Rage is a passing game of the Pyro menace. Complete walkthrough of the yaarostny shooter rage. Equipment from the Ark

You wake up in a cryogenic capsule. Use the computer opposite, and then go out into the door that opens behind you.
Go left. Here you are attacked by enemies. But then a hero in green glasses will appear, who will save you. Run to him and get into the car.

Welcome to the future!

Main story missions

Exercise:Deal with the bandits

Target:Deal with the bandits

NPC:Dan Hagar

Special award:Armor
Follow the signs on the map. When you get to the fence, get off the vehicle and continue on foot. Opponents await you inside. They are nothing serious. At one point you will be grabbed and seriously wounded. To "revive", the defibrillator is activated. When the two figures intersect, press "e", and you will rise again. The closer to the center the figures are, the more health you will recover.


Having dealt with all the enemies, use the funicular and return to the base.


Exercise:Medicines

Target:Deliver a letter to Rikter in the Neftyanikov village

NPC:Dan Hagar

Special award:Buggy
Go to the neighboring village of Oilmen and find Rikter there. He will direct you to Jenus, which in turn will follow the good old adage "You are for me, I am for you." The woman will agree to help you in exchange for completing her assignment.

Exercise:Where are you Juno?

Target:Find the missing Oilman.

NPC:Jenus Oilman

Special award:Bandage recipe
Follow the radio tower, simultaneously exterminating the enemy. In the room on the first floor, you will find Juno's remains.


When you receive the promised medicines, take them to Dan, who in turn will direct you to the mechanic Durar so that you can talk to him about Buggy.

Exercise:Missing parts

Target:Find parts for Buggy

NPC:Dyurar Hagar

Special award:Buggy
You need to get the missing parts for the car. Durar gave you a list. Go with him to the Oilmen's settlement to the mechanic Johan. It turns out that the bandits stole all the parts. Well, let's figure it out

Exercise:Find Buggy Parts

Target:Find Buggy Parts

NPC:Johan Oilman

Special award:"Fatties", Locks scheme
Head north to the old dam, straight to Crazy Camp.
You can find the generator for the car on the device that feeds the door opposite it:


The distributor box is located on the hood of the disassembled machine:



When you get to the auto repair shop, you will be attacked by a mini-boss - a bandit behind a machine gun. It's simple: use the switch on the right, and when the gas cylinder that appears is above the machine gunner's head, shoot. Behind his car you can find the piston too:


Turn in the completed task immediately to Durar.

Exercise:Destroy the barricade

Target:Destroy the barricade

NPC:Dan Hagar

Special award:Sniper rifle
Drive in the direction of the Oilmen settlement until you hit a fence. Place the explosives on the right pillar and rip the claws for a reward.

Exercise:Dan's message

Target:Deliver Dan's letter to Mayor Clayton in City Source

NPC:Dan Hagar

Special award: Desert Storm Crossbow
Travel to Source City to deliver a letter to Mayor Clayton. Watch out for bandits in cars!
The mayor's house is to the right of the entrance to the city.


Exercise:
Dressing up

Target:Get new clothes

NPC:Mayor Clayton

Special award:New armor
You need to change into something ... newer. Find a clothing store in town. You can get to it if you go to the cave opposite the main entrance to the city.




Exercise:Garage rent

Target:Find a place where you can park your car

NPC:Mayor Clayton

Special award: -
Head to Mik's garage, which is opposite the mayor's residence.


After renting a parking space, go to the Sheriff's office, located near the clothing store and butcher's.


The sheriff will give you the supplies, but before that you must arm your car.

Exercise: Buggy gun

Target: Arm your car

NPC:Sheriff Black

Special award: Go to Rusty, the parts dealer, then to Jackie Weeks, and then to Skinny.


You need to win enough racing certificates in races and buy weapons for your buggy.


Exercise:Feltrite Crater

Target:Bring the Mayor a Sample of Feltrite

NPC:Mayor Clayton

Special award: -
Travel to the huge meteorite crater. In its center, you will find a tall drilling rig. Deal with the enemies, and then pull the yellow lever near the drill.


Collect a sample of Feltrite and take it to Mayor Clayton.

Exercise:Feltrite Sample

Target:Deliver Feltrite to Hermit Kvasir

NPC:Mayor Clayton

Special award:-
Head north. When you get to the hermit house, do not rush to jump over the bridge. First use the "intercom" at the entrance.


After that, the bridge will rise. Take the elevator down to Kvasir's laboratory. When he asks for you, place the Feltrit sample on the counter.


Exercise:
Defibrillator part.

Target:Travel to the Dead City and obtain a defibrillator part from the central hospital.

NPC:Dr. Kvasir

Special award:Improved defibrillator
Go to the sewers, through which you can get to the streets of the Dead City, teeming with mutants. Explore all the dark corners of the former metropolis. When you enter a small area, you will be attacked by a giant mutant. Killing him is simple: first shoot at his left unprotected leg, and then - in the head.


Then go into the building behind him. Go upstairs. Caution: giant hand!
Soon you will find yourself locked in a dilapidated apartment, and mutants will climb on you from all the cracks. Restrain their onslaught until the iron door falls.
After a while, you will reach another mini-arena. The Kraken will attack you here.


The scheme is the same: distract him with a robot and finish off with a shotgun.
After defeating the Kraken, go downstairs. Turn the lever on the gate. Do not open ...
No problem. Follow the wire leading from the arm to the electrical panel.


Turn it on. Return to the gate. Now they will definitely open.
Once you reach the city center, the locked gates await you again. But there is one problem: the path to the flap is blocked, and there is a small gap in the grate ... Do you still have machine mines in stock? Fine. Gas cylinders are on the left. The entrance is there.


When you reach the hospital, you will have a rocket launcher in your hands, which means that something big is coming. And indeed. You are attacked by a giant monster with an exposed brain.
The scheme of the battle with him is as follows: wait until he starts aiming at you with a laser beam. As he begins to lift the stone over his head, the left side of his abdomen will open, and electrical discharges will begin to beat from there.


That's where you need to shoot the cannon. When the monster starts shaking the house you are in, its brain will sparkle.


Shoot him. After the monster is defeated, go to the doorway to the left of his body. Then, leaving the main hall, go up the escalator to the second floor. The defibrillator part is located in the circular surgical room.


Now return to the hermit and then to Mayor Clayton.

Exercise: Need "Kuprino"

Target:
Get a new kind of car

NPC:
Sheriff Black

Special award:
Kuprino »
Go to Jackie Weeks, Herald of the Racing Tournament. He advises you to contact JK Stils, the owner of the TV channel "Kill the Mutant", and part-time - a sponsor of novice racers. The entrance to the channel's studio is located in the mouth of the severed head of a giant clown.


Exercise:
Watchtower Supplies

Target:
Deliver supplies to the watchtower

NPC:
Sheriff Black

Special award:
-
The task will become available when you complete the sponsorship race and receive "Kuprino"
Travel to the North Watchtower and take the supplies there. Give them to Curtis, who stands at the foot of the tower, and return to the sheriff.


Exercise:
Destroy an explosives warehouse

Target:
Destroy an explosives warehouse

NPC:
Sheriff Black

Special award:
Mine machine drawing
Travel north to the Shroud Lair. Having penetrated inside, deal with the enemies. Find the gap near which a red light is on.


Use the car to get there. When you reach a round room furnished with explosive containers - explode.
So, one of the warehouses has been destroyed. Go through the resulting hole and use the elevator. When you reach the door protected by an electronic lock, you will need to find a key card, which is located in one of the rooms on the floor below, near a wooden box.


Behind this door is a circular room with a bunch of enemies. A red light glows under the stairs. The scheme is the same as in the first case.


Now go back to where you came from. Bandits will attack you in waves. When you destroy the "reinforcement", run into the door that opened with him. The third cache is located on the right side of the room.


Blow it up and take the elevator. Now you can go for the reward.


Exercise:Captured Well

Target:Prevent the bandits

NPC:Carlson

Special award:Electric arrows
Carlson is a plumber. His office is next to the mayor's office. He will ask you to deal with the impudent bandits who decided to poison the water in the city.
After getting into the sewer, talk to the wounded worker. He will give you electric shots. Use them while enemies are in the water and will be electrocuted.


You will soon reach a lever that will raise the grate. Please note: the grate will lower until you destroy ALL enemies.


After a while you will be greeted by a member of the resistance. Help the guys fight off the bandits, then remove the capsule with the toxin from the generator, stand on the platform next to it, and pull the lever.


Turn around and head up the stairs until you reach the hatch.

Exercise:Deadly cargo

Target:Deliver a sample of the toxin to Kvasir

NPC:Carlson

Special award:-
Deliver the toxin capsule north to Dr. Kvasir.



Exercise:Secret cargo

Target:Deliver a sample of Control Darts to Elizabeth

NPC:Dr. Kvasir

Special award:Mind Control Arrow Diagram
Go to the Second Chance Bar, find Elizabeth Cadance - the girl from the resistance - and give her a sample of Mind Control Arrows.


Exercise:
Free Captain Marshall

Target:Free Captain Marshall

NPC:Elizabeth Cadence

Special award:-
Travel to the Government Prison. The machine gunner guards the entrance. You won't be able to kill him, so run to the gate as quickly as possible and pull the lever. Then go down to the sewers.
In the prison you will find a huge number of well-armed opponents, with jetpacks and shields. The best way deal with them - dynamite arrows. Also, laser barriers will stand in your way. To disable them, destroy generators (capsules with electricity) that are nearby.


When you get to the cells with mutants, pull the lever to open the locks and set the monsters on the soldiers. There, on the first floor, in the last cage on the right, Captain Marshall is imprisoned.


When you free him, the security system will work, and you will have to repel the attack of enemies. After getting out on the street, move to the second floor. When Marshall starts to open the door, stand behind the turret.


Then the captain will climb into the elevator, and you go out the door next door and return to the Source.


Exercise:
Personal disk

Target:Find a disc with information about your Ark

NPC:Captain Marshall

Special award:-
Go to your Ark. Here you will be met by the enemy in the person of the Government soldiers. Kill them and use the computer.


When you take the disk, you will be attacked again by the soldiers. Deal with them and return to the captain.


Exercise:
Lost data

Target:Find Government Research Data

NPC:Captain Marshall

Special award: -
Return to the Dead City. Immediately run through the door in front. Your path is now on the opposite road to the one you were looking for for the defibrillator part. When you get to the first laser grating, near the door on the table you will find research data.


After you reach the streets of the Dead City, you will find a laser grating in one of the buildings. The generator is located one floor below. Go through the room you were once stuck in. When you reach the underground path, you will be attacked by an elite stormtrooper armed with an energy rifle. Kill him and return to the wasteland.

Exercise:Subway

Target:Travel to the Resistance camp

NPC:Captain Marshall

Special award:-
Travel to the Resistance Camp - Subway
To return back to the Source, head to the corridor behind the captain.



Exercise:Growing influence

Target:Impress Redstone

NPC:Captain Marshall

Special Award: -
After finishing the conversation, turn left and head towards the garage. Meet your new mechanic here. To return to Marshall, use the elevator to the right of the private garage entrance:


Then go outside and go up the stairs, where Redstone is already waiting for you.

Exercise:Brigadier Jones

Target:Go to the subway and help Jones

NPC:Redstone

Special award:-
Go to the subway (to the left of the stairs to Redstone) and talk to Brigadier Jones.


Exercise:Invasion of mutants

Target:Stop the invasion of mutants

NPC:Brigadier Jones

Special award:-
Head out into the wasteland and head to the Blue Line station. When you find dynamite sticks, the grill behind you will close, and the hero will be attacked by hordes of mutants.


Having dealt with them, go downstairs and go through the opened door. After reaching the square, reflect the attack of the mutants, and then kill the mini-boss. Shoot in the leg, then in the head.


When you reach the subway, there will be a detonator near the far car. Follow the wires that extend from it, and place explosives in the indicated place,


and then use the detonator.


A bunch of mutants and two Kraken will run to the explosion. Don't forget the rocket launcher. After destroying them all, leave through the opened door of the carriage and return to the city.

Exercise:Basement Machineheads

Target:Collect a sample of feltrite, combined with plutonium.

NPC:Redstone

Special award:-
Find the Subway leadership room. She is not far from the guy playing the banjo.


Through this room you will find yourself in the lair of the Machineheads.
When you get to the passage, blocked by a wall of fire, turn left and climb the ladder. After reaching the next wall of fire, turn the valve.


With its help, you will also block the first wall of fire.
Move forward. When you get to the room with two exits, they will suddenly "overlap" with flames, and two attack aircraft will come out from the opposite side. The fire will go out only when you defeat them. In the next room, a fan will be powered by an electrical charge. Run past him when he stops. Next, you will find a round room, at the end of which there is a container with feltrite.


On the way back, you will be attacked by a flamethrower. The best way to get rid of it is to shoot the tank on your back.


Exercise:The price of power

Target:Take control of the power plant

NPC:Redstone

Special award: -
Go to the Power Plant When you get to the electric beam blocking the passage, use the control panel on the left. To get through the next arc, break under the EM grenade switch.


When you get to the control panel, the leader of the Machineheads will block your way.


The boss is not difficult. Occasionally shoots rockets at you. Kills with 4-5 hits with a wing stick.
When you take control of the power plant, you will be greeted by one of Redstone's guys. They need your help.
Follow the guy. Once near the three levers, use them to activate traps and thereby prevent enemies from reaching our allies.


After that, return to Redstone, and then to Captain Marshall.


Exercise:
Ark device

Target:Find a decoder

NPC:Lassard

Special award:-
Go to the Jackals' Lair. When you reach a fork, turn right. A little further you will find a lever.


Use it. Return to the fork and go through the open gate. Don't waste time on enemies, they are endless. Ride the funicular twice in a row, and then run to the backlash and go down on it.


Run ahead ahead. But beware of explosive balloons. After reaching the Ark, listen to the President's message using the terminal lying on the floor. And then find the decryption device near one of the capsules on the right.


To the left of the exit from the ark, at the top of the ladder, there is a certain device, something like a winch bicycle.


Use it to get out of the caves.

Exercise:Storming the bridge

Target:Blow up generators and disable bridge protection

NPC:Portman

Special award: Energy Cannon Government
Head to the Government checkpoint, not far from the Jackals' lair. Blow up the fence with dynamite.


When you reach the end of the gorge, use the huge elevator.


There is a large installation on the bridge. To the left and to the right of it are two small generators.


Place charges on them, and when they explode, take control of the installation, and with it the bridge, using the terminal in the center.


Exercise:Storming the capital

Target:Raise all the Arks

NPC:Captain Marshall

Special award:Final game =)
Forward! The future ... the future is in your hands!
Go to the Government grounds. After reaching the entrance to the Capital, use the encoder to get into the ventilation.
There are many enemies waiting for you inside. Exterminate them with a new cannon. After reaching the elevator, take it upstairs. But what is it? It looks like the government has implemented its plan to create super mutants. Normal mutants are now dressed in armor and can shoot.
Kill them all and use the terminal to launch the Nexus kernel.


Then go to the core and go upstairs with it.
A laser array awaits you here. The panel for disabling it is located one floor below.
After passing along the auxiliary corridor, turn off another laser barrier and use the elevator.
Then go down the stairs and activate the Core lift. On it, cross over to the other side and run to the left, where another elevator is waiting for you.
At the top, activate the terminal. The final phase of the Marshall Plan will begin.


Activate 4 panels in turn: the front panel of the Core, then the panel on the left, then the panel on the right, and finally the back panel of the Core.


At the same time, the army of mutants of the Government will climb on you. Watch the video in which all the arks of the Earth crawl to the surface.

Congratulations! The game is over!

Side Missions: Hagar Settlement



Exercise:Wingstick Master

Target:Prove you can handle a wing stick

NPC:Luzam Hagar

Special award:
Possibility to use a wing stick
It's simple: when targets appear, throw a "boomerang" at them.


You need to score 10 points.

Exercise:Race against the clock with Durar

Target:Win the race

NPC:Dyurar Hagar

Special award:Turbocharger for buggy
You need to get to the flag in less than 45 seconds and return back.


Side Missions: Oil Settlement


Exercise:Radio tower repair

Target:Repair the radio tower in the east

NPC:Rikter Oilman

Special award:Combat Shotgun
Head towards the radio tower. A little further than Juno's remains there will be a staircase to the roof. Climb up and use the lever.


Then take the funicular down to solid ground and return to Rickter.


Exercise:
Caution mutants!

Target:Light the fireworks on the mountain

NPC:Ramos Oilman

Special award:-
Go to the Lair of the Ghosts. Do not go inside, but go to the edge of the mountain. There is something like a mortar here.


Use it. But beware: after that you will be attacked by mutants.

Side Missions: City Source



Exercise: Missing

Target:
Find the missing citizen

NPC:
Bulletin board

Special award:
-
Go to the already familiar hideout of the Ghosts. The body of the unfortunate boy is located near a huge monument.



Exercise:
Stolen goods

Target: Track down stolen booze

NPC:Bulletin board
Special award: -
Go to the Lair of the Crazy again. This time, the entrance to it is located near the Dam.
The box with booze is on the table at the very end of the garage.

Exercise:Sinister mutants

Target:Cover the repairman

NPC:
Bulletin board

Special award:
Sniper Rifle Charge Feeder
You find yourself on a sniper tower. Downstairs, two mutants are eating a corpse. Kill them, and the locksmith and his guard will leave the city. Keep mutants away from them. First, the creatures will climb from the left side, then from the right, and so on in turn. But be careful: some mutants can climb up to your tower.


Exercise:
Guarding the caravan

Target: Protect the caravan

NPC:Bulletin board

Special award:
-
You are required to protect the caravan and its guards from bandits with a sniper rifle. In total, two waves of "Yezduns" and one wave of mined cars will follow. Cars are very nimble, so aim better.


Exercise:
Exchange

Target:
Cover the sheriff with a sniper rifle

NPC:
Bulletin board

Special award:
-
You need to back Sheriff Black during his deal with the Government. First, the sheriff is attacked by snipers. They can be easily spotted: look through the scope and see the laser beams. Then the landing will follow. After - snipers again. Keep an eye on the sheriff's health bar!


Exercise:
Clear the sewerage system in the Oilmen area

Target:
Kill all mutants

NPC:
Bulletin board

Special award:
-

Head to the sewers outside the Oil Workers' settlement and kill EVERYONE.


Exercise:
Clear the sewers in the Fountainhead area

Target:
Kill all mutants

NPC:
Bulletin board

Special award:
-

Head to the sewers outside Fountainhead City and kill EVERYONE.


Exercise:
Clear the sewers in the Ark area

Target:
Kill all mutants

NPC:
Bulletin board

Special award:
-
The task will become available if you find mutant trophies in the sewers.
Head to the sewers by the Ark and kill EVERYONE.


Exercise:
Clear the sewerage system in the Northern District

Target:
Kill all mutants

NPC:
Bulletin board

Special award:
-
The task will become available if you find mutant trophies in the sewers.
Head down the drain in the northern region and kill ALL


Exercise:
Clear the sewerage system in the Kvasir area

Target:
Kill all mutants

NPC:
Bulletin board

Special award:
-
The task will become available if you find mutant trophies in the sewers.
Head to the sewers near Dr. Kvasir and kill EVERYONE.

Exercise:Clear the sewerage system in the plateau area


Target:
Kill all mutants

NPC:
Bulletin board

Special award:
-
The task will become available if you find mutant trophies in the sewers.
Head to the sewers in the plateau area and kill EVERYONE.


Exercise:
Clear the sewers in the Southern District

Target: Have beat all mutants

NPC: Bulletin board

Special award: -
The task will become available if you find mutant trophies in the sewers.
Head down the sewers in the South District and kill EVERYONE.


Exercise:
Sally's reward

Target:
Kill bandits on the roads

NPC:
Sally

Special award:
Racing certificates

Sally is the bartender at the Second Chance Bar. She agreed to pay for every bandit you killed on the roads of the Wasteland. Destroy a certain number of enemy Vehicle and come back for your reward.


Exercise:
Miracle remedy

Target:
Find the flower of the night sky

NPC:
Richard

Special award:
Apophis injection recipe
Richard is a settler with a sick wife. Sitting at the Second Chance bar.
Travel to Crazy Joe's Swamp. The flower is on the right side of the swamp.



Exercise:
Stanley Express

Target:
Deliver parcels within a certain time

NPC:
Stanley

Special award:
-
The assignment is given by the messenger Stanley, his office is located under the sheriff's office. It's simple: within a certain time by car, deliver a certain number of parcels and get a reward.

Exercise:Offer

Target:
Travel to Hagar settlement

NPC:
Bulletin board

Special award:
-
The task will become available after completing the task "Destroy the explosives warehouse"
Travel to Hagar Village and speak with Mechanic Fallinx.


Exercise:
Remote control prototype

Target:
Find a prototype of the Improved Vehicle Mine in the Shroud Lair.

NPC:
Fallinx Hagar

Special award
: Improved RC car
Return to the Shroud Lair. You can find the prototype of the car not far from the room where the second bandit warehouse was located.



Exercise:
Starkey's challenge

Target:
Defeat the Starkey in a Personal Event

NPC:
Starkey

Special award:
Radiator grill "Magnum"
Starkey is a narcissistic racer. Located ... near the racing venue. Defeat him and get spare parts for your wreck.


Exercise:
Find Feltrite

Target:
Collect 20 Feltrite Chunks

NPC:
Jacob

Special award:
Defibrillator detail


Exercise:
Brick Reward

Target:Destroy the cars of bandits and "Predators" of the Government.

NPC:Brik

Special award:Racing certificates
Brick is the bartender. He agreed to pay for every car of the bandits you destroyed or every "Predator" of the Government.


Exercise:"Monarch" Starkey

Target:Obtain Starkey's Monarch

NPC:Starkey

Special award:"Monarch"
Redstone, along with the quest "The Price of Power", gives you the quest "Need a Monarch." Head to the race venue, find Starkey there, beat him in a private race and get your reward.


Exercise:
Abandoned distillery

Target:Collect two bottles of Blue Glitter.

NPC:Dietrich

Special award:Regeneration Booster Recipe
Dietrich can be found behind Jani's shop.


It's simple: head to the old distillery located near the entrance to the city. Inside you will need to find a distillation workshop. If you don't have a lock when you reach the locked door, you can find it in the room to the right.


When you reach the distillation apparatus, take the empty bottles from the table, then insert them one by one into the tank on the right and pull the lever.


But be careful: mutants will come running to the sound.


Exercise:
Cometnik

Target: Get a flower

NPC:Norbu

Special award:-
This task is given to Norbu - an old man with a wand. If you take it after completing Dietrich's quest, you can complete the quest without moving. If not, then go to the location indicated on the map, and there you will find a flower.




Exercise:
Head hunter

Life in the Wasteland is very different from anything we've seen so far in id Software's games. Therefore, before describing the passage of the Rage missions - story and side missions - we will give a few general tips that will greatly facilitate your life.

  • Before embarking on a mission, make sure you have enough rounds of ammunition - regular, "situational" (such as armor-piercing or electric), and "rescue" (such as mini-missiles for a shotgun). Carrying as many grenades as possible with you is also very useful.
  • Make sure you have enough bandages. In a battle, it is better not to bring matters to the point of "we are losing him, a grade, another grade."

Green-eyed taxi, you take me there ...

  • The same applies to personal equipment. It is unpleasant to find yourself in front of a cache and in vain slap in your pockets in search of a lock or gears. The developers, as a rule, do not allow going back halfway back - the level is "reloaded", and the hero loses everything that he managed to pick up on it.
  • In battle, use the appropriate ammunition for the occasion. Try to save the most valuable ones, not spending on small things.
  • And the last tip is to save often. I'm serious. In Rage, this is important. Modern games have taught us to frequent autosave, but here we have to get used to acting on our own again.

Now let's go!

Deal with the bandits

The caliber is clearly not trivial.

As soon as we, tearing our eyes, got out into the fresh air from the Vault ... the Ark, we were immediately saved by Hagar, a man in green glasses. True, having killed the bandit from the gang of Ghosts who had stuck on us, he exposed his settlement under attack. We'll repay the courtesy for the courtesy - we'll take the offered pistol and go alone to the Ghosts to literally make ghosts out of them. The idea is not so strange, because the main character, as a former inhabitant of the Ark, has the ability to regenerate and knows how (albeit limitedly) to resurrect after death.

He didn't have a defibrillator. We have, so we are not afraid of knives.

The first mission is very easy - practically educational. We will be shown how to collect trophies from bodies, squat, jump and use resurrection defibrillators. In the end, you need to endure a small fight in a relatively open space and use the cable for a quick descent to the beginning of the level.

Wingstick Master

Boomerangs. Return to the owner if they don't fall apart along the way.

Cute Luzam Hagar invites us to mark combat boomerangs - wing-sticks at the targets. As a reward, we will be given five pieces and the opportunity to replenish stock in a store nearby.

Medicines

A and B sat on the pipe. We go to the pharmacy to the Oilmen.

While we were away, bandits attacked the settlement of Hagara and wounded several inhabitants. Dan sends us to the nearby Oil Workers' village for medicine, promising to reward us with a buggy.

Where are you Juno?

"Oh, where are you Juno ?!"

But the Oil Workers do not want to give medicine just like that and demand to do a couple of tasks for them. Old Jenus asks to find a local resident, Juno, who has disappeared in the ruins nearby. This task is carried out in conjunction with the next.

Radio tower repair

Cellular communication is junk in the area. Mutants carry non-ferrous metals?

Rikter Neftyanik asks us to repair the radio tower across the road. It is located in the lands of the Crazy gang, so you will have to shoot along the way. At the fork, do not turn to the garages (you will visit there later), but turn right, to the tower, and get ready to meet the mutants. Examine the evidence and repair the tower. Back to the road, you will return in the already familiar way - along the zip line.

We now have cures, as well as a prescription for bandages and a great shotgun. Before returning to the gas station, do not forget to take one more quest - from Ramos the Oilman.

Caution mutants!

"Boo-boo-boo-boo-boo", - gives us the quest Ramos.

Ramos the Oilman wants us to signal the arrival of mutants from the rocket launcher that lies at the entrance to the Hotel of the Ghosts. This will make the mutants angry, so be prepared to fend off a few attacks. Do not forget to return to Ramos and turn in the completed quest.

The mutants did not like the fireworks. However, they don't like anything.

FOR YOUR INFORMATION: If you drive along the road past the Oilmen settlement to a dead end, you will find a Feltrite crystal. It is very valuable, but it is undesirable to sell these crystals, as you will need them later for the quest.

Missing parts

In the struggle we will gain our spare parts!

The promised buggy car is not on the move. To get it from the mechanic Durar, we again need to run to the Oilmen and beg for spare parts. But the local mechanic Johan complains that the Crazy have stolen the spare parts from him. On the road, he will give us a locking scheme (without it we will not get into the garage) and "fat men" (reinforced cartridges for a revolver). Now it's time to go to the garage.

Find Buggy Parts

Now you are crazy.

This is the first serious combat mission with a real boss. Open the door with a lock and start a leisurely, systematic cleaning of the premises, fearing enemy grenades and soldiers with burning clubs. The three details that we need, you will not miss if you want to - they simply block the path forward, and until you pick them up, you will not go further.

Boss car. It is better not to shove on the machine gun, but to hide behind the column.

The boss of the level is not very strong, but he has one feature to be aware of: his "assistants" are endless, and if you hide and shoot them, then you will quickly run out of ammunition. Hiding behind a column, catch the moments while the boss reloads the machine gun belt, and hit from everything that is.

Since we left the wrong side from which we entered, the developers will give us the opportunity to use the bandit ATV, taking it away from two ragged Crazy.

Destroy the barricade

With a sniper - to the barricades!

To leave the settlement of Hagara and move on the road, you need to open a checkpoint occupied by bandits from the Sawan clan. They are firing rockets at us from a distance, and this is very dangerous. Shoot the rocket launchers from a distance with a sniper rifle (the action button changes the magnification of the sight), and only then, after driving the buggy, install the explosives on the gate.

Race against the clock with Durar

Buggy. The wheels are different, but it will live.

This is the first, training and easiest race in the game. In it, we just need to reach the target marked with a blue flag, turn around and return, keeping within the allotted time. The secret of success is the constant use of afterburner.

Dan's message

Spring, the water capital of the Wasteland.

And this task is a reason to send us from the settlement of Hagara to the first large "hub" in the game - the city of Source. On the way, you will meet bandits, but they have nothing to answer with, since our car has neither weapons nor intelligent cattle-fighters. So we leave the enemies in the blue distance and follow the path on the minimap until we come across the Source.

"Come in, don't be late!"

After talking with the gate guard, we will be allowed into the city.

Dressing up

"They spoil the air in that house over there."

The first step is to go to Mayor Clayton's office and report that Hagar needs supplies. In response, the mayor will suggest that we first change the flashy attire of the Ark for local clothing, so as not to attract the attention of the Government.

The “local” mayor has a very “mayoral” appearance.

This is the only moment of irreversible choice in the game. The merchant invites us to put on one of three costumes once and for all:

  • Wasteland Dweller gives a discount in stores (except for auto parts).
  • Hooligan reduces incoming damage (recommended, since the main problem in Rage is just incoming damage!)
  • The fabricator enhances the effect of the collected items.

It's hard to choose a suit when the salesman is glaring at you with such a passionate gaze.

Depending on the version of the game, you may also be offered a fourth, cheating suit, Elite scarlet combining the effects of the first three. In this case, there is no need to think about the choice at all.

Garage rent

"Hey buddy, do you really need a three by four flange?"

Now that we have a suit, it's time to find a home for our cars. They will be taken care of by mechanic Mick - his garage is located opposite the "town hall".

Buggy gun

"I am the sheriff of the county, and you will cleanse him of the villains!"

A stereotyped sheriff will issue a quest to purchase weapons for a car. To get one, you need to take part in the race - very easy, without rivals and only for a while. The rule “the afterburner should be turned on as much as possible” applies here as well. On the way, be sure to pick up the cylinders lying here and there, instantly reloading the afterburner.

If you wish, you can dig deep into the race and immediately earn more money "for pumping".

For the victory, you will receive a dozen certificates. They can be immediately spent on machine guns to complete the quest, or go through a couple more races to get more rocket launchers.

Sally's reward

Sally will pay us for every gangster car killed. Literally killed.

When our car has a weapon, the bartender Sally from the Second Chance bar will want to talk to the hero. She will offer us a repeatable quest to destroy bandits on the roads. Dollars and racing certificates will be dripping from every car blown up. That is, killing bandits is an alternative way of earning certificates for buying car upgrades.

To pick up the reward, just periodically go to the bar and approach Sally.


If there is a crossbow hanging on the wall, then they will give it to us.

Now you can go back to the Hagara settlement to give him supplies and receive a crossbow as a reward.

Feltrite Crater

Mayor Clayton is worried about the feltrite the bandits are mining north of the settlement. The task can be started right away (see the quest "Sample of Feltrite"), but I recommend taking the task and postponing it until the hero gets new car"Kuprino", as the northern roads are dangerous places. In addition, the quest chain for Kuprino is interesting in itself.

Need "Kuprino"

Buggy for battles in the north is already weak. We need Kuprino.

The Sheriff of The Fountainhead invites you to race to win a new Kuprino car, and for this he will send you to herald Jackie. But here a new problem will arise - a sponsor is needed for the races!

Sponsor for Dusty 8

To get a sponsor, you have to work as a clown for showmen. Or a showman at the clowns.

Jackie Weeks invites us to apply for sponsorship to local media mogul Stils, producer of Kill the Mutant TV show. He has a counter offer ...

Kill the mutant

"There is no paper?"

Stils will sponsor us if we participate in his Kill the Mutant show and stay alive. Before you agree, make sure you have enough ammo and first aid kits. It will not be easy to complete all the "attractions".

"Come to me, bro!"

  • Laughter room. The first battle will begin with the usual shooting of mutants running out of holes. After that, four cages will rise in the hall, the inhabitants of which must be brought to naught as soon as possible so that the hero is not bombarded with fiery shells.

Distant biological ancestor of Freddy Krueger.

  • Monkey labor. The spinning figure of the gorilla, studded with blades, can be put to your advantage if you hide in the corner by the door, where its blades are not reached. The oncoming mutants will partly chop off her blades, making it easier for us.

Slot machine. Instead of money, mutants are thrown out.

  • One-armed mutant. Shoot at the target to start the slot machine, and then deal with what runs out of the pipes. You will have to run a lot, because on the approach of mutants it will no longer be possible to shoot.
  • Bay of Wrecked Ships. Here, standing still is completely contraindicated, because thorns in the spirit of "Prince of Persia" pop up from the floor every now and then. But the next fight is even worse.

It is better not to peer at what place the "kraken" caught the mutant who fell under the tentacle.

  • Fights of gladiators. A huge mutant with a tentacle is a very unpleasant enemy. As a boss, he will continue to be encountered in the game. It is easy to dodge his "jerks" (a la the Emperor of the Cycloids), but when he touches the hero with his tentacle, problems begin, since it is very difficult to dodge these uninvited caresses. The tactics of dealing with it are simple: hit with the heaviest weapon, heal as necessary, dodge jerks and try to stay away from the tentacles.

An easy way to deal with pits is to put a springboard in front of them.

Now you have a sponsor (Stils will even offer to repeat the fight with increased difficulty and reward). All that remains is to win the Dusty 8 sponsored race. In these races, you have rivals, but against them you can apply a special move three times, knocking them back. It is best used when you are literally in front of your opponents.

Source side missions

Already for the fact that the hero agreed to do the quest, he is entitled to a prize.

In The Source, you can get several side missions - mainly on the notice board opposite the shop. Some of them appear later in the story, so come back to her from time to time.

Some tasks will be given by local residents.

Sinister mutants

Now they will run - just have time to shoot.

One of the "sniper" missions in which you only need to shoot accurately. Taking it, you will immediately receive a sniper rifle upgrade - a device for semi-automatic shooting as a gift.

The hero must cover the work of the mechanic repairing the water supply and his bodyguard with fire. Mutants will come running from two directions, but there is nothing difficult in shooting them. The most dangerous thing will be the ending, in which the path for the mutants will be shorter and they will need to be taken out more quickly.

Beware of the wrath of mutants - if you attract their attention, they can drop into your balcony and try to make minced meat from the sniper himself.

Missing

Another Ghost has reached actualization.

One of the settlers has disappeared at the hotel of the Ghosts, and the hero is asked to go on a search and rescue expedition. The path in the already familiar interior will quickly end near the statue, from which we were caught when we first visited the location. There you will find the missing person - or rather, what is left of him.

But do not relax - on the way back you will have to fight with several more Ghosts.

Stolen goods

Bad bandits have devoured everything and are lying around. But you can at least hand over the bottles.

The bandits from the already familiar clan of the Crazy have stolen beer from our quest giver, and now they need to take revenge. Enter the garage from the back entrance, which is near the Ark, and walk through the familiar rooms with fire and sword. You will find bottles at the end of the road.

Guarding the caravan

You can't rob caravans!

This sniper mission is a little more difficult than the previous one, the tap one. First, we will need to quickly shoot the bandits jumping out of two cars (one will stop under the bridge, slightly to the right of a large rock in the center, the other - below, under your sniper point). In this case, the bandits will jump out not only from cars, so drive with a muzzle, keeping at gunpoint as large an area as possible.

The second phase of the battle will take place to the left of the cliff. First, a car of bandits will stop under the bridge, then they will start launching radio-controlled wheel bombs - very small and fast targets that require exclusively marksmanship.

Offer

“Because of these bandits, I lost my finger and had to cut a new one out of an old log!”

Fallinx of Hagar invites the adventurer to approach him at the gas station, promising a rare engineering scheme. We already know this character - we go to him and find out what he needs. This quest will appear on the notice board only after we complete the task "Destroy the explosives warehouse".

Remote control prototype

Set “Do it yourself. And blow it up. "

Fallinx will ask us to visit again the Sawan gang's explosives depot, which we have broken up by several missions below. It will need to be cleaned, but this time the path will change slightly - the old passages will be blocked, and the previously locked doors will open. All we need is to kill all the enemies, get to the prototype of the improved bomb machine and pick it up. Returning to Fallinx, you will receive a schematic diagram of an improved explosive model.

Exchange

The third "sniper" mission - it will appear in the list on the bulletin board later than others. The hero must cover the hostage exchange with sniper fire. As soon as the beams of laser sights appear on the ground, open fire on enemies (they are usually located at the ends of these beams).

Watch out for retaliatory sniper fire. When the Government arrives, try to shoot down the landing force in flight.

Find Feltrite

Jacob wants to squeeze twenty pieces of Feltrite from us for a valuable piece.

Bar visitor Jacob carries a rare device that speeds up the recharge time of our defibrillators. But he is ready to part with this miracle of technology for at least twenty crystals of feltrite. By the time the quest becomes available, you should already have accumulated a lot of crystals, and even more can be collected in mini-games to collect feltrite on the roads of the Wasteland.

Miracle remedy

The swamp is a home for a hippopotamus, but we are reluctant to sit in it.

Old man Richard from the bar "Second Chance" asks us to get his wife a rare ingredient in the medicine - a flower that grows only in the swamps where Mad Joe lives. It's easy to chase the flower, and the reward will be the most valuable recipe in the game - the Apophis potion, which increases the health reserve, and not temporarily, but permanently. To make more potions, you need to get rare plants - night bloom and desert spores. A pair of Desert Spores can be easily picked up near Crazy Joe's Swamp. One grows in the crater behind the entrance to Kill the Mutant.

Watchtower Supplies

“And the moose is gone. I left for a distant cordon. "

The sheriff asks to take supplies to the distant outpost. No problem. If necessary, we'll take you. On the way, the bandits will naturally attack us, but we ourselves have a mustache.

Destroy an explosives warehouse

Everything is good here. It will be a shame if it looks ... Boom!

And the next task of the sheriff will be more difficult. We need to get into the lair of the Savans - those same comrades who launch radio-controlled cars-bombs - and smash this shack to smithereens.

The main thing to know is that they gave us the recipe for the bomb machine for a reason. To complete the task, you will need to launch the little car several times into the low passage and, finding explosives on the other side, detonate it, freeing the passage. Repeat several times.

And also explosives can be used to shoot self-portraits against the background of defeated bandits.

The level may seem difficult, but the main thing in it is to ignore the locked doors, look for cracks in the walls for cars (the most inconspicuous are courtesy of red lamps) and, in case of doubt, go where the arrows on the floor show. We'll have to make a loop.

Residents of the Well play with cars without removing the explosives from them. It would seem, what could have gone wrong?

And it is at this level that you will first encounter tank-type enemies - armed to the teeth and armored from head to toe. Of course, you need to shoot at them with armor-piercing cartridges, trying not to shine in front of their machine guns. But the main weak point of the "tanks" is speed. They will not be able to quickly escape neither from the thrown grenade, nor from the explosive machine that drove around the corner.

Feltrite Sample

I found Feltrite! I'm rich!

This is the same task from the mayor, which we postponed a few quests above. To get a sample, drive north along the gorge and, after fighting with the bandits or leaving them, turn right into a feltrite crater. There you can easily find a tower and easily deal with the bandits guarding it.

Another portion of the bandits will jump out, opening the hatches in the roof of the change house. And another one will crawl out of the shed when you start the oil rig and take a sample for the mayor.

Defibrillator part

Old man Kvasir sees right through us.

The mayor asked to take the sample to a hermit named Kvasir so that he could find out what the bandits were up to. Kvasir lives behind the northern junction on the left - you need to go to him not along the overpass, but under it.

Kvasir will give us an alignment of the political situation in the Wasteland (the Government is bad, the rebels are good) and will offer us to strengthen our defibrillator with a second charge. But for this you need to visit the ominous Dead City and get the necessary part in the hospital.

You might think that in this quest we are waiting for the traditional hospital mysticism. In fact, no - only mutants of several species.

Headshot in 3 ... 2 ... 1 ...

The first fight, in the autotunnel, will not be difficult. When you see a troll-like giant leaving into the blue distance, notice the beam above your head and get ready to hide behind it from the shots of another, smaller mutant. Along the way, a trifle will run in your direction, which can be removed from a sniper rifle.

Inside the building, after a scene with a huge paw, get ready to fight small mutants in two small adjoining rooms (there is still a crack in the floor). Stand with your back in the corner next to the door in the second room and shoot enemies while they crawl out of the cracks. If the mutants run out, and the door does not open, then you missed those who are hiding behind the gaps in the walls and cannot get over to you.

"So we met again, Captain Hook."

After a short crossing across the street (throwers of fire projectiles, as well as "guests" from the sewers), take out the radio-controlled car and use it to open the passage to the secret area, driving the car into the collector from the street.

But the next battle will be difficult - several small mutants and the already familiar "kraken" will be put up against you. There's nowhere much to hide, so counter your enemies with firepower and don't forget to pick up valuables on the bench next to the less fortunate adventurer's remains.

"My eyes! Glasses don't help! "

After that, you will be shown the "troll" again, but you will not be allowed to fight with him yet. Our next task is to open the lattice-gates, first turning on the mechanism on them, and then on the wall, where the cord leads. Immediately after that, mutants will sit down on the hero - fortunately, small ones.

Downstairs, in the subway, where Duke-Nyukem mucus reigns and even there is something like a woman in a cocoon, you will be introduced to a new kind of mutant - a victim of government experiments. He is not particularly fast or strong, but with deadly accuracy he spits out blinding poison, doing it preemptively. Remember this, and at the moment when the mutant is gaining strength for the grub, get ready to quickly change the direction of movement.


Why shoot him? Because he is alive and glows.

Behind the door you will find a transition to another location - the central one. part of the dead cities. The hero again needs to use the mechanical gate and withstand the battle with the mutants. And to open the passage to the barred secret area, shoot the gas cylinders. Ignore the area covered by the force field - you will visit it much later.

It will be easier to fight off mutants on the surface. After passing under the bridge, you will again find yourself in a room where you will be warmly welcomed by the troll you have already seen three times.

This white thing on the chest is the troll's weak spot.

The fight with this boss has two phases. In the first, he throws pieces of stone at us, and we bounce off them in the sprint, aim, shoot at his vulnerable spot on the chest and pick up missiles. In the second phase, the troll runs up to the wall of the building, starts hammering with fists, from which you need to hide in the far part of the hall. When the boss bows his head tiredly, shoot directly in the brain. You will have to repeat this several times.

“We’ll change your defibrillator now. It will hurt, but not for long. "

There will be no further problems. On the way to the foyer, you will come across ordinary and government mutants. When you take a part for a defibrillator, a small crowd of enemies will come running, along the way opening the way back. The path to the beginning of the level will be short and relatively "heart".

Starkey's challenge

For the sake of a useful cattle-breaker, it is worth taking a ride on the track from Starkey.

The local champion Starkey offers us a one-on-one race, promising to give us a useful cattle-breaker if we win (it makes head-on collisions with bandit cars more fun). Whether or not to do the task is up to you. Competent and quick selection of afterburner cylinders and three mines, which are very useful if you place them in Starkey's path, will help you to win. The main thing is not to run into them yourself.

And here is our prize. Now the cows are not good.

Captured Well

Jerry will give us electric shots. His partner will give nothing.

The mayor sends us to the water supply - there is something wrong with the head of Carlson. He is in a panic. The bandits from the Ghosts have seized the water treatment plant and threaten to pour dangerous poison into the water supply, after which life in the Well will become impossible. The station must be visited, the bandits must be killed, the toxin must be captured. To make it easier for us to breathe, the wounded worker we met at the beginning of the location will give us several electric arrows. They are best used when enemies are ankle-deep in water. It is enough to shoot such an arrow into the water, as everyone around becomes ill. Simple, convenient, economical.

Why do they wear scarves? Freezing? Hipsters? No lower jaw like Darth Malak?

There are few difficulties in the task. If you can't find your way after the first meeting with the bandits and are stuck in a dead end, pay attention to the niches in the walls to the left and to the stairs. Be careful in a large room with vats - Ghosts are very clever in jumping between the railing. After seeing a pile of corpses, get ready for a small battle. When you come across a locked gate, there will be a funny moment: the gate will slowly rise, while the bandits will try to lower them on the other side so as not to let you go further. Shoot everyone who runs up to the lever.

Ghosts love this kind of installation. If only it wasn't for the smell ...

At the end of the mission, several friendly characters will join you. With their help, finish shooting the bandits in the hall, take the toxin and take the elevator upstairs to the exit.

Deadly cargo

Kvasir offers us arrows, which are first zombified and then exploded. Just right for the good rebels.

Do not forget to drop by Carlson and please him with news. He will tell you that the toxin must be taken out of the city. For example, show Kvasira.

FOR YOUR INFORMATION: Probably, at this place you will begin to meet mini-quests for the selection of meteorite feltrite. Try to pick up as many pieces as possible to complete the Find Feltrite quest without any problems.

Secret cargo

"Oh, hi. Do you understand cards? "

Kvasir will be able to use the toxin to create mind control darts - a weapon that would raise some doubts among the authors of the Geneva Conventions. Use these darts as an excuse to meet the underground Elisabeth. She sits at the Second Chance bar, staring at a satellite image of a government prison without a palette.

Free Captain Marshall

Zombie dart effect. In practice, it's pretty useless.

Elizabeth demands that we free the leader of the underground, Captain Marshall. Ignore her demand to bring along and use mind control darts. They are not needed in this mission. We need armor-piercing cartridges, mini-missiles and a variety of explosives, as our enemies will be well protected. This is the first time we will face Government fighters.

FOR YOUR INFORMATION: Probably, on the way to the prison, you will again be offered a mini-game of collecting meteorites.

Shoot the inhabitants of the watchtowers at the gates from afar. Behind the gate, do not go to the large door, but find a hole in the floor and go down the stairs into the ravine. After you move to a new location - the prison itself - you will be introduced to the concept of electromagnetic grenades. They are convenient to disable batteries supplying protective fields and sentry guns.

And in the forehead the star is burning. Very handy for aiming. Straight to the forehead.

On the way to Captain Marshall's detention center, you will encounter difficult, but not particularly prominent battles. Remember that landing government soldiers can and very conveniently be shot down right in the air. Try not to rush forward, so as not to catch the eyes of the soldiers guarding the cameras, and instead secretly open the cells with the mutants and sit on the sidelines while they deal with the enemies.

“Have you come to save me? Wait, now I'm activating the button that unlocks the camera. "

When you free General Marshall (in a very strange, I must say, way), the task will become more difficult. You will need to protect him from enemies while you both make your way to the exit. Get your heaviest weapons and grenades ready. You can't take risks. Pay Special attention on the machine gun opposite and do not let anyone stand for it.

When the general asks to turn off the protective field, go up the stairs and throw an electromagnetic grenade at the battery. After that, join Marshall, hide behind the broken wall and take aim at the middle of the courtyard, where the Government troops will begin to land. They will be in front of you at a glance. Throw grenades at them. It is done! Return to the Source.

Personal disk

"Welcome! Welcome to City-17 ".

Now, on the instructions of General Marshall, we must return to our own Ark and find our personal information disk there. Government soldiers are on duty at the entrance to the Ark. At the exit you will be met by several more soldiers. In general, nothing complicated.

High five!

FOR YOUR INFORMATION: With a high probability, on the way back, you will be given another mini-game for the selection of feltrite, in which you will compete in speed with the bandit cars.

Lost data

New mission from Captain Marshall. We need to go back to the Dead City and borrow the data from the Government with the results of their experiments.

This time, the path will be the opposite: we will return to the place where we took the part for the defibrillator, and go out to the hospital foyer, where the Government soldiers will meet us. After that, we will go back through the entire level, watching how the snipers shoot the mutants, and shooting the snipers themselves.

After the battle with the landing party in the open area, do not turn right in the metro, but take it to the left, and through the door you will enter the field laboratory. There will be few people there. Grab the data (under the large orange displays) and, taking out the battery, go out through the place that was covered by the protective field during your last visit to the Dead City.

On the way back, you will be met by familiar enemies - snipers, government soldiers and landing troops descending through the air.

Subway

The airship flies towards the remains of the Crescent City. But we do not need to go to the city itself, but to the metro.

Make sure you finish everything in the Well, because Marshall demands to go with him to the Eastern Wastes, to the city of the Underground, where the headquarters of the Resistance is located. Upon arrival, listen to the briefing.

Growing influence

The rebels cannot take this and send us further along the plot. So while we work for the local municipality ..

The task is to make friends with local residents so that we will not be extradited to the Government. It is especially important to build friendships with Mayor Redstone. Of course, this means that you have to complete quests.

Brigadier Jones

Mayor Redstone has found an interesting way to hide a bald head - under a tattoo.

Mayor Redstone complains that his people are having problems with mutants in the tunnels, and will ask us to go to Brigadier Jones to figure out what to do with the intruders.

Brick Reward

On the head of the bartender is the same fez, after which the bar is named.

On the way to Jones, go to the Fez bar and take the task from the bartender Brick - the same task that Sally gave you before: we destroy the bandits and the Government armored vehicles of the Predator system on the roads, and in exchange we get dollars and racing certificates.

Invasion of mutants

Brigadier Jones will ask us to get to the Blue Line subway station and finish blowing up the tunnel.

Brigadier Jones is upset by the mutant raid on the Blue Line. Let's clean it all, from Mitino to Shchelkovskaya.

The task is not easy and, in part, even boring. Take ammunition with a reserve. There are not many enemies in that location, but a lot! At first, they will run somewhere in the distance, but as soon as the hero picks up dynamite sticks, the grate slams shut, cutting off the path back, and they will trample all the cracks - mutants! With them there will be a new variety - kamikaze, waving a pair of dynamite sticks and striving to shahid the hero. It is highly discouraged to let them come close. Fortunately, there will be few of them and they are found only in one place of the level. Well, did your rubber armor help you?

The most difficult battle will be at the station, where you will return by making a circle on the level. Plant explosives in four places in the tunnel on the left, save yourself and push the lever. After the explosion, a bunch of mutants and two (!) Kraken will come running. Feel free to use the Rocket Launcher. There is no need to be a hero here, especially since the boring level has almost been passed.

The way to the exit will be opened by mutants who jumped out through the opened doors of the car.

Abandoned distillery

"Give me your nose!"

This side mission will be given to us by Dietrich, a resident of the Underground. He will ask you to make your way to the old distillery and make a couple of bottles of branded schnapps, while fighting off the mutants who have come running to the noise.

The distillery is really quite old, and there are many mutants in it. You will not get lost if you go through the door, locked with a padlock (break it), and, getting ready for the sudden cry of the mutant, jump after him. Once in a large hall with large cylindrical ovens, do not be lazy to go down the stairs in the far corner and open the door leading to the "Easter egg".

The local "hockey players" wear serious armor. That is why they are dangerous.

The Mayor of Redstone complains that a gang of Machineheads, which owns electricity, are raising prices on it, and demands to get to them in a bank vault, having stolen the energy source - an alloy of feltrite and plutonium. You don't need to get into the car to go to the location. Use the key and open the service room on the upper level of the Subway.

Fighter of the "tank" system. First, it will riddle with a machine gun, then finish it off with a key for a hundred.

Machineheads are armored guys, they have "tanks" and defensive "spiders". The most dangerous of all are "tanks", so, if possible, stay away from them and take out everything that is. At the very beginning of the level, beware of contact mines suspended from the ceiling. In the foyer of the bank, when jets of fire block your way, go up one floor and turn them off with the lever. Then turn left (you still cannot cross the flame on the right) and advance with the fight to the bank vault. In the offices you will be cut off from the exit by the flame and pushed against two "tanks". Fortunately, the places there are cramped - there is where to hide. Make your way through the obstructing blades of the aircraft engine only when it is not working.

The Machineheads shouldn't have locked their bank safes.

After visiting the store and learning that we cannot see the source of energy, return. The enemies will be the same - shooters, tank runners.

The price of power

Cheburashki in anger. Now they will do some dirty trick.

Redstone is not happy with the failure, but he has a new idea - to take over the Machineheads power plant. The content of the quest is about the same as the previous one. True, it is a little more boring - it will have a lot more enemies and shootouts among industrial interiors.

After removing the first bandit you meet, slowly move forward under the threat of their leader. Be careful with tanks. The level looks complicated, but you will not get confused in it and soon you will go to the elevator, where the main bandit will safely finish off the hero, bringing down the elevator into the mine. But the hero will rise again - in vain, perhaps, defibrillators are built into him?

The mayor's men arrived for everything ready, when we had already smashed the power plant to smithereens.

Move along the levels, stairs and passages further. In the room with the decapitating traps ... duck down. Go through the generator room, and you can easily deal with the main Machine Head by throwing missiles at him.

After that, pull the lever, redirecting energy to the Underground, and move to the exit, where you will be greeted by friendly NPCs. Help them in battle by launching one trap after another in the generator room, and the job will be done. Now you are loved in the city, which means that the plot can move on.

"Monarch" Starkey

Starkey thinks we won't beat Monarch.

The Starkey racer, already familiar to us, demands revenge and this time puts his car "Monarch" on the line - a very good one. To participate or not - again, you decide. But it should be noted that these races are not more difficult than the previous ones, and again you have three mines.

And of course he is wrong. But now he can be proud that the rebels ride in his car.

Cometnik

Only herbal medicine will help the joints of old Norbu.

Old Man Norbu will give us side quest: he also needs a rare plant - a blooming comet cactus. It is better to go for the flower as early as possible (before the "Storming the Bridge" mission) so that the quest can be completed without any problems.

Equipment from the Ark

The wolf in pince-nez is just one of the amazing outfits of the Jackal gang.

Lassard, a rebel hacker, will ask us to look into the gorge of the Jackal gang and get a data decoder in the Ark there.

Jackals are funny guys. They have very peculiar battle cries, and the level is interesting. But to go there without a heap of explosives, cartridges and medicines is not worth it - it is dangerous. It's good at least that this time you can save armor-piercing cartridges. The bandits are devoured, but they do not wear armor.

They also dragged the ship up the hill! But why?

Try not to let the bandits get close. With their Raskolnikov's habits, this is very cranky. Shoot fire throwers from afar, hiding from flying shells behind the sheds. Climbing the winding caves, get ready for all sorts of dirty tricks like rolling explosive barrels. Enjoy the scenery, use the bungee balls and keep away the dynamite balloons.

The monorail motorcycle is another amazing invention of the Jackals.

When you come out to the gorge, where explosive balloons fly in an endless stream, be patient. There are many enemies here, but you are almost there. When you go down the bridges, all you have to do is throw grenades at the last Jackals and, after going into the Ark, grab the decoder (button on the wall on the right, green container). On the way back "bungee".

Storming the bridge

Even the bridges of this Government are not the same as those of the people.

This is not how we envisioned BFG.

Get the Rapid Fire Machine Gun (Alternate Ammo) from Portman. So the time has come to fulfill the last mission - to take the capital by storm and put an end to the insidious plans of the Government.

Super mutants are fast and dangerous. But their skin color is suggestive of the problems of pig production.

Since you will not come back after completing the mission, there is no point in saving money. Set things right and stock up on heavy weapons to the very top. You can even sell ammunition from the car, taking only a couple of shields on the road just in case. It is pointless to engage in a battle with armored cars - they are endless, and we just need to fit the car to the hole in the wall and press the button to get to the level.

The climb on the platform will be followed by the final battle, in which we have to alternately press the buttons, fighting off the mutants that pop up in turn (which is why there is no point in saving BFG - it is ineffective when enemies are pressing one at a time). When the last button of the terminal turns on and you press it, the job is done!

1 2 3 4 All

You wake up in a cryogenic capsule. Use the computer opposite, and then go out into the door that opens behind you.
Go left. Here you are attacked by enemies. But then a hero in green glasses will appear, who will save you. Run to him and get into the car.

Welcome to the future!

Main story missions

Exercise:Deal with the bandits

Target:Deal with the bandits

NPC:Dan Hagar

Special award:Armor
Follow the signs on the map. When you get to the fence, get off the vehicle and continue on foot. Opponents await you inside. They are nothing serious. At one point you will be grabbed and seriously wounded. To "revive", the defibrillator is activated. When the two figures intersect, press "e", and you will rise again. The closer to the center the figures are, the more health you will recover.


Having dealt with all the enemies, use the funicular and return to the base.


Exercise:Medicines

Target:Deliver a letter to Rikter in the Neftyanikov village

NPC:Dan Hagar

Special award:Buggy
Go to the neighboring village of Oilmen and find Rikter there. He will direct you to Jenus, which in turn will follow the good old adage "You are for me, I am for you." The woman will agree to help you in exchange for completing her assignment.

Exercise:Where are you Juno?

Target:Find the missing Oilman.

NPC:Jenus Oilman

Special award:Bandage recipe
Follow the radio tower, simultaneously exterminating the enemy. In the room on the first floor, you will find Juno's remains.


When you receive the promised medicines, take them to Dan, who in turn will direct you to the mechanic Durar so that you can talk to him about Buggy.

Exercise:Missing parts

Target:Find parts for Buggy

NPC:Dyurar Hagar

Special award:Buggy
You need to get the missing parts for the car. Durar gave you a list. Go with him to the Oilmen's settlement to the mechanic Johan. It turns out that the bandits stole all the parts. Well, let's figure it out

Exercise:Find Buggy Parts

Target:Find Buggy Parts

NPC:Johan Oilman

Special award:"Fatties", Locks scheme
Head north to the old dam, straight to Crazy Camp.
You can find the generator for the car on the device that feeds the door opposite it:


The distributor box is located on the hood of the disassembled machine:



When you get to the auto repair shop, you will be attacked by a mini-boss - a bandit behind a machine gun. It's simple: use the switch on the right, and when the gas cylinder that appears is above the machine gunner's head, shoot. Behind his car you can find the piston too:


Turn in the completed task immediately to Durar.

Exercise:Destroy the barricade

Target:Destroy the barricade

NPC:Dan Hagar

Special award:Sniper rifle
Drive in the direction of the Oilmen settlement until you hit a fence. Place the explosives on the right pillar and rip the claws for a reward.

Exercise:Dan's message

Target:Deliver Dan's letter to Mayor Clayton in City Source

NPC:Dan Hagar

Special award: Desert Storm Crossbow
Travel to Source City to deliver a letter to Mayor Clayton. Watch out for bandits in cars!
The mayor's house is to the right of the entrance to the city.


Exercise:
Dressing up

Target:Get new clothes

NPC:Mayor Clayton

Special award:New armor
You need to change into something ... newer. Find a clothing store in town. You can get to it if you go to the cave opposite the main entrance to the city.




Exercise:Garage rent

Target:Find a place where you can park your car

NPC:Mayor Clayton

Special award: -
Head to Mik's garage, which is opposite the mayor's residence.


After renting a parking space, go to the Sheriff's office, located near the clothing store and butcher's.


The sheriff will give you the supplies, but before that you must arm your car.

Exercise: Buggy gun

Target: Arm your car

NPC:Sheriff Black

Special award: Go to Rusty, the parts dealer, then to Jackie Weeks, and then to Skinny.


You need to win enough racing certificates in races and buy weapons for your buggy.


Exercise:Feltrite Crater

Target:Bring the Mayor a Sample of Feltrite

NPC:Mayor Clayton

Special award: -
Travel to the huge meteorite crater. In its center, you will find a tall drilling rig. Deal with the enemies, and then pull the yellow lever near the drill.


Collect a sample of Feltrite and take it to Mayor Clayton.

Exercise:Feltrite Sample

Target:Deliver Feltrite to Hermit Kvasir

NPC:Mayor Clayton

Special award:-
Head north. When you get to the hermit house, do not rush to jump over the bridge. First use the "intercom" at the entrance.


After that, the bridge will rise. Take the elevator down to Kvasir's laboratory. When he asks for you, place the Feltrit sample on the counter.


Exercise:
Defibrillator part.

Target:Travel to the Dead City and obtain a defibrillator part from the central hospital.

NPC:Dr. Kvasir

Special award:Improved defibrillator
Go to the sewers, through which you can get to the streets of the Dead City, teeming with mutants. Explore all the dark corners of the former metropolis. When you enter a small area, you will be attacked by a giant mutant. Killing him is simple: first shoot at his left unprotected leg, and then - in the head.


Then go into the building behind him. Go upstairs. Caution: giant hand!
Soon you will find yourself locked in a dilapidated apartment, and mutants will climb on you from all the cracks. Restrain their onslaught until the iron door falls.
After a while, you will reach another mini-arena. The Kraken will attack you here.


The scheme is the same: distract him with a robot and finish off with a shotgun.
After defeating the Kraken, go downstairs. Turn the lever on the gate. Do not open ...
No problem. Follow the wire leading from the arm to the electrical panel.


Turn it on. Return to the gate. Now they will definitely open.
Once you reach the city center, the locked gates await you again. But there is one problem: the path to the flap is blocked, and there is a small gap in the grate ... Do you still have machine mines in stock? Fine. Gas cylinders are on the left. The entrance is there.


When you reach the hospital, you will have a rocket launcher in your hands, which means that something big is coming. And indeed. You are attacked by a giant monster with an exposed brain.
The scheme of the battle with him is as follows: wait until he starts aiming at you with a laser beam. As he begins to lift the stone over his head, the left side of his abdomen will open, and electrical discharges will begin to beat from there.


That's where you need to shoot the cannon. When the monster starts shaking the house you are in, its brain will sparkle.


Shoot him. After the monster is defeated, go to the doorway to the left of his body. Then, leaving the main hall, go up the escalator to the second floor. The defibrillator part is located in the circular surgical room.


Now return to the hermit and then to Mayor Clayton.

Exercise: Need "Kuprino"

Target:
Get a new kind of car

NPC:
Sheriff Black

Special award:
Kuprino »
Go to Jackie Weeks, Herald of the Racing Tournament. He advises you to contact JK Stils, the owner of the TV channel "Kill the Mutant", and part-time - a sponsor of novice racers. The entrance to the channel's studio is located in the mouth of the severed head of a giant clown.


Exercise:
Watchtower Supplies

Target:
Deliver supplies to the watchtower

NPC:
Sheriff Black

Special award:
-
The task will become available when you complete the sponsorship race and receive "Kuprino"
Travel to the North Watchtower and take the supplies there. Give them to Curtis, who stands at the foot of the tower, and return to the sheriff.


Exercise:
Destroy an explosives warehouse

Target:
Destroy an explosives warehouse

NPC:
Sheriff Black

Special award:
Mine machine drawing
Travel north to the Shroud Lair. Having penetrated inside, deal with the enemies. Find the gap near which a red light is on.


Use the car to get there. When you reach a round room furnished with explosive containers - explode.
So, one of the warehouses has been destroyed. Go through the resulting hole and use the elevator. When you reach the door protected by an electronic lock, you will need to find a key card, which is located in one of the rooms on the floor below, near a wooden box.


Behind this door is a circular room with a bunch of enemies. A red light glows under the stairs. The scheme is the same as in the first case.


Now go back to where you came from. Bandits will attack you in waves. When you destroy the "reinforcement", run into the door that opened with him. The third cache is located on the right side of the room.


Blow it up and take the elevator. Now you can go for the reward.


Exercise:Captured Well

Target:Prevent the bandits

NPC:Carlson

Special award:Electric arrows
Carlson is a plumber. His office is next to the mayor's office. He will ask you to deal with the impudent bandits who decided to poison the water in the city.
After getting into the sewer, talk to the wounded worker. He will give you electric shots. Use them while enemies are in the water and will be electrocuted.


You will soon reach a lever that will raise the grate. Please note: the grate will lower until you destroy ALL enemies.


After a while you will be greeted by a member of the resistance. Help the guys fight off the bandits, then remove the capsule with the toxin from the generator, stand on the platform next to it, and pull the lever.


Turn around and head up the stairs until you reach the hatch.

Exercise:Deadly cargo

Target:Deliver a sample of the toxin to Kvasir

NPC:Carlson

Special award:-
Deliver the toxin capsule north to Dr. Kvasir.



Exercise:Secret cargo

Target:Deliver a sample of Control Darts to Elizabeth

NPC:Dr. Kvasir

Special award:Mind Control Arrow Diagram
Go to the Second Chance Bar, find Elizabeth Cadance - the girl from the resistance - and give her a sample of Mind Control Arrows.


Exercise:
Free Captain Marshall

Target:Free Captain Marshall

NPC:Elizabeth Cadence

Special award:-
Travel to the Government Prison. The machine gunner guards the entrance. You won't be able to kill him, so run to the gate as quickly as possible and pull the lever. Then go down to the sewers.
In the prison you will find a huge number of well-armed opponents, with jetpacks and shields. The best way to deal with them is with dynamite arrows. Also, laser barriers will stand in your way. To disable them, destroy generators (capsules with electricity) that are nearby.


When you get to the cells with mutants, pull the lever to open the locks and set the monsters on the soldiers. There, on the first floor, in the last cage on the right, Captain Marshall is imprisoned.


When you free him, the security system will work, and you will have to repel the attack of enemies. After getting out on the street, move to the second floor. When Marshall starts to open the door, stand behind the turret.


Then the captain will climb into the elevator, and you go out the door next door and return to the Source.


Exercise:
Personal disk

Target:Find a disc with information about your Ark

NPC:Captain Marshall

Special award:-
Go to your Ark. Here you will be met by the enemy in the person of the Government soldiers. Kill them and use the computer.


When you take the disk, you will be attacked again by the soldiers. Deal with them and return to the captain.


Exercise:
Lost data

Target:Find Government Research Data

NPC:Captain Marshall

Special award: -
Return to the Dead City. Immediately run through the door in front. Your path is now on the opposite road to the one you were looking for for the defibrillator part. When you get to the first laser grating, near the door on the table you will find research data.


After you reach the streets of the Dead City, you will find a laser grating in one of the buildings. The generator is located one floor below. Go through the room you were once stuck in. When you reach the underground path, you will be attacked by an elite stormtrooper armed with an energy rifle. Kill him and return to the wasteland.

Exercise:Subway

Target:Travel to the Resistance camp

NPC:Captain Marshall

Special award:-
Travel to the Resistance Camp - Subway
To return back to the Source, head to the corridor behind the captain.



Exercise:Growing influence

Target:Impress Redstone

NPC:Captain Marshall

Special Award: -
After finishing the conversation, turn left and head towards the garage. Meet your new mechanic here. To return to Marshall, use the elevator to the right of the private garage entrance:


Then go outside and go up the stairs, where Redstone is already waiting for you.

Exercise:Brigadier Jones

Target:Go to the subway and help Jones

NPC:Redstone

Special award:-
Go to the subway (to the left of the stairs to Redstone) and talk to Brigadier Jones.


Exercise:Invasion of mutants

Target:Stop the invasion of mutants

NPC:Brigadier Jones

Special award:-
Head out into the wasteland and head to the Blue Line station. When you find dynamite sticks, the grill behind you will close, and the hero will be attacked by hordes of mutants.


Having dealt with them, go downstairs and go through the opened door. After reaching the square, reflect the attack of the mutants, and then kill the mini-boss. Shoot in the leg, then in the head.


When you reach the subway, there will be a detonator near the far car. Follow the wires that extend from it, and place explosives in the indicated place,


and then use the detonator.


A bunch of mutants and two Kraken will run to the explosion. Don't forget the rocket launcher. After destroying them all, leave through the opened door of the carriage and return to the city.

Exercise:Basement Machineheads

Target:Collect a sample of feltrite, combined with plutonium.

NPC:Redstone

Special award:-
Find the Subway leadership room. She is not far from the guy playing the banjo.


Through this room you will find yourself in the lair of the Machineheads.
When you get to the passage, blocked by a wall of fire, turn left and climb the ladder. After reaching the next wall of fire, turn the valve.


With its help, you will also block the first wall of fire.
Move forward. When you get to the room with two exits, they will suddenly "overlap" with flames, and two attack aircraft will come out from the opposite side. The fire will go out only when you defeat them. In the next room, a fan will be powered by an electrical charge. Run past him when he stops. Next, you will find a round room, at the end of which there is a container with feltrite.


On the way back, you will be attacked by a flamethrower. The best way to get rid of it is to shoot the tank on your back.


Exercise:The price of power

Target:Take control of the power plant

NPC:Redstone

Special award: -
Go to the Power Plant When you get to the electric beam blocking the passage, use the control panel on the left. To get through the next arc, break under the EM grenade switch.


When you get to the control panel, the leader of the Machineheads will block your way.


The boss is not difficult. Occasionally shoots rockets at you. Kills with 4-5 hits with a wing stick.
When you take control of the power plant, you will be greeted by one of Redstone's guys. They need your help.
Follow the guy. Once near the three levers, use them to activate traps and thereby prevent enemies from reaching our allies.


After that, return to Redstone, and then to Captain Marshall.


Exercise:
Ark device

Target:Find a decoder

NPC:Lassard

Special award:-
Go to the Jackals' Lair. When you reach a fork, turn right. A little further you will find a lever.


Use it. Return to the fork and go through the open gate. Don't waste time on enemies, they are endless. Ride the funicular twice in a row, and then run to the backlash and go down on it.


Run ahead ahead. But beware of explosive balloons. After reaching the Ark, listen to the President's message using the terminal lying on the floor. And then find the decryption device near one of the capsules on the right.


To the left of the exit from the ark, at the top of the ladder, there is a certain device, something like a winch bicycle.


Use it to get out of the caves.

Exercise:Storming the bridge

Target:Blow up generators and disable bridge protection

NPC:Portman

Special award: Energy Cannon Government
Head to the Government checkpoint, not far from the Jackals' lair. Blow up the fence with dynamite.


When you reach the end of the gorge, use the huge elevator.


There is a large installation on the bridge. To the left and to the right of it are two small generators.


Place charges on them, and when they explode, take control of the installation, and with it the bridge, using the terminal in the center.


Exercise:Storming the capital

Target:Raise all the Arks

NPC:Captain Marshall

Special award:Final game =)
Forward! The future ... the future is in your hands!
Go to the Government grounds. After reaching the entrance to the Capital, use the encoder to get into the ventilation.
There are many enemies waiting for you inside. Exterminate them with a new cannon. After reaching the elevator, take it upstairs. But what is it? It looks like the government has implemented its plan to create super mutants. Normal mutants are now dressed in armor and can shoot.
Kill them all and use the terminal to launch the Nexus kernel.


Then go to the core and go upstairs with it.
A laser array awaits you here. The panel for disabling it is located one floor below.
After passing along the auxiliary corridor, turn off another laser barrier and use the elevator.
Then go down the stairs and activate the Core lift. On it, cross over to the other side and run to the left, where another elevator is waiting for you.
At the top, activate the terminal. The final phase of the Marshall Plan will begin.


Activate 4 panels in turn: the front panel of the Core, then the panel on the left, then the panel on the right, and finally the back panel of the Core.


At the same time, the army of mutants of the Government will climb on you. Watch the video in which all the arks of the Earth crawl to the surface.

Congratulations! The game is over!

Side Missions: Hagar Settlement



Exercise:Wingstick Master

Target:Prove you can handle a wing stick

NPC:Luzam Hagar

Special award:
Possibility to use a wing stick
It's simple: when targets appear, throw a "boomerang" at them.


You need to score 10 points.

Exercise:Race against the clock with Durar

Target:Win the race

NPC:Dyurar Hagar

Special award:Turbocharger for buggy
You need to get to the flag in less than 45 seconds and return back.


Side Missions: Oil Settlement


Exercise:Radio tower repair

Target:Repair the radio tower in the east

NPC:Rikter Oilman

Special award:Combat Shotgun
Head towards the radio tower. A little further than Juno's remains there will be a staircase to the roof. Climb up and use the lever.


Then take the funicular down to solid ground and return to Rikter.


Exercise:
Caution mutants!

Target:Light the fireworks on the mountain

NPC:Ramos Oilman

Special award:-
Go to the Lair of the Ghosts. Do not go inside, but go to the edge of the mountain. There is something like a mortar here.


Use it. But beware: after that you will be attacked by mutants.

Side Missions: City Source



Exercise: Missing

Target:
Find the missing citizen

NPC:
Bulletin board

Special award:
-
Go to the already familiar hideout of the Ghosts. The body of the unfortunate boy is located near a huge monument.



Exercise:
Stolen goods

Target: Track down stolen booze

NPC:Bulletin board
Special award: -
Go to the Lair of the Crazy again. This time, the entrance to it is located near the Dam.
The box with booze is on the table at the very end of the garage.

Exercise:Sinister mutants

Target:Cover the repairman

NPC:
Bulletin board

Special award:
Sniper Rifle Charge Feeder
You find yourself on a sniper tower. Downstairs, two mutants are eating a corpse. Kill them, and the locksmith and his guard will leave the city. Keep mutants away from them. First, the creatures will climb from the left side, then from the right, and so on in turn. But be careful: some mutants can climb up to your tower.


Exercise:
Guarding the caravan

Target: Protect the caravan

NPC:Bulletin board

Special award:
-
You are required to protect the caravan and its guards from bandits with a sniper rifle. In total, two waves of "Yezduns" and one wave of mined cars will follow. Cars are very nimble, so aim better.


Exercise:
Exchange

Target:
Cover the sheriff with a sniper rifle

NPC:
Bulletin board

Special award:
-
You need to back Sheriff Black during his deal with the Government. First, the sheriff is attacked by snipers. They can be easily spotted: look through the scope and see the laser beams. Then the landing will follow. After - snipers again. Keep an eye on the sheriff's health bar!


Exercise:
Clear the sewerage system in the Oilmen area

Target:
Kill all mutants

NPC:
Bulletin board

Special award:
-

Head to the sewers outside the Oil Workers' settlement and kill EVERYONE.


Exercise:
Clear the sewers in the Fountainhead area

Target:
Kill all mutants

NPC:
Bulletin board

Special award:
-

Head to the sewers outside Fountainhead City and kill EVERYONE.


Exercise:
Clear the sewers in the Ark area

Target:
Kill all mutants

NPC:
Bulletin board

Special award:
-
The task will become available if you find mutant trophies in the sewers.
Head to the sewers by the Ark and kill EVERYONE.


Exercise:
Clear the sewerage system in the Northern District

Target:
Kill all mutants

NPC:
Bulletin board

Special award:
-
The task will become available if you find mutant trophies in the sewers.
Head down the drain in the northern region and kill ALL


Exercise:
Clear the sewerage system in the Kvasir area

Target:
Kill all mutants

NPC:
Bulletin board

Special award:
-
The task will become available if you find mutant trophies in the sewers.
Head to the sewers near Dr. Kvasir and kill EVERYONE.

Exercise:Clear the sewerage system in the plateau area


Target:
Kill all mutants

NPC:
Bulletin board

Special award:
-
The task will become available if you find mutant trophies in the sewers.
Head to the sewers in the plateau area and kill EVERYONE.


Exercise:
Clear the sewers in the Southern District

Target: Have beat all mutants

NPC: Bulletin board

Special award: -
The task will become available if you find mutant trophies in the sewers.
Head down the sewers in the South District and kill EVERYONE.


Exercise:
Sally's reward

Target:
Kill bandits on the roads

NPC:
Sally

Special award:
Racing certificates

Sally is the bartender at the Second Chance Bar. She agreed to pay for every bandit you killed on the roads of the Wasteland. Destroy a certain number of enemy vehicles and return for a reward.


Exercise:
Miracle remedy

Target:
Find the flower of the night sky

NPC:
Richard

Special award:
Apophis injection recipe
Richard is a settler with a sick wife. Sitting at the Second Chance bar.
Travel to Crazy Joe's Swamp. The flower is on the right side of the swamp.



Exercise:
Stanley Express

Target:
Deliver parcels within a certain time

NPC:
Stanley

Special award:
-
The assignment is given by the messenger Stanley, his office is located under the sheriff's office. It's simple: within a certain time by car, deliver a certain number of parcels and get a reward.

Exercise:Offer

Target:
Travel to Hagar settlement

NPC:
Bulletin board

Special award:
-
The task will become available after completing the task "Destroy the explosives warehouse"
Travel to Hagar Village and speak with Mechanic Fallinx.


Exercise:
Remote control prototype

Target:
Find a prototype of the Improved Vehicle Mine in the Shroud Lair.

NPC:
Fallinx Hagar

Special award
: Improved RC car
Return to the Shroud Lair. You can find the prototype of the car not far from the room where the second bandit warehouse was located.



Exercise:
Starkey's challenge

Target:
Defeat the Starkey in a Personal Event

NPC:
Starkey

Special award:
Radiator grill "Magnum"
Starkey is a narcissistic racer. Located ... near the racing venue. Defeat him and get spare parts for your wreck.


Exercise:
Find Feltrite

Target:
Collect 20 Feltrite Chunks

NPC:
Jacob

Special award:
Defibrillator detail


Exercise:
Brick Reward

Target:Destroy the cars of bandits and "Predators" of the Government.

NPC:Brik

Special award:Racing certificates
Brick is the bartender. He agreed to pay for every car of the bandits you destroyed or every "Predator" of the Government.


Exercise:"Monarch" Starkey

Target:Obtain Starkey's Monarch

NPC:Starkey

Special award:"Monarch"
Redstone, along with the quest "The Price of Power", gives you the quest "Need a Monarch." Head to the race venue, find Starkey there, beat him in a private race and get your reward.


Exercise:
Abandoned distillery

Target:Collect two bottles of Blue Glitter.

NPC:Dietrich

Special award:Regeneration Booster Recipe
Dietrich can be found behind Jani's shop.


It's simple: head to the old distillery located near the entrance to the city. Inside you will need to find a distillation workshop. If you don't have a lock when you reach the locked door, you can find it in the room to the right.


When you reach the distillation apparatus, take the empty bottles from the table, then insert them one by one into the tank on the right and pull the lever.


But be careful: mutants will come running to the sound.


Exercise:
Cometnik

Target: Get a flower

NPC:Norbu

Special award:-
This task is given to Norbu - an old man with a wand. If you take it after completing Dietrich's quest, you can complete the quest without moving. If not, then go to the location indicated on the map, and there you will find a flower.




Exercise:
Head hunter

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