A detailed guide on the plot of the game, all main tasks, objectives, finding fuses and other items
The third-person horror game The Callisto Protocol invites you to play as prisoner Jacob Lee, who alone confronts the terrible mutants that the jailers and prisoners of the Black Iron space prison have turned into. In this guide, we will tell you how to complete the game, find all the weapons, solve each puzzle, find the necessary story items, collectible audio recordings and implants.
Chapter 1. Cargo
After the introductory video, you will be able to control the main character, Jacob Lee, who must check the special cargo in the cargo hold. Exit the cockpit to the dining room. To the right is the kitchen, to the left are the bedrooms. Open the first door and take Audio Log #1: “Jacob’s Work” from the left locker.
Audio Log #1: Jacob’s work. Once you have control over Jacob, exit the cockpit of the ship and open the first door on the left to enter the dining room. The tutorial system will start and you will be prompted to open several lockers and collect items. Among other things, you will receive this audio diary.
Return to the dining room and turn left. Go through the door at the end of the room to get into the cargo hold. Go down the stairs on the left side, follow the path to the right and jump over the crates blocking the path. Go through the only door ahead and Jacob will inspect the cargo to make sure it’s in order.
The hero decides to check the rest of the systems. Turn right and follow the corridor leading through the cargo hold. Climb over the container blocking the path, drop down on the other side and go through the unlocked door. The passage on the right contains traces of penetration. The ship was boarded. At this stage, you will automatically unlock the Outer Frontier achievement.
Go back to the cargo hold along the path ahead and make your way under the storage. Jacob will spot the Outer Rim soldiers up ahead, and you’ll have to sneak past them, following a linear route between the containers.
Once you get to the very end, climb the stairs and return to the dining room. A cut-scene will start. Crawl across the floor to the cockpit. To do this, tilt the left analog up. When the grate falls in front of you, go around it. Once you get to the pilot’s seat, a cutscene will play and the chapter will end.
Chapter 2 Outbreak
After crash landing on Callisto, Jacob will end up in Black Iron Prison. A special “Core” device will be attached to his neck. When you regain control of the character, you will find yourself locked up in a prison cell. You will be asked to explore it. Look around and after a few seconds a small purple box will appear on the floor next to the bed. Interact with her. Jacob had a nightmare Waking up, he still finds himself in a prison cell.
An alarm went off in the prison, and after a few seconds, the door to your cell will open. Follow the linear path to the right, go down the stairs at the end and talk to the prisoner locked in the cell on the floor below. He asks for help and will give you a shiv, after which you will receive the Desperate Times achievement. Climb over the debris on the right hand and interact with the panel on the left side of the locked doors of the cell block. Squeeze through the resulting gap before the doors close.
Once on the other side, cross the bridge to the right, towards the control room. Move on until you find another panel that you can interact with. This will open the nearest door. A tutorial related to the combat system will start in the control room. You will learn dodges and melee attacks. Follow the on-screen instructions and remember that dodging is your main survival tool (although you can sometimes use a block). Once completed, there will be a real enemy in the room with you. Use dodges and your melee attack to kill the monster. Once he is dead, interact with the computer to unlock Elias’ cell.
Return to Elias using the same path you took to the control room. He will offer to meet on the floor above. You must find an elevator that leads up, so take the new path. Deal with the next enemy using dodges and counterattacks. You will probably find in this fight that the battles in The Callisto Protocol are incredibly difficult, even on the normal difficulty level. We recommend not to rush in the confrontation with the mutants and give preference to dodge or block, do not rush your opponents. Strike only when you are sure that after that you will have enough time to avoid damage. When you’re done, be sure to stomp on the corpse to restore health points. Take the elevator at the end of the path going down.
Walk to the left and crouch to make your way through the rubble in the dining room and get to the other side. There is another enemy here that needs to be killed, and a health injector hanging on the wall. Use it to restore HP (if you need it now). Right behind you is an elevator that you need to use.
You will find yourself in an isolation ward where more dangerous prisoners are kept. Follow through several corridors and chambers and take the energy converter from the box. Open the door on the left, completing the QTE sequence. In cell C1, which is on your left, there are some Callisto Credits to pick up. Go to cell C4 by squeezing through the doors and break the box on the floor. Inside it will be the same credits. Return to the main corridor and open the double doors ahead.
In the new corridor, go to cell C9 to find more Callisto credits. Return to the main corridor, open another double door, and then follow forward. Soon you will receive a radio call, and to your right there will be a chest with a health injector and Callisto credits. Once you’ve collected the items, go left and use the panel to call the elevator. You will hear the enemy sneaking through the ventilation. However, no one is attacking you now.
On the next floor, in a short video, you will be shown that security robots are killing prisoners, so you need to act covertly. Climb into the vent on the left and wait for the robot to pass by and then get to the other side. Crouch and sneak past the robot to the other side of the room. Go through the door and interact with the panel opposite to open the next one. Move towards the new door without even trying to stand upright. The guard will leave the area and you can freely explore it.
Turn right first and go through the door labeled Surgery M112. To your right will be the audio log “Mahler’s Approval for the Position.”
Audio recording of Mahler’s approval for the position. After you sneak past the security robot, it will eventually leave and allow you to explore the area. Turn right and enter the operating room (Surgery M112 will be on the door). On the right hand lies another audio recording.
There is a container in the center of this room, but instead of useful items, an enemy is hiding inside. Kill him with the QTE sequence, then pull the fuse from the panel next to the door you entered through. Follow the corridor to another room leading back to the main hall. Turn right and interact with the panel next to the locked door. Be sure to pick up the health injector hanging on the wall. There are two lockers inside the room that you can open to get healing gel and Callisto credits. Open the other door and place the fuse in the first console on the right hand side. This will open the door on the left. Inside the new room, look for an energy converter and a health injector.
Get out of here and take the fuse. Continue down the corridor and look into the locker room M121. This is a large area where you can find many loans. However, when you try to leave here, three opponents will crawl out of the floor bars. Once they’re dead, go back to the room where you found the Mahler’s Appointment audio log and go up the stairs there. Place the fuse in the console and open the door marked M123.
Kill the spawned enemy, then follow the path to the M125 checkpoint. Inside there are two servings of healing gel. View the hologram and crawl through the vent on the left side. Climb up and follow through another hole to find two enemies. You will have to fight them at the same time.
As soon as you kill one of them, the other will hide in the ventilation. After taking a break, crawl into the vent on the right side. In the control room, Jacob will find a stun baton, a new melee weapon. To open the door to Access Hall P261, interact with the computer. When you approach the door, an enemy will appear from the vent in the floor. The further path is linear, so just follow it until you find yourself in an open area with a guard tower.
Turn right and remove the health injector from the wall. Near the bridge that leads to the guard tower, there are four opponents that are quite difficult to deal with. If you manage to kill them, you will be able to get into the cell that Elias was in and take another audio recording of Elias’ Hope.
Audio Log #2: Elias’ Hope. After you return to the guard tower area with the stun baton, follow the same path and deal with the four enemies waiting near the bridge that led to the tower. Having done this, enter Elias’s cell and take another audio recording.
Once you have collected the collectible, go up the stairs and take the elevator located at the end of the path. Enter the room to find Captain Ferris on the other side of the glass wall. Sneak up to him, interact with the panel and watch the cut-scene. When you regain control, take another audio recording of “Ferris’ Complaints” from the table in the center of the room.
Audio Log #3: “Ferris’ Complaints.” After the cutscene in which Captain Ferris falls from the guard tower, after regaining control, take the collectible from the table.
Exit the room through the door that was opened before the cutscene starts. Go through the gate to complete the chapter.
Chapter 3
The third chapter begins immediately after the completion of the previous one, and in front of you will be the only corridor that can be passed through. At the end of it, view a new hologram, after which you will be asked to find Elias. Go around the guard post at the foot of the stairs, and you will immediately be attacked by an enemy. Get rid of him and go to Access Hall 0573. On the other side, you will meet with Elias, who will drag Jacob into the room, hiding from enemies.
He leads you through security door D505, but before you go there, search the lockers for the gel and credits. Move on and Elias will give you the gun he found on the dead body. Open the container on the right to get credits, an injector and an energy converter, and then interact with the reforging station. You must have enough credits to buy a new BI-55 pistol. So you will get the achievement “Jammed Paper”.
If you searched all the rooms and collected a lot of credits, you can return to the forge right after the cut-scene with Elias and buy some upgrades. Thanks to this, you will receive the “Reforging” achievement. When you’re ready, go through the open door. You can test the new pistol on the enemy – use combos of melee attacks and shots to quickly deal with the enemy.
Take elevator D513 on your left and go down into the dimly lit hallway. There will be a new enemy up ahead to kill and you will be told how to attack opponents from behind to perform a quick kill. At the top of the stairs there will be another enemy that you need to get rid of, but it will no longer be possible to sneak up on him. Use melee attacks and a pistol.
Before heading down the main route to Recreation A225, head down the corridor on the left side, picking up credits and ammo from the side chambers. Go down the stairs and go into the large prison block. The path to your left leads to a dead end, so move to the right and at the very end look for a container with ammo and an energy converter. Two enemies will spawn in this area, so be prepared for that.
Go back and use the opening in the floor. Climb up the stairs. Go through the door to return to where you started the chapter. You can go to Recreation A225. Walk around the rubble and other debris to reach a small room with an air vent you can crawl through. On the other side, you need to crouch and sneak past several enemies; some can be killed stealthily by sneaking up from behind. Once everyone is dead, go to the locked laundry room door B202. You will be prompted to find the correct credentials to open the door. Data can be taken from the corpse lying next to the guard post. Interacting with him will allow you to get the Implant with the biography of Sergeant Eric Jane.
Biographical Data on Implant #1: Sgt. Eric Jane, “Locked Door”. When you’re prompted to find the right bios to open the B202 Laundry door, interact with the corpse next to the malfunctioning guard post. This will give you the Biographical Data on Sergeant Eric Jane’s implant. Be sure to examine the implant in inventory.
You now have the correct accounts. Go back to the laundry room door B202 and it will automatically open. Follow the path leading forward until you reach a kind of working factory area. Go past the enemy locked in the cell. Another enemy will jump out of the floor vent, so be ready to fight him. If you follow the linear path, you will find open doors on the left and right.
To start, move to the right side. Go down to a room full of futuristic washing machines. One of them still works, and if you interact with it, you will have to kill the monster in the QTE sequence. Go to office B112 to find the biographical data on the implant of Officer Pruitt Mathos.
Biographical Data on Implant #2: Officer Pruitt Matos, Laundromat. Entering Laundromat B202, you will come across a working factory. At the end of the area, there are two open doors – one each on the left and one on the right. Open the right door and follow through the area full of washing machines until you find office B112. There is another implant on the floor.
At the back of office B112 is a container with handgun ammo and another energy converter. Office B111 is empty inside, so return to the factory work area and go through another door. The door to the technical room B414 on the left hand side is where you should move in the story of the game. Therefore, to begin with, go forward and crawl through the vent to find two enemies that you need to kill. Then crawl through another hole – this time a longer shaft – and go down the stairs. Jump into the hole.
At the end of this mysterious room, reminiscent of an underground corridor, there is a container with pistol cartridges and an energy converter. Also, on the table at the back of the room is an audio recording of “Secret Room 1”.
Audio Log #1: Chamber of Secrets 1. Once you’re in the work area immediately after going through the laundry room door B202, you can go left or right. Use the door on the left side and move through it until you have to crawl through the vent to enter the next room. Kill two enemies, crawl through another hole and go down the stairs. Go down the hole and make your way into the room. In the far part, on the table is a new audio recording.
Return to the previous corridor and go up the stairs in the elevator shaft. Return to the B414 technical room door and go through it to continue the story. When you get ambushed by an enemy who jumps out of the second window, deal with him and move on. Soon you will reach the first aid post C101. After going there, find the implant with the data of Dr. Evan Hayes.
Biographical Data on Implant #3: Dr. Evan Hayes, Outbreak. After opening the door marked C101, take another implant from the corpse.
Continue down the corridor and you will soon find a container of ammo and credits. At the very end, make your way through the door to Operating Room C104 and Jacob will automatically remove the GRP from the corpse. To use this gadget, aim your weapon with L2 and then press X to grapple an enemy. You can then press R2 to knock the enemy or object in any direction.
Continue down the corridor until you view a new hologram. Then move towards the medical room C105. Two opponents will appear and you can try out the new GRP gadget. Before interacting with the console next to Medical Room C105, be sure to smash the closet nearby using the baton to pick up the GRP Battery and Healing Gel. To continue, take the fuse from the panel next to the door you came here through and place the item on the console next to Medical Room C105. When you do this, two more enemies will appear, so be careful, especially if you are low on health.
Head through the door and follow forward to find supplies, including a GRP Battery, Health Injector, Credits, Handgun Ammo, and Gel. There is also a reforging station here where you can purchase new upgrades. We recommend updating GRP. Return to the entrance and go through the door marked C108. Follow the path, open the door and view the horror scene. On the ground is an implant with data given to officers by Ducky Simmons.
Biographical Data on Implant #4: Officer Ducky Simmons, “The Hanged Guard”. In a room with corpses hanging from the ceiling, another implant lies on the floor along the main path.
Before you turn left to maintenance elevator C103, move forward and follow the narrow path to a crate that you can step on to get some credits. After getting them, head to the elevator and make your way inside. In the video, Jacob will fall to the lower levels of the prison. When you leave the elevator shaft, a new enemy will appear that you can kill with a QTE sequence. Climb up the ledge on the left side, deal with another new enemy, and then drop down into a new area.
Having dealt with the next enemy group, follow the path to the right of the working propeller. There will be another enemy here. Behind the fan, look for a container with a health injector, pistol ammo, and an energy converter. Also on the ground is an implant with Officer Kerry Brown’s data.
Biographical Data on Implant #5: Officer Kerry Brown. After the cutscene of Jacob falling down the elevator shaft, kill the new enemy. Make your way through the new area and eventually find a large spinning fan. Follow the path to the right of the fan and search the corpse with the implant.
When you’re ready, climb up the ledge on the right side and get ready to face four enemies. There is a health injector hanging on the wall. Take advantage of the small red exploding container to make it easier to destroy enemies. Once everyone is dead, look for the fuse on a corpse next to a locked door marked D302 (workshop). Following the main path, you will need to install a fuse in the nearest console. And if you go back to the room next to the elevator shaft that Jacob fell into, you can find another console for the fuse. Stick it in here, crawl through the vent and grab the one-handed shotgun schematic and power converter. After collecting these items, return to the SHU Access D303 door and go through it. Use the elevator at the end of the corridor to get to the command center where Elias is located. When you go downstairs, get the trophy “Not cut off from the world …”.
There is a reforging station here where you can craft a one-handed shotgun (800 Callisto credits). Get into the transport that Elias called. After moving to the other side, fight three enemies using a shotgun and GRP. However, do not forget about the limited ammo, so try to save ammo.
Search this area to find two health injectors and two GRP batteries. Pull out the two fuses from the consoles on the back wall and return to the entrance. You will notice several burning containers. Now you can go upstairs. Here you can find another injector and an implant with Taj Song data.
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Biographical Data on Implant #6: Taj Song. After moving to the SHU on the transporter, you will need to remove two fuses from the console. Climb up a few crates to set them elsewhere. At the same level there is another implant with data.
Place the fuses in the two consoles on top. You must survive for a certain period until the door opens. You will have to kill several enemies, so use GRP, melee attacks and firearms. This is the perfect opportunity to unlock the Harmful Production trophy, which requires you to use GRP and throw an enemy at one of the environmental hazards. So, hold out until the door opens; we recommend using the GRP system as often as possible. When you destroy about 10 enemies, the stage will end and you will be able to go through the door.
Climb the ladder after killing the legless opponent and interact with the reforging station at will. At the back of the room is a power converter. When you’re ready, interact with the control panel. Go back down and use the elevator to go even lower. There is an enemy on the platform below, and as you approach him, a second one will appear. Separate them to make the fight easier.
A third enemy will also appear at the end of the platform, although it is fairly easy to destroy. When done, to the right of the central part you will find a new one that you can interact with. Eventually, a cutscene will play and Jacob will be locked up. This is where you can pick up a new audio recording belonging to Dani Nakamura.
Audio Log #2: “Personal file of Dani Nakamura.” When you’re locked in the moving cell, don’t forget to pick up the audio log from the table.
After a while, you will be able to interact with the panel next to the door, and then with the door itself. Crawl through the ventilation shaft and then kill the enemy that attacks you on the other side. Squeeze between the pipes, climb over another one to be attacked by a new enemy. Kill him with a QTE sequence and continue along the linear path. Eventually, you’ll turn a corner, where two more smaller enemies will jump out, triggering another QTE.
Go down the stairs and make your way between the pipes. Follow even further down the other stairs at the end of the path. The enemy will come out of the ventilation. Get rid of it. To go further, break the grate covering the second vent near the stairs and climb into it.
When you jump down, you will need to finish off another enemy. Go through the open gate, picking up the gel from the ground. In the next area, you need to destroy the security robot. Shoot in the head with a pistol, but be careful: if the bot manages to attack you, you will immediately die. It will take about five accurate headshots from a pistol to destroy it. As a result, you will unlock the “Incapacitated” achievement.
Behind the boxes in front there will be a standard enemy. Before you go through the vent, follow to the left side of the location and pick up the energy converter. Follow the linear path – through the vents and holes – until you hit a trap. On the left side, there is an injector and credits that can be pulled out of the vent. The main problem is rotating blades. They will move up and down the corridor at regular intervals, so pick up the moment and follow forward. after each segment, an enemy will appear from the vent. Deal with him. You can lure him to the center to be killed by the spinning blades. Once you’re at the very end, climb into the vent and crawl through it.
In the next room, go to the window for a cutscene. After that, move on and find three lockers with credits and pistol ammo. Interact with the panel and go down the hatch. Once at the bottom of the stairs, you will proceed to the next chapter.
Chapter 4
To start, move down and bypass the pipelines. Go down the stairs one level down. Remove the injector from the wall and use the reforging station if you have enough credits to upgrade your gear. When you’re ready, go down the stairs in the center of the room and use the other one to get down.
You must follow the red pipe. First, search the crate next to the Water Treatment Station door. Move to the right to access the container on the top platform. Inside it are Callisto’s credits and a power converter. Jump down and move the crate next to the center column to find another transducer. Crawl through the ventilation shaft, which was originally blocked by a shifted crate.
You will fall into the sewers where the enemy is hiding. Kill him, then use the valve to open the ventilation shaft ahead. Crawl through it, dive under the pipes and pay attention to the new type of enemy. Shortly after, you’ll end up in an area with Purification B door H207 on your left. First go right after killing the enemy and then go up the two ladders to get some pistol ammo. Drop down and climb onto the platform near the aforementioned door to find a crate of credits. Look for a new audio recording here.
Audio #1: Corruptionists. When you spot the Purification B H207 door, climb onto the crate next to it and pick up the audio log.
Return to the floor below and crawl through the ventilation. Once in a new room, first look around. Grab the healing gel and shotgun shells from the lockers. Also pick up two blue fuses from the center drawers. They need to be installed in consoles located in opposite corners of the room. Once everything is on, head to Access Hall H271. Before you go any further, take the implant with the data of officer Bruno Vorenus lying on the corpse next to the door.
Biographical Data on Implant #1: Officer Bruno Vorenus, Under the Gun. In the room where you need to pull out two fuses and install them in opposite consoles, near the door H271 lies a corpse with another collectible.
In the next area, make your way under the pipes, but don’t rush down the stairs. Instead, go to the left side and use the GRP to remove the grate from the vent. Make your way through it and you’ll soon find yourself in a supply room containing a healing gel and a container with a GRP battery, shotgun shells, and an energy converter. Exit through the door to return to where you came from and go down the stairs. Hidden in the pipes on the left side of the new region are Credits and Shotgun Ammo. First, turn the valve at the back. Thanks to this, you will be able to use the vent on the right side.
In the next room, look for a reforging station and another valve that needs to be turned. As soon as you do this, small creatures will appear. Kill them, exit the room and use the vent you just opened. The shaft leads to a new room with three enemies. This area contains a container with credits, a GRP battery, shotgun shells, and an energy converter. Above the container there is a box with an injector. Keep in mind, as soon as you open the chest, three opponents will also appear behind you. Once everyone is dead, head to the center of the area and head up the back stairs for some shotgun ammo. Remove the fuse from the console, go back down and kill the two spawned enemies along the way. Place the fuse in another console next to the lobby H206.
Before you go through the Water Control H262 door, head down the corridor to find a panel you can interact with. This will give you access to the pantry. Move the fuse from one console to another, get shotgun ammo, credits, and pistol ammo. All this is in lockers. The room ahead has extra ammo, credits, and a GRP battery. In the same place, look for a container with ammunition and an energy converter. In the same room is another audio recording.
Audio #2: Cocoons. Once you get to the Water Control H262 door, don’t rush to open it. Instead, continue down the corridor to find some storage rooms (you need to move the fuse). In the corner of the room, on the floor, is a new audio magazine.
After collecting all the consumables and collectibles, return to the Water Control H262 door and go through it. Approach the console in the center where there is a hologram to get a new objective – find the security code. In addition, a lot of ammunition is scattered here. Go to maintenance room F263 and then through the open door next to sign F4. Here you will find a reforging station and a lot of supplies.
When you’re ready, move through the gap between the lockers. In the next room, you will be ambushed in the form of one enemy, and you will be recognized for the first time for mutations. To stop the monster’s mutation, you need to shoot at the tentacles that appear. Once the enemy is dead, look for a corpse in the back with the implant and Officer James Reese’s data. The implant contains the code required for the assignment. Return to Water Control H262 and interact with the console.
Biographical Data on Implant #2: Officer James Reese, “Guard Suicide.” You will receive this implant directly from the game’s plot. When you try to find the code from the guard, you will find an implant on a corpse in the room where you first encounter the tentacled enemy.
After the cut-scene, you need to destroy the new type of enemy that you saw earlier. He can temporarily become invisible, so we recommend using firearms against this enemy. As soon as you kill three of these opponents, the battle will end and you will be able to interact with the panel at the back of the room. Move on, climb the stairs, and then climb into the hatch. At the bottom of the stairs, first turn around to collect credits and shotgun ammo. Follow the tunnel to the other side.
Suddenly, it will be flooded with water, which will carry Jacob deep into the location. You can control the hero, so avoid obstacles and successfully complete QTE sequences, getting rid of enemies. In the end, you will get out of the tunnel and grab onto the chain. Climb up it. When you regain control, get the “No Rudder and Sails” trophy.
Get out of the water, remove the injector from the wall and pull out the shotgun shells from the locker. In the long corridor ahead, three or four enemies will appear, which you need to get rid of. You can interact with the panel ahead, next to door F815, to get ammo and credits. Once you collect this (in the container), go back to the other door and open it. Take the elevator down and create a bridge to the Oxygen Processing Bay.
Ahead is a security robot. Aim at his head to quickly destroy and avoid death. Go through the Oxygen Processing H623 door in the far left corner of the open area. You will see a hologram that indicates the guard you need. More precisely, you need to find his data. First, use the reforging station to upgrade equipment. Go through the door on the left side and follow the path until you crawl through a gap to find an audio log.
Audio #3: Security. When you get to the oxygen processing area, you can open just one door to the H623 chamber. Once in the room, go through the unlocked door on the left hand and find a hole in the closed space with a dead body. There is an audio log on the box.
There are two enemies that you must kill and a container that can be searched on your way back to the main area, where there is a door leading to the Oxygen Processing H625 area. There are quite a lot of enemies in this corridor, so be careful. In the next corridor, there is an enemy that will jump out from the left side, and there is an injector hanging on the wall. Make your way under the pipes ahead and kill the enemy that has emerged from the vent at the end of the corridor. Go to the room on the right; it’s very hard to see anything here, but there is a fuse that you need to pull out if you break the windows blocking the way.
When you pick it up, small monsters will appear. Deal with them and install the fuse in the locked door. Return to the corridor, climb onto the box on the right and crawl through the ventilation. As soon as you get to the other side, you can take the implant with the data of Sergeant Bill Pekelo. This is exactly what the story needed!
Biographical Data on Implant #3: Sergeant Bill Pekelo. You will receive this item according to the plot of the game, in the oxygen processing area. After you crawl through the vent, Sergeant Bill Pekelo’s implant will be right on the floor in front of you.
Now you can interact with the Tram Security computer by opening access to other parts of the facility. Return outside and go to the other side of the location, killing several opponents. Enter the only unlocked door. Before you go down through the hatch in the far right corner of the room, enter the room H631, destroying the panel near the passage. Kill three enemies and pick up the audio recording.
Audio #4: Evacuation. As soon as you start the Tram Security computer after receiving Sergeant Bill Pekelo’s implant, you will find yourself in another building. Go through the door on the left and go down at the end of the corridor to find the audio log.
Return to the entrance and go down the stairs through the hatch. To your right will be a large arena filled with enemies and dangerous environmental objects. Use GRP and throw enemies at these objects. Finish off the rest. In the far right corner of the room is the exit point – under the crate and the pipe. Make your way there and go up the broken path to Elias. After the cut-scene, the chapter will be completed.
Chapter 5
At the beginning of the chapter, you are on a snowy street. You don’t have a specific point of reference, so just go ahead. Along the way, you will encounter one enemy. Cross the stone bridge with the lights, drop down to a new area, make your way between the rocks and approach the corpse on the ground. Watch the video, after which Jacob will be left alone. Once you regain control, move forward to the outpost ahead. Interact with the panel on the left side to open the gate, but before you enter the building on the right, follow all the way forward to find a new audio log and some handgun ammo. There is an energy converter in the room on the right side.
Audio Log #1: “Terraforming” When you open the gate at the outpost, go to the end of the path past the building on your right. The audio log is in the back room.
After collecting all the supplies, enter the building with the inscription Surface Exploration. There will be a reforging station in the room on the right. The next path is linear. In the level below, you can find an injector hanging on the wall, but be careful: two of the seemingly frozen enemies in the room are actually alive and attacking you.
When you get back outside, follow the path to the bridge. Along the way, new opponents will jump out of the snow. Once you’ve crossed the bridge, avoiding the holes in the canvas, kill the enemy that jumps on you, and then interact with the panel to open the gate blocking the path. In the next area, you need to help a worker who is trapped. First, there are a few enemies to kill, and we recommend using the gauntlet to throw some of them red exploding items. Once everyone is dead, another enemy will open the door on the right side and you can go through. Pick up the injector and Richard Seeds biographical information. You now have access to the rest of the complex. Go through another recently opened door on the left side of the location.
Biographical Data on Implant #1: Richard Seeds. In the area where you will need to help the stuck worker, after fighting the opponents, a new enemy will open the door on the right side. Go inside and take the implant.
The path through the tunnels is completely linear, so move deeper and kill any enemies that try to attack you. Below you will face a new type of enemies, but they can be killed with just one accurate shot. In the end, you will climb a small staircase and briefly return outside. Go to another building through the gateway N107, located in the garage.
Audio recording No. 2: “Fireboxes. When you enter the tunnels, crawling under the rubble, go to the fork with passages to the left and right. Follow the left path and at the very end look for the audio log.
In the next room there will be several opponents that you need to deal with. Use the same strategy: use the glove to kill enemies by throwing them at the surrounding objects. Finish the rest with firearms or melee weapons. Once the encounter is over, go upstairs and talk to your new friend, who will kindly provide you with a TK4 Riot shotgun. Keep climbing to find Healing Gel, Pistol and Shotgun Ammo, and Lieutenant Devon Wayne’s Implant. Use his credentials on the console in the same room.
Biographical Data on Implant #2: Lieutenant Devon Wayne, Close the Gate. Once you get the TK4 Riot shotgun in the main story, go upstairs to the next room and pick up a new implant from the floor. He’s needed for the story.
This will open the door of workshop N212 on the left side, and you will be able to find a reforging station and handgun ammo. Go left and down the stairs, release the pressure so you can go back outside. In the next building, call the elevator and deal with the enemy. The floor above is the basement, at the end of which there is a locked door, which is needed to continue the game. In the area with the caged enemy, climb up the box and go through it to get the fuse. Return to the locked door to open it. In addition to healing gel and pistol ammo, you will be able to interact with the console. Return to the crate and exit through the left opening.
You will find yourself in a power plant. Start by interacting with Officer Aaron Taicho’s implant located in the turbine. As a result, opponents will appear that you will have to defeat (do not forget to throw them at dangerous environmental objects). Finish the remaining targets with a baton.
Biographical Data on Implant #3: Officer Aaron Taicho. As soon as you get to the power plant, go to the turbine, inside which this implant is stuck.
Go upstairs and interact with the console in the control room. There is a reforging station here that allows you to buy several upgrades. Exit through Courtyard Access door S502. Follow outside to find a bunch of corpses. However, some of them are still alive, so be ready to be attacked. Once you’ve dealt with everyone, run to Dani to watch a new cut-scene.
Once you regain control, follow Dany to the wreckage of the old ship. When you go inside it, you will unlock the “Crash Site” achievement. In the dining room, you can find an energy converter and a healing gel, as well as a new audio journal.
Audio Log #3: “Max’s Alarm.” When you return to the wreckage of your old ship with Dani, look in the second room on the left (dining room) for another implant.
Climb into the cargo hold and turn around to find Dani trying to open some cargo. After regaining control after the cut-scene, enter the building and take the decoder lying on the table on the left side. Then, enter the car on the right to get Sergeant Scott Dwinty’s implant. After that, continue to follow Dani. In the second hangar after the control room, you can find another audio recording.
Biographical Data on Implant #4: Sgt. Scott Dwinty, “The Havoc.” Once on your old ship, as soon as you regain control over Jacob, go inside the structure and find a car on the right side of the hangar. Search it for the Scott Dwinty Implant.
Audio Log #4: “Supplies” Shortly after obtaining the implant described in the previous paragraph, go through the airlock and the control room. Finally, you will find yourself in the second hangar. Take the audio log.
As soon as the elevator goes down to the hangar, interact with the panel to return the elevator to the top. When you reach the top, you will receive the achievement “Into the pipe, five at a time.” During the cutscene, the ship you were looking for will be destroyed. After regaining control of Jacob, successfully complete the QTE sequence to grab the railing.
Chapter 6. Below
Once under the Black Iron Prison, follow Dany through the tunnel, climbing over chunks of rock, and then climb down the elevator shaft. Once Jacob and Dani are separated, keep going down, making your way through the rubble until you fall to the very bottom. When you wake up, a new type of enemy will appear. Eliminate them, follow the orange lights on the ground and in the next room you will realize that these new enemies can’t really see anything. Therefore, make as little noise as possible and move around on your haunches. You can also get another audio recording.
Audio Log #1: Field Diary 1. On top of the crate in the room where you learn that the new enemies are blind.
In the following locations, you will find even more new types of enemies, so the best way to deal with them is to stay crouched and sneak up on enemies from behind, making stealth kills. First, go left – there are three new enemies here – and follow the path until you see a room on your right. Here you will find a blueprint for a tactical pistol, a healing gel, and ammo for the pistol. Continue down the stairs and upload the Tactical Pistol Schematic to the Reforging Station.
Turn left and drop down the hole – there will be more blind enemies below, so be careful. Crawl into the new part of the tunnel. Four blind opponents will soon appear: we recommend destroying them all at once with the help of red explosives in the back. In the next corridor on the left side, look for a new audio log. Take it, and then go up to the next floor, going to the right side.
Audio Log #2: Field Diary 2. Making your way through the tunnels, you will come across a short area patrolled by four blind enemies. Behind them is a corridor. Turning left in it, you will find an audio magazine.
Take the injector in the cave and deal with the attacked enemy. To do this, successfully complete the QTE sequence. Crawl and jump down into the cave. Use the spikes on both sides of the next area to kill the enemies that appear. The next area is full of both enemies and vehicles.
They are still blind, so sneak up on them from behind. If the situation escalates, red explosives can be found near the garage. When everyone is dead, go to the locked door in the far part to get a new objective – find the keycard from the tunnels. Go through the open gate marked “Transport Platform”. Use a reforging station if necessary. Open the door on the right side, take the keycard from the console on the large platform and return to the locked door in the previous location. You need to follow the yellow cables on the floor to find the reactor. First, follow the path on the right to find another implant.
Biographical Data on Implant #1: Dr. Shihan Yun, Field Diary 3. After opening the locked door with the newly found key card and getting an updated objective related to the search for the reactor, turn right (instead of going left). At the very end, look for a new implant.
Return to where you came from and go down another corridor going down. More blind enemies can be found here, so take them out with your glove, firearm, and melee weapons. Until you get to the goal, you will have to kill a lot of enemies. You will know that you have completed this section when you see a small staircase leading up to the power plant.
In the first room, look for Healing Gel, Credits, Handgun Ammo, and a Reforging Station. You can go up the stairs and jump down to another area behind the control room. About five or six blind enemies will rise here at the same time, so I recommend just running to save supplies. They will follow you. As soon as you slip through the crack and notice the stairs leading up to the left side, you can take a breather. Enter the Power Breaker room and interact with the console.
Audio Log #3: Chamber of Secrets 2. Also in this common area is another audio magazine. Before entering the reactor room, climb over the rock ahead, and look for an item at the very end of this path.
Go through the opened door and go to the switch opposite. Activate it. To find the second switch, go down the stairs on the other side. This place is full of blind enemies, so deal with them first. Press the switch and go through the opened door on the same level. Deal with blind enemies.
Once everyone is dead, go up to the third and last switch on the left side and click on it. You will receive the “Power on” achievement. Return to the platform; if you don’t know where to go, just follow the orange cable. Along the way, you will encounter many blind enemies. When you return, open all the containers and interact with the console to start moving. Enemies will start to appear, so deal with them as soon as possible. Next up is a boss fight, Two-Headed. This will most likely be a difficult fight, so be prepared to have to reload and repeat. Keep your distance and use firearms. When the enemy kneels, approach him and melee attack. After a while, one head will fall off. This indicates that you are close to victory. Keep drawing your line
You will reach the Arkas station. Exit and head towards the door. Along the way, you can pick up the Arden implant. After going through the door, you will complete the chapter.
Biographical Data on Implant #2: Arden Jeddha, Evacuation of Arkas. After the fight with the Two-Head you will step off the moving platform and the only way forward will take you past this implant.
Chapter 7. Colony
You need to find a way to the old colony. Follow the left side to find the first implant belonging to Alex Wong.
Biographical Data on Implant #1: Alex Wong, Miner’s Diary 1. At the very beginning of the chapter [look for the implant lying on the ground along the main path, on the left hand.
Climb up and go through the caves until you find the place where the Old Colony was located. Dani suggests meeting at the traffic lights, so go through the shipping container, grab the audio log, and then head down the stairs.
Audio Log #1: Miner’s Diary 2. Once you get to the place where the Old Colony was located, go through the shipping container. On the shelf next to the stairs lies the item you are looking for.
Debris will fall down a level, and you will find a passage deep into the location. Climb down and deal with the blind enemies. Use the same strategy as before: sneak up on them from behind for stealth kills. Once everyone is dead (there are about five or six in the area), open the back room by pulling the lever and interact with the console. You need to find the key card, so follow the signs to Midtown and go up the stairs.
There will be another enemy group upstairs. Take your time and kill them silently. Enter the second door on the side, which is marked in green, and take the Derrin Barr implant. But be careful of the blind enemy standing over the body.
Biographical Data on Implant #2: Derrin Barr, Miner’s Diary 3. Follow the signs to Midtown and go up the stairs. Enter the second door on the same side you came up from. It will be highlighted in green. Next to the blind enemy will be a corpse with this implant.
Go through the department store and follow the path to the left to find a bathroom with an energy converter inside and an assault rifle blueprint. Go through the door marked Safe and remove the key card from the wall. There is an enemy next to this wall. Return to the console to insert the card key – there will be more blind enemies on the way back that you must kill. Open the door, take the elevator up and pick up the implant.
Biographical Data on Implant #3: Yannick Sage, “The Spy.” You will find this implant at the exit of the elevator that you unlocked in the Upper City.
Enter the building on the left side, where there are enemies and additional supplies. But in order to continue the plot, you need to go to the right side and climb the stairs – of course, there will be an enemy here. To your right there is a small room with an enemy and an implant.
Biographical Data on Implant #4: Buide Reddvork, “On the Surface.” Shortly after receiving the previous implant, you will need to climb the stairs. Once you get to the top, turn right and enter the building to find an enemy and a collectible lying on the ground.
Follow the path marked Roof Top to find a locked door. You will get a new goal – to find the fuse. Return to the beginning of this location and turn left, climbing inside through the open window. In a room lit in blue with green stars is the fuse you need. As soon as you pick it up, enemies will appear, so be ready for battle – stock up on first-aid kits and ammunition.
After killing everyone, return to the locked door and insert the fuse. On the other side, look for a reforging station, an injector, ammo, and an implant.
Biographical Data on Implant #5: Ji-Kwang Park, Miner’s Diary 4. After getting the fuse you need to open the story door, look for the implant on the other side of that door, next to the reforging station.
Climb up the stairs and cross to the other side. Go downstairs to reunite with Dani. When you regain control, you will have to fight another Two-Headed. If he can approach you, he will kill you with one poke. The battle is complicated by the presence of ordinary opponents. Luckily, there is a good amount of ammo stored in crates scattered around the arena, so be sure to pick it up. Once Two-Headed is dead, Dani will reappear.
Follow her until the path collapses. You will be divided again. The room ahead has two gels, credits, and a reforging station. Going through the door will return you to an earlier area, so head up the stairs to Midtown, killing enemies along the way. Make your way through the hazmat suit room until you rejoin Dani. Follow her and go through the gate she will open. Enter the dome.
After going through the door, you will see a holographic recording dedicated to the dome. Ultimately, you will receive the “What Lies Underground” achievement. After the cutscene, the boss fight will begin. The enemy does a lot of damage, so dodge his attacks as often as possible. When his combo ends, you can counterattack. There is no point in retreating as the enemy will immediately charge towards you, so just focus on timing your dodge correctly. Approximately after the completion of two combos, a cut-scene will begin, ending the chapter. You don’t need to kill the boss.
When you regain control, interact with the console on the platform. After the cutscene, get off the platform and take the audio log.
Audio #2: Disagreement. After the boss fight and the next cutscene with Dany, get off the platform and find this collectible on the right side.
Take the gel and use the reforging station if necessary. Go through the door and accompany Dani until she uses the console. You will complete the chapter and get the “Full Circle” achievement.
Chapter 8
At the beginning of the chapter, you will find yourself in the same cell in which you started the second chapter. Turn right and follow the directions on the radio. Use the reforging station if you have credits, then go to the room behind the station after picking up supplies. There is another Two-Headed in the server room, so kill him using the same strategy as before. Remove the fuse from the console in the back and take it to the panel next to the reforging station. Take the printer from the shelf on the right, then go down the corridor. There will be an audio log at the very end.
Audio Log #1: “Observation” After defeating the Two-Headed at the beginning of the chapter, you will open the door with the fuse. At the end of the corridor is the desired collectible.
Interact with the panel next to the door marked Psyc Ward A301 to open it and go through. Search the lockers for Assault Rifle Ammo and Credits, then deal with the two enemies in the hallway. There will be other opponents in the rooms ahead, but you will easily defeat them. Go down the stairs at the very end and go to the morgue, removing the injector from the wall if necessary. There will be a new enemy group ahead, but to go further, open the first door on the right and go down the stairs behind the hole in the wall. Once at the bottom, turn left and open the grate blocking access to the ventilation at the end of the corridor. This requires a glove. Grab the fuse on the right side and go up one flight of stairs to the other side to find an audio log.
Audio #2: “Treason.” As you make your way through the Psyc Ward, you will eventually need to destroy the metal grate covering the vent. Once on the other side of the ventilation, turn right and go up one flight of stairs to pick up an item.
Return to the corridor and go through the only door. Insert the fuse into the console. Once on the other side, collect supplies and purchase available upgrades at the reforging station. Go through the door to get to the same area you went through at the beginning of the game. On your way there will be another Two-Headed, who is helped by ordinary opponents.
Once everyone is dead, go through the only open door in the middle of the hallway and continue through the gate. As soon as the defense systems in front turn off, go through the next door. Look for the audio log on the other side.
Audio #3: Experiments. After killing the Two-Head in the area you visited at the beginning of the game, go through two doors and a gate. When you get to the place where they announce the shutdown of security systems, look on the other side for an audio log.
Go through the next door to watch a reunion cutscene with Dani. Take the elevator up to the Tower and look for a new audio recording on the table on the left.
Audio Log #4: Cole’s Triumph. After the cutscene with Dani and Dr. Mahler, you will take the elevator up to the Tower. In the next room on the left is a table with this audio log.
The next door leads to a dead end, and you will switch to memories with events from the past. When you regain control, go through the door and use the reforging station. Search the drawers and interact with the panel to go through the only door. The final boss fight will begin.
The first phase will proceed in the same way as during the previous fight with this enemy. Prioritize dodging and blocking, and counterattack at the right moment. After about three or four combos, the boss will switch to a new form. You will gain access to an ammo corridor, so use the red explosive and throw it with your gauntlet at the enemy. So you destroy the protective casing. As soon as you weaken the enemy, shoot him with everything you have in your arsenal.
Repeat this process to break down the outer shell and find its weak point. After the second time, the armor will no longer regenerate, and he will be open to damage for the rest of the fight. Beware of enemies that will start to appear on the location. Focus on them first, and then return to the boss. Keep a safe distance. Use cover as often as possible to avoid being hit by projectiles. Keep shooting at the enemy until he eventually dies. After the video, run to the exit with Dani. A cut-scene will start shortly, which will end the game.