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The enemies will be able to spot you fairly easily if they are facing you, unless you are behind some kind of cover. Crouching behind a low object between you and them will allow you to hold your Ctrl key down and you will be able to use your W, A, and D keys to peek over and around cover. Watch their movement paths. You can get up the stairs pretty easily right after you pick up the security tool before they even get into the area. If you stay in the hallway that stretches between the two staircases (with all the gas pipes), you will be safe. They don't walk back there. Once they are facing away from you and are taking a pause, you can make your way to one of the panels and rewire it.
All 3 panels in that room will let you control where you're sending the power to. There's only enough power to supply one of them at a time. Of your 3 options, one is a broken piece of gear that won't do you any good. Another action is powering the air pipes, which only creates a cloud of smoke. You can see where this happens using the map it provides. The smoke will hide you if you stand in it, but I didn't find it particularly helpful here. The only option I found practical was the speaker. It plays downstairs, causing them all to run down and try to shut it off. This gives you the entire upper area to walk through, and gives you enough time to get into the tech area that you need to go to.
Once you get through the right door, you can start going down some stairs. They will always immediately follow you down, even if you were perfectly stealthy. These are pre-scripted events and are not necessarily an indication of you doing anything wrong. You are given some lockers to hide in and you can just let them go on past you until you're clear.
You'll have more scrap than you know what to do with. The materials dropped are random, so sometimes you'll end up having to leave behind materials you can't carry (RNG gave me 8 sensors in a row, and you can only hold 3). The RNG can be stingy with certain materials, so try not to waste them.
The alien is invincible, so you better just run and hide. The game favours stealth over combat. You get a revolver immediately after the part you're on, but ammo is scarce. Make sure not to miss any blueprints laying around; you get plans to make a smoke bomb right after the revolver. It can be thrown so that it detonates on impact, or you can plant it like a mine that will be triggered when an enemy moves past it. It creates a big cloud of smoke that prevents you from being seen. You also get blueprints to make a flashbang right after that, which stuns humans that are near to it. That lets you skip right past them. If they're too far to be stunned, they're still blinded, and so are synthetics.
Distractions are important. Rewiring is free and usually lets you create a remote distraction, but if it's not available then you can just melee the floor or wall with your maintenance jack and it will create a loud noise that will draw enemies to that spot. You've got to be careful that you have an escape route planned so you can stay out of sight when they come running. Vents are intended to be used in this manner, I believe. If you need to create a distraction farther away from you than melee range, you could try throwing a flare, smoke bomb, or flashbang. It'd be costly, though, so only do it if you have to.
Throw a flare to distract some of them if you get the chance.
Use you wrench/spanner to bash them over the head if you get the chance.
Try and work your way upstairs (the cafe area side and then through the glassed area with the sofas) wait for the right moment and sneak/run to the door on the opposite side. You might get shot a couple of times if spotted but once past the door you can hide in hidey places till they go.
It isn't always obvious when a new mission begins, but the mission 3 auto-save is just before you reach the room with the access tuner
You can also reduce the difficulty, try "reloading a previous save", or even restarting the mission if you're really stuck without losing more than a couple of minutes of progress.
Good luck!
I can broadcast this portion if it wil help you.
There is a good timing moment to toss a flare and it's from the upperdeck (after you grab the hack tool).
The trigger is grabbing the hacktool. So feel free to walk around (even upstairs) to learn the layout and also pickup stuff.
Then go back down and grab the hacktool .. immediately turn around 180 degrees (Facing out of the elevator area) and hang a right up the first flight of stairs (the people will be upstairs and to the left of this viewpoint)
Go up in crouch mode... this gives you time (and them time to start heading parallel to you on the other side).
They will always leave behind one guy... he's usually the black guy with a pistol I think...
Before you get to the center room that connects the two upperdecks...
go into that area where there is a "warning wet floor" sign...
That is where you need to light up a flare... stand up and toss the flare towards the other balcony area... hopefully the other 3 will be on the floor by this time... and the last guard will go towards that flare.
You will have to watch because you wont have the tracker yet (or better yet... listen for his footsteps after someone says: "hey we got a flare over here".
He will usually halt... go into alarm mode... and then begin walking towards the flare...
DO NOT RUN
Don't kill them, something neat happens on your way back through that area if you don't kill them but if you do kill them you miss it.
anyway go in stay away from the elevator, explore the place and grab whatever you find, then go back to elevator, after the cut scene, turn around and run up the stairs to the right, then crutch your way to the terminal directly in front of yo on the other side, use the speaker system, then crothch again, wait for the guy to inspect it, then make your way to the door on the other side of that observation room. good to go, no flares ar mele needed
https://youtu.be/vWkBrkJdQpk
My theory is that it was originally intended to use the rewire system to make your way through because it's introduced shortly before. Funnily enough almost no one takes advantage of that especially at that point (they are placed all around Systech Lobby).
Another funny observation in this game is that people always fear to loose huge progress but in most cases they can't do that. In fact they never had made much progress, they had only wasted horrendously much time in lockers, for hiding and more stuff which doesn't work. That's not the same as progress.
Same here, start mission 3 again and play it right, it's a matter of 5 minutes.
Follow the guide in that video Max Headshot posted and don't kill any of them. Killing them spoils something which happens later :)
Maybe if the opening animation didn't take so bloody long I'd consider it.