Mars war logs where to find mold. Passage of Mars War Logs. Sympathy for the Farmer

Mars: War Logs begins with the memories of Innocence (traditionally, the inhabitants of the Martian colonies are named in honor of human virtues). He acts simultaneously as an ally of the protagonist and a narrator-chronicler who reads the very chronicles of the war that are included in the title.

So, most of the colonies on Mars are destroyed as a result of a space catastrophe that has befallen the solar system. The surviving settlements have lost contact with the Earth and are mired in the wars of the water supply corporations that have gained power on the Red Planet.

During another battle between rival companies, one young soldier is captured. In the concentration camp, the poor fellow is not expecting the most pleasant episode of his life: in the prison shower room, a vile fat criminal is going to abuse him. The guy is saved from humiliation by the protagonist who appeared on time - he is stern, taciturn and avoids the "virtuous" name (Restrained), preferring to be called simply Roy.

First impression

But if you overcome rejection and endure at least ten minutes, then it turns out that behind the cheap graphics and bad design lies quite a decent RPG with a sane character development system and good combat mechanics.

Even the plot is exciting at first, although the developers seem to have done everything possible to discourage you from delving into the details of the story. Firstly, the characters are voiced so badly that, against their background, the drunk Santa Claus from the children's matinee seems like a good dramatic actor. Secondly, the dialogues suffer from pathological graphomania. Tired of the endless (and often meaningless) word flow, sooner or later you start to waste even important plot conversations. Another reason to skip cut-scenes is the strange animation of some characters: looking at their twitches, you won't get a nervous tick for long.

shack

The first chapter, namely the episode in the POW camp, is the best thing in the game. Preparing to escape, Roy and his partner solve urgent problems: they get weapons, stock up on water, and plan a distraction. The whole stage consists of a chain of extremely simple, but meaningful actions, performing which you clearly understand the goals and motives of your hero - this is not the fulfillment of endless courier orders from faceless NPCs.

Stealth, like the graphics in general, looks good only on the front screenshots.

With a tense atmosphere and action-packed prison missions, it's scary to say Chronicles of Riddick: Escape from Butcher Bay. And even if Mars: War Logs is far from Riddick in terms of character development and narrative sharpness, the first act is still passed in the same breath.

Greed Serum

And then everything gets messed up. In subsequent chapters, War Logs is more like mass effect in its worst manifestations: the plot is marking time, and quests annoy with tedious running back and forth in lifeless scenery. There is no fast travel through locations in any form, so you have to cut circles again and again through the cramped corridors of half-empty levels.

The dull wandering brightens up the ability to constantly upgrade the hero. Character development occurs in three directions: combat skills, stealth (useless) and Technomancy - skills that are formally based on the use of electrical energy, but, in fact, play the role of magic. Passive skills like crafting or finding loot are pumped separately.

Fauna of the Red Planet.

Some abilities are unlocked only after reaching a certain level of reputation. As in everyday life, it goes up or down rapidly depending on the decisions you make. It is also negatively affected by the killing of opponents: carried away by murder, you can very quickly earn notoriety.

Here it is necessary to clarify that the enemies defeated by you only lose consciousness (this is after you shot them in the head with a nail gun, exploded them with grenades, hit them on the back of the head with a metal pipe ...), that is, you have a choice - to leave the enemy lying in knock him out or kill him and get some serum (serum), a substance that plays the role of currency here.

However, the reputation itself, and the skills that depend on it, do not greatly affect the gameplay. The maximum that you can get is a discount from merchants for a "light" hero and a small bonus to combat skills for a bad boy.

Keep your friends away

The combat mechanics are surprisingly adequate. Not everything works (electro magic is ineffective: attacks are activated for too long, and the damage is low), but in general, the fights leave a good impression.

The game forces you to constantly change your fighting technique a little: the set of available techniques is small, but if you beat the enemy with the same blow, he will quickly learn to block it and begin to counterattack. Some enemies are essentially immune to frontal attacks, and in order to defeat them, you have to refine yourself and go into the back. Such trifles noticeably add excitement to the fights.

Electric attacks look so effective that they make you think of inFamous, but they are of little use.

The impression is spoiled only by an uncomfortable camera and the stupidity of a computer-controlled partner, which goes to the extreme. He cannot be left on his own even for a couple of minutes: in the best case, he will get hit in the face and fall to the ground in a knockout, in the worst case, a comrade may turn out to be a techno-mancer who will mindlessly hit with electricity in all directions, hitting you every now and then, - With friends like that, you don't need enemies.

Partners are practically uncontrollable. They can't be upgraded, they can't be equipped, you can't even see their current status - any information about partners is simply not in the menu. But on the other hand, you can have intimate conversations with them and even start “relationships” (if you get close, new phrases will become available in the dialogues).

Walkthrough Mars War Logs

We watch videos about a young man with the nickname Smith Innocence, who eventually ends up in a sandy shower, and a company of pedophiles, led by fat Fatso, sticks to him. You as Roy stand up for Innocence (he joins you). Exit the room and around the corner you will see a mechanic. You can take an additional task from him (Mechanic's Assistant). You need to find the parts that the mechanic needs (0/6), for which you approach the highlighted garbage heaps and boxes, press LMB and search them (you will find all the parts on the way to the dining room). In them you will find the necessary parts (for repairing, upgrading and manufacturing), they are scattered throughout the territory. Exit through the door, the first fight with Fatzo's gang will begin. Defeat one of the enemies with LMB attacks. To defeat the second blocking enemy, kick it with your foot (click on CTRL) to break it, and then click on the LMB (clicking on the mouse wheel can lock the target). Defeat the third enemy using a block by holding down RMB. When an enemy hits a block, counterattack with LMB. Defeat the remaining two enemies - this time a young guy will help you. You will get a level. Press C to look at your character. You can increase the characteristic of quick learning - you will receive 10% more experience. Select a development branch in the skills section and level up one of them. By pressing the M key, you can open the map. Go towards the dining room. To do this, turn on the map and see the icon. Along the way, the prisoner will give you a pipe (equip it immediately) for defeating Fatzo. Go through the door to his left (the prisoner standing by the tomato sprouts on the left will tell you that Bob is looking for you and his icon will appear on the map), go to the dining room and sit down at the far table (free on the left). In the process of talking with the kid about the escape plan (hijack the train), you will overhear the necessary information (how to get weapons) and instruct the kid to get a job at the power plant. In the dining room we talk with Jay - a man in a bandana (his icon will appear in the dining room) and get information (descriptions and photos of all places and characters can be found in the magazine, press L). We leave the dining room and go to Bob, when approaching, a dog will attack us, somersault and beat her from behind (useless in the forehead). It so happened that I stood at the corner, and the dog rested its nose against the wall nearby, and I scored it without any problems (got the skin from it). We speak with Bob, get the Angry Dogs quest and move on to the mechanic, from whom we get the serum. Now we go to the point indicated on the map and go to the new Crater location.

Camp-19 + Crater Zone

Go forward and into the room on the left (an opening without doors). After talking with Saul in the reception, we get the job of the Cleaner. You can immediately go into the door on the left, where there is another mad dog, we run and kill it (when others attack, and it turns to them, we beat it from behind). We speak with the instructor, he reports that he also killed two dogs, and suspects that this is a contagious disease. We go forward (down) to Jack, Innocence will leave you and go to a new place of work, to the power plant. Jack stands in the opening of the hangar with an elevator, he sends you to clean up and allows you to pick up the gun from the rack. Inside, Joe is standing behind the counter on the right, he gives you a gun (Nailgun) and asks you to collect the weapons of your predecessors. The location is immediately loaded: Camp - drilling well. Exit the elevator, go left to the two men who join you to clear out. Open the tactics menu (Del or Q) and assign a hotkey for the Nailgun. In the upper cave for training, we break the eggs with a pipe (3 pcs), and in the emerging moles (3 pcs) we shoot with a nail gun. We go further down and jump into the cave, just clear it, searching the corpses of prisoners to collect weapons and items. Do not rush to attack first, save ammo. We go straight to the wall, rise to the cave, kill 4 moles, move on and collect good. We return, jump down and go right. We kill the mole, go down and deal with another 5th. In the last cave there is a strange descent further, lined with metal gizmos, but the partners will not let you in. After collecting all the weapons from the corpses of the predecessors (3/3), hide the weapon in one of the red boxes. When approaching such a box, the corresponding command will be written (it is in the passage, just above the last cave). Now you need to destroy all the eggs, we climb into the cave above and climb onto the ledge (it will open when we lay down our weapons) on the left. There are 5 more moles here, we run back into the passage so that they attack one by one, killing everyone, we go to beat the eggs, after which we find ourselves in front of Jack. The partners tell Jack about the passage, and he leads everyone to the Head of Camp-19, technomancer Sean. Sean sends his assistant Mary to check. We go down after Mary into the passage, and the Mole Queen appears, which stuns her. Beating the queen is useless (run in a circle), destroy the eggs around, and then a few small moles that appear so that they do not interfere with Mary. When everyone is destroyed and Mary is ready, she will fill the monsters with stones. Watch the cut-scene. Talk to Joe at the counter on the left, hand over the nail gun, but you will not receive any rewards for collecting weapons. Return to the camp, go to the dining room, talk to the kid and take him with you. Go back to the Crater, go to the reception to Soul and talk with him about the announcement about the escaped mutant and all other questions (question progression and an offer to find a mechanic for his 2nd quest will follow). Follow the dining room and talk to Jay, and then chat with Bob about everything - he is indicated on the location. You need to talk on two quests (get the key to the mushroom field and a note to let them into the borehole (pick up weapons). You can get one more quest from Bob: Sadness-longing (you need to talk to him). Every time you pass him, talk to him, and more and more options for this quest will appear until you persuade him to run away with you.The quest will appear - Run with a partner and the task: find a guard named Bob at the power plant.Now go and talk with Doc about dogs (there are 2 ways : poison the dogs, according to Doc, and cure, according to the veterinarian), the task appears: to find a veterinarian. We go back to Bob, he advises to talk to the cook in the dining room. We return to the dining room, go to the right corner and talk to the man in the chef's hat (Speak: Unity) If you continue the quest line of the veterinarian, you will have to collect samples (0/3) from the bodies of dogs and bring it to him.Go to the Crater zone, 2 dogs will attack you to the left of the entrance to the hangar, another prisoner will come to the rescue, Tue swarming them is not difficult (samples 2/3). Now we go back to the entrance to the level and turn left to the door (to the mutants), behind which we kill another one (sample 3/3). To finish with the dogs, we return to the dining room, give the samples to the veterinarian and get the task: to come in later for the vaccine. We return to the Crater zone, go to Jack, go down into the cave and finish off three enemies. Roy will find a Serum Syringe that allows you to extract the serum from enemies. Whey is the currency of this game world. In order to collect Serum from defeated opponents, approach them and press E. Extracting the serum kills the enemy and affects your reputation. Find the weapon left in the box and return to the Crater location (if you want to fight and collect the serum, then there are enemies below in the cave). When you exit, Jay will come up to you and say that Bob told him everything, and he wants to run away with you. We go to the mutants, to the door to the left (on the map there is a mark "Distract attention"). To the left of the door we meet an entertaining company, the choice of actions is yours (it is better to pass by, the leader will come in handy). Dirt walks not far from the entrance (with a homemade saber in his hands), we get from him the name of the rebel - Slag. We speak with Slag that he hit the guard, and we make him an offer for joint action. To trust us, he asks to bring 2 boxes from the warehouses with tools. We leave from the mutants, turn right and come across a man with the nickname Valor. He offers to get a drawing of an explosive device (bomb) in the arsenal (quest Explosive plan). Valor distracts Joe with chatter in the hangar with an elevator, while we search the illuminated boxes. We find the drawing and pick up everything in all the boxes that we have time to open. Now we just need to find the component for the bomb (0/3). We go into the registry and find the 1st component for the bomb (1/3) in the highlighted box. We go into the door to the right of the reception, we find the 2nd component for the bomb (2/3) in the highlighted box. We go to the workshop to the door on the left and, by pressing LMB, we get the 1st box for mutants. We leave and go to the tent on the upper right, where we pick up the 3rd component for the bomb (3/3). We approach Valor, learn how to make a bomb and get a lot of good, if you turn to him again, you can buy a lot of useful things in his shop. We go to the dining room, we find the door to another workshop there and pick up the 2nd box of tools needed by the mutants. We pick up the Vaccine from the veterinarian cook and take it to the instructor in the Crater zone, and then give the boxes for mutants to Slag. Slag agrees to raise an uprising and is waiting for our signal. Now it's time to go to the location with the Cistern.

Tank.

We leave the crater zone, turn left and reach a company of 3 people, who this time become aggressive and attack (it turns out that 10 pieces guarded the serum). We go to the location of the Cistern, go forward and, going down, go through the door. There will be dogs here - you need to kill them by rolling over behind your back and attacking only from behind while they attack Innocence. If you go through the door on the right, then we will run into 4 enemies, and there is nothing valuable in the boxes. We go down to the left, go through the door and kill 2 dogs. We pass to another location - the Mushroom field and dispose of the moles (5pcs, sneak past the sleeping ones). We go down to the next door, we pass into a large cave and utilize 4 more moles. If we go to the right passage, 3 more moles will come out of the ground, and we will find a dead end. We go to the left, go down, go through the door and see the battle of the dog with the moles. We finish off the living, go through the next door and kill another dog. We collect water at the valve with water and through the next door we get out to the location with the cistern (7 people hang around the cistern, they can be disposed of in groups, but there is nothing interesting). Everything, you are ready to escape. We leave the location of the Cistern, turn into the door to the left (where the guard with the dog). We speak with Jay inside the dining room about the escape (You can get the Talisman quest and get it for Jay), a cut-scene begins, and we find ourselves in front of the enemy. Defeat the enemies - try to kill the soldier with the shield by rolling behind him. Go through the door to a new location. At this location you can find things with the possibility of upgrading. To upgrade, go to inventory, click on the gear icon, which is to the left of the price. Choose from three upgrade options for shoulders, arms, etc. Next, select which upgrade you want to carry out and see what parts are required. You can buy them from almost any merchant. Upgrade weapons and armor to become stronger. By the way, when buying items, look not at the current indicators, but at the possibility of an upgrade! After the upgrade, weapons and armor become significantly stronger and more durable, respectively.

Power station.

The three of us go to the Power Plant, kill 2 guards and go left into the next room. Kill 3 enemies, and after Bob says that he is injured and cannot move on, go upstairs. On the left you will see a working transformer with blue discharges around it. Opposite it on the right there is a control panel - click on it with LMB to turn off the transformer. Jump down from the ledge (to the left of the console, behind the transformer), make your way to the door to the station, killing 3 fighters (one with a shield). Before you go to the station, make nails, upgrade everything that increases his power and defeat from him, and then save. Watch the cut-scene of meeting you with the Head of Camp-19, technomancer Sean, and start the fight with him. It is better not to enter into close combat with him, but to shoot with a nail gun until complete victory. At the end of the battle, we watch a cloud of videos.

Darkpolis.

So we arrived by train to Temnopolis, the largest city of Aurora, where the headquarters of the Source is located. It turns out that the renegade technomancer Swarm can control the technomancer's gauntlet removed after the battle. Customize the glove and its abilities. Now we have to get to the house where Innocence lived. If you can't outwit the guards, you'll have to finish them off. Correct answers: "I escaped from a POW camp." Then say: "Yes" and the last: "When I was running away ...". We have 2 paths: right and left. If we go to the left, we reach the door and behind it we meet 3 fighters and one more further, patrolling at the next door. If we go to the right, then we can try to covertly (if pumped) pass by the patrolling guard, otherwise we will deal with the same 4 fighters. We open the door, follow to the house of Innocence and find it burned. Defeat the running soldiers and get over the wall. Now our task will be to run to the poor quarters. We pass through the door, we find 4 fighters and a dog. Always make sure that there are enemies between you and the dog, and the dog will beat them up. Having dealt with the enemies, again we have 2 ways. If we get over the wall, we will reach the intersection without interference. If we go through the door on the left, we will have to go through the platform with 5 fighters. Having reached the fork, we go to the left, through the door (or we move through the platform) and deal with 3 fighters and a dog. We go further, climb the stairs and, having dealt with the 4th fighters, we climb the next stairs. Just then, the pursuers show up and Roy destroys the ladder with his gauntlet, cutting them off.

Temnopolis: Sand and other outskirts.

We watch the cut-scene, as the Head of the Technomancers hires a bounty hunter (Perseverance) to kill Roy. We pass a little forward and talk to the guy. Two new quests will appear (A Quiet Corner and an Old Friend). According to one of them, you need to go to a bar and talk to the hostess (Mercy). According to another task, you need to go to the Sand area. First of all, open the map, find a merchant on it and follow him. Sell ​​unwanted items and buy new equipment. We go into the door next to the merchant to complete the quest A Quiet Corner. We kill 3 bandits, climb up and kill three more. The drug den is destroyed, the quest A Quiet Corner is completed. Now we go to the bar and talk to its mistress (Mercy). We get a quest from her to find Vera (her friend) in the market quarter (Thierville), and in return she promises to find out about the rebels. On the way we meet a local craftsman (Frugality), who asks to free his workshop from a gang of drug addicts (additional task Requiem for Dreamers). We go to the marker that appeared on the map and listen to the skirmish of drug addicts in front of the door, and then we go in. The mother of one of the drug addicts (Nurse Foresight) asks not to touch the drug addicts yet, but to deal with the dealer (Calm) in the Slums. Exit, go ahead and turn left. We pass through the door, we see a man on the left and talk to him. The bartender (Serenity) lost his documents, and ahead of the checkpoint and their verification, and he asks for help with the manufacture of new ones (additional task Bartender without documents). To make a fake passport, we need to meet in the northern quarter with the craftsman Incorruptibility. We go to the market quarter (Thierville), at the door we remove the checkpoint from 2 fighters and pass. Inside, we calm down 3 more fighters and go (to the left) to the central square to rescue Vera. We meet on the way the guard Directness, who asks us to find evidence against the smugglers (additional task Outlaw). We go further to the central square, calm down 2 guards and a techno-master (it’s better to shoot at him or charge a weapon with electricity, Q + LMB on the sword icon) We find Vera, question her in detail (until she says that he will kill her) and deal with the pimp. The pimp is standing next to Vera (purchase 150, kill for free). We tell Vera the good news, and she runs away to the bar to Mercy. We go to the premises of smugglers marked on the map, calm down 2 guards and take the 1st piece of evidence. Now let's go do the rest. assignments in the Slums area. The direct passage there is still closed, we go through the Pesok district. At the entrance, 5 marauders will attack, we continue to go straight towards the dealer. After passing the door, a citizen will warn us that technomancers are conducting a raid and are looking for a fugitive. We pass through the door to the dealer (there are 4 men in the room) and speak with Tranquility sitting on the floor to the left. The room is very small, at the beginning of the fight, run back to the corner for Tranquility. A few shots at him, and he agrees to solve everything amicably. We go further, we pass the door, we go out to the square-crossroads and deal with 4 marauders. We go to the northern region, go straight to the smugglers' room marked on the map, calm the guard and take the 2nd piece of evidence. We go to the mark on the map (Bartender without documents), but there 3 guards conduct a search and stop us. We move to the next mark (False Passport) and, after going through the door, we find ourselves in a large room with a bunch of marauders. We go upstairs, go along a winding street and reach a man sitting at the table named Incorruptibility. We need to help him remove his suspicions. We go to the newly appeared point, go through the door and kill the dog (it stands backwards, 3 shots are enough, or sneak up). Before turning, in the corner corridor, you can meet another dog guarding a couple of crates of junk. We pass through the door, go further and kill 3 marauders and a dog. We go to the marked place and press LMB, when the inscription appears: "Hide", next to something similar to a chest. We go further to the place where 3 guards conduct a search. We give them a tip, they leave, and Incorruptibility appears. We ask him for a certificate for ourselves, now we will become Inflexibility. Then we remind you that the Bartender (Serenity) also needs documents, and we get them. We return to the Sand area, give the documents to the bartender and report success to Thrift. Now we go to the Bar to Mercy to report on the completed task, then, after talking to her again, we get 3 more extra. tasks. For completing the task, you will receive a leather uniform that can be upgraded three times (three circles to the right of the name, if you look in the inventory). We speak with Vera and get more extra. task (Killer with coins), according to which you need to find evidence for a killer who kidnaps girls. We go to the mark of the exhibitionist and intimidate Humility. We go to Thierville, go to the debtor mark and intimidate Morality. Now we go to the guard Directness, we give him the evidence against the smugglers. We ask him about a serial killer and get a tip on a drug dealer from the Slums. We pass into the slums and go to the mark of resilience, where we speak with a man whose wife Fidelity has disappeared. We get from him a photo of his wife and more. task (loyalty). Now we go to the drug dealer (mark Killer with coins) and find out what drug the killer used (NDI). We return to Thierville, go to the central square and speak with the guard of the merchant (Courage). Say that you are looking for a missing woman, and he will point to the passage behind him. We climb the stairs, go through the door and fight with 4 fighters (there is a shield bearer) and a dog (throw a bomb). We go to the next door, we see a girl lying on the ground with a crowd of onlookers nearby and take the coin from her hand. We speak with a familiar nurse standing nearby (Foresight), learn about the use of NDI and death from a wound. It's time to go to the bar to Mercy. We go to the Sand area and report on the success to the owner of the bar. Mercy reports information about the rebels (the task appears Meeting with the rebels) and gives new extra. tasks. Let's talk with Honesty (he will bear the money of the hostess on the Courier quest), who stands next to the hostess at the door and agree to meet at the entrance to Thierville (we will guard him).

Darkopolis: Rebels.

Mercy told us to go to the Hot Spot Bar and talk to the bartender about the rebels. We go to the Slums, continuing to perform additional tasks. We inform Fortitude about the death of his wife, we speak again with the drug dealer and go to the Hot Spot bar. We speak with a familiar bartender and get a password, at the same time we show him a coin and get a hint (you can also get it from Incorruptibility in the Northern Quarter), ask Thrift in the Sands about it. Try to go to the left of him, but Jerry will stop you, we say the password (lower phrase) and go through. We approach the rebels, we communicate, and then an explosion thunders. We go to find out whose (Innocence remains with the rebels) to the Strange explosion mark and deal with the ambush at the exit of the bar. We pass through the broken door and see Mary lying on the ground. Examine it, and a cut-scene will follow in Roy's lair (Abandoned building in the Sands). Say that you will try to find a medicine, you can buy it from any merchant. If you have a health elixir, talk to her again, insert the medicine and take her with you as a partner (she is a stronger partner than Innocence). Additional appears. Task Stormy relationship, in which you need to learn more about Mary. Leaving the lair, we speak with the Devotion that awaits us, which conveys an invitation to visit the general. We go to Thrift and, after talking with him, we find out where to look for the killer. We go to Thierville and on the right at the entrance we find the courier Honesty. We go and neutralize the marauders, go through the door and neutralize the next group. At the entrance to the room with the banker (Thrift), we are attacked by a crowd of robbers, having dealt with them, we give the money to the banker. We go back, climb the wall and see a young man standing on the right (Courtesy). We speak with him, attack and choose to kill. We return to the bar and report the results to the hostess and Vera. Now it's time to go to the general, breaking through to the catacombs will not be easy. When you encounter 2 shield bearers and a technomancer, drop bombs until you have the shieldbearers down, then pin the technomancer down. After descending into the catacombs, we go to the left, where there are fewer moles. Having reached the door, we knock on it and say that we want to meet (second phrase). We talk with General Grant Slava about everything, he offers to join his team, we promise to think and find ourselves in the Sand area. We return to our lair, fight with a hired killer (Perseverance) and his 2 dogs. After the victory, decide what to do with it - take it with you, let it go or kill it. An ally is always good, it's better to take it (now you will have two partners, but you can only take one with you). Go inside the lair (to the bedroom) and talk to Mercy waiting for you there, who asks you to go to her bar for a reward (and disappears). We leave, take Perseverance with us (Mary automatically remains in the lair) and go to the bar. We speak with Mercy and find out that Innocence came and spoke about the upcoming rebel attack on the train with prisoners. We get a new task (to find Innocence) and go to the Slums, to the Hot Spot bar. We speak with the bartender, he knows where the attack will be, and agrees to carry it out. We find ourselves on the Convoy level and fight our way to the place indicated on the map, where we watch the cut-scene of the abduction of Innocence. We find ourselves in a bar in the Sand area and speak with Mercy. After that, we get the task of choosing one of the parties of the Rebels or General Grant Glory. To select the rebels, we speak with Judy (standing nearby), and to select the general, we speak with Devotion, waiting for us in the lair.

Darkopolis: Resistance (Optional Ending)

We speak with Judy and agree to help the resistance. We watch the cut-scene of the execution of Innocence in prison. We read the diary of Innocence, received from Judy, and we are going to continue it. Perseverance leaves us, and instead the 3rd partner joins: Judy (an additional task appears - a passionate woman). We find ourselves in an agricultural zone, we have to go to the ruined quarter and get to the rebel camp. We go to the right and try to climb up the necessary stairs, but it doesn’t work - it is raised. We are moving to the transition to a new location in the Village. In the village we see Impartiality, pushing a speech into the crowd, we talk with him and get extra. task (Robbing a warehouse), find the mutant thieves. Then we speak with Tolerance and get additional. task (Compassion for the farmer) to destroy the moles ruining the crops. Now we go to Justice, we speak with him for additional. assignments and receive clarifications. We pass to the location of the Industrial complex and talk to all the mutants. The mutant we need is Garbage, you can attack him, but it's better to choose the top phrase. After that, we return to Impartiality, we speak with him, and additional. task completed. We go to the hydroponics fields through the passage on the upper right on the map. We go forward, climb the stairs and kill the moles in the field. After the victory, we return to Tolerance and report on the results. We go again through the same passage to the Resistance camp, destroying moles, dogs and collecting junk. We go into the ruined quarter and see all our partners. We speak with Marco and get the task to commit sabotage at the site of technomancers. We pass to the construction site and calm down 3 guards. There are 3 ways to get to the valve: the middle and right ones lead to a platform with guards (3 guards and a technomancer), after which we get to the door of the left passage. Therefore, we go to the left door, go down the stairs and turn into the right door (we would have ended up here, going along 1-2 paths). We go further, deal with 5 guards (one shield bearer) and click Arrange a diversion at the illuminated valve. We return to Marco, hearing an explosion along the way. We speak with Marco and get the task to get to the meeting place of the Shadow Council. We go to the indicated place where Marco is waiting for us. 4 soldiers will appear (including a technomancer and a shield bearer). We pacify them, we communicate with Marco and we get the task: to penetrate the building of technomancers in the Industrial Complex. We go to the village, meet Tolerance and get extra. task (Cause time) to return to the field where the monsters were killed. We go to the field, intimidate the guy (Sympathy) standing there, and report the results of Tolerance.
We go to the Industrial Complex location, in the 2nd half (behind the door) we utilize 6 guards (one technomancer). Now we go to the Headquarters of the Technomancers to find information about the plans of the technomancers and the traitor. We go and dispose of the enemies along the way, at the top point we search the documents on the table (R) and get information about the traitor (Jerry). Move to another position, killing enemies, go down the pipe (cut-scene). You will eavesdrop on the conversation between the Mind and the Head of the Technomancers. We return to Marco, tell what we managed to find out. Marco kills the traitor (Jerry) and sets the task: to free the prisoners. We find ourselves at the Shadow Line level, move forward and talk to the political prisoner. Move to the marked place, killing the guards. Defeat all enemies until the boss appears. Defeat the giant worm. You need to beat him on the head, running up close, dodging claws and spitting right and left. Then defeat the technomaster, shoot him with a weapon and that's it. Return to the political prisoner and give him the key. Go to Marco and report on the situation. Choose what to do with the general. The passage of Mars War Logs is completed.

Darkopolis: General (optional ending)

We speak with Devotion, she promises to help with Innocence, and we agree to help the general. We watch the cut-scene, as Innocence is sent to a safe place. We read the diary of Innocence received from the General and are going to continue it. Perseverance leaves us, and the 3rd partner joins instead: Devotion (an additional task appears The Spy Who Loved Me). We find ourselves in an agricultural zone, we have to go to the Industrial Complex at the General's headquarters. Let's go to the village, tasks in the village are the same as above. We go to the industrial zone, we speak with the General and we get the task to find out what is happening at the construction site. What follows is the same as in the previous ending with minor deviations.

Once upon a time, humanity dreamed of flying to Mars: an uncharted planet in cold space, the expansion of scientific knowledge and, possibly, extraterrestrial life - romance! But in recent years, these fantasies have been successfully dispelled by both the gaming industry and cinema. Sorry, Yuri Alekseevich , but we fly to Mars only in games, and, frankly, things are not very good there.

With a hammer to the revolution

The entourage resembles a mini-series " Dune» and games of the series . The local Mars is a sun-drenched desert, on the expanses of which the settlements of the colonialists are located.

According to the developers from Spiders (they helped make a sideways but touching role-playing game), in the near future, humanity has mastered Mars, but everything was covered with a copper basin due to a sudden cataclysm. A powerful radiation wave that swept through the solar system disabled all electronic devices, depriving the population of Mars of communication with the Earth.

Previously, water was delivered to Mars from Earth, but now the supply has been cut off and many factions have arisen fighting for control of a scarce resource. In addition, the cataclysm left the inhabitants without high technology. Some managed to adapt to this: they implanted special implants for themselves, learned to control the electricity of their body and became the local elite - technomancers.

The main character of Mars: War Logs is called Roy, and he was once a mercenary who fought on the side of one of the "water" syndicates. After a decisive battle, he ended up in a prisoner of war camp and now wants only one thing - to escape as soon as possible. Roy is a lot like Wolverine from "X-Men" - the same gloomy lone wolf, who is actually not so simple. But we know Wolverine's rich backstory, and we know why he's like that. But Roy prefers to keep quiet about the past until the very end, and why on earth his person should interest us - we can only guess.

Here it is, the Martian elite: the custodians of knowledge, in whose hands the political power on the planet is concentrated, many people deify them.

Use the force, Roy!

Mars played by Spiders is beautiful, but entirely consists of closed locations: prisons, city streets, sewers... In some we move around without fear for our lives, take quests and go shopping, in others we mainly fight.

The combat system of the game is somewhat reminiscent of . Several enemies are circling around the hero, we can attack with melee weapons or fists, block blows, and also use special moves and gadgets like pipe bombs and traps. It can be said that there are no small arms: at the very beginning, Roy is given a frail nail gun, the ammunition for which is constantly running out. Shoot from it for a long time, reload even longer, so more than a couple of shots per battle is unlikely to be done.

The police are not idle! One day Roy will be asked for his ID: if you have not obtained it on the quest before, a fight cannot be avoided.

In the second third of the game, Roy will acquire the gadget of the local elite - the glove of technomancers, and learn how to charge weapons with electricity, create an energy shield, blast wave and lightning bombs. They won’t let you roam here either: the animation of each perk takes a few seconds, and if you don’t get pumped with currents in advance, the enemy will certainly interrupt the “cast”.

IT IS IMPORTANT: in battles, friendly fire is taken into account, and this can be used for your own purposes. Situation: you are surrounded by soldiers with electric clubs and packs of mutated dogs. The Martian hounds speed up like bulls in a bullfight and charge at Roy. Try to break out of the cordon and hide behind the gaping soldiers - this way they will be in the way of the dogs and suffer greatly.

Enemies rarely stand alone, but you can mock loners in plenty.

The rest of the hero's skills are scattered across three branches: combat, technomancy, and stealth. With the first two, everything is very clear - thicker armor, more powerful strikes, brighter lightning, but secrecy is clearly superfluous: the locations on Mars are small, there really is nowhere to hide. In addition, in the end, you still have to enter into an open battle.

Good equipment from enemies almost does not fall, and what the sellers have is no good, so we make most of the equipment ourselves. Clubs, cartridges, armor, first-aid kits, etc. are constructed from junk, which is raked out of garbage heaps and boxes. It makes no sense to save on resources: very soon there will be so many of them that there will be nowhere to put them.

THIS IS INTERESTING: The main currency of Mars is obtained in a very interesting way: the main character carries a syringe with him, with which he extracts a certain serum from defeated opponents - local "liquid money". Roy bends down to the defeated, but still alive enemy, pumps out the substance, and he falls asleep forever. Never wanted to know how the sisters from bioshock?

Bioware did not

Comrade does not inspire confidence. But since he's asking for a team... well, what can you do. Went.

Mars: War Logs is called a role-playing game, but everything role-playing in it ends with the pumping system and item creation. We have almost no influence on the development of the plot. The variability in the tasks comes down to a difficult dilemma “to scare or immediately piss off with a jerk”, and only once will we make a fateful decision - when Roy is offered to join one of the two groups operating on Mars. We are waiting for two completely different stories that will show the characters from different angles ... but the ending is the same.

It will not work to identify yourself with the main character - and the point here is not only in the almost complete lack of choice, but also in the strange unwillingness of the authors to go into plot details and talk about the characters. It seems that we are playing in the continuation of some unknown game and we must know everything ourselves in advance. For example, one day Roy defeats a bounty hunter in battle, and he suddenly takes it and imposes himself on him as a friend. Say, I was promised money and told to kill you, but now you beat me, so I'd rather help you. We have no reason to trust a mercenary... but Roy does. But what exactly - we never know.

Where are you, Liara?

It is enough to save the girl after the explosion, and she is yours. Apparently, technomancers need only two meetings and a couple of conversations to get to know a person.

Over time, four partners will sit on our necks - and only one will follow Roy. The composition is motley: a kid from a military camp, a technomancer, a member of the resistance group and the aforementioned bounty hunter. Unfortunately, only the technomancer girl stands out among them. The rest are as different from each other as one punching bag is from another. They perform the same functions: while the opponents are beating their partner, Roy manages to deal with the main part of the attackers. If we do not have a technomancer throwing lightning with us, we actually beat the enemies alone.

Interaction with partners is a joint scuffle, a few dialogues... and that's it. Characters do not react to our actions, it is impossible to develop relationships with them. The only love line in the game looks like a manual for a young pick-up artist: a short meeting, a couple of dialogues - and in bed. Dialogues tell negligible little about the characters, and as a result, the player not only does not sympathize with them, but generally does not consider them to be people.

And so everywhere. The developers drew a beautiful Mars, but could not make us believe in it.

Which is made in the style of the world-famous role-playing fantasy game Mass Effect. Here you also take control of a character who has to get out of a prison on Mars and find himself in an incredibly difficult situation. From all sides you will be in danger - you will find yourself between the millstones of the mill of large organizations that are fighting among themselves for water, the most expensive and important resource on the Red Planet. Moreover, you will not be protected from a variety of terrible creatures that are the result of mutations that have occurred to them due to the increased background radiation on the planet Mars. In the game Mars: War Logs, the passage is relatively linear - the fact is that the plot practically does not change throughout the game. Only in the last part you have to make a choice - to become on the dark or on the light side and, depending on your choice, finish the game with one or another ending. This project also has the concept of light and darkness directly in the gameplay itself - depending on how you behave, how you communicate with other characters and what actions you take, the fate of your hero in the game Mars: War Logs depends. The walkthrough is not too long, however, there are also side quests in the game that you should pay attention to, as they are very interesting and will give you much needed experience, as well as useful things and finances.

Chapter 1: First Steps in Prison, Weapons to Fight, and the Mole Queen

In the game Mars: War Logs, the passage begins in prison - your character is a prisoner of war, and you need to get out of prison in order to continue your journey, which will lead you to the final project. First you need to leave the sandpit, neutralize the Fat Man and his gang in order to go to the place where the riots are taking place. Perhaps this is your chance to be released. Find a quiet and safe place to wait out the main events, then head to the recruiting office. There you need to find a passage to the elevator leading to the well. There you will need to clear the area from moles, then arm the guard Joe with a nail gun and join Innosens in the showdown. You need to get weapons - distract the soldiers, then pick up the guns from the dead soldiers. Throw them into the well tunnel. After that, you will need to wait a while, and then gain access to this very well in order to pick up the weapon you have hidden. After that, an important moment begins - you will need to destroy the mole eggs, and then lure the Queen herself to the very bottom of the tunnel, where you need to set up a trap for her. As you can see, in the game Mars: War Logs, the passage is far from the most common and simple, it is very diverse and incredibly exciting.

Chapter 1: Diversion, Travel Water, and The Great Escape

What will Mars: War Logs offer you next? The passage will become more difficult gradually, but the level of your character will also increase, which will allow you to function much more efficiently in combat. So, first you need to prepare for sabotage - ask about the rebel mutant you need to find - his name is Dust. Find him and find out exactly what he needs to implement the plan. Find the necessary tools and take them to Skam, the leader of the mutant rebels. Then you should look for water - for this you will need a prisoner who has access to the cistern. Talk to Jay, who will tell you how to get to the cistern. Steal the key to the mushroom field from the guard and make your way through this field to the cistern, from which you pump out the water needed for your plan. Well, it's time for the escape itself - you need to make all the preparations, discuss all the details with Jay, and then clear the perimeter around the train and leave the prison right in it. Naturally, this does not end in the game Mars: War Logs walkthrough. The guide has so far only described the first chapter, and there are only three of them.

Chapter 2: Homecoming, a hard-to-reach place, the search for Faith and meeting with the Resistance

It's time to continue looking at how the Mars: War Logs walkthrough unfolds. Bob's mission, which was the very first in the game, will now seem incredibly easy to you, because the tasks will become more and more difficult. First you will need to visit the home of Innosens, and then get out of the ghetto. After that, go to the commune called Sand, where you have to get rid of the drug addicts who have occupied the shelter, which you will need. The next step is to head to the bar your old friend Charity owns - talk to her. From now on, the passage in the game Mars: War Logs will become much more fun - the mission in Tierville is a confirmation of this. You will need to find Faith there in the shopping area - this is Charity's friend. You need to question her - you will find out that she is under the influence of a local pimp. You will have to find a way to rid her of this unpleasant burden, and you yourself must decide how. Inform Faith that she is free, then return to Charity. Now you have the necessary connections and you can meet with the Resistance - they will be waiting for you at the bar.

Chapter 2: A Strange Explosion, Meeting the General, Some Perspective, Finding Innocence and Choosing a Side

During the second chapter, you will encounter various side quests Mars: War Logs - Killer with coins, the passage of which can take a lot of time, for example. Don't be surprised that these quests aren't covered in the main walkthrough - they'll be covered later. For now, you need to move through the story, and in order to do this, you need to go to the site of a strange explosion and meet Mary there, who will have to be cured so that she can help you. After that, you can go underground to meet with General Honor. After that, you will have a difficult task - to defeat Tenacity and free Charity. To do this, go to the shelter and rest. After that, the most important moment in the game will come - you need to prevent the attack on the prison train in order to save Innosens, and then there will be a key episode before which you will be put in the game Mars: War Logs walkthrough - choosing a side. You have to decide whether you will fight on the side of the Resistance or go under the command of General Honor.

Chapter 3 (Resistance): resistance, sabotage, the Shadow Consul and in enemy territory

If you chose the side of the Resistance, then you have to go to the Resistance camp, where you need to talk with Marco. He will give you your first task - go to the Technomancer's construction site, where you need to sabotage and blow up the gas tank, then return and report on the success of Marco. Later, you will need to go to the rally point and repel the Technomancer's attack, and then discuss everything with Marco. You need to infiltrate the Technomancer's base and find out who the traitor is trying to set you up - you need to transfer the information received to Marco.

Chapter 3 (Resistance): Political Prisoners, Back to the Source and the Heart of the Source

So the end of the game has approached for you if you have chosen the side of the Resistance. You need to go to another Technomancer facility, find the key to release political prisoners, fight the huge Worm, and then complete the release of the prisoners. Report back to Marco as usual. Now you have to accept Marco's offer - this will be your last task. Go to the Source, fight with and then stop Wisdom by any means. That's all, the game is over, but there is still an alternative.

Chapter 3 (Honor): Power and Honor, Strange Construction Site, Guardian Angel, and High-Risk Espionage

If you chose the side of the General, then you need to meet with the General, who will give you tasks in the same way as Marco from the Resistance. You will need to prevent the sabotage you staged in the alternate playthrough, meet with the Resistance undercover and partake in repelling the Technomancer's attack in order to ingratiate themselves and let the Resistance escape, then infiltrate the Technomancer's base and spy on Wisdom, then fight the Resistance and return to Honor.

Chapter 3 (Honor): Dark Experiments, Back to the Source and the Heart of the Source

The last three tasks are identical to those that you completed as a resistance - freeing the captives, returning to the Source, the battle with the Praetorian and the final battle with Wisdom. Now you know what happens if you choose General Honor instead of the Resistance. The game is over, now it remains to tell only about additional tasks.

What are additional tasks?

In Mars: War Logs, completing side missions is not necessary to progress the story and complete the game. These missions are considered optional and give you more immersion in the game universe, as well as money, experience and various useful items.

Examples of additional tasks

One of the simplest and most striking examples of additional tasks is the Master's Assistant mission. When you find yourself in the Camp in the first chapter, you can find the Master there, who will ask you to find the missing parts for him. Do this, go back to the walkthrough, and then come to him later when he moves into the crater area. He will again ask you to find spare parts for him - do it, for which you will receive a reward: ten units of sulfur and two and a half thousand experience for each of the two parts of the mission. Naturally, this is not the only task that you have to complete - among them there are also very interesting and unusual ones: for example, you will need to repel an attack by dogs, investigate its cause, and then gradually, step by step, get close to solving the mystery of why dogs started attacking people. This is not only exciting, but also useful, because, again, you will gain experience and sulfur.

Passed in a couple of evenings ... short due to the eternal running back and forth extended hours by 5 ... it's annoying ... Curious quests (in terms of plot), I liked it. But everything is extremely simple ... they said about bring-give the truth ... but! life is not like that, is it? The atmosphere is really cool! The game reminded me of The Witcher... In general, the dialogues and their consequences are predictable, the plot is somewhat predictable... but that doesn't make me sad! The menu is awesome. Nice maps and nice inventory... but it could also be improved... crafting... I don't know. little to say. only a few improvements are few, there are few items ... I liked the development of the character. Good rings. Very pleased with the diary! These records! and the information about everything is also cool done!

I would be pleased to see the continuation of the game, taking into account and processing all the flaws and errors ...

In general, I put bold " + ' despite all the shortcomings.

Downloading…….

@†Neva† wrote:

Here I looked at the screenshots from the gali. It seems nothing ... Riddick flashed in my head ... I looked at the gameplay on YouTube ... I was horrified)

There is no physics, animation (swearing), textures (swearing), AI (swearing) bring-give quests of a series.

Downloading…….

They wanted to focus on the technique in battle, but alas, you can buy yourself 1000 explosives and win all the battles, the plot is not very interesting, but I still liked it)

the game takes its atmosphere, the plot is just designed for the budget of the game, as it was, for example, with Amy.

What physics? the thing is happening on Mars, you can invent anything.

I don’t know, in order to buy so many explosives, you have to kill everyone with a syringe, and then you won’t see Good Affinity.

Guys, this is not a format. The game will sell poorly and will forever remain in our memory (the question is for what reason).

The graphics are terrible shit, but my car pulls (sarcasm).

Somewhere a little worse than the first Mass Effect. Face animation is a problem.

Perhaps there will be problems with bugs. I hope that the initial location is not the starting point as in DAO2 city.

The combat system is action, it’s too early to judge about balance and other things, I’m downloading the stealth version, I’ll probably be without “magic”.

Atmosphere. There is, thank God. It reminded me... I don't know, some mix of Risen, ME and Fallout (1-2).

The graphics are terrible shit, oh yes, I already said ...

It is impossible to create a hero, this is ... it is not yet clear whether it is good or bad, but the character is already observed in gg.

Attention! This review is the first impression after an hour of playing and does not pretend to be objective.

@dameon wrote:

Monotonous, short RPG with narrow corridors, monotonous quests, pale locations, unrealistic dialogues of the Persians (although their biography is sometimes amusing) and too deceptive non-linearity in strict linearity. The ending is strictly one, although the choice of dialogues in the game is enough. Monotonous enemies (3 pcs: people with different weapons, worms and dogs) with monotonous fights (beating with light witchcraft). There is a stealth branch in the RPG branch, which is absolutely unnecessary and meaningless in the game (there is no stealth at all in the game itself, one beating and dialogues). No mini-games or anything else. There aren't even bosses (except for enhanced humans), except for one towards the end of the game.

Quests in terms of the plot are sometimes interesting, but everything is expressed in the form of "go fetch and kill."

The only big plus in the game is the ability to manually save. Whenever and wherever. There are even quick saves. This is so much pleasing in the local game that I went through completely without being particularly distracted by the shortcomings.

Funny. Despite the second-rate quality of this game, the games of the AAA class project have a lot to learn from it. For example, it's just banal to save when you want.

@serrrj wrote:

Strange, I remember two endings: for good and bad.

The choice of sides does not affect the ending itself.

@dameon wrote:

At least before receiving the glove was one. Or is it at the end of the game?

I don't see him as a boss. A static technomancer with great health and that's it.

By the end of the game, you can fight a giant worm. The only enemy that stands out from the rest.

Oh yes, I forgot to highlight the mole queen.

The error came out. Those are two bosses.

@dameon wrote:

I just scored on the game after the escape

And they didn't lose anything. There is absolutely the same thing as before the escape and until the end of the game.

@praydaytor00 wrote:

Lol, where was this? I haven't seen this on medium or high difficulty. It was very difficult to play, but interesting.

Maybe a bug, maybe not far enough. But I got stuck on the passage precisely because of the lack of resources. The difficulty level is the highest.

@vamp wrote:

Maybe a bug, maybe not far enough. But I got stuck on the passage precisely because of the lack of resources. The difficulty level is the highest.

At first he ran on the average, but after the prison he switched to a more difficult mode. I didn’t experience any problems with the regs, but this does not mean that I didn’t sweat for these regs in the battle.

@praydaytor00 wrote:

@vamp wrote:

complexity is also a plus. In my opinion)

Not for me. What is important to me in the game is not competition, but contemplation.

And as I have repeatedly written, I achieve this in any way for my own benefit, not disdaining even cheats.

But I regard the ability to save not as part of hardcore, but as trust and convenience for the player. In casual games, the presence of a save is often either purely symbolic, or there is none at all.

If there is hardcore in the game, then in general I don’t mind its presence, if it concerns, for example, testing battles with opponents.

For example, I like difficult bosses, but if I lose, I want to fight again with him, and not once again go through the entire level and defeat the same monsters that I have already defeated.

I would prefer to always start exactly where I lost, and not where I already passed.

In the end, anything can happen to the game. They can turn off the light, then glitch where something. And the only save that standard games use can get corrupted and have to go through everything again.

Not to mention the fact that you want to be able to return those moments that were not perfect enough for yourself.

Lastly, trainers are very unstable and can "ruin" the game too much, which, again, helps a lot with saves if the game gets too easy or even breaks.