Somewhat Damaged

Somewhat Damaged is a main job in.

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.
 * 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.
 * Once the objective "Return to the Core Control room" appears, the Cerberus will despawn and not appear again until its next scripted appearance. This leaves the area free for the player to explore and loot.

Trivia

 * 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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