Metalheart: Replicant Rise: Game Walkthrough and Guide

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August 17, 2022
14 minutes
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By Jonny Gamer

Metalheart: Replicant Rise: Passage
Metalheart: Replicant Rise: Game Walkthrough and Guide
Lantan and Sheris fell on the heads of the inhabitants of the passage in the rescue boat and try to find a way to get out of the planet. On the way, they meet with one ancient race and reveal a cunning conspiracy, finding that everything is not at all as they appeared at the beginning. This passage does not claim complainity and mainly adheres to the main quests of the storyline. You can include four more characters in your team, but it is not at all necessary. Only in one place should certainly be a welder, in other cases enough Lanthan and Sheris.
Want easy life and quickly get rich? Then pound the opponents with the tail of scorpiole and a number of other items, the points of action are not taken away at all;For quick enrichment, perform side quests, and even easier – turn on the characters in the team, take their things and exclude, then turn on the new, so there will be no place for money soon. If the bugs suffer or want to complicate the game, then put the official patch 1.01r, just do not think that everything will immediately work out. Part of the Lyapov he removes, but adds a number of new ones, so I personally refrain from recommendations for its installation.

Village Sadrick.

After not the most successful, but quite a viable landing, you were on an unfamiliar planet. Having completed the battle with scorpions, more precisely with scorpios, keep to the West, where you will see the wall and several ventilation exits brewed with metal rods. Break the bars with a lomik and climb through the pipe to be in the working village of Sadrick. One of the workers near the Kay Dee Domika will ask him to take his friend to the cigar, for which it is ready to fall off a thousand credits. Such quests will come across in considerable quantities, so they can soon get bored, but the wallet is finished. By the way, a friend awaits you in the workshop. There you can also get another postal task – to find and bring a whistle that falls beside the house Kay Di. Award – Exactly the same thing of loans (after installing a patch award for such tasks will change). The whistle is very small and almost imperceptible, but he is there. Go to the house Kay Di and talk to the local leader. He will tell a little about the situation in the village controlled by him and may agree to help in your difficult case (the main task of the whole game is to find a spacecraft, to take possession of a spacecraft and fly away from the transmission). But only first he wants to check you on the fortress. To do this, talk to Pet in a bank, with the Holy Father, with the dock, with the guys from the “Blind Sun”, with the Boss of Skautov Kudzho, on which it still will have to work a little. Kay Dee will still say the code from the gate that are located next to his house – 3631242. Stand on the terminal next to the gate and enter this code, go to the central part of the city of happiness.

City of happiness.

A holographic image of the representative of the Empire will appear and will offer to work on it, but the Lantant’s unrestrained to the language will send it far away. Now you are with the empire – enemies, be prepared for the fact that the guardsmen at the meeting will not be particularly ceremony with you. Come to the bank and talk to Pet, he will give two more than thousands of banknotes, there is also a loader here, who is ready to part with his thousand, if you select another loader in the workshop of Sadric. In the southern part of the map you can find a worker who gives remuneration for the surveillance of the audio cassette to his friend, it is next to the power plant. In the Baol Temple, talk to the priest (if he does not want – perhaps it is a glitch, overloaded).
In a pair of locations to the north, the historian of Kani (location is called “Koni Historian Zone”), he will agree to tell a lot of interesting things in exchange for the destruction of scorpole around his house. Merrate malicious animals and listen: You fell into the desert Zoidbe on the island of Vesta, where the oldest mines of the Empire of Tacton are located. Nearby is the colony of mutants of Dzeprens nearby, and a slightly south of her city Stillville, where cyborg train. Armed with knowledge, go to the southern part of the city, where there are a couple of shops, bar… In the Sharis Bar will immediately fulfill the striptease at the pole, and you will like a little richer at the same time. Think money to one of the musicians, learn more about local orders. Immediately you will meet Kiborg Korn, who will agree to join the team, if you are treated with its tacton. In general, you decide whether to take him to your assistants or not. The fact is that the cyborg this is very slow, and without an appropriate upgrade will slow down incredibly. Legeore is the residence of Dr. Meiger, who can buy different implants and serum tactical.

Next to the bank, Kudzho is caught, on which you must agree to work, that is, to perform three tasks. Scout leader will ask him to bring him five tails of Scorpiol, then find and kill the beetle who all rebounded. Go to the southern part of the city, go to the building with the sign “jobs and more” (hiring office), it is south of the bar. There just crawls this huge beetle. Kill the deserter’s beetle and go back to Kudzho. For the third time the main scout will require kill some kind of monster in the eighth sector. The entrance to the sector is north of the bank. The monster is actually a completely ordinary mutant, which appears next to the sign “Sector 8”. If it does not turn out there, wait;It is possible that in the ambush will have to patiently wait and all day. And here, probably bug. For example, I had two mutant on this map, and none of them were going to attack me, they were even without weapons. Moreover, both willingly talked and issued postage quests, and after the murder, only first aid kits and loans were falling out of them. But, oddly enough, one of them turned out to be the most mutant maniac (in the journal of execution they wrote that I handed over to his finge, although I did not see her eyes), for the murder of which Kuyudzhi will comprise a “membership card”. Just make sure that the inventory is not overflowing, otherwise the card will remain on Earth. And without her go to Kay Di is useless. About discounts: You should buy that member of the team that has a card.
Return to Kay Di. The local boss will ask for another Delcea: bring him some kind of capsule from the imperial laboratory. The entrance to the zone with the laboratory closes the power field, you can disable it if you cut the generator. Well, and you can get from underground catacombs to the generator, only first should be told with the priest. After a conversation, the entrance to the dungeon opens, this is a little left of the church gardens. In the dungeon, go to the north, get into the generator. Go to the shield on the left of the wall and disconnect one of the generators (it will start to smoke), for this you will need some suitable tool. I had a screwdriver in the inventory, mount and more gloves with a hacker skill. Select to the surface – the power barrier disappeared;Stand for the fencing of the base of the imperials and go inside the Laboratory of the Empire. Send the Guards, open the safe and take the “antidote”. Take it to Kay Di – this is exactly what he needs. As a sign of gratitude, Kay Di will say the code (9411484) from the gate to the desert and will advise you to look for happiness in the cities of Cross and Stillville. The exit to the desert is on the map “South part of the city”, at the bottom. Just type the code on the terminal, and you can go to the global card (others are simply not kept in this game). You can leave the city in two places, but it is already left for self-study. Next stop – Dzepov, the nearest city to the south.

Crespo.

Here, as in the starting city, there is a bar, doctor, shop and a lot of comrades, ready to give you with your worthless quests. In general, nothing unusual, except that the main inhabitants of this silence are mutants. After joke lanthana about unimportant Sharis Sheris go north, in the building to the left of the bar. This is the residence of a local boss, but they will not be allowed to prove their loyalty to it at first. Assistant NGILI will ask to return to the city of Kuzido Gvido, who was disheaval to the imperials somewhere. Go outside and go to the house east of the bar from which smoking white smoke. This is a sect “Yellow Dreams”, talk to the Nolam Master. Just do not choose a replica in a conversation where the empire is mentioned – immediately have to fight. The last question, about any job, stir secessions, they will want to get a parcel from the Baola church in the city of happiness.
Return to the city of happiness (the location of the “Bivouake with a prisoner mutant” appeared on the map, although no one has said anything about her) and talk to the church with the priest. He will give you a hallucinogenic pill, take them to the nol. Then go save to save the blacksmith. He is guarded by the whole couple of guardsmen, so you can not be afraid of a big battle. After the liberation, the blacksmith joins the team. Take it to Cresp, where he will automatically leave your ranks, and talk to Ngyley. Finally you got access to the body of the head of Sahili, he lives in the next room. The cargo mutant will want to get antidote from Kay Di, the head of the city of happiness has not been in touch for a long time, and in return promises to associate you with the necessary… HM… People.

Once again, go back to the city of happiness and see the kei di. The unfortunate governor in your eyes shoot the Guards of the Empire, you can do nothing. Take a look at his house and take the right from the table “Antidote”. Take it to the leader of mutants. Before talking to Sahili, see how the mean NGIL will commit suicide, sorry nothing valuable from his body will not get. Give antidote to the main mutant. He will tell about the nomadah, the indigenous people of the transmission, who did not die, as it was believed, and intently observes your adventures. When Nomads consider that you have already shown yourself, they will come to contact. Again checks? That’s the way nothing else remains. Go to the card and rag in place of compact stay of cyborg – Stillville.

Stillville.

As in the past two cities, there is a weapon store, doctor (Doctor’s house is located south of shooting, only two cyborgs at the entrance will not miss – they will need to tell the password), the bar “steel heart”, and in the most entrance you will come across the house of Capral Anselmo. After you are requested by a password to enter the doctor, talk to Anselmo. He will suggest to participate in the local show – agree. You can beat in the arena only with cold weapons, so guns, machine guns and snipers will have to unload. Go to the arena, talk to Cyborg at the entrance: Get on the knife and find yourself inside, next to a couple of frightening Voo-Gro. Kill them are easy, because big creatures though strongly, and their blows are poisoned, but very slowly move. Always enough glasses to approach, kick and then calmly move away for a safe distance. After the victory, the gates of the arena and… Imperts attack you, and because of the weapons you only have knives. However, you can not fight, but to run to Anselmo, which will say the password to the doctor (tact 56). Doctor has a tact and a good selection of implants.
After the visit to the doctor, go to the desert, there they will attack the Guards of the Empire, send everyone, then still “catch” patrols, continuing to exterminate the imperial warriors. When the number of deaths pass over a dozen (you can check on the screen of the relationship), go to the meeting with Sakhili in Krasp. The mutant will say that nomads decided to meet, their person will wait next to the bar. Wait for the onset of darkness and look for a nomad to the left of the bar, between two trees. An old man will inform that the leader of Nomadov will very much crares up with you.

Sacred tree.

This place is far from the mountains away in the East, it was used to be available, only at home it was impossible. Go to the house north of the tree and talk to Elder Nisson. He will say that it is necessary to take tests again to get the voices of Nomadov on the Council. One task will give himself, and three others you will receive from three elders (Solving, Wils, Naurg) from other villages. After talking, these villages will appear on the map to the west of the “sacred tree”. The task of the nisson is the following – buy from Dr. Cheagneti from the dead dunes a book on medicine and implantation and deliver to him.
Run to Crowp and talk to Chagneti. At first, the dock will run six thousand for his book, and then he will say that he has it, they say, stolen. Banker from the city of happiness. Well, go there and talk to a jar with Pet. He will sell a book for 8000, Kommersant Unhappy. Take the book Nisson and go to perform the remaining three quests.
Elder Sucking Dreams about the fact that someone saved his village from raids of deserted. Go to a new location (“Lair of Dresses”) and overload all beetles, including the most important, the size of the house, take the egg beetle. After notifying your good act.
Nomad Wils will be less friendly, but still issuing his task: to attack the convoy and bring him some kind of secret thing. He also hys up on the possibility of her purchase. The location is called “Caravan on the Privala” – go to the smoke jeep and send several guardsmen. Take a single identification unit and deliver it Wilsu.

The task of Naurga is to include pumps in the sector 15, which at the fuel mining station. Location is called “Fuel Mining. Pumps “. At the entrance you will stop the special control, but it will not be attacked, because you now have a wonderful identification unit, remember? From here to keep in location with centrifuges, from it to the north, in the sector-15. Press the lever near the disabled pump, it will start swing. Now the special control will still stop inactive and climb finding out. Notify Noargu on the fulfillment of his mission.
After performing all four tasks, nomadov return to the sacred tree. You will be met by Elder Nisson and spends the house in which the entrance is located in the underground citadel. Inside home, go to the open hatch in the floor. Complete the deactivation zone and find yourself in the secret city of the ancients.
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