the corridors we look for number 206, open the door with the key from the Slums and get into Fakhar’s room.
Fakhar’s Medical Report – found in room 206 described above.
Flower Key – found in room 206 described above. The key opens the door in the Slums.
Door to the Aromatic Garden – obtained automatically upon first completion of the level. Cannot be missed, no additional actions required.
Key to the Aromatic Garden – obtained automatically upon first completion of the level. Cannot be missed, no additional actions required.
Statue – in the main courtyard, where there is a long staircase leading to the boss, to the left of it we examine the statue in the form of a stone ring (or “donut”).
Key card – received automatically upon first completion of the level. Cannot be missed, no need to perform additional actions.
The Alchemist’s Vow – in the room before the boss, examine the table on the right side.
Five values - received automatically upon first completion of the level. Cannot be missed, no need to perform additional actions.
Graves – obtained automatically upon first completion of the level. Cannot be missed, no additional actions required.
Yan’s Flowers – obtained automatically upon first completion of the level. Cannot be missed, no need to perform additional actions.
Sacred Mountains – we will receive it automatically if we complete the game to the secret ending described below.
Secret ending
To get the secret, best ending, you will have to complete the game the first time in the normal way, defeating all the bosses. Then replay all the levels in a row, but in the battle with the location bosses, do not finish them off. Use parries, dodges, etc. to reduce their durability. When a hint appears about the possibility of finishing, do not press anything! The battle will continue. When you reduce the enemy’s durability for the second time, again do not press anything. As a result, the sifu will spare his opponent. Do this with all the bosses in a row, and you will get the true ending of the game.