Somewhat Damaged

Somewhat Damaged is a main job in.

Walkthrough
Search for Songbird
 * From the hole in the wall, head down to the crashed MaxTac truck. Searching the truck reveals traces of the Blackwall, which acts as a trail to Songbird. To continue following the traces, V will need to force open two sealed gates (20 Body Attribute check) or bypass them by finding a floor exit panel and swimming through flooded passageways. V can briefly chat with Johnny Silverhand before plunging down a deep shaft. Exit the water, and continue following the Blackwall traces until V reaches a room with a terminal and Cynosure logo. Jack in to trigger a conversation with Reed. Songbird will cut off communication before talking with V as well.

Descend Deeper into the Cynosure Facility
 * Use the elevator to descend further down. Songbird will sever communication with Johnny, leaving V to continue alone. Proceed through the facility until V sees a "memory" of Songbird talking with Hansen, followed by a brief conversation with Songbird. Afterward, V must force open a door (3 Body Attribute check). Open the door, then look immediately to the left to find a Site Map shard of the facility. V can toggle the map like the dossiers in Firestarter.

Bypass the Lockdown
 * Continue onward until you see Songbird, standing just past the gateway to a new area. If approached, Songbird will close the entry gate and initiate a lockdown protocol preventing V from reaching her. To continue, V must deactivate the lockdown by disabling data terminals Alpha and Bravo.
 * Disable Alpha: Enter the Server Room with a 3 Body Attribute check to force open the closed shutters. Then, jack into terminal Alpha using your personal link and complete a Breach Protocol.


 * Disable Bravo: After disabling Alpha, the floor exit gate in this room will open. Drop down and proceed until you take a ladder up to terminal Bravo. Once again, jack in with your personal link. Songbird will prevent your hacking attempts, but scanning the terminal will reveal power cables. Crawl under the terminal to unplug and disable Bravo.

Escape Cerberus
 * As V crawls from under Bravo, a ceiling grate will fall onto V, followed by a Militech Cerberus controlled by Songbird. Remove the grate, then watch a brief scripted sequence before regaining control of V. Run away from Cerberus into the only open room. On the left is an open floor exit panel V can use to hide. Drop through the opening, then continue until you reach a ladder that takes V to the Living Quarters. Another copy of the Site Map can be found on a bed. The next room has another "memory" of Songbird undergoing surgery by the FIA.
 * Failing to remove the grate in time or getting caught by Cerberus will result in a game over.
 * Before dropping down the floor exit, another Site Map shard can be found by the computers.

'Cerberus will now hunt V throughout Cynosure. Use the Gameplay Tips below for help surviving.'

Reach Engineering and Disable Sierra
 * V's next destination is Engineering. Either exit through the door directly across from Engineering with a 20 Body Attribute check, or exit through the doors across from Administration, go right then right again at the hallway intersection. Enter Engineering, and to V's right is the room housing terminal Sierra. To disable, jack in with V's personal link and complete a Breach Protocol. This will alert Cerberus to V's location; once it is safe, leave Engineering and move on to the next terminal.

Reach Security and Disable Victor
 * V's next destination is Security. Exit Engineering, go right until the hallways intersect, then right again towards the Sector 3 gate. Security will be the second door on the left. This first room has a Site Map shard, and the second has an area V can use to hide on the left. Continue to the final room with terminal Victor. To disable, jack in with V's personal link and complete a Breach Protocol. As you leave Security, V will see another "memory" of Songbird standing after her surgery. Now on to the gate.

Obtain Erebus Crafting Specs (Optional)
 * Across from the entrance to Engineering is Maintenance, but the door panel is disabled. Turn left, enter the Storage Area, and head to the back room. On the wall is a Distribution Box V can rewire (20 Technical Ability check), powering the door panel. Return to the door panel and enter Maintenance; the Erebus crafting specs will be directly ahead. V can leave through the doors (3 Body), or take the ladders up to the ceiling vents. Heading through the vent lets V can drop down into Section 3, just past the gate.
 * Exiting via the vents will lock V out of the previous area but also bypasses disabling Sierra and Victor.

Open the Gate and Proceed to Sector 3
 * Interact with the terminal and wait for the gate to unseal. Head into Section 3, and soon V will need to run from Cerberus. Flee down the only path forward until V reaches an airlock door. Enter then close the door behind V, and wait for the airlock to cycle. Once V can continue, proceed to the next airlock and another "memory" of Meyers and Songbird taking the oath. Leave once the airlock cycles and continue following the Blackwall traces to Core Control.

Shutdown the Core
 * Talk with Songbird, then interact with the terminal and initiate a shutdown of the core. Three subsystems remain online and require manual shutdown. Turn around to leave and see another "memory" of Reed talking with Songbird. Next, head into Labs.
 * Neural Network: Enter Labs, and the Neural Network Room is to V's left, with the entrance across from another "memory" of Songbird. Once inside, find and unplug 3 cables connected to the subsystem. Cerberus will arrive and resume hunting V.
 * Datafront Central Command: Instead of heading left, head forward and enter the Observation Room. To the left is the door to the 1st room of Datafront Central Command, followed by the 2nd room and 3rd room. V will need to destroy 6 firewall devices to disable the subsystem. 2 are located in the 1st room and 4 are in the 3rd.
 * Thermic Control: Enter the Observation Room. Head forward and enter Thermic Control. Scan the terminal to track the cables to an electrical panel. Open the nearby shutters, then climb out and override the electrical panel disabling the subsystem. Climb back in and see another "memory" of Reed and Songbird.

Enter the Core
 * Evade Cerberus as you make your way back to Core Control. There is one more "memory" in the Observation Room. Upon reaching Core Control, interact with the terminal to trigger a scripted sequence and the conclusion. All that remains is talk more with Songbird and then decide her fate going into Leave in Silence.

Journal Entry

 * You're hot on the heels of a girl who's got nothing left to lose. Nothing can make a person more dangerous, but you probably already know that. Reed thinks he can still save her. Is he lying to himself on purpose? Or maybe he knows his old friend too well? What do you think? Who'll you find once you finally reach her? I've got a feeling even So Mi doesn't know the answer to that..

Gameplay Tips
The Cerberus is unique as it is the only enemy in the game the player cannot fight. It cannot be destroyed, damaged, quickhacked, or evaded; it must be avoided by stealth. However, there are several perks, abilities, and strategies that may be utilized:
 * The Dash ability can be used to quickly dart from cover to cover.
 * Lynx Paws and Crouch-Sprinting can afford the player faster speed without drawing attention.
 * If the player does not have enough perk points to unlock Dash or Crouch-Sprinting, other perks can be temporarily refunded for points.
 * Perks that affect combat and quickhacking are the best option for this method, as they are useless here.
 * Optical Camo, while less effective, can conceal the player at long range or while dashing.
 * If used in tandem with dash at medium range, the Cerberus will comment as if detecting the player, but will not pursue.
 * Optical camo at short range will result in detection, much like standard enemies.
 * Keep weapons holstered, as the extra speed advantage is paramount to survival.
 * The player's HUD will glitch to signify when the Cerberus is near.
 * Unless pursuing the player or reacting to player actions (i.e. completing objectives or making noise), the Cerberus will always follow a scripted patrol path through the hallways.
 * Except for the previously mentioned circumstances, The Cerberus will not enter certain rooms. These "safe" rooms are:
 * The closet outside the entrance of Engineering
 * Data Analysis Research
 * Experimental Prototyping
 * Neural Networking
 * Datafort Central Command
 * The player may follow the Cerberus on its patrol route until it enters the ceiling vents. This will allow the maximum amount of time to reach objectives before the Cerberus passes by again.
 * Note: Completing objectives will cause the Cerberus to enter the room via the door or ceiling. Make sure to hide or leave the room before this happens.
 * The game will always autosave when the Cerberus enters the vents. Thus, the autosave icon is the player's cue to move safely.
 * Once the Cerberus has detected the player, it is impossible to survive, although it can be temporarily evaded with max Reflex perks.
 * Firing a weapon or throwing a grenade will immediately lure the Cerberus to the player's location. However, the player may use this to their advantage by throwing any grenade into a different area, thereby causing the Cerberus to investigate that area instead.
 * The Sandevistan implant will malfunction. In addition to not increasing reaction speed, it will gradually bleed health (at a rate of roughly 5 points every 2 seconds) until it is deactivated.
 * Using the "Force Open" contextual action on a jammed door (as doors tend to jam shut when the Cerberus is nearby) will invariably result in V's death. As the player struggles with the door, the Cerberus will immediately approach from behind and impale them.

Trivia

 * The quest's name is taken from the Nine Inch Nails song of the same name.
 * The gameplay and level design during quest is very similar to that of the 2014 video game Alien Isolation. The behavior of the Militech Cerberus is also very similar to that of the Xenomorph.

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