text:
inFamous – FAQ/Walkthrough
PlayStation 3
FAQ/Walkthrough by Axel7174
Version: 1.25 | Updated: 05/19/11
,--. ,------. ,---. ,--. ,--. ,-----. ,--. ,--. ,---. `--',--,--, | .---'/ O \ | `.' |' .-. '| | | |' .-' ,--.| \| `--,| .-. || |'.'| || | | || | | |`. `-. | || || || |` | | | || | | |' '-' '' '-' '.-' | `--'`--''--'`--' `--' `--'`--' `--' `-----' `-----' `-----' ____________________________ | inFamous Guide | | Created by: Axel7174 | | FAQ and Walkthrough | | Copyright 2009 Ryne Gardner| |____________________________| Version History --------------- Version 1.00 - 5/26/09 - 6/8/09 --First completed version of the guide is up. I sort of rushed this so I really don't think it's as polished as I'd like it to be. Forgive me ahead of time for that. Some sections aren't complete but the walkthrough is done. More additions and fixes will be on the way. Version 1.05 - 6/11/09 --With a foot in the door, I took a little break. I'm still sort of busy, so this is a small update. I made a few fixes and I added the Trophies section. Working on the rest soon. I also know that the percentages for the territories, a lot of them are off. I'm trying to fix those. Version 1.10 - 6/16/09 --Well I have good news and bad news. The bad news is really my bad news but it does have effects on the guide so I guess in a tiny way it affects any of you readers out there. The good news is that updates are indeed coming. The bad news is that my PS3 just died on me thanks to that rare Yellow Light of Death. FML right? Yeah, it sucks, huge. I'm hoping I can get it repaired or something soon. How does this affect the guide? Well, I'm still going to make some of the updates, but without being able to play the game, not all of them can be made. So expect some sections and information to be heavily delayed. Sorry about this, but you can help me mourn the death of my PS3 if you'd like. Version 1.15 - 6/19/09 --Another tiny update. I may now have a dead PS3 and that makes me quite sad indeed. On a good note, I might be getting a new one soon, that is, if I feel I can break open the bank on it. In any case, in this update, I have added a little more to the Trophies section. Version 1.25 - 5/19/11 --Oh my. It's been almost two years! Holy crap! Well, I'm back with an update not only to prove that I didn't abandon this guide, but to just spread some good will. This guide has been relatively complete for a while, save a few things that I meant to add but never got around to. One such thing was the Dead Drops and I have added that now. I also outlined the powers, just for... well, outlining purposes. Note this MAY be the FINAL version. I'm not sure yet. I may make one last update after this, or this might be it. Time will tell. TABLE OF CONTENTS 1. Introduction................................................. [itro] o Greetings o About This Guide o Using This Guide 2. The Basics................................................... [bc00] o Controls..................................................... [bc01] o The Karma System............................................. [bc02] o Cole's Powers................................................ [bc03] o Cole's Enemies............................................... [bc04] o Basic Flow of the Game....................................... [bc05] 3. Walkthrough.................................................. [if00] o Chapter 1 - The Dawn of Something New........................ [if01] o Chapter 2 - Building a Reputation............................ [if02] o Chapter 3 - Cleaning Up...................................... [if03] o Chapter 4 - The Dark Is Calling.............................. [if04] o Chapter 5 - Fast Times at the Warren......................... [if05] o Chapter 6 - Making Their Presence Known...................... [if06] o Chapter 7 - Heroes and Villains.............................. [if07] o Chapter 8 - True Character................................... [if08] o Chapter 9 - Choices That Make or Break....................... [if09] o Chapter 10 - Face to Face.................................... [if10] 4. Extras....................................................... [exra] o Dead Drops................................................... [exdd] o Trophies..................................................... [exth] 5. Miscellaneous................................................ [misl] o Frequently Asked Questions................................... [afak] o Contact Info o Credits/Special Thanks o Legal Lingo =============================================================================== INTRODUCTION =============================================================================== Section / \ [itro] 1 / \ ______/ \______ Welcome to this guide for inFamous! I'll be your author for the evening, just call me Axel. Haha, just kidding. Seriously, though, welcome. I hope that you, the reader, will be able to get something positive out of this guide. I'm not perfect and I'm far from the best guide writer, but if you get some help, that is music to my ears. That is all the compensation I need. Greetings --------- Well, as I said, I go by the pseudonym Axel7174, but Axel for short. I have no qualms being referred to my real name either, for those who e-mail me. I don't really have much to say about myself (does it really matter to anyone anyway?), but I'm a fairly avid gamer. I do guide writing in my spare time, when I'm not working or going to college. That said, I hope you enjoy this guide. About This Guide ---------------- Here, we're dealing with Sucker Punch's inFamous. In this guide, I'll be giving a walkthrough of the game's story, as well as covering other aspects along the way. I have broken the guide up into "chapters". These are not official delineations that exist in the game itself, this was just for my and your own personal ease of use. Using This Guide ---------------- If you need to find something or jump to a section really quick, please refer to the Table of Contents. The quickjumps are those little codes at the end of each item, and you can use those with the ctrl+f function of your web browser to quickly jump to a section of the guide. If you have questions or want to send some info my way, I would implore (more like beg) you to please first read the Frequently Asked Questions section as well as the Contact Info section. =============================================================================== THE BASICS =============================================================================== Section / \ [bc00] 2 / \ ______/ \______ Controls [bc01] -------- Here's your control scheme for the game. L1: Aim L2: Electric Drain L3: Radar R1: Lightning Bolt/Lock On R2: Polarity Wall Left Analog Stick: Move Right Analog Stick: Camera Triangle: Point of Interest/Use/Interact/Heal Square: Melee/Thunder Drop (when in air) Circle: Combat roll/Enter or leave cover/Drop down ledge X/Cross: Jump/Confirm (on menu) Select: Map Start: Menu Locked On Moves --------------- When you get a certain power in the game, you can lock on to downed targets. Doing so gives you different commands. Triangle: Heal (pedestrians only) Square: Bio-Leech Circle: Arc Restraint The Karma System [bc02] ---------------- The world of inFamous, that is, Cole's world, is all about choice. Without going into too much detail, Cole is a traditional superhero archetype. Spider-Man fans (or at least anyone who doesn't live under a rock) should know the classic adage, "With great power comes great responsibility." The choices that Cole is faced with, will shape him and his journey. You can live the life of a Hero, or choose to be Infamous and feared. Honor, but also strife and sacrifice, or indulgence, chaos, and suffering. Of course there are heavily weighted decisions in inFamous. Even the smallest actions have implications however. Your Karma is tracked by the blue and red meter at the top left of the screen. At the start of the game, your Karmic state is neutral. By the time the first Story Mission is over, you'll have delved into one half of the meter. From that point on, you'll be presented with choices that can give you either Blue Karma, which makes you more Heroic, throwing you into the blue half of the meter, or Red Karma which makes you more Evil, placing you into the red half of the meter. Both sides have three ranks. For Good, it's Guardian, Champion, and Heroic. For Evil, these are Thug, Outlaw, and Infamous. As you can probably guess, doing good actions and making good choices raises your Blue Karma and inevitably, your rank. Doing the opposite sends you deeper into the evil ranks. Aside from the large choices you make, little ones like helping people out, how you deal with enemies, and so on will give tiny additions to Blue or Red Karma. Over the course of the game, these will add up to a lot. You can only progress so far though. There are certain set intervals in the Karma meter that you can't get past unless you progress the story further. This is to prevent you from reaching the highest rank of either side early in the game. Obviously, playing the Karma game has not only physical effects, such as those it has on Cole's powers, but it also affects how he is viewed by the people of Empire City. Furthermore, it will also change certain parts of the story, mainly dialogue, but certain cutscenes as well. -Playing Heroically- Early on as a Guardian, the people will shun Cole. Some of the people of the city will shout obscene things at him. They will continue to blame him for what happened. As Cole starts to lean towards the next rank, this still does continue, but slowly, the people start to take a shine to him. Some will try and take his picture and pump their fists in joy or appreciation. As a Champion, the people become more enthralled with Cole's appearance. They will often cheer for him and say nice things to him. As he nears the next rank, they will start standing up for him, throwing rocks at his enemies. Finally, as a Hero, Cole earns the utmost respect of the people of Empire City. They have nothing but nice things to say. They want his picture at every chance they can get and they are always waving and so on. They will not hesitate to throw rocks at Cole's enemies and help him out. -Playing Infamously- As a Thug, Cole is not viewed well by the people. They already don't like him after they learn what happened to Empire City, but this is only exacerbated as he makes the trip down the dark side. They will say derisive things and as his red karma increases, they will start to fear him. As an Outlaw, Cole becomes more feared but also in a way, respected. People start to run when they see him. As his karma increases even more however, some see him as a threat, and they may attack. Finally, being Infamous, Cole is the epitome of evil in Empire City. Most of the people fear him and run at first sight. Others attack. Just about all of the citzens blame Cole for their misfortunes. Cole's Powers [bc03] ------------- With dominion over the powers of lightning, Cole's abilities aren't as limited as you might think. He has at his disposal, a bevy of different powers each with particular strengths and characteristics. It'll give you a little strategy as well as flair when it comes to disposing of your foes. As you probably already know, the powers available to Cole will vary on your Karmic choices. Most of Cole's core powers have a Good and Evil version. Each side can be upgraded further, but you can only have the powers for the side you're playing as. Each version has different effects that better suit that Karma. Buying upgrades for powers requires you have the necessary XP, as well as the karmic rank for it. For example, Shockwave Upgrade 2 asks for 1800 XP, but you also need to be Champion (Good) or Outlaw (Evil) rank in your Karma to get it. ========================================================================== |-[Lightning Bolt]-|========================================================================== Bolt is your primary and default power in inFamous. It's what you'll be using a majority of the time, particularly in the first half of the game. By holding L1, you see a targeting circle. This shows where your attack will go when you hit R1. It's basically the same as if you were shooting a gun.. that shoots lightning. Upgrade 1 --------- -Cost: 400 XP -Good Effect: Righteous Blow - Restores a moderate amount of energy each time you successfully hit an enemy. -Evil Effect: Sadistic Blow - Defeated enemies have a chance of triggering an electric explosion before dying. Upgrade 2 --------- -Cost: 2900 XP -Good Effect: Righteous Shot - Head shots chain electricity to nearby enemies. -Evil Effect: Sadistic Shot - Increases the radius of the electric explosion. Upgrade 3 --------- -Cost: 12000 XP -Good Effect: Righteous Strike - Restores a significant amount of energy each time you hit an enemy. Head shots also restore health. -Evil Effect: Sadistic Strike - Head shots automatically trigger an electric explosion. ========================================================================== |-[Shockwave]-| ========================================================================== Shockwave is a very useful ability that knocks enemies back with a wide blast of energy. Offensively it does not do very much damage, but it can throw enemies off buildings, resulting in easy kills. Its wide range makes it perfect for hitting multiple enemies gathered together. Upgrade 1 --------- -Cost: 800 XP -Good Effect: Reverse Magnetism - People caught in the core of the blast temporarily float in the air. -Evil Effect: People and objects caught in the core of the blast get electrified. Upgrade 2 --------- -Cost: 1800 XP -Good Effect: Increases blast force. -Evil Effect: Increases blast force and range. Upgrade 3 --------- -Cost: 2800 XP -Good Effect: Increases blast range. -Evil Effect: Cars hit by blast are electrified, causing them to explode. ========================================================================== |-[Thunder Drop]-| ========================================================================== Thunder Drop is used by holding Square as Cole jumps off a building or high ledge. He builds up momentum as he crashes down. When he hits the ground, he unleashes a powerful shockwave around him, damaging all nearby enemies and objects. The longer the drop, the more powerful the shockwave. The range it has is dangerous and can hit civilians easily, which is bad news for Hero players, so be careful. Upgrade 1 --------- -Cost: 800 XP -Effect: Increases blast range Upgrade 2 --------- -Cost: 1300 XP -Effect: People and objects caught in the epicenter of the blast get electrified. Upgrade 3 --------- -Cost: 3200 XP -Effect: Increases blast force. ========================================================================== |-[Electric Drain]-| ========================================================================== Another power you'll use frequently, Electric Drain is how you'll restore Cole's energy and health. Using powers deplete's Cole's energy stores. Holding L2 near the various electrical objects around the city will let Cole drain their pure energy for him. The energy also heals recent injuries, making it useful in the heat of battle if Cole has sustained major damage. Upgrade 1 --------- -Cost: 800 XP -Effect: Increases speed of electricity drain. Upgrade 2 - Induction Yield --------------------------- -Cost: 1400 XP -Effect: Automatically recharge energy by grinding on electrified wires. Upgrade 3 - Karmic Overload --------------------------- -Cost: 2000 XP -Effect: Once your Karma meter fills to full Good or Evil, press D-Pad Left to activate Karmic Overload. For a short period of time, you'll have unlimited energy. When it's over, your karma goes down, forcing you to max it out again to use this power. ========================================================================== |-[Induction Grind]-| ========================================================================== Allows Cole to grind or travel across wires and cables with the use of electricity. This power is simply to make travel easier and quicker. By jumping at the near end of a wire after grinding at full speed, the momentum Cole has built up can be used to send him a large distance. This power is acquired automatically in the story and is not upgradeable. ========================================================================== |-[Static Thrusters]-| ========================================================================== The Static Thrusters are a gliding type of power, that let Cole increase his time in the air. It's useful for traveling, making your way across large gaps, and so forth. It allows Cole to glide, but not fly, as he will eventually land on the ground. This power is acquired automatically in the story and is not upgradeable. ========================================================================== |-[Shock Grenade]-| ========================================================================== This powerful is delightful to use, and effective as well. When aiming, hitting Square makes Cole lob an electric ball of energy that explodes after a few seconds. Like a real grenade, it has a decent blast radius, able to hit enemies and objects within a wide range. It is useful for hitting distant enemies or enemies that hide behind objects or turrets. Upgrade 1 --------- -Cost: 800 XP -Good Effect: Increases knockdown time. -Evil Effect: Grenadelets - Cluster of three Shock Grenades that separate on impact. Causes splash damage. Upgrade 2 --------- -Cost: 1900 XP -Good Effect: Increases blast radius and damage. -Evil Effect: Grenadelets - Cluster of five Shock Grenades that separate on impact. Causes splash damage. Upgrade 3 --------- -Cost: 5500 XP -Good Effect: Increases damage and weakened enemies are automatically restrained. -Evil Effect: Grenadelets - Cluster of seven Shock Grenades that separate on impact. Causes splash damage. ========================================================================== |-[Megawatt Hammers]-| ========================================================================== The Megawatt Hammer is like a cross between the bolt and the Shock Grenade powers. It fires a rocket-like energy blast that travels at a slower speed than a bolt, but it explodes with force much like a Shock Grenade. It has the ability to hit enemies that hide behind shields or turrets. Both Good and Evil version of this power are equally useful, but the Good version allows you to target enemies after firing a rocket and make it automatically lock onto them. Upgrade 1 --------- -Cost: 800 XP -Good Effect: Rocket Redirect - Redirect an airborne rocket by firing an R1 Bolt at the target you wish to hit. -Evil Effect: Mini-Rockets - Adds a pair of smaller rockets that attach to their targets before exploding. Upgrade 2 --------- -Cost: 2500 XP -Good Effect: Reverse Magnetism - Enemies caught in the blast temporarily float in the air. -Evil Effect: Mini-Rockets - Adds four smaller rockets that attach to their targets before exploding. Upgrade 3 --------- -Cost: 5300 XP -Good Effect: Increases blast radius of rocket -Evil Effect: Mini-Rockets - Adds six smaller rockets that attach to their targets before exploding ========================================================================== |-[Precision]-| ========================================================================== Precision is a non-upgradeable power that makes Cole's normal bolt power into a sniper-like bolt. Range, accuracy, and damage are increased immensely with this ability. It acts like a normal bolt, but the targeting view is zoomed way in, allowing the player to hit more distant objects. Additionally, time slows down, allowing Cole to line up headshots easily. This power is acquired automatically in the story and is not upgraded. ========================================================================== |-[Polarity Wall]-| ========================================================================== Polarity Wall is a defensive power gained late in the game. It creates a shield of energy that will protect Cole from enemy attacks. The power itself is very useful and often underused. While wielding the Polarity Wall, Cole can climb, grind wires, jump and do just about anything except attack. Upgrade 1 --------- -Cost: 1500 XP -Effect: Converts blocked damage into energy Upgrade 2 --------- -Cost: 3000 XP -Effect: Increases the size of the wall ========================================================================== |-[Overload Burst]-| ========================================================================== This power is exclusive to Good Karma players. Completing Good Side Missions lets you unlock it, and completing more lets you upgrade it. Overload Burst is one of the most powerful abilities in the game when fully upgraded. Its damage is near the top, and the effect of this power lets it chain from one enemy or object to the next, making it very effective for multiple enemies. Perhaps most impressive is that it does not use up any energy, but to make up for this, it has to be charged before Cole can fire it. Upgrade 1 --------- -Cost: 5 Side Missions completed -Effect: Powerful chain lightning bolt is unleashed on enemies when used correctly. Upgrade 2 --------- -Cost: 10 Good Side Missions -Effect: Doubles the damage inflicted by Overload Burst. Upgrade 3 --------- -Cost: 15 Good Side Missions -Effect: Increases damage and reduces charging time. ========================================================================== |-[Arc Lightning]-| ========================================================================== This power lets Cole hit a group of enemies with continuous lightning energy. Its usefulness stems from the wide range it has and the constant damage it does. The damage however is relatively low, so it is useful for weakening a group of strong enemies, or defeating a group of weaker enemies (like the crab enemies). Upgrade 1 -Cost: 5 Side Missions -Effect: Releases a continuous stream of lightning. Upgrade 2 --------- -Cost: 10 Evil Side Missions -Effect: Unlimited branching and increases damage. Upgrade 3 --------- -Cost: 15 Evil Side Missions -Effect: Weakened enemied trigger an electric explosion at their position before dying ========================================================================== |-[Lightning Storm]-| ========================================================================== Lightning Storm is the power you've been dying to use since the start of the game. Its power knows no equal, and its sheer awesome display makes it worth the effort to obtain. Cole summons a large lightning bolt that strikes the groud and can be steered using the Six-Axis function of the controller. Any enemy that is in its path will be defeated instantly. The downside is this power eats up Cole's energy fairly quickly. It is obtained automatically in the story and does not have upgrades. As such, it requires no XP whatsoever. ========================================================================== |-[Gigawatt Blades]-| ========================================================================== This is a free (yes, free) DLC power. The Gigawatt Blades enhance Cole's melee attack, increasing the damage by an incredible amount. They can only be used on one enemy at a time, as each time Cole hits something, the blades deactivate. The energy cost for using them is arguably not worth it, but it is helpful in a bind. When fully upgraded, it is an instant kill on just about all enemies. Perhaps the biggest downside to this power though is that investing XP to upgrade it takes away XP you could use to upgrade your core powers. Upgrade 1 --------- -Cost: 600 XP -Effect: Increased melee damage. Upgrade 2 --------- -Cost: 1000 XP -Effect: Further increased melee damage. Upgrade 3 --------- -Cost: 2000 -Effect: Maximum melee damage. Cole's Enemies [bc04] -------------- In inFamous, your main antagonists are three "gangs" that patrol one each of the three districts in Empire City. They are, in order, the Reapers, the Dustmen, and the First Sons. As you might be able to guess, theses foes are each harder than the last. On the flip side however, the higher enemy groups award you with more XP. -The Reapers- The Reapers control the Neon District. They are easily identifiable by their red colored hoodies and so forth. Reapers mostly like to attack with their guns, only seldom going to grenades. They're the weakest of the three gang groups. You can often find them terrorizing people around Archer Square, as well as numerous other locations. -The Dustmen- The Dustmen are found in the Warren. These guys wear makeshift clothing made from discarded clothes and even garbage bags, hence their name. Their colors are green and white. They are a bit more resilient than the Reapers and also harbor deep hatred for them apparently. The Dustmen are a little more prone to toss grenades and also use cover. You can see a lot of them hanging out in various locations, including around the prison. -The First Sons- These are the guys under direct order of Kessler and they operate in the Historic District. As Cole remarks following a particularly eventful fight, they are "professionals". They wear some sort of masks that look like gasmasks with blue goggles, and also wear brown coats. They are the toughest in terms of defense and damage, but they also give the most XP. The First Sons also deploy small drones to help them out. There are a few around Ground Zero, but they are often on the streets attacking people and so on. [Shielded Enemies] Now we're gonna get a little more in-depth. The Reapers and the Dustmen each have their own shielded variation of their grunt foe. With shields they take a lot more hits to break. Melee often can do the job but it takes a few attacks. When you obtain the Gigawatt Hammer upgrade however, you gain a powerful tool in battling these foes. Precision is also useful in shooting them in the head as they often poke their heads out above their shields. [Drones] The First Sons have small drones deployed and you might run into them at times. They have cloaking devices which make them hard to see sometimes. Although they are weak, they should not be taken lightly. What makes this foe particularly vexing is the grenades they toss at Cole, with pretty good accuracy I might add. It only takes a few Lightning Bolts to dismantle these things. Their constant floating left and right can make this a difficult task however. To make things easier, Shockwave will temporarily stun them. [Conduits] Conduits are tougher enemies in the ranks of each of the three gangs. They take more hits and usually have more unique, powerful attacks so as a result, they award more XP when defeated. There are a few types of Conduits in the game. There is only one type of Reaper Conduit and you'll become acquainted pretty early. They wear white hoodies instead of the traditional red. These Conduits are noted for their powerful energy attacks that ripple across the ground at Cole; dodge these with combat rolls. They are also capable of teleporting around when they take damage or feel threatened. Among the Dustmen's ranks there are two Conduits. The first is the fat guy with the large backpack that deploys the small metal bugs that swarm and attack Cole. He wields a bazooka which makes him a potentially dangerous foe. It takes a lot of hits to defeat one unless you go explicitly for his head. Shock Grenades, Megawatt Hammers, and Arc Lightning (evil only) can work well against him and his minions. The second Dustmen conduit is the gigantic golem creature made of junk metal. It's very resilient so it takes many hits. Megawatt Hammers and Shock Grenades seem to work well. It has a gatling gun attack which Cole should continually roll away or take cover from. It also launches junk balls at Cole which he can divert with Shockwave. The golem's arms can be destroyed if they are targeted. Finally, the First Sons also have two types of Conduits. In essence, they are the same enemy but they can attack in one of two ways. First is the "phantom" one. This guy creates a large purple phantom with his body inside. It will stalk after Cole and try to stomp on him or the ground to hurt him. The phantom is easily defeated by zapping the real enemy within several times. This just stuns him though. He'll quickly get back up and deploy the phantom again. You can at this point, zap him to finish it quick, or run up and punt him with a melee. The second type of First Sons Conduit looks the same. These ones use cloaking devices to remain invisible and try to attack Cole at close range with shotguns. This makes them very dangerous. If you can just see one coming, back away and attack them with Shockwaves, Lightning Bolts, and Hammers, whatever you want. Basic Flow of the Game [bc05] ---------------------- inFamous is a freeroam, sandbox style game. The setting is Empire City, and Cole with his great parkour skills, finds it all to be his personal playground. To progress the story, you have blue markers on your map and GPS which indicate Story Missions. In addition, you have yellow markers which delineate Side Missions. You are never required to do Side Missions, but they will give you extra XP, as well as help influence you closer to the Good or Evil side in some cases. Between missions you can freeroam and find enemies to fight or people to save (or terrorize) for extra XP and Karma. The game really isn't very linear and that is a plus. Along the way, as mentioned above, you will be faced with a lot of choices that will slightly alter the story and the tone of the game. There are also a few other distractions along the way. As you progress, you'll grow stronger and be able to level up Cole's powers. You'll also (again as mentioned above) dip further into one side of the Karmic scale. This opens the door for additional changes in the gameplay and even some small changes in the plot. Pushing further into the story also opens up new islands in Empire City. There are three islands or districts in total. Cole starts in the Neon District, but there is also the Warren and the Historic District. Each has their own challenges waiting. Each new district has substations to restore power to certain sectors. This requires Cole to enter the sewers, where he will always find a new power waiting for him. As for the Side Missions, you'll find a lot of them in each area of the city. Some are opened up by progression with the Story. Others have to be found. Completing a Side Mission not only gets you that aforementioned extra XP and possibly Karma, but it also frees up territory held by the gang or enemy force in that area. Freeing all the territories not only cleans up the district (making travel a little less hectic), but it awards the player with Trophies. There is definitely a wide selection of Side Missions, but they will repeat a few times during the game, some more than others. For this reason, and this is important to note, I will not be marking each individual Side Mission in the walkthrough with a very large strategy. I will not dismiss them either though, so instead, I will just offer extremely brief tips or advice that will assist you on each particular mission. For really unique Side Missions (including the Good and Evil Side Missions), these will have larger strategies in the walkthrough, so look for them. For the repeated missions, look at the Side Missions section for the general goal or idea on how to beat them. The missions do repeat, and they are often a little bit unique each time, but in the end, the general idea is the same, so I do not make them a big part of the guide. =============================================================================== WALKTHROUGH =============================================================================== Section / \ [wlkt] 3 / \ ______/ \______ Here we go, the main course. Don't worry, you won't find a lot of electricity puns in this walkthrough. Shocking, huh? *ahem* Anyways... I have broken up the walkthrough into ten chapters. There is no real rhyme or reason to the delineations, I just decided to do this for ease of use. Please note that the chapter names are not official and not from the game or anything, I made them up so don't think I'm referencing anything in particular. Again, I just decided to do this to separate different parts of the game. You will not find any major spoilers in this guide. At the start of a mission, I may go "_____ person will tell you to do this...." but it is rarely ever more revealing than that. No major plot spoilers are divulged in this guide. ****ABOUT SIDE MISSIONS**** As I said earlier in the guide, I will not be spending a ton of time on strategies for each individual Side Mission. Since a few of them repeat, and they require little strategy, I will glance over them. The more unique Side Missions, or just ones I feel like writing more for, will have bigger strategies written for them. If you need more information on Side Missions, refer to the Extras section. With that said, let's begin. +-------------------------------------+ Chapter 1: The Dawn of Something New [if01] +-------------------------------------+ o First Glimpse o The Escape o Mysterious Signals When you gain control, use the Right Analog Stick as directed, and look up at the chopper (or 'da choppa' for you Predator fans). After that, look to the left to see something strange happening in the nearby building. After that, you're on your own. Stretch out those legs and get Anakin Skywalker, er, I mean... Cole, moving. You're basically gonna go straight, then left and make a sort of U-turn toward a large slope. On the way, pipes and things will be blowing up all around you. Keep moving until you find the slope and a gap. Jump it with X to land on the bus. By now, Zeke, an apparent friend of Cole's, will have called. Keep going, past the car, as they talk. Make your way to the nearby ramp with the sign for "Parking Entrance". Use the blue car as a bridge and enter for a very quick scene. Turn the corner and a car will break through the ceiling and fall in front of you. Go around it and keep moving, generally straight, past fire and other debris to reach the next ramp. The ramp is destroyed however by another falling car. Man, this is some crazy rain we're having! As a detour, spy the yellow and red-striped tube on the left and cross this. Jump the gap and Cole should easily land on the other end. Go straight, then turn right for another quick scene. A downward ramp will be created, so use this to get out of this place. Cross the hill of debris to reach the street. Approach the police cars and you'll spot Zeke. Before you can do anything else however, something goes horribly awry. Make your way forward when you can, going across this really dilapidated bridge. If you get stuck, go around that spot and you should be able to continue moving. Keep going and Cole will collapse at the other end. After a few days, it seems Cole now has some minute understanding of these powers. On the roof of some building, he and Zeke are hanging out, and the latter asks the former for some help. This is quite obviously a little tutorial for your powers. Pressing Triangle will lock onto the important object or objective. In this case, it's a small power box with a red switch and several LED lights. Aim with L1; Cole raises his arm. Adjust your aim with the Right Analog Stick (take note that the movement is inverted so hitting left moves your view right and vice versa). Finally, fire a bolt with R1. You can quickly tap R1 to unleash several quick bolts. Aim at the power box and a few should power it up. Search the rooftop now. Look for another power box over near the two fences, right next to a potted tree. The other one is behind the fence, near a bunch of mannequins. Next, as Zeke suggests, go back to that third power box and try out your aiming on the mannequins. Zap them and you can check out a large supply plane flying overhead. After that, the Voice of Survival comes on the air on Zeke's TV and says that the plane dropped some food off for the survivors, but the Reapers are likely going to close in on it. Reapers? Story Mission| First Glimpse ------------------------------------------------------------------------------- Time to get going. Use Triangle to lock on to the exit. Simply jump off; don't worry, Cole can handle the impact, amazingly. Zeke unfortunately, has to take the stairs. Strangely enough, he makes it there only seconds after you land. And there is the first use of "donkey balls" in a video game. Now, go ahead and follow Zeke through the city as he and Cole reminisce about the "good old days". You'll eventually come to a parking lot in an alleyway. A gun has been left for Zeke under one of the four cars, but apparently he's too lazy to get on his knees and look for himself. Cole to the rescue. Aim with L1 and hit X to unleash the Shockwave power. This should blow the cars away easily. You should find the gun under the one on the far right. The strain leaves Cole weak however. As the tutorial prompts, hit L3 and it will make any source of electricity flash with a quick bolt. The sources are also lit up on your GPS Map in the bottom right corner for a few seconds. The two nearest sources are the generator on the wall, and any of the cars. Get near the generator and hold L2 to suck the electricity out to feed Cole's hunger. Follow Zeke once again, as Cole's love interest, Trish, gives him a call. As you turn a corner, you can see the many different people all converging toward a point. You're almost there. Contine to follow Zeke to the square. Unfortunately, the food got caught on a statue and it's way too high for anyone to reach. Anyone without super powers that is. Start by grabbing onto one of the poles in front of the statue. Climb to the top and then jump off onto the base platform. From here, find the bent tube sticking up from the corner, which is actually connected to something above. Climb up and jump onto it, then hop the gap. The rest of the way up is just a tight-rope walk up a beam. When you reach the top, lock onto the rusty hook and zap it. Unfortunately, the Reapers show up to spoil the fun. After the scene, leap off the statue and hold Square as you descend. This unleashes Cole's Thunder Drop technique. It sends out a shockwave around him that should defeat nearby enemies. Now pay attention to the GPS. Look for the Red squares or dots; these are the enemies. Try "run and gun" techniques. Attempt to zap the Reapers while moving, because they have guns and will not refrain from shooting Cole. It only takes two zaps, or one if you hit them in the head. Two more come in from the left. You can use the structures here to give you a little bit of cover. Try and fry these guys fast though. Get a feel for aiming and particularly how the stick movemement feels. If inverted style feels too iffy, switch to normal under Options. After you defeat the next two Reapers, another two will appear on another side of the square. You can use Shockwave against them. If you manage to hit them both with one, you might get a 2-in-1 bonus. Once the threat is over, Cole is faced with his first big choice. -[KARMA MOMENT]- o-----------------------------------------------------------------------------o Let the pedestrians take the food, or shoot them and take all the food for yourself. o-----------------------------------------------------------------------------o As you can guess, one choice has good implications, while the other has more evil sided implications. The Karma system judges Cole's allegiance with either the "light" or "dark" sides. Yes, just like Star Wars. Only in this game, they are called Hero, and Infamous. Throughout the game you'll be making many choices like this, affecting Cole's balance of Karma. <GOOD ACTION> If you just wait a little bit and simply do nothing, you'll allow the people to get their hands on the grub. Doing so will increase your Blue Karma and make you more Heroic. You'll reach the level of Guardian. You'll also get the Trophy "Good Eats" <EVIL ACTION> Choose to zap one of the people and they'll all flee. This gets you Red Karma, promoting you to Thug rank. You also earn the Trophy "Evil Eats". You'll run into Trish and she'll praise or scold Cole, depending on your choice. Next, lock onto the screen at the top of the building in the background. The Voice of Survival decides to scapegoat Cole. Some background on what happened before the blast is hinted at though only subtly. |MISSION END| Rewards o 500 XP o Blue or Red Karma When you gain control, you'll be an unwelcome sight to the pedestrians. Regardless of what choice you made, they decide to listen to the Voice of Survival and condemn Cole. They'll run up and kick you or try the safer approach and throw rocks at you. If it gets to be too much of a bother, you can always fight back. Doing so will reward you with Red Karma however. If you fight them all, you can really load on on Red Karma early. There's too many people anyway, and they will not hesitate at all to strike, so make tracks quickly. Zeke calls and lets you know it's time get away. A blue circle is marked on your GPS. Make your way over there now. As you no doubt have noticed already, Cole can scale just about any object. Many buildings also have cables that you can tight-rope across. It may be a useful avenue when it comes to travel. For the most part, you can stick to the ground however. There's a good chance you may encounter more Reapers around the square. Go ahead and practice your skills on them. You'll get more XP for it too. Pay attention to your "life bar" however. When the screen starts to turn grey, and you hear that heart beat, you need to get some more juice. Find a power source and suck it dry. AS you continue toward the blue waypoint, you'll continue to notice more red dots on your GPS. Feel free to engage the Reapers, but just be careful. Also note that a lot of them attack from rooftops, which means having to climb up after them, unless you're able to zap them from below. Reach the marker and step into it to start the mission. Story Mission| The Escape ------------------------------------------------------------------------------- Follow Zeke toward the bridge. Go around the cars and other objects and toward the crowd which has made its stand against the riot police. Cole is faced with another choice. -[KARMA MOMENT]- o-----------------------------------------------------------------------------o Attack the police on your own, or fire at them from inside the crowd and start a riot. o-----------------------------------------------------------------------------o <GOOD ACTION> If you decide to not risk the lives of the rioters, step out from the crowd and face off with the police by yourself. They'll quickly swarm you so unleash Shockwave to blow them away. Zeke will surprisingly step in and throw some punches as well. Continue to zap and Shockwave the police until they stay down. It wouldn't be a bad time to try out your melee attacks either. Hit Square a few times to throw some punches or kicks. For your actions, you get the "Good Riot" Trophy. <EVIL ACTION> Stand amongst the crowd and fire a bolt at one of the police. This awards you with Red Karma and the "Evil Riot" Trophy. After this, the two groups start duking it out. You can really have fun here and throw a bunch of Shockwaves and Lightning Bolts at them all. Find the power box now and zap it a couple times to raise the gate. The rioters make their way through, but theres more resistance on the inside. Use the barricades as cover by hitting Circle. From here, you can still hit L1 and zap the police. Do so and then climb the container. Watch out for a turret on the right. If you climb the container and stay on the left, you can ambush the gunner. Zap him and then set your sights on the others ahead. As you approach the two large containers, stay away from the left and right sides. Both of these paths have turrets. Take the high road instead and climb up to attack from behind. Leap off the top of the containers and unleash a Thunder Drop. Finish them off with a few quick bolts. Raise the next gate by zapping the power box. Run up and grab the top of the white container in front of you. Don't climb up, but instead hang from the top. You can shield yourself partially this way and also attack from a distance. Use this to line up headshots and do away with the police shooting at you. One will be on the left, and one on the right, both on containers. The other is in the middle, on the ground. Use the red container to jump behind the turret. Take out the gunner fast, then take cover from the other turret. Repeat the process here, by climbing a nearby container and attacking the turret gunner from behind. Two more turrets await around the corner. One is perched on a container, so just stay on the ground and walk behind it to zap the operator. Watch out for the one on the left though. Retreat quickly, then use higher ground to get behind it. Finish off any police and then raise the next gate. After the scene, you'll be under a bridge. Aim for the thing hanging overhead that looks like a barbell. Hit the hook with a bolt to loosen it and it'll act like a pole. Jump to it and then turn so you can jump to the hanging platform. From here, cross the pipes, then jump to another platform which leads to even more pipes. When you near the end, some Reapers open fire. Either hang from a pipe an zap them, or get close and personal and use Shockwave. You can also zap the white gas canisters for explosive finishes. Go to the left side of this platform and you'll be notified of a Blast Shard. These things are collectible items that extend the length of Cole's electric life bar. Now, while standing on the pipe, watch the filthy water coming down from above. Time your movements and get around this strut. From here, jump to the cable on your left. Take it down and drop to a platform. Leap to the nearby pipe, but watch out. It'll loosen and fall so scurry to the very end of the pipe (where it comes loose) and then quickly leap to the next one. Continue to cross the pipes, some of which will also come loose. If you look to the ceiling, you can find plenty more of those poles to shoot down to help you across. Also watch out for two Reapers. Give them a jolt and then cross the horizontal pipe which comes loose. Jump to the next one perpendicular to it on the right. To make it across, look to the ceiling and free some of the barbell things to make use as poles. Use these to get to the platform where the Reapers were. Now quickly cross the next several pipes (all of which threaten to collapse) and reach solid ground on the other side. There you'll meet up with Zeke. First mention of Michael Phelps in a game. Well, maybe not. |MISSION END| Rewards o 500 XP After talking with Zeke about what Moya told Cole, you have the option to upgrade your powers. Now is a good time to invest in some upgrades. Surely by now you have noticed the small notifications about "XP". It's been going somewhere, and with two missions under your belt you have a decent amount of XP to work with. You should have at the very least, 1000 XP from the two missions. Combine that with other XP from fighting you could have between 100-500 additional points. One thing to take note of, is that depending on your Karmic shift, you have one of two possible abilities available for certain powers. In essence, the abilities are the same, but they each have varying effects depending on whether its Good or Evil. Obviously, if you're good, you can't get an Evil power, and vice versa unless you shift Karma the other way. Some powers are neutral and are just upgraded one way. I'll give you some recommendations along the way but remember, the choice is always yours in the end. Don't feel pressured into buying the same things I buy. o----UPGRADES-----------------------------------------------------------------o | | |Lightning Bolt Upgrade 1 | |-Cost: 400 XP | |-Good Effect: Righteous Blow - Restores a moderate amount of energy each time| |you successfully hit an enemy. | |-Evil Effect: Sadistic Blow - Defeated enemies have a chance of triggering an| |electric explosion before dying. | | | |Melee Upgrade 1 | |-Cost: 600 XP | |-Effect: Increases Melee damage. | | | o-----------------------------------------------------------------------------o Lightning Bolt is a good choice since it's your main power. Melee was just my personal choice. If you want, upgrade the Shockwave instead. Try to base your upgrade choices through the game based on your personal play style. Go with the powers and abilities you use most. Moya will call and advise Cole to check out some leads. Three brand new locations will be marked on your GPS. Go to either one of them to start the mission. For the sake of following this guide, find the northernmost one (the one closest to you--hit Select to check it out). The name is Mysterious Signals so head over and climb the building to find the marker. Story Mission| Mysterious Signals ------------------------------------------------------------------------------- Jump to the nearby building, the one that looks kind of like an observatory with all the glass. Shimmy around to the side so you can climb the billboard up. Go around and climb to the very top and find the satellite dish. Hit Triangle to try and listen in on the outgoing message. Moya suggests to find another "dead drop". Hit L3 and a small sliver of the GPS ring will turn grey. Head in that direction. To the northeast of the square, you'll find a building where the signal is coming from. Some Reapers will be on the surrounding buildings, so climb up there and give them hell for a tiny bit of XP. Using the mini-map grey indicator can be tricky, but attempt to pinpoint the location. Also listen in, you can hear the signal beeping and making noise. It'll be on the top of the building in question. Moya needs one more. Go southeast (use the cable to walk over to the next building). Kill the Reaper there and then you should get a quick scene. It'll show you what's in store on the adjacent rooftop, where, wouldn't ya know it, the last dish is. One of the Reapers has a shield. Either use Shockwave or get a headshot on them. When you reach the contested rooftop, the enemies tend to gather so Shockwave works best. Keep on the move and use the nearby ventilation fans as a source for restoring energy. Fry the rest of the Reapers, then find the dish near a blue outhouse. With that done, you now have the ability to hear these messages and it reveals a little bit of juicy info. Furthermore, you can now track down more of these dead drops all throughout the city. That ends the mission. |MISSION END| Rewards o 500 XP Those other two markers will reappear in a moment. Head to the southernmost one next, named Medical Emergency. o-----Side Missions-----------------------------------------------------------o -In MEDICAL EMERGENCY, defeat the charging Reapers. Beware the ones with shotguns; take them out before they get to you. Rewards o 100 XP o Medical Clinic unlocked o-----------------------------------------------------------------------------o A lot of new things will be unlocked, mostly new missions, including side missions, which we will be covering along the way too so be aware. You can now use this area as a checkpoint if you die or turn the game off. Now is another decent time to invest in some upgrades. Hopefully you have somewhere in the neighborhood of 1500 XP points. If you have more, even better. You may notice some new powers available, Overload Burst for good guys, and Arc Lightning for the not so good. You need to do at least five side missions to be eligible however, so let's just focus on powers we can actually get now. Here's what I suggest, but always remember, it's up to you. o----UPGRADES--------------------------------------------------------------o | | |Reduce Damage: 10% | |-Cost: 600 XP | |-Effect: Reduces damage infliced on Cole | | | |Shockwave Upgrade 1 | |-Cost: 800 XP | |-Good Effect: Reverse Magnetism - People caught in the core of the blast | |temporarily float in the air. | |-Evil Effect: People and objects caught in the core of the blast get | |electrified. | | | o--------------------------------------------------------------------------o If you check your map, you can see two Side Missions around you, plus several more to the north, near the next Story Mission. If you're in a rush to get through the story, by all means, but we'll be going through the Side Missions here. Let's do one now, called Satellite Uplinks. Unlike Story Missions, the markers for Side Missions don't appear on your GPS until you're really close, so rely on the full map (Select) until you get close. o-----Side Missions-----------------------------------------------------------o -In SATELLITE UPLINKS, start by draining the first uplink. Use your GPS to guide you to the waypoints. Find the quickest routes, which can take a few tries to find. Race past the other uplinks to complete the mission. Rewards o 100 XP o 3% Neon District Freed o Satellite Uplink o-----------------------------------------------------------------------------o +--------------------------------+ Chapter 2: Building a Reputation [if02] +--------------------------------+ o Blood Trail o High Ground It just so happens you ended that mission right near another Side Mission. Climb across this buidling and drop onto the balcony on the east side. Talk to the guy there to start "Spy Games" SIDE MISSION - Spy Games ------------------------- A courier for the Reapers will be coming by any moment. Might as well stop him. This brand of Reaper has a nasty attack. It lights itself on fire and acts as a personal bomb. This is something you want to avoid, so be stealthy. You can see the guy skating down the street. You can't let him see you, and you can't kill him off too soon. Stick to the railroad track and watch him from above. Try to stay at least somewhat out of sight but with your view still on him. He'll scramble from one side of the street, to the other, then continue forward and turn the corner. This is where things get difficult. You need to abandon the tracks and instead rely on other means of hiding such as taking cover behind cars and other objects. The courier always moves forward, stops, then looks around so pay attention to his behavior and know when to play red light, green light. When he crosses a street to an alley, hide behind a car. As soon as he starts down that alley, cross the street after him. Either take cover at the corner, or behind the green dumpster. Wait for him to turn around again, then continue your chase. He'll stop again at the fork, so find some place to hide. You'll have somewhat of a checkpoint here so don't worry if you mess up. The courier goes right. Be careful turning this corner. Wait for the courier to place the package under the dumpster, then leave. Go over and investigate to take the plunder, ending the mission. |MISSION END| Rewards o 100 XP o Five Blast Shards o 3% Neon District freed As a bonus, turn the corner and find that Reaper. He shouldn't have any clue you're there so go ahead and give him a zap. Just make it a headshot, or else he'll attempt to kamikaze into you. We're only gonna tackle a few more Side Missions, so don't worry. For the next one, find the green marker on your map, "Walk the Dogs". If you're playing to be bad, look for "No Forgiveness" GOOD SIDE MISSION - Walk the Dogs --------------------------------- You'll get the details from the Warden. Some Reapers need escort to police HQ for interrogation. Sounds easy enough. Find the group in an alley nearby. To get them moving, zap one of the Reapers. Zap one again to get them to hustle. Inevitably, one or two will break from the pack. Chase them down and do not hold back, give them each several bolts (not just one) until they stop. They go pretty fast too, so you don't want to lose them. When they're stopped, they should make their way to the police HQ without trouble. The others should hopefully make their way over there as well. There's a chance some may get stuck behind garbage pails or other objects so run back and check if any are missing. This mission shouldn't give you too much trouble. |END MISSION| Rewards o 100 XP o Blue Karma o 2% Neon District freed -OR- EVIL SIDE MISSION - No Forgiveness ---------------------------------- The woman you meet blames you for the deaths of her family. She attacks but she is the least of your worries. Just around the corner, some cops attack. They have guns so they're a lot more dangerous. Fend them off with a few Shockwaves and Lightning Bolts. Finish them off if they're stunned by Leeching. That should end the mission. |END MISSION| Rewards o 100 XP o Red Karma o 2% Neon District freed You'll notice that the mission you chose, whichever it was, was a Good or Evil Side Mission. This is what you need to get the Overload Burst or Arc Lightning power. Unfortunately, you only have one so far. Keep an eye out for the green or red markers on your map. There may be as many as three markers on your map labeled with the name "Counter-Surveillance." If there are, you want to the one to the northwest. o-----Side Missions-----------------------------------------------------------o -In COUNTER-SURVEILLANCE, look for the building surrounded in the yellow circle on your GPS. Climb the building and look for the devices which blink red. Climb next to them to disable them. Some are hidden well, near the base of the building, between the neon poles, and near the windows. As you knock them out, the yellow search circle gets smaller, narrowing the locations down. Rewards o 100 XP o 2% Neon District freed o-----------------------------------------------------------------------------o That will do it for now for Side Missions. Let's get back to other important business. Find the next blue marker near the square. STORY MISSION| Blood Trail ------------------------------------------------------------------------------- Moya needs Cole to find an important friend. Find the smaller blue waypoint in the alley and you'll find nothing but a dead girl. Cole somehow manages to go beyong electricity powers and takes a step into the realm of clairvoyance. He is able to see which way Moya's friend went. Hit L3 to see the "echo" as a green outline. Follow it. The echo will lead you to an alley, where unfortunately, somebody, or rather, something is waiting for you. This new type of Reaper in the white coat, called the Conduit, has some frightening abilities. If you've played the demo, you might be familiar with this guy. Besides a gun like most Reapers have, this guy can teleport and also unleash a powerful energy attack that ripples toward you. Dodge this with a combat roll with Circle and the Left Analog Stick. Fire back quickly with Lightning Bolts and Shockwaves. The guy will often teleport out of the way and reappear somewhere else. Hunt him down and keep firing until he falls. After this, the echo should automatically reappear, if you can't find it, return to that open alley and hit L3 again. Follow the echo across a street where a few Reapers attack from a nearby alley. Use quick Lightning Bolts and especially Shockwaves to disable them. There's a generator in the alley to use as recovery juice. Fry them all, then the echo will get to running again. It'll take you to Empire Electric, where even more Reapers are waiting in ambush. The generators and everything else around here can be blown up pretty easily, which is good and bad for you. You can use it to get easy kills on some of the Reapers. For the rest, go after them but use the nearby objects to protect yourself and recover when necessary. Go with Lightning Bolt mostly here. Once you've dispatched them all, hop the fence and find the nook where the echo entered. Here one of the kamikaze Reapers destroys everything. When Cole wakes up, all of the Neon District is without power. Cole himself, is also totally drained. First, find something to charge you up. The nearby street near the water has a lot of cars that can help you do the trick. This is the only real source of energy with the power out. Once you're refueled, return to that station and reactivate the echo's appearance. It'll exit the alley and enter the street, then vanish suddenly. What? Take a closer look at the manhole. Hit Triangle to lift it up and then drop in. In the sewer, cross the platforms and such to reach the circuit at the far end. Hit Triangle to reconnect everything. Doing so will grant Cole brand new powers. These are the lock-on type powers for people or enemies that are on the ground, which includes stunning, healing, or draining them. These not only let you finish things off with foes, but can affect your Karmic shift as well. Give it a try now. Find the wounded man and jump over to him. Lock on with R1 and then hold Triangle to heal him. As thanks, he'll get the gate open for you. Proceed in and you can try out your new powers a bit more here. Reapers on the left can be held stunned with Arc Restraint which gives you Blue Karma, as opposed to killing them (which is a neutral response). The people on the right can be healed (Blue) or leeched (Red Karma). Finally, two more Reapers only have the option to be leeched. Even though the Reapers are badguys, leeching always results in Red Karma. Try it out now if you'd like, but avoid it if you want to be good. Use the pipe to make your way to the next platform. Falling into the water is not a kiss of death. It will be harmful though so get out quickly. On the next platform, you can heal the guy here. In the next room, jump to the large round column and stay there. Over on the other side, quite a few Reapers are waiting. Try to take a few of them out from here, then jump and rush the others. Just be careful of taking fire. If you want, you can hang over the edge of this platform and zap the others. Clean up the Reapers and put Arc Restraint or Bio-Leech on any you can for extra XP and Blue or Red karma. In the next area, which is quite dark, a few platforms will help you get across the chasm. On one is a Reaper, so fry him. On another, there is a person who can be healed or Leeched. Hop across the rest of the towers and then find the ledge at the other end. A locked door and a scene await. You've found Brandon, but now you have to make a choice. -[KARMA MOMENT]- o-----------------------------------------------------------------------------o Tell Brandon his wife is dead, or shoot him. o-----------------------------------------------------------------------------o <GOOD ACTION> Approach the door and a prompt should appear. Hit Triangle to tell Brandon the bad news. He'll accept the truth with some convincing and open the door. You'll get a little Blue Karma for it. <EVIL ACTION> Enough words, time to die! To get to Brandon, you have to zap the door open. Do that, then let him have it. You get the door open, as well as some Red Karma. Hop across the next few platforms to find the giant generator. Zap the power box several times to get it running. You'll end the mission here. |MISSION END| Rewards o 500 XP o Blue or Red Karma The end result isn't exactly what he hoped for, but it's good enough. Power is restored to only half of the district. Moya will assist Cole in finding the other substations that will restore the rest of the power. For now, let's do a few Side Missions, but before we do even that, let's upgrade. Again, your own results may vary, but hopefully you have around another 1500 XP points. o----UPGRADES-------------------------o | | |Thunder Drop: Increased Blast Range | |-Cost: 800 XP | |-Effect: Increases blast range | | | o-------------------------------------o If you can afford anything else, go with Electric Drain. Otherwise, get that with me next time. For what to do next, well, let's invest some time in a few Side Missions. Just a few, that's all, don't worry. You should be on the southern side of the district, and near the bridge there is one Good and one Evil Side Mission. Obviously, picking one locks the other, so make your choice. GOOD SIDE MISSION - Tough Collar -------------------------------- The feds want a Conduit captured alive. Easy! You've already dealt with one of these, and if you've played the demo at least a few times, you should have a fair amount of experience in dealing with these things. Turns out it's not so easy however. The Conduit has an escort of several other Reapers. Going out in the open puts you at a tough risk. The best way to tackle this is to climb the really tall building to the left of the bridge. Scale it to the roof and you have a really good view on the Reapers below. Try to pick off as many as you can. A TV nearby can act as an energy source. The best part of this strategy however is that it will lure the Conduit up to the roof. Now you can fight him one-on-one without any distractions. Give him some jolts but be careful not to aim for the head or you'll fail. Dodge his attacks, especially the energy attack. When the Conduit falls, lock on and use Arc Restraint. That will end the mission, so if you want, finish off the rest of the Reapers first for XP. |MISSION END| Rewards o 100 XP o Blue Karma o 2% Neon District freed -OR- [EVIL SIDE MISSION - Rampage] The police are preparing to take you down. Lure them out early by causing a ruckus around town. This is pretty simple. Attack random pedestrians and blow up cars and stuff to raise the Rampage Level in the top right. Leech people for more energy and keep it going. When it gets to Max! the cops should appear. This is where it gets tougher. Use Shockwave to crowd control. Give them several bolts to finish them. They attack in a large group so know where to find energy. You can retreat and take to the roof and try and shoot them from above or use Thunder Drop on them. A second swarm should appear. You can also use cars as weapons, throwing them with shockwave, then using bolt to set them off like bombs. Finish off the second group and you'll end the mission. |MISSION END| Rewards o 100 XP o Red Karma o 2% Neon District freed Let's do a couple more. If you look at your map, there should be two Side Missions at the bottom right corner of the island, "Abduction" and "Grave Danger". Head over there now, defeating a few Reapers along the way for XP. Also, keep looking for Blast Shards. Try to collect at least one or two after each mission. SIDE MISSION - Grave Danger --------------------------- Now, this is weird. Find the cemetary and talk to the guy to start the mission. The guy will back away and suddenly turn into a Conduit. The hell...? Not only that, a few normal Reapers are perched on the catwalks and such. At least one kamikaze dude will appear too so zap him quickly (he should come in from the left). Deal with the Conduit next, but try to move the battle over to the right so that the building will shield you slightly from other fire. Use the cars as quick recovery outlets. Keep hitting the Conduit with Lightning Bolts and avoid melee attacks. Once he's down, snipe the other Reapers to end the mission. |MISSION END| Rewards o 100 XP o 3% Neon District freed There are a few more Side Missions you can tackle if you want to get even more XP and so forth. Also try to knock out some of those Stunts if you can get up to the task. Check the pause menu. For the next mission, we're doing "Abduction." There are two of these on your map. Go for the one to the southeast, right near where "Grave Danger" was. o-----Side Missions-----------------------------------------------------------o -In ABDUCTION, find the hostages and defeat all the Reapers. Thunder Drop for starters, then Shockwaves work great. Explosive barrels can be found nearby too. Rewards o 100 XP o 3% Neon District freed o-----------------------------------------------------------------------------o Let's tackle one more Side Mission before we do the next Story one. Head north to find the green or red marker. Do either one for a Good or Evil Side Mission. GOOD SIDE MISSION - Tied Down ----------------------------- Another "live capture" mission. This time, you need to Arc Restraint any four random Reapers you encounter. You may have to search quite diligently, but you'll typically find them in groups of two or three which helps. Unleash Thunder Drop when appropriate which is always effective. Stun them with Arc Restraint quickly. Lightning Bolt as long as it isn't a headshot will also do the trick, as will melee. Search around the city for more. It can take a while, but you should be able to do this fairly easily. |MISSION END| Rewards o 100 XP o Blue Karma o 3% Neon District freed -OR- EVIL SIDE MISSION - Dirty Job ----------------------------- The woman wants a guy assassinated. He can be found in the park, and you get a photo of his face, but little other help than that. The general area is marked on your GPS. Head over there and take a stroll. The guy wears a yellow jacket so that makes it pretty easy. He should be walking somewhere around the center of the park. Find him and give a bolt or Shockwave to knock him down, then quickly Leech him to end his life. Head back to the woman. She'll get ready to give you your reward, but then the cops show up. Three will attack, one from each alley. Defeat them all with a few Lightning Bolts (trying for headshots). You can evil kill the woman too. Take the Blast Shards after that and you're finished. |MISSION END| Rewards o 100 XP o Five Blast Shards o 3% Neon District freed Ok, I lied. One more Side Mission. If you want to go with the Story, skip ahead. SIDE MISSION - Hidden Package ----------------------------- Check the Reaper corpse and Cole will get another psychic vision. If you don't have one here, then start searching this immediate area for more Reapers. One of them should turn into a yellow mission marker when defeated. Check the body for the vision. He'll see where a hidden package is located. It's in the square, so head over there and begin your search. Refer to the vision with Triangle and search specifically for the notable landmarks. Find the Tech Kwan Do sign for starters, which isn't easy because the signs change a lot. It's in the southeast portion of the square though so search around there. Enter the park around here and look for the little garden atrium thing, with two rows of bushes. In one row the package can be found. Pick it up and that will do it |MISSION END| Rewards o 100 XP o Five Blast Shards o 3% Neon District freed Enough distractions eh? Time to get back to business. Go to the next blue marker at your leisure. Fire it up for the next Story Mission. STORY MISSION| High Ground ------------------------------------------------------------------------------- Moya will point out a cell tower for Cole. Head over there now. Cole may complain about his vision fading. Pay little mind to it for now. Climb the building and find the power box on the tower. It takes many bolts to charge up. The Reapers are out in force now, and Cole is out of energy. Stick to the high ground. Cross the cable to the nearby rooftop. You should see a glowing generator. Use this to get most if not all of your strength back. Just to the south, there is a truck on the railroad tracks. At the back is a turret manned by a Reaper. If you stay on the building, you can probably headshot the gunner because his head pokes out from the top of the turret. Head west, northwest now, along the railroad tracks. Another turret is waiting at one point. Try to deviate now and find a building or something you can hang off of and carefully snipe the gunner. Go along the park and stick to the street now. You'll encounter more Reapers down here. If you want, go into the park and fight even more, but that's a risk. Follow the blue marker instead if you want. Find the manhole, open it up and drop in. This shouldn't be too unfamiliar. Go across the platforms and ledges here in this dark sewer until you reach a ledge with a pipe hanging above. Use the pipe to shimmy or walk over to the next series of platforms and ledges. Yes, things go smoothly right up until you reach the circuit. Engage it to get the power flowing. Like before, the circuit will bestow Cole with another power. This time it's the Shock Grenade ability, likely one you've been missing if you played the demo. Cross the pipe to a platform. You'll see a barricaded door. Toss a Shock Grenade with L1 + Square to blow it open. Cross the platforms and ledges to reach an area with some Reapers. You can test out the Shock Grenade in combat against them. If you want though, aim specifically for the explosive barrels for an easy time with these guys. Continue on after that's done with. Jump from platform to platform and take cover behind these electrical generators. You can use them as infinite sources of energy here. A turret is on the other side of this chamber. Take cover and toss a Shock Grenade over there so it lands behind him. That should do it. Unfortunately, there's two others, on both the left and right sides. Take them out the same way or if you don't want to use Shock Grenades, aim for the barrels with Lightning Bolt. Hop the central gap and go around the turret and through the doorway. Go across this series of platforms to a long walkway. Kamikaze Reapers will fire themselves up (literally) and come charging at you. Aim quickly and give them a jolt to stop them. After that, approach the large generator and fire up the power box. That ends this mission. |MISSION END| Rewards o 500 XP o Blue or Red Karma With power restored, you can finish off a couple more Side Missions, including several new ones. Let's tackle a few, shall we? SIDE MISSION - The Informant ---------------------------- The guy is in trouble, but unfortunately for him, he won't be sticking around too long. When he goes down, take cover behind the nearby car. Try and pop the nearest Reaper. Watch your GPS now as more of them close in on you. It's gonna be a bloodbath. The best way to go about this is to just go right after them and be fast and accurate. There are a lot of cars here so you can use Shockwave and blow them at the Reapers. Enough damage and they can explode too, but you need to be wary of that as well. Use them and other nearby devices as outlets for power. Use Lightning Bolts and Shockwaves to manage the Reapers. Try putting Arc Restraint on a few too, before you finish off the last one, which ends the mission. |MISSION END| Rewards o 100 XP o 3% Neon District freed Right near where that mission was, you have another one. Start it up. SIDE MISSION - Playing Doctor ------------------------------ The cops offer a reward of five Blast Shards if Cole heals their buddies. Cole is faced with an interesting predicament though. -[KARMA MOMENT]- o-----------------------------------------------------------------------------o Heal the injured cops, or steal the Blast Shards. o-----------------------------------------------------------------------------o <GOOD ACTION> Walk away from the cops and follow the other yellow markers across the street. Heal the three injured cops (there may be other people to heal too for extra XP) and that awards you with Blue Karma. The job isn't done yet. Return to the alley and find a swarm of Reapers closing in on the Blast Shards. Try to separate them with Shock Grenades and Shockwaves. The Conduit in the area poses the biggest threat. Give him some Lightning Bolts or even a well placed Shock Grenade. Use the cars for energy and cover as well when needed. Head over to the locker when the enemies fall and take the reward. <EVIL ACTION> The much easier alternative is to approach the locker and take the Blast Shards. The cops of course, don't appreciate this very much and open fire. There are only two of them though. Simply incapacitate them both and you're done. Leech them later for even more Red Karma. |MISSION END| Rewards o 100 XP o Five Blast Shards o Blue or Red Karma o 3% Neon District freed We'll do two more Side Missions. There happen to be two located right near the next blue Story Mission marker. Head south toward that area and tackle them one at a time. SIDE MISSION - The Imposter ---------------------------- According to the informant, there's a Conduit in the park disguised as normal person. Enter the park nearby and use L3 to make a red marker blink on your GPS temporarily. He is likely on the other side of the large fountain. Head over there, and you should find your target around here. His location isn't fixed so it will be different each time around. When you activate your Radar with L3 though, his body flashes bright red. Attack him to end the charade. Now exposed, the Conduit will go on the offensive. You know his attacks. Stick with Lightning Bolts and chase him throughout the park. He has a knack for retreating constantly so just give chase and keep firing until he goes down. |MISSION END| Rewards o 100 XP o 2% Neon District freed The next Side Mission located near the blue marker is a familiar one. SIDE MISSION - Spy Games ------------------------ You've done this before, but it's slightly different this time around. Once again, you have to follow a courier without being spotted. The courier starts coming toward you so stay on the balcony and try to stay out of sight as well. He'll run past your position and under the railroad tracks. Climb onto the tracks and use this high ground to survey the courier. Follow him along, remembering to not stick yourself out too far to the side or else he might spot you. He'll come to an alley and enter. Drop down now and use the car at the end to hide when he turns around. Chase him in further and hide behind one of the cars in the lot. He'll go down a slope so take cover near all the barrels. Go down there now and he'll enter a short tunnel where finally, he'll plant the package. Go grab it, then give the guy hell for extra XP. |MISSION END| Rewards o 100 XP o Five Blast Shards o 2% Neon District freed End the dilly-dallying for now and open the Powers menu for some upgrades. You should have somewhere in the neighborhood of 3000 XP points by now. Here's what to look for: o----UPGRADES-----------------------------------------------------------------o | | |Shock Grenade Upgrade 1 | |-Cost: 800 XP | |-Good Effect: Increases knockdown time. | |-Evil Effect: Grenadelets - Cluster of three Shock Grenades that separate on | |impact. Causes splash damage. | | | |Electric Drain: Enhanced | |-Cost: 800 XP | |-Effect: Increases speed of electricity drain. | | | |Thunder Drop: Electrified | |-Cost: 1300 XP | |-Effect: People and objects caught in the epicenter of the blast get | |electrified. | | | o-----------------------------------------------------------------------------o That last one can be optional. I got it because I had the XP to spare. If you want though, save up for something else later. +----------------------+ Chapter 3: Cleaning Up [if03] +----------------------+ o Mind Games o The Good Stuff o The Rescue When you're ready, go over to the blue marker and start the next mission. STORY MISSION| Mind Games ------------------------------------------------------------------------------- Go over to the blue waypoint in the northeast. You'll find the fountain here is pumping tar and not water. On the far end, you'll find Trish tending to someone on the ground. Not really pleased to see Cole, she suggests he turn the valve nearby to stop the tar. Do so and the results are less than pleasant. The tar apparently has some psychoneurotic affects because Cole is now tripping out worse than the protagonist of a Stephen King novel. Follow Trish as strange visions and an even stranger voice attack him. Follow Trish to the ambulance for a scene. After that, you've got two more to tackle. Head west to either one of the next two waypoints. One is in the middle of the park, on a grassy hill. A few Reapers may try to attack you though, so deal with them first. Turn the valve to once again, get an unhealthy dose of tar. Cole hallucinates but for a much shorter time. Once you get your bearings, attack the Reapers. Go up the next hill where the final valve is, guarded by a Reaper and Conduit. Take them out with some fancy moves and then approach the valve. Cole has yet another choice to make. -[KARMA MOMENT]- o-----------------------------------------------------------------------------o Close the valve yourself, or hurt the pedestrian until he closes it for you. o-----------------------------------------------------------------------------o <GOOD ACTION> Turn the valve yourself and all you have to show for it for now is another blast of tar to the face. After the hallucination fades, head over to the edge of the park and drop down to the street level. Enter the tunnel here as the waypoint points to and you've got a few things to take care of. <EVIL ACTION> Zap the guy nearby and you get Red Karma. The guy will close the valve and take the tar to the face in your place, stunning him. You can then Leech him if you choose to do so. After that, head to the waypoint. Start by zapping the Reapers ahead, either with some quick bolts or a Shock Grenade. Also heal the wounded people or Leech them if you've been naughty. Restrain or Leech Reapers to add to your XP and karma. Up ahead, a bunch more Reapers attack from a care pile-up. A few Shock Grenades can easily set off the cars to explode for easy kills. One Reaper up ahead wields a shotgun so be careful. Continue forward and things get really weird. You'll start seeing those same visions from before, only now they will be attacking you. Give them each a quick Lightning Bolt to banish them. Fight off a second wave of them before meeting with real enemies again. Try to use the explosive barrels for starters, then toss some Shock Grenades and Lightning Bolts. Try to take out the Conduit fast, then very carefully snipe the others (since health may be an issue here). Once you've done that, approach the tanker truck and zap it several times to end the mission. |MISSION END| Rewards o 500 XP o Blue or Red Karma You may notice that something has changed. Part of your energy bar is for some reason, blotted out. This severely limits the amount of energy that you can wield. It takes a while, but slowly these blotted out areas will be released. To pass time, you can do a bunch of Side Missions. If you're worried about your energy bar though, kill time more casually. Find people to help (or hurt) and small groups of Reapers to zap. o-----Side Missions-----------------------------------------------------------o -In COUNTER-SURVEILLANCE, find all those devices. Three are on the building's west side. One is near the bottom, above an alley on another side. There is also one that has no climbable objects near it, so you have to jump up the wall to it and hit it on the fly. Rewards o 100 XP o 2% Neon District freed -In ABDUCTION, wait until the hostages pass and you should have a good shot at the Reapers with Shock Grenades. Use Lightning Bolts and Shockwaves, and use the cars against them. Heal or Leech any injured people for respective Karma. Also remember to Arc-Restraint or Leech the Reapers. Rewards o 100 XP o 3% Neon District freed o-----------------------------------------------------------------------------o Now, when you're reay to go, head off to the blue marker for a scene on Zeke's rooftop. Time passes and Cole wakes up a few days later. Moya calls and wants the next substation online. Why not? Doing so has yielded nothing but positive results, including new powers for Cole. Let's hop to it. Waste no time and head to the next blue marker at the northwest side of the island. As you enter this area, you'll notice there's a lot of Reapers around. By now, you've also taken note of the fact that the Reapers tend to group together in larger packs now. Well, as you enter this part of the district, there are many many packs and they'll come from all sides. With your new Sticky Grenade power, you can help yourself by defeating more than one at a time, if you get used to aiming it properly. Be very careful in this neck of the woods though, seriously. Without power here, your only source of energy comes from the cars. The Reapers will swarm you from alleys and other locations so be on the lookout and utilize your powers to the fullest. Also watch out for a turret under the tracks. Try to hang from a building and snipe the gunner. Find the blue marker and start up the mission. STORY MISSION| The Good Stuff ------------------------------------------------------------------------------- Start by crossing the pipes, both vertical and horizontal to get through the first leg of the sewer. It leads you to the circuit once again. Without further adieu, fire it up. This time around, you earn the power Induction Grind which lets Cole slide across rails and cables with speed and ease. Nifty! Try it out now and grind across the cable and through the doorway. Take note of how much your momentum from the grind carries you. Zeke will call with an interesting idea. Proceed across some platforms and then grind several cables. Pop the Reaper along the way. Ride a cable and jump to a platform, then ride the adjacent cable to the next ledge. Grab onto the pipes and give the two Reapers some headshots with Lightning Bolts, especially the one with the shield. Land on solid ground and proceed through the doorway. Traverse several more pipes, then reach a cable. Ride it and let it jettison Cole to the top of the platform. Enter the next chamber and carefully take out the three Reapers. Take note for the one in the water, a Shock Grenade detonates on impact when it hits the water. Use the pipes to get out of here and enter the tunnel. A small conduit box inside can give you some energy. Hop out the other end and grind the cable. When you reach the platform, deal with the two Reapers with some quick Lightning Bolts. Make your way over to the next area, fry the Reaper inside the tunnel, then jump in. Be careful here because two more Reapers far ahead of you will already be shooting. Use the conduit box for energy, then try to run and zap them as you exit the tunnel. Ride the cable across to yet another tunnel. Finally, use the pipes to reach the large generator. After firing up the power box, you get a scene and power is restored to another sector of the Neon District. Only one more area without power. Your mission will end here. |MISSION END| Rewards o 500 XP Time to power up. By this time, unless you've really been stradling the line, you should be significantly Heroic or significantly Infamous. The next rank for Heroes is Champion, while the second for Infamous folks is Outlaw. Upon reaching either of these secondary ranks, the second level of many of your powers will be open up to you. You still have to spend points on them though. Let's take a look, shall we? o----UPGRADES----------------------------------------o | | |Reduce Damage: 20% | |-Cost: 1800 | |-Effect: Further reduces damage inflicted on Cole. | | | o----------------------------------------------------o This was my primary choice and it was the only thing I could afford. Choose whatever you want though. We can afford another one soon hopefully. Let's take the time to knock out a couple more Side Missions. There's one very close by the blue marker, at the northwest corner, which for some reason, is not marked on your map. You can see it on your GPS though when you get close. The name is "Drug Runners". o-----Side Missions-----------------------------------------------------------o -In DRUG RUNNERS, chase down the three Reapers that ran off with the EMT's supplies. Use your GPS to track them and use Bolts and Shockwaves to stop them. If other Reapers join in, defeat them too. Pick up the supplies and return them to finish. Rewards o 100 XP o 3% Neon District freed o Medical Clinic -In SATELLITE UPLINKS, stay on the rooftops and let Induction Grind help you across the grind cables. At the start, go to the left building and follow the GPS and grind cables to find the uplinks. Rewards o 100 XP o 3% Neon District freed -In MOBILE POISON, find and destroy the Tar Truck. It has a heavy convoy of Reapers. Focus on Conduits first and get them all away. Recharge when necessary but after a while, make the truck your primary target with Grenades and the like. If you attack only the truck, it goes down fast. Rewards o 100 XP o 3% Neon District freed o-----------------------------------------------------------------------------o Head to your next blue marker now, which should be again in the northwest corner of the Neon District. STORY MISSION| The Rescue ------------------------------------------------------------------------------- This mission will be very familiar to demo players. Start out by approaching the railroad tracks from a rooftop. Zap the Reapers and then jump on. To get the train moving, you have to stand on top of the front car. Before you can do that though, you need to clear the obstruction in the way. Get in front and use Shockwave to blow the cars away. Now you can get the train moving. The train will stop eventually though. Moya says a feeder box is offline so it needs juice to keep the train moving. Drop down to the street and directly underneath the tracks, you should spot the power box. Just like any other, all it needs is a few jolts. Return to the train and get it moving. Smooth sailing thus far. The train pulls up to a station, where Reapers are lying in wait. Try to use Lightning Bolt on a few of them as the train is moving. Even more impressive is if you can headshot them while riding. Take out the others with Thunder Drop and Shockwave, and whatever you wish. Once they're all down, find the next power box (check your GPS) and power it up. Get back up to the tracks and on top of the train. Up the slope, you'll see more Reapers. You can either get off and engage them, try and zap them while you're riding, or ignore them all together. An explosive barrel can make the second choice easier. Watch for more Reapers around the bend, but also watch for more barrels. After a straightaway, you'll see more Reapers waiting as the train comes to another halt. Jump off and engage them. A pair of Conduits are among them, so try to make them your primary targets. Dispatch the rest, then fire up the power box. Get back on board. Not too far from here, more Reapers attack from rooftops on the right. Aim for the barrels. The train slows down and then comes to a halt. Watch for the surge of red blips on your GPS to the left. Try to drop down on these Reapers as they emerge from the alley with Thunder Drop. Zap and Shockwave the rest of them. Beware the Kamikaze dudes as well. Be defensive and zap them as they come near. Power up the box and ride the train even further along the tracks. It'll come to a blockade of cars. Toss a Shock Grenade down there before you reach it, hopefully taking out one of the Reapers. Try to Thunder Drop behind the turret gunner and take him out. Now the next few Reapers behind the car pile can be tough to take out. Back up to the train and try to shoot them from a good angle. You can also toss the cars at them or try Shock Grenades. Deal with the Conduit as well, who might make his way toward you via teleporting. Clear the rest of the cars away once the threat is over. Last thing you need to do is get the power box running. Once you've done that, stand on top of the train once again to get it moving. Ride the train past a few more Reapers until it reaches the station. The mission ends with a scene. |MISSION END| Rewards o 500 XP o Blue or Red Karma o "Good Train" or "Evil Train" Trophies You've still got a few Side Missions available so it's not a bad idea to try and tackle some more, rather than later. Head for one near the next blue marker. It's called "Explosive Choices" and it's handled by a cop in the alley. Note that nearby Reaper attacks may cause the cop to leave his post. SIDE MISSION - Explosive Choices -------------------------------- Now we're onto bomb defusal. Head over to the yellow waypoint on your GPS. It's not far from the alley. Here you're faced with another choice. -[KARMA MOMENT]- o-----------------------------------------------------------------------------o Defuse the bomb or let it explode. o-----------------------------------------------------------------------------o <GOOD ACTION> Simply drain the bomb with L2 to complete this mission on a good note. <EVIL ACTION> You can walk away for Red Karma. Note you don't have to walk very far away; around the corner is fine. Just wait and the police will try to do it themselves and fail. A few of them will enter the alley and attack you so defeat them to end the mission. |MISSION END| Rewards o 100 XP o Blue or Red Karma o 2% Neon District freed For the next mission, let's go back to the east side of the island. There is at least one mission that has been stranded there for a while now. SIDE MISSION - Bystander ------------------------ Reapers are assaulting the local PD. Big whoop right? Well, a hero has to stand in. Well, a hero does, anyway.... -[KARMA MOMENT]- o-----------------------------------------------------------------------------o Help the police, or do nothing and let them fend for themselves. o-----------------------------------------------------------------------------o <GOOD ACTION> If you choose to help, don't hesitate and jump right in. You want to get rid of that turret gunner first so attempt to snipe him afar while he's distracted. Firing the first bolt gives you Blue Karma. Finish him off then target the others with Lightning Bolts and Shockwaves. <EVIL ACTION> Just sit tight and watch the battle. The meter should go to Warning! and start blinking. The woman who issued you the mission will start complaining; so feel free to zap her and Leech her. After the police station is destroyed, head over and toss several Shock Grenades. You want to defeat the Reapers, but you can also target the police for additional XP. Just know that the police can help you out so it's up to you. You want to make sure you take out the turret gunner first. Either get up high and attack him from behind or try a well placed Shock Grenade. Finish off the rest for a mission complete and Red Karma. |MISSION END| Rewards o 100 XP o Blue or Red Karma o 3% Neon District freed Try out a few more Side Missions if you'd like. Otherwise, you can skip ahead to the next Story one. The story is definitely getting interesting so I don't blame you. Since the game offers you so much exploration though, you might want to consider looking around for Blast Shards, getting stunts, etc. o-----Side Missions-----------------------------------------------------------o -In MOBILE POISON shake up the enemies (watch out for the Conduit) and assault the truck. Try to keep a good balance between attacking the truck and the enemies; don't ignore either too long. Shock Grenades help. Rewards o 100 XP o 3% Neon District freed o-----------------------------------------------------------------------------o Just a few more before we continue the story. Find the green or red marker which is a Good or Evil Side Mission. This pair of markers should be located in the park to the west. GOOD SIDE MISSION - Fan Club ---------------------------- Just outside the park, a small group of people will be marching in the street, trying to defend Cole's name. When it gets far enough away however, the Reapers expectedly spring an ambush. When the bullets start flying, start picking your targets. Try to focus on the enemies on the ground first and use Lightning Bolts, Shock Grenades and the like to disable them. After that, either snipe or climb up after the rooftop baddies. Take them all out to clear this one. |MISSION END| Rewards o 100 XP o Blue Karma -OR- EVIL SIDE MISSION - Angry Mob ----------------------------- This one is short but sweet. Angry protestors want Cole ousted. Well, we can fix that. Find the protest in the park nearby. They have police escort but this is not much trouble. Shock Grenades, especially with Grenadelets upgrade does a really good job because the protestors are so close together. Shockwave is also a splendid choice. When the cops open fire, use the same moves or just some Lightning Bolts to save energy. Leech them if you get a chance and then keep the party going until everyone is dead. |MISSION END| Rewards o 100 XP o Red Karma You might be lucky to get another Side Mission around here. Defeat some nearby Reapers and one should turn into the marker. SIDE MISSION - Hidden Package ----------------------------- When near the park, if you defeat a Reaper, it may have a chance to turn into a marker. Investigate it and you can receive another vision. This package should be located near the northwest corner of the park, where the big statue is with the spinning rings. Examining the vision, you see a billboard next to some scaffolding or something. The nearest billboard is to the east, so go across the street and climb that building. Go to the building next to it, with the green balconies. Find the highest balcony on the building's west side and the package is there. |MISSION END| Rewards o 100 XP o Five Blast Shards o 2% Neon District freed +------------------------------+ Chapter 4: The Dark is Calling [if04] +------------------------------+ o Nemesis Revealed o No Protection o Trish Reaches Out o Dinner With Sasha Let's head to the next Story Mission now. Go northwest and find the marker under the railroad tracks. STORY MISSION| Nemesis Revealed ------------------------------------------------------------------------------- Despite Cole's best efforts, the strange mind control tar problem hasn't really been stopped. Time to investigate. A nearby rooftop holds a mission-relevant blue waypoint, as well a ton of red blips. Head up there and shake them up. Take out the dude with the grenade launcher first, then you can hang off the edge of something and safely zap the rest. Once the party's over, you can check out the water tower. It has a strange device attached to it that is apparently converting the water into more toxic tar. Head up there and give it a good Shockwave. It'll splash Cole with some of the stuff though. He won't hallucinate this time around, but a Conduit will attack almost immediately so take care of him. Head over to the next keg when ready. Hop across a few rooftops and find another water tower. Approach the Keg for another internal moment. -[KARMA MOMENT]- o-----------------------------------------------------------------------------o Force the tar keg's pump to implode by overcharging it or destroy the tar keg with shockwave. o-----------------------------------------------------------------------------o For the first time, the first choice is actually the evil choice so be aware of that. <GOOD ACTIONS> Use Shockwave and blow the keg off again. This awards you with Blue Karma. One more to go. Head over to the next rooftop, but watch out for the Reapers. There are plenty of people to heal or Leech around here too. Be careful though. Heal them and they are still sick from the tar and they become like zombies. They'll try to "hug" Cole or spit tar at him, which is not good so avoid them. Climb up to the third keg and you have the same exact choice to make as before. Shockwave it again to get even more Blue Karma. If you've done this for all of them so far, a significant portion of your energy meter will be blotted out so be careful from here on. Dodge the rockets of a nearby Reaper. Head over and give him a few quick bolts. Make your way over to the next blue waypoint for another keg and even more of those damned Reapers. Fend them off and then find the keg. Once again, you have the same exact choice to make for either Blue or Red Karma. Shockwave this keg too to make Cole even more messed up. When recovered, head across the rooftops to the next waypoint. Watch out for rocket wielding Reapers; make them your first targets with Lightning Bolts or Shock Grenades. Scale the triangular shaped building and deal with the Reapers, including a turret which can be disabled by zapping the nearby explosive barrel. Climb to the last keg and again, make your choice. <EVIL ACTIONS> For each of the Kegs, you can instead choose to overload the pumps by shooting the power supply box. It takes many bolts to do this, but eventually, the keg falls off. Every time you do this, you're awarded with Red Karma, and each time, Moya will complain. Ehh, pipe down. You will also avoid being covered with the stuff which means your energy bar will be unaffected. A scene takes over here. Hmm, the plot thickens! |MISSION END| Rewards o 500 XP o Blue or Red Karma Head over to Zeke's now. You can do Side Missions, but we'll do that after. Besides, if you go to Zeke's now, you can get your energy bar tar-free. After the scene, you've got a new blue marker. More Side Missions have appeared too though. Find the one on the north side of the district, "Dark Water" o-----Side Missions-----------------------------------------------------------o -In DARK WATER, find the Reapers protecting the Keg (exactly like the previous Story Mission) and defeat them. Shockwaves work great, as do hanging ledge Bolts and such. Decide what to do with the keg for Blue or Red Karma. Rewards o 100 XP o Blue or Red Karma o 2% Neon District freed o-----------------------------------------------------------------------------o Let's go ahead and power up now, since we haven't done that in a while. You probably have a ton of XP to work with and it probably wasn't a good idea to go this long without upgrading, but oh well. o----UPGRADES-----------------------------------------------------------------o | | |Lightning Bolt Upgrade 2 | |-Cost: 2900 XP | |-Good Effect: Righteous Shot - Head shots chain electricity to nearby | |enemies. | |-Evil Effect: Sadistic Shot - Increases the radius of the electric explosion.| | | |Shockwave Upgrade 2 | |-Cost: 1800 XP | |-Good Effect: Increases blast force. | |-Evil Effect: Increases blast force and range. | | | o-----------------------------------------------------------------------------o There are two more "Dark Water" missions, one in the southeast and one in the south. Go ahead and knock them out if you'd like. The same exact tactics will apply. Just know where your power sources are and use the right moves like Shockwaves, Shock Grenades, etc. Get rid of both of these missions for 200 XP, 5% total Neon District freed, and Blue or Red Karma. Make your way to the next blue marker immediately. STORY MISSION| No Protection ------------------------------------------------------------------------------- Another sewer mission, so you know what that means. The way forward is on the small ledges on the large round columns, and across several pipes to the left. Use this to get aross while Moya blabs on. In the next area, you'll find a power box. Zap it once and an overhead pipe or beam swivels around toward you. Get on board it, but stand on top because there are small water vent things on the bottom of it. From here, leap from a series of pipes until you land on the platform with the circuit. Interact with it and you'll gain another new power. This one is Precision Power. It lets you fire Lightning Bolts with much better accuracy. Trt it out by firing on the power box behind the spinning fan. Power it up and then make your way to the left. Use the moving beam to get over to the far platform. Pass through the doorway. Hop a few ledges then land on a walkway. Take this down a ways until some kamikaze Reapers pop up. Blow them up and you can move on. You'll reach a small generator and on your left, a few Reapers attack, which includes a turret gunner. Take cover at the generator and use Precision Power to snipe them easily. Recharge, then go in the opposite direction, over a gap and down the next walkway. Jump up to the entrance of a tunnel and go inside. Use the pipes to get across. Snipe a few more enemies here with Precision Power and then recharge. After that, find the power box way down below behind the fan. Snipe it with Precision Power and then the beam moves. Use this to get across the chasm to a platform. From here, you can hone in on yet another power box. Snipe this one too and you can cross. From here, it's a pretty easy straight shot to the large generator. Fire it up for a scene and the end to the mission. |MISSION END| Rewards o 500 XP With power restored to all of the Neon District, we can tidy up things, starting with tying up some loose ends. At this point, have some fun! Climb, look for Blast Shards, beat the hell out of some Reapers for a few minutes. I'll wait................................................. That was fun, huh? Yeah.... *ahem* Back to business. Let's tackle a few more Side Missions. There should be one in the middle of the distrcit we have not handled yet. o-----Side Missions-----------------------------------------------------------o -In CLINICAL ONSLAUGHT, stay up on the rooftops and defeat the Reapers near the fountain from above. Precision works well, but it uses a lot of energy so be careful. Rewards o 100 XP o 3% Neon District freed o Medical Clinic -In DARK WATER, you should know how it works. Try attacking the Reapers from a distance with Precision. Just watch out for the Conduit (try to lure him to you to fight him one-on-one). Make your choice when you reach the keg. Rewards o 100 XP o Blue or Red Karma o 3% Neon District freed -In SATELLITE UPLINKS, you shouldn't have a hard time finding the uplinks. Jump down to the nearest rooftop, climb the building, and grind that cable to the next one (follow your GPS as always). Go northeast to the triangular building, then cross the overhanging beam above the tracks and climb the next building. It should be easy from there. Rewards o 100 XP o 2% Neon District freed o-----------------------------------------------------------------------------o Alright, just one more for now. Make it a Good or Evil Side mission. A pair of these can be found on the southwestern part of the district. GOOD SIDE MISSION - Officer Down -------------------------------- Approach the downed body of a cop and interact. Cole receives another vision of what happened. An echo of a Reaper appears and runs off. Follow it. It will lead you to an alley where some Reapers have more cops held hostage. Take out the first one by Shockwaving an explosive barrel at him. For the others, a well placed Shock Grenade solves all problems. |MISSION END| Rewards o 100 XP o Blue Karma o 3% Neon District freed -OR- EVIL SIDE MISSION - Hit Squad ----------------------------- A SWAT team is out looking for Cole. Move against them before they move against you. They'll be patrolling a street right next to the park. Head over there and try to get behind them. Use Precision to get a "head" start if you'll pardon the pun and snipe one of them. The rest will turn and open fire. The street should be lined with cars. With Shockwave, you can make these weapons, as well as put up a little bit of a barrier for yourself. Grenadelets from your Shock Grenades work great too, but don't forget old number one with your Lightning Bolt. You don't want too many to swarm you, so keeping them off guard with Shockwaves and Shock Grenades helps a lot. You can also take to a nearby rooftop and snipe them. When they all have been felled, you get your reward. You can seek pursue things further and Leech them for more Red Karma. |MISSION END| Rewards o 100 XP o Red Karma o 3% Neon District freed Now, before we head off to the next Story Mission, invest in a couple upgrades if you can. If that was your fifth Good or Evil Side Mission, you just so happen to be eligible to obtain the Overload Burst or Arc Lightning ability, so let's get that for starters. o----UPGRADES----------------------------------------------------------------o | | |Overload Burst Upgrade 1 (Good) | |-Cost: 5 Side Missions (no XP spent!) | |-Effect: Powerful chain lightning bolt is unleashed on enemies when used | |correctly. | | | |Arc Lightning Upgrade 1 (Evil) | |-Cost: 5 Side Missions | |-Effect: Releases a continuous stream of lightning. | | | |Shock Grenade Upgrade 2 | |-Cost: 1900 XP | |-Good Effect: Increases blast radius and damage. | |-Evil Effect: Grenadelets - Cluster of five Shock Grenades that separate on | |impact. Causes splash damage. | | | |Melee Upgrade 2 | |-Cost: 1000 XP | |-Effect: Further increases melee damage. | | | o----------------------------------------------------------------------------o That's all I could get, but choose what you want or feel you need. Again, base it on your personal play style. Now, let's head off to the next Story Mission. Feeling limber? STORY MISSION| Trish Reaches Out ------------------------------------------------------------------------------- Another mission that should seem familiar to demo players. Your job here is to protect a medical crate from an onslaught of Reaper attacks. Easier said than done, because they have a lot of firepower waiting in the wings. It starts off simple enough though. You have a couple Reapers surrounding it, but then a lot more close in. Focus on being accurate so if your Lightning Bolts are just not sticking, go with Shockwave. You want to get guys on the floor as fast as possible. Beware the shotgun wielding Reapers especially since they can hammer Cole. You can see where the Reapers come in actually from the other side of the fence and they come in from the alley. You can easily chuck a Shock Grenade over there and take out a bunch of them at once. Things get a bit more crazy after this. More Reapers, including a whole bunch of those kamikaze guys, rush in. The latter will fire themselves up and try to explode on the medical crate, and if you're in the vicinity, the damage will put your survival in jeopardy too. Try to zap or Shockwave them as fast as possible. Take care of the rest, only after you've dealt with them. A gatling gun wielding Reaper appears on a rooftop--yikes! Just enter Precision mode and headshot him before he can even fire that thing up. A few come in from the south. Use some Lightning Bolts or Shock Grenades. After that, two fat Reapers with grenade launchers appear from the opposite direction. Bolt, Shockwave, and Melee. To the south again, where a larger wave of enemies come in. They all have normal guns, save one gatling gun wielder. Use Precision to slow things down and target him first. Use Shockwave to shake up the rest, then give them some bolts to finish them off. There are light poles and other things all around here for energy if you need it. Stay focused on the south, where a truck with a turret comes in. You need to be quick because a second truck will appear in the other alley. Try and hang off something or toss a really good Shock Grenade to get this guy. Precision may also come in handy if you get a good angle. The turrets will eat up the medical crate so be fast. Get them both, then brace yourself for even more trouble. Down that second alley, more Reapers appear. Disperse them with a Shock Grenade and some Lightning Bolts. For the next truck, try to climb a building quick and use Precision or try to Shock Grenade him from behind. Wipe these guys out and you'll get a scene. That does it. |MISSION END| Rewards o 500 XP o Blue or Red Karma Moya calls, says she's found Sasha, which is a name you should have heard earlier. Seems important, but let's not rush off just yet. One or two Side Missions won't kill you, right? o-----Side Missions-----------------------------------------------------------o -In CLINICAL DISASTER, fend off the reapers for the EMT. Use Precision, Shockwave, and the like to dispatch them. Rewards o 100 XP o 2% Neon District freed -In PHOTOGRAPHER, the guy wants to take pictures of Cole doing superhero actions. Who is he, Peter Parker? Wait........ First heal someone; there should be someone nearby. If not, you can hurt someone (for a tiny point of Red Karma) to do it. After that, Melee the reaper marked on your GPS. Finally, blow up any three cars with Lightning Bolts or Shockwaves (or Grenades if you prefer) to finish. Rewards o 100 XP o 2% Neon District freed -In ABDUCTION, find the hostages right across from you. Beware the double Conduit attack. Try to stir things up with Shockwaves, and maybe even try Precision but watch your energy. Rewards o 100 XP o 2% Neon District freed o-----------------------------------------------------------------------------o Head off to the blue marker now. Climb the building where the mission is being started and fire it up. STORY MISSION| Dinner With Sasha ------------------------------------------------------------------------------- Your first task is to get into that asylum like building across the street. Drop down to street level and find on the left side, a gate controlled by a power box. Simple. Give it some bolts and open sesame. What lies on the other side isn't pretty though. The doorman is a kamikaze Reaper, so Lightning Bolt him fast. Climb the ledge to your right, but just hang off of it. A few Reapers will spot you. Aim for the one in the tower. He is annoying because he always retreats so just be patient. Climb up and zap another Reaper coming around the corner. You can use the large blue container on your right to hang off of and snipe the other Reapers in the towers. A safer solution (because these guys aren't playing around) is to stay back on the ground and use Precision to snipe them. I can't stress enough though, how annoying these guys are when they step back so you can't shoot them. Just wait it out and bolt them from a distance. There's a generator behind Cole that you can use to recharge. Try and hang off the edge of the container and headshot the two turret gunners or use Precision from a good enough angle. Head up the stairs and then to the right. Make your way to the top right tower and climb to the top. As soon as you do, that voice attacks Cole again. Drop down and go across to the other tower now. Up here you'll find the lever that opens the entrance to the tunnel. Drop down on these guys with Thunder Drop. Enter the tunnel and ignore the voice. Focus on the Reapers. Try Shock Grenades and you might be able to use the surrounding cars as explosives. Watch out for the kamikazes too though. Proceed further in until you reach an ambush spot spearheaded by a turret. Try and toss some Shock Grenades in to blow away most of the other Reapers and if you're lucky, the gunner. If you don't get him, step out from cover and use Precision to quickly headshot him. If you need health, retreat to the bus and grab some juice. Clear out the rest of them with some normal moves. The next group includes two Conduits. Again, Shock Grenades when well placed, make your life easier. Try to tackle the closest threats first, then go after the Conduits. You can even use Precision to headshot them if they've still been an annoyance to you at this point in the game. Blast open the gate with Shockwave. Inside, you get a scene that reveals quite a bit. When you gain control, free all the prisoners by targeting the round objects near the top of their cages. Some of them have already become Reapers, so you can ignore them or free them and beat them up for tiny bits of XP. After that, continue on your way. The voice just gets even more annoying and more creepy. You'll reach the edge of a precipice. What awaits at the bottom, well, you'll have to see for yourself. Proceed into the chamber and things get even more trippy. Soon though, Cole is ambushed! []=====BATTLE WITH SASHA=====================================================[] | | |Aside from the fact that this woman is well... a nutjob, she also is very | |touchy-feely. Hey, lady, I don't kiss on the first date! She will grab Cole | |and attempt to do something. A small reticle should appear, most likely | |around her neck or shoulder area. You need to tap X repeatedly while using | |the Left Analog stick to get Cole's hand toward that spot. Do so and Cole | |will give her a quick jolt. | | | |Your next task is to get out of this tar. There are a few platforms ahead | |that you can stand on. Watch out for Sasha though. She'll appear and throw a | |red energy attack, similar to the Conduit attacks. | | | |She'll also conjure up those really big hallucination Reapers which still | |attack. Use a quick spray of Lightning Bolts to disperse the phantoms, then | |if Sasha is around, blast her too. Try to zap her before she uses that energy| |attack as well. Keep on the move though and abandon your platform for another| |if necessary. | | | |Hit her enough times and Sashsa will fall and be surroundeed by a green | |bubble. This is your cue as Cole suggests, to get up close and personal. Run | |up to her and Cole should automatically grab her. Another target appears. Tap| |X and use the Left Analog stick to pull a cable on her body. Then pull it | |back, also tapping X and using the stick again to yank it out. | | | |More visions appear so attack them before they become a nuisance. If you hop | |across the platforms, there are plenty of small boxes you can use for energy.| |Wait for Sasha to reappear (she just doesn't shut up!) but she'll have yet | |another new attack. She conjures up some appendage from the tar and they'll | |grow pink missile like fixtures (yeah, I know, it's weird) and they'll fire | |at you. Shoot the pink tops before they are fired to destroy them, then set | |your sights on Sasha again. | | | |She'll alternate between the visions and those appendages and she tends to | |bail before each attack is finished. For that reason then, try not to focus | |the entire time on the attacks. Clear out enough of the visions or appendages| |that is necessary to protect yourself, but focus on Sasha and get a few | |Lightning Bolts on her before she vanishes. Keep this up until she collapses | |again, then go in again to grab her. | | | |Tap X and aim for the target with the stick again. Cole will pull out another| |of her cables. Yank it high (you really gotta tap for this one) and you | |should get it. She vanishes again. | | | |Recharge and get ready for more attacks. They will mostly be the visions and | |the appendages so use the same strategy. Make sure you get a hit on her | |before she vanishes. She might also use that energy attack a few more times. | |Keep the heat on her and when she collapses one more time, make her pay. | | | []===========================================================================[] After a scene in which a few really interesting things take place, you'll wind up at the exit to the tunnel. Mission over, but the questions remain. |MISSION END| Rewards o 500 XP o Blue or Red Karma o "Clean Up Your Act" Trophy +-----------------------------------+ Chapter 5: Fast Times at the Warren [if05] +-----------------------------------+ o Stranded o An Old Friend o Zeke's Request o Playing Hero You're in the Warren, and boy, things aren't pretty here. Power is out in this entire sector and it's overrun with new types of Reapers. These guys have whiteish green cloaks and they'll greet Cole in a big swarm. Make use of your Shock Grenades and the surrounding cars for both health and weapons. Take them all out and talk to Zeke. Your only way forward is to the next Story Mission. You really are... stranded. The way there is littered with ambushes from these new enemies. You're strong enough to handle them, but don't get too in over your head. You only have cars and the occasional gas generator on a rooftop as power sources so remember that. Head over to the blue marker and we'll get started on fixing this. |STORY MISSION - Stranded| ------------------------------------------------------------------------------- In the Sewer, Moya sheds a little light on these foes. They're not actually Reapers. They're called the Dustmen. Ooh, brilliant name... not. In any case, make your way across some pipes and platforms and enter a tunnel on the right. The circuit is on the other side. You earn the Static Thrusters power. This allows Cole to glide through the air. It can not only help Cole reach things he wouldn't normally be able to reach in a single jump, it can slow his descent and also help him slow his momentum. Jump across the following platforms, then get onto the pipe. Jump to a platform on the left, then glide your way over to the door. Break it open with a Shock Grenade, then enter. A bunch of Dustmen are waiting. Lots of them are in the water, so Shock Grenades are helpful. One on the next platform has a makeshift shield so try to use Precision on him. A small box in the previous tunnel has energy for you if needed. Glide over to the next platform and you'll see more of them. Toss more Shock Grenades in the water to ice those bastards. Headshot the shield guy too, then go over there with Static Thrusters. Hop to a walkway on your right and enter the following doorway. Glide down to the lone platform and then to the next one. Traverse the pipes to reach a high ledge where some Dustmen attack from below, including one with rockets. Toss a Shock Grenade down there, then Lightning Bolt who survives. Drop down and then go across the platforms to another doorway. On the other end you have one of those swivel beams. You can stand on the pipe above you, then wait for the beam to get close and glide over to it. Wait for it to move back the other way and glide over to the large column with the ladder. Find another ladder on the other side and use this to climb to the very top. Now jump and glide over to the next column. Climb up and exit from here. Use the pipes to enter the tunnel. Wait for the beams to get into position, then softly glide over to the first one, then the next one. Jump toward the four platforms and find the large generator. The power box is on the other side. Charge it up and power will be restored. |MISSION END| Rewards o 500 XP o Blue or Red Karma After a few calls, you've got two new Story Missions available. With power restored to a part of the Warren, you also have some Side Missions avialble. Let's tackle a few of those first. If you've been good thus far, you probably have a few Good Side Missions available. Find "Walk The Dogs" and we'll do that one. GOOD SIDE MISSION - Walk the Dogs --------------------------------- This mission should seem at least vaguely familiar. The prisoners are up against the wall (they almost blend in at first). Zap one to get them moving, then another to inspire them to put a move on it. Two will break away from the pack soon enough. Be forceful and give them both several zaps until they stop. If you have to, chase them down. They'll all gather at one point, then continue across the street. Give one of them a zap to speed things up and continue to escort them. At one point, two of them will try and attack Cole. Without guns though, they only have their fists and rocks, so you should easily have the advantage. Show them who's boss and the march will continue. It should be smooth sailing up to the large gates where the job is finished. |MISSION END| Rewards o 100 XP o Blue Karma -OR- EVIL SIDE MISSION - New Friends ------------------------------- You hear Sasha's voice in your head again (great...). She wants Cole to free the Reapers imprisoned. To do that, you need to find the transformer on the roof. In your way will be plenty of police and probably even a few Dustmen at first. Climbing this thing is no easy task. Your best bet is to go around to the south side of the complex, where the entrance is and go in there. Climb over the visitor's entrance to the left and then you can start making your way up from the courtyard. When you reach the first high platform on the southeast side, you'll encounter two cops. Take them down easily, then move forward. You'll find a destroyed walkway and stairs. To traverse this, climb on the left wall where there is a yellow ledge and some mesh. From here, jump to the staircase. Now, on your left should be windows and such. If you go south and around the corner of the building however, you can find more windows and a bunch of prison cells and other objects to climb. Take these all the way up, abandoning the stairs. If you can climb all the way up, you'll find your target. Shockwave the cops off the roof, then find the smaller transformer and drain it. That ends the mission. |MISSION END| Rewards o 100 XP o Red Karma Another Good Side Mission should be just nearby. If you have a sweettooth for carnage though, seek out the counterpart Evil Side Mission. GOOD SIDE MISSION - Rat's Nest ------------------------------ The Warden calls and wants Cole to evict some Dustmen from their home. Climb the building and attack the Dustmen. The normal tactics should be fine. Use Precision on the one attacking from a distance. Find the air conditioner which is the yellow waypoint and interact with it. T his causes the Dustmen to come out in force. Drop down with Thunder Drop to get things started. From here on, it'll be a lot of combat so know where your energy sources are. There are a lot of people around too, so they'll likely get caught in the commotion. You can heal them or Leech them later though. Use your Shock Grenades, Shockwaves, and even Precision to take out as many Reapers as possible. New ones come in from all directions so be careful. Run for energy if necessary but keep the Dustmen honest with Shock Grenades and the like. You can even take to the rooftops again and snipe them, or use Thunder Drop again. Once you have taken out 25 of them, the job is done. |MISSION END| Rewards o 100 XP o Blue Karma -OR- EVIL SIDE MISSION - Minions --------------------------- Sasha has a new job for you. Head to the alley nearby to find the yellow waypoint. You'll find a bunch of people locked up in cages. Seems familiar. You're ordered to turn a valve nearby to douse them with the mind control tar. Do so and then shoot the locks off the cages. With these "minions" you can lead an attack against the Dustmen. At this point, one or two Dustmen should appear at a time around this area. Your minions will actively seek them out, but they will also follow you so you can help lead them to the enemies. You need to defeat 12 Dustmen to complete this mission. You can help the minions out by shooting the Dustmen, but it's actually a bit satisfying to watch them do the work; and they are pretty good at it. More Dustmen will appear, again either one or two at a time. Lead the people toward them and they should easily do most of the work. Once twelve have been defeated, you're done. |MISSION END| Rewards o 100 XP o Red Karma One more for now. Head in a southeastern direction and there is a pair of possible missions to tackle, one for each side of the Karmic persuasion. GOOD SIDE MISSION - Containment ------------------------------- You need to get on the roof of the nearby prison and clear it of Dustmen. No, not dustmites. Easier said than done. Climbing this monstrosity will take some navigating. Go around the structure until you can reach the top. On one very large platform, you can see a bunch of destroyed stairs. If you can climb onto these stairs, on the right, around the side of the building, there are a series of platforms you can take. Follow the Blast Shards. Use Static Thrusters and Cole's acrobatics to cross a series of platforms and pipes. Just be careful, because some of the collapse. Keep climbing up, looking for more Blast Shards. You'll reach some fiery cages on the right. Keep climbing and look out for a Dead Drop in this area too. It's a confusing climb, I know. Look for the Dustmen below. Drop in on them and take them down with some fancy moves. Not much more than Lightning Bolts should be necessary. Use your GPS to track down the rest of them. I won't lie, this can be really tough because this prison complex is so big. Pay attention to the way the blips look on your GPS. Like GTA, they change depending on whether the targets are above or below you. Once you've defeated them all, you get a job well done. |MISSION END| Rewards o 100 XP o Blue Karma o 2% Warren freed -OR- EVIL SIDE MISSION - Death March ------------------------------- Another job from Sasha. Head to the yellow waypoint. In the alley, you'll find a bunch of Dustmen trapped by some Reaper Conduits. This is very similar to the Good Side Mission "Walk the Dogs". Get the prisoners moving by zapping one of them. To make them march faster, zap one of them again. Eventually, two of them should try and make a break for it. Run after them and fire several bolts at each of them to get them to stop. You don't need to worry about the other two; they won't budge. Also, as a bad guy, you don't need to worry about who gets in your way so hunt the two down and stop them. They'll march along and eventually they will all regroup and march off again. They'll head toward the water and stop. Now Sasha orders you to execute them. The Dustmen don't want to go down without a fight. They're not armed though, so the best they can do is toss rocks at you. You can do this slowly or quick. It's up to you. Once they're all dead, you win. |MISSION END| Rewards o 100 XP o Red Karma o 2% Warren freed Let's get on to the story. You have two possible missions. Just for the sake of convenience, let's go with the closer one. STORY MISSION| An Old Friend ------------------------------------------------------------------------------- The Dustmen have workers being forced into labor for them. Cole has to rescue them and the closest one is just in sight. Use Precision to slow things down and quickly defeat the two Dustmen guarding the worker. You want to kill them really fast or they'll off the worker and that's not good. With the first two down, try to take a few others surrounding you down. Drop down and approach the worker and he'll begin to run off. Unfortunately he won't get far most likely. A lot more Dustmen will target him. They'll shoot and he'll go down. You have to heal him to get him up and moving again, but this will just lead to an endless cycle unless you do something about the attackers first. The best idea is to just go up there after them, instead of playing tag from the street level. Surprise them with Shockwaves and Shock Grenades. If the worker made it through, he'll run off. If you need to go back and heal him, do so. Find him and he should follow you. Lead him down the street and toward the blue waypoint. If you choose to enter the tunnel under the prison, you'll have to deal with more Dustmen. Lead him toward the bridge and he'll start working on it. Cole however, has to get his back. Among the first wave of enemies, you've got some shield guys, and one with a gatling gun. Use Precision on the latter, then some well placed Lightning Bolts on the shield users. You can also melee them constantly to break the shields, or attack them from behind if they are distracted by the worker. More will come from the opposite direction. Kamikaze Dustmen will scurry toward the worker. Give them two good Lightning Bolts to squash that plan immediately. Fend off just a few more Dustmen from the same direction with Lightning Bolts and maybe a Shock Grenade or two. After that, the worker will be done. Unfortunately, the bridge doesn't lower all the way. Something on the other side needs to be kicked in as well. Roger contacts a friend who can do just that, but he's too scared to come out. Funny because, Neon District sounds a lot nicer this time of year than the Warren. Oh well. As Cole, head up the bridge and jump across to the other side. Make your way through Neon now and battle a few Reapers on your way to the blue waypoint. It turns out that the worker Lou is actually trapped like Roger was. Take out the Reapers fast and save him. If you don't finish them both off, they'll kill Lou. Precision again works best. Now, just like before, you gotta escort this guy to the bridge. There shouldn't be too much trouble if any on the way there. The problem will be defending Lou when he starts his work. The first wave will attack from above, on the railroad tracks. If you're lucky, a passing train may easily squash them. Otherwise, climb up there and get rid of them A few with shields come out from an alley. Either snipe them or melee them. The last two will be in the alley, and they include a rocket wielding Reaper. Once they're down, Roger needs help. Head back across the bridge and give him a hand. Thus begins a somewhat tedious back and forth. Back in Warren, a few Dustmen attack, including a kamikaze dude. A few Lightning Bolts should suffice. Return back to Lou now and fend off some Reapers. The first two are on the roof of the far building so try and snipe them. The rest come from the adjacent alley, so try a Shock Grenade or throw cars at them. Awesome news. Turns out you didn't even need Lou at all. Solve the problem yourself by zapping the LED part above the control panel. Now just scramble back across the bridge and do the same thing on his side. [MISSION END - 500 XP, Blue or Red Karma] With the bridge down, you can return to the Neon District. Good, because we have a few loose ends to tie up there. Return and let's knock out those final two Side Missions. o-----Side Missions-----------------------------------------------------------o -In ABDUCTION, target the Conduit first, then watch out for rockets as a counterattack. Defeat those Reapers next, then clean up the rest to free the people. Rewards o 100 XP o 2% Neon District freed -In SPY GAMES, the best way to do this is to follow the Courier by staying on the rooftops. If you follow him on the street, you have to fight a bunch of other Reapers. Keep track of which red blip he is on your GPS and use the roofs and grind cables and so on to follow him until he drops the package. Rewards o 100 XP o Five Blast Shards o 3% Neon Disrict freed For gaining all of the territories in the Neon District, you get the "Community Organizer" Trophy. Schwing! If you truly are done in Neon, return to the Warren to continue. We have one other Story Mission to tackle. However, there should only be one Side Mission available too at this time, so why not take that out now? -In SATELLITE UPLINKS, follow your GPS. This shouldn't be hard at all, especially now with Static Thrusters, you can make larger jumps. Rewards o 100 XP o 2% Warren freed o-----------------------------------------------------------------------------o Head to the blue marker all the way to the north now. STORY MISSION| Zeke's Request ------------------------------------------------------------------------------- Head to the pier and you'll find the body of Dwight. The idea should come to you pretty soon. Approach his body and Cole will get one of his visions. The echo this time around is of a very large, bloated figure. Strange. Follow it around the corner and toward the street. Keep following it along the sidewalk until the figure stops. After a few seconds, a few other echoes of some strange creatures scatter across the ground. That can't be good... Follow the echo across the street where Cole will run into a guy putting up posters. He asks Cole which one he likes best. -[KARMA MOMENT]- o-----------------------------------------------------------------------------o Choose the "Loved Poster" or the "Feared Poster" to be posted around Empire City. o-----------------------------------------------------------------------------o <GOOD ACTION> Choosing the "Loved Poster" will obviously result in Blue Karma. <EVIL ACTION> Choosing the "Feared Poster" nets you Red Karma. Hit L3 and find the echo again. Follow it into an alley. Keep going until a scene takes over. The strange creatures you saw before are here, only they're not echoes anymore! These "creatures" actually appear to be some sort of energy mass wrapped around with metal. They're like "metal bugs" essentially. They'll come toward you and attack so give them some Lightning Bolts. Many of the alley exits will catch fire, blocking your escape. Deal with the metal bugs and the Dustmen that appear. Fight them all off and then follow the echo when you're able. Stay behind the corner though because the alley exit has a turret waiting to ambush you. Your best bet is to climb a building and either snipe the gunner, or attack him from behind. Resume your chase of the echo, and follow it until it leads you to another attack. It'll start off with a bunch of kamikaze Dustmen. More of those metal bugs will be here too. Watch out for the rocket wielding Dustman though. Use Shockwave to blow it back at him. Continue to follow the echo. A few more of the bugs will attack; you can simply give them a good punt and they go down. Watch out for more kamikazes coming out of the alley. These ones in particular might catch you off guard so act fast. Follow it into that alley where more of these bugs attack. Fend them off with melee and bolts, then follow the echo back onto the street. Continue forward and you'll finally come face to face with the real thing. What you're looking at is the Dustmen Conduit. Yeah, really different than the Reaper version. This guy can create more of those bugs at will. They make good target practice, but other than that, they should not pose a significant threat to you. Focus on the Conduit instead, and avoid his rockets with combat rolls. You can Shockwave them back if you're in good range. Focus mostly on firing Lightning Bolts. Shock Grenades work exceptionally well when he's creating more of those metal bugs. Keep up the fire and he should go down eventually. |MISSION END| Rewards o 500 XP o Blue or Red Karma Cole tells Zeke he'll meet up with him back in Neon. Before we do that though, let's tackle a pair of Side Missions. To the south there should be two of them. o-----Side Missions-----------------------------------------------------------o -In COUNTER-SURVEILLANCE, just look for the devices on the building like always. Look for one amongst the fire escape stairs, a few new large neon signs, and one pretty close to the ground. The search circle gets smaller as you nab them. Not too hard. Rewards o 100 XP o 3% Warren freed o-----------------------------------------------------------------------------o One more nearby, let's take care of it. SIDE MISSION - Street Fight --------------------------- Here's a new one, and it's a goodie. The Dustmen and Reapers, who apparently don't get along (rival gangs--who knew?), are duking it out, not far at all from your current location. Might as well kill two birds with one stone and wipe them all out. Since the Dustmen take more hits, you might want to focus primarily on them first. It can get very chaotic down there, seriously. I personally found it fun to be right in the middle of it; it was like a warzone. If you want to play it safe though, you can take to the rooftops, snipe and drop down on them. If you go in guns, or rather, hands blazing, make use of Shock Grenades and Shockwaves, your primary crowd control moves. Make sure you get rid of the Dustmen Conduit and their rocket guys first, because they are the most troublesome. When you get in trouble, you might want to fall back to a safer distance for energy, as opposed to getting them right on the spot (cars, etc) in the middle of battle. It really does get hectic. Shockwave can be your best friend in this fight. |MISSION END| Rewards o 100 XP o 2% Warren freed Head off to the blue marker now and meet up with Zeke. After the scene, Cole wakes up the next morning and tells Moya he's going after the next substation. That's good news for us. Head back to the Warren and toward the blue marker. Before getting too far, take a moment to upgrade. You probably have a wealth of XP points to spend, perhaps as much as 10,000. Here's what to look for: o----UPGRADES--------------------------------------------------------------o | | |Electric Drain: Induction Yield | |-Cost: 1400 XP | |-Effect: Automatically recharge energy by grinding on electrified wires. | | | |Thunder Drop Upgrade 3 | |-Cost: 3200 XP | |-Effect: Increases blast force. | | | |Reduce Damage: 30% | |-Cost: 2600 XP | |-Effect: Maximum reduction of damge inflicted on Cole. | | | |Melee Upgrade 3 | |-Cost: 1500 XP | |-Effect: Maximum increase to melee damage. | | | o--------------------------------------------------------------------------o Unless you've made the step into the highest Heroic or Infamous karmic ranks, these will be the only powers available (assuming you've followed the upgrades to the letter). Getting any of these level 3 ugprades will reward you with the "True Potential" Trophy. Get what you want or can afford, then let's head out. Be careful in the sector without power, for obvious reasons. Since the Dustmen take more damage, they are even bigger threats in certain situations. For example, turret gunners are more deadly since they're harder to take down. You really need to hone your skills and prepare yourself. Your current upgrades suffice. Search for more Blast Shards if you wish, grab a little extra XP, etc. It's not easy to make it through without readily available energy sources. The only ones you can go to are on the ground, and that's where most of the Dustmen are. Stick to the buildings and railroad tracks, where you'll find less resistance. When you're ready, head to the marker and start the mission. STORY MISSION| Playing Hero ------------------------------------------------------------------------------- Another dirty mission. As soon as you get in, the circuit will be in plain sight. Hop across the platforms and such to reach it. The ability you obtain this time is called the Megawatt Hammer. It's like if Cole threw a Shock Grenade on steroids. Nah. The Megawatt Hammer is more like a rocket; it has a straight flight path, but boy does it hurt. The impact creates a large blast radius that does a small amount of damage to nearby enemies. Try it out on the Dustman in the tunnel. Enter and finish him off. At the other end, toss a few Hammers at the Dustmen below, as well as Shock Grenades at any in the water. Drop down and cross these platforms now. The Megawatt Hammer is great for guys with shields, as you'll soon learn. Cross the large column platforms and get to the enemies (you can snipe the Dustmen on the other side if you spot them in between the columns). Cross to the next area by using the tunnel. Cross a walkway to an area where two more Dustmen are perched on the columns. These guys are smart; they're standing behind fences. No prob. Fire a Megawatt Hammer at each of them and they're toast. Jump your way over to the area behind them. Use the columns to the right to continue, but with a little more resistance. Take out the shield guys with more Megawatt Hammers, then enter the tunnel. At the end, you can take cover. On the far side is a rocket firing Dustman. Answer back with a Megawatt Hammer. Cole: 1; Dustman: 0. Enter that tunnel and then at the end, chuck some Grenades and Hammers at the final batch of Dustmen. Make your way over to the large generator now and charge up the power box to restore power to this sector. That ends the mission. |MISSION END| Rewards o 500 XP o Blue or Red Karma Three more Story Missions are available, but you should know we're gonna tackle some Side Missions first. Find one not too far from the blue markers, one you did not too long ago actually. o-----Side Missions-----------------------------------------------------------o [SIDE MISSION - Counter Surveillance] -In COUNTER-SURVEILLANCE, you'll find this one takes some patience and a lot of climbing. Look carefully for the red blinking lights. You'll find a few devices amongst the scaffolding on one side, including a tricky one near the ground. Rewards o 100 XP o 3% Warren freed -In EL TRAIN, guide the train along the tracks. You can ignore the Dustmen who attack while you're moving, but if you want, try using Precision on them (to help you get the "Casey Jones" Trophy). When it stops inside a tunnel, defeat the enemies with Shockwaves and bolts, then find the power box on the other side. When you return to the tunnel, watch out for the rocket guys. Use Precision or Megawatt Hammers on them. Rewards o 100 XP o 2% Warren freed o-----------------------------------------------------------------------------o +--------------------------------------+ Chapter 6: Making Their Presence Known [if06] +--------------------------------------+ o Standard Protocol o Spy Drones o Alden Strikes o Anything For Trish Now, around the area of the previous mission, you should find plenty of Dustmen to fight. Start up a few fights, and see if one of them turns into a mission marker. That's right, hidden package time! SIDE MISSION - Hidden Package ----------------------------- If you manage to get this one, the Hidden Package location will seem pretty vague. Luckily, the general area is pointed out on your GPS, so head over there. Watch out for any Dustmen along the way though. This is a tricky one to find. The location first off, is really hard to "get to". It's in the area of the railroad tracks, that tunnel that we were just using for the train. That entire structure, the walls, they can't be climbed. If you go around the site however, you can get into the area. It's very grimy and rundown. Climb over obstacles until you reach the east side of the circle (on your GPS). There should be a large body of water around this area. Climb the wall on the east side. If you see a red arrow on the wall, you're in the right spot. Climb up until you find that signature blue glow. Claim the package for the reward. |MISSION END| Rewards o 100 XP o Five Blast Shards o 2% Warren freed On to the next Story Mission. Head to the south side of the Warren and find the one named "Standard Protocol". STORY MISSION| Standard Protocol ------------------------------------------------------------------------------- Moya wants Cole to rescue some hostages being shipped via boat. Start by climbing the building and dealing with the Dustmen up here. A few Shock Grenades and Shockwaves does the trick. Next, drop over the left side of the building, behind the two turret gunners and hit them with Thunder Drop. Continue to fight them with Lightning Bolts and the like until they're all down. Continue south, to the rear of the warehouse. If there's any more Dustmen, take care of them. Board the boat now and go to the back to find the engine. It's under an open hatch. Give it three zaps to disable it. Next, free the prisoners like the ones several missions earlier. Hit the round locks with bolts to open the cages. There are two other boats. One is pretty close, the other is on the other side of the island. Go for the more convenient one for now. When you approach, keep an eye out for a gatling gun dude on the left side of the warehouse. Take him down, then get on the roof to fend off a few more. Use Thunder Drop to get any Dustmen immediately below you. Use the nearby light poles for energy. Proceed toward the end of the dock and fight off a few more. Stay on the roof of the warehouse and snipe them if you'd like. They're all on the boat, so it might work better that way. Get on the boat, disable the engine, free the hostages. Once you've done that, watch out for a rocket guy on the dock. Defeat him, then make your way across the entire Warren toward the last boat. Once you finally get there, be prepared. In addition to turrets, rockets, you also have a Dustman Conduit to deal with. Take him down with some Hammers, Grenades, and Lightning Bolts. Also clean up his pets. Take to the roof now. For the turret gunners, try to hang off the edge of the roof and snipe them with Precision. Reach the boat and disable the engine again. Pop the locks on the cages and free the hostages. Turns out there's one more boat, this one on the west side of town. Head over there ASAP. More heavy resistance. When you near the warehouse, you'll see rockets flaring at you. Move out of the way and fire back with a Shock Grenade or if you aim well, a Megawatt Hammer. Snipe some of them with Precision or just use regular Lightning Bolts. Take them all down and then head for the boat. Disable the engine to clear the mission, but make sure you free the hostages for a little extra XP, or if you'd like, torture them for some Red Karma. |MISSION END| Rewards o 500 XP o Blue or Red Karma With that done, we have a few more Side Missions to handle. Head back to the northeast side. SIDE MISSION - Split Decision ----------------------------- The girl asks for help in rescuing her brother and their Blast Shards. On the way through the alley, Cole internalizes a choice. -[KARMA MOMENT]- o-----------------------------------------------------------------------------o Save the girl's brother, or go get the Blast Shards. o-----------------------------------------------------------------------------o <GOOD ACTION> Move forward and find the escort of two Dustmen. Get the jump on them, feeding them a few Lightning Bolts and maybe some Shockwaves. That should suffice enough to save the girl's brother and net you some Blue Karma. <EVIL ACTION> Instead of following the girl further, turn around and head for the northern waypoint. Here you will see a bunch of Dustmen crowded around a locker. Knock them all out and take the Blast Shards. That gives you all five and some Red Karma. The girl will be pissed afterwards. Silence her if you wish. |MISSION END| Rewards o 100 XP o Blue or Red Karma To the northeast, there is another mission near the docks. SIDE MISSION - Brother's Keeper ------------------------------- This is a unique mission. The EMT's brother has been coaxed into wearing the Dustmen's colors and patrolling with them. It's up to Cole to find the entourage, kill them all except the one with the square hood. Reference the picture to know which one is the one you need to save. Head over there now. You'll find them on the street, a group of four. If you look closely (use Precision), you can see the other three have rounded hoods. Be careful not to hurt the brother, so avoid crowd control moves. Rely instead on normal Lightning Bolts (be wary of head shots with that chain lightning upgrade). Take them down with melee attacks too. When the others are down, the brother drops to his knees. Stand near him and hit Triangle. His brother will escort him away and the mission will be over. |MISSION END| Rewards o 100 XP o 2% Warren freed] Alright, we're gonna do one more before we do the next Story Mission. Go back to the southern side of the Warren. Find that Good or Evil Side Mission that has been hanging around for quite some time now. GOOD SIDE MISSION - Walk the Dogs --------------------------------- A pretty familiar mission. Enter the alley to find the prisoners. Get them moving with a few bolts. After you clear the tunnel, some of their buddies try to spring them. A Shock Grenade should do a good amount of damage. Finish them off with Lightning Bolts or use the cars against them. After you get the group across the street, two of them will make a run for it. You should have a straight line of sight down the street hopefully, so fire several Lightning Bolts at both of them to halt their progress. After that, they should all continue on. When you get to the gas station, two more will make a break. Stop them in their tracks. Hopefully you shouldn't have to chase them down at this point. This will happen again when you get close to the prison, so be ready. |MISSION END| Rewards o 100 XP o Blue Karma -OR- EVIL SIDE MISSION - Night on the Town ------------------------------------- This one is pretty fun. You'll be lead through the Warren by a trio of Reaper Conduits. They'll zip and teleport all over the place. Follow them (white blips) and use the various grind cables and such to make it easier. Eventually, you'll come across some Dustmen on a rooftop. Assist the Conduits in defeating them. They'll scramble off again after that. Continue to follow them until you find another battle, only this one is on a much larger scale. You'll probably take a lot of fire, so drop down on them with Thunder Drop. You can also toss a bunch of Shock Grenades from above before you do that. Use Shockwave and more Shock Grenades, or even Megawatt Hammers. Toss the foes around and Leech off any to restore energy. Just don't get surrounded. |MISSION END| Rewards o 100 XP o Red Karma Before we head off for the next blue marker, let's power up shall we? Hopefully by now, you've reached the final karmic rank, either Heroic or Infamous. This unlocks the last tier of upgrades for some of your core abilities. o----UPGRADES---------------------------------------------------------------o | | |Megawatt Hammer Upgrade 1 | |-Cost: 800 XP | |-Good Effect: Rocket Redirect - Redirect an airborne rocket by firing an R1| |Bolt at the target you wish to hit. | |-Evil Effect: Mini-Rockets - Adds a pair of smaller rockets that attach to | |their targets before exploding. | | | |Shockwave Upgrade 3 | |-Cost: 2800 XP | |-Good Effect: Increases blast range. | |-Evil Effect: Cars hit by blast are electrified, causing them to explode. | | | o---------------------------------------------------------------------------o That should be all you can afford for now. Get what you want, then let's get moving. The next Story Mission we're going to do is called "Spy Drones". STORY MISSION| Spy Drones ------------------------------------------------------------------------------- Head down this long runway like platform with all the red beams and stuff surrounding you. The blue waypoint is a drone that has crashed. Hit Triangle and Cole will send relevant data to Moya. As if you didn't already know, you're going to have to repeat this a few more times. Unfortunately, it's not as easy as the first one. The others are still airborne. Plus, as Moya adds, the drones are programmed to self-destruct after a certain time, so you have to be hasty. First thing you want to do is get to higher ground. With a better and higher vantage point, you'll be in better position to shoot these things down. Your best friend here is Precision, since it hones your accuracy and slows things down for you. It'll take three bolts to set one on fire, at which point it should eventually crash land nearby. Hurry down to it and collect the data to send to Moya. Get some energy back and then climb another building near the next drone. Do the same thing to ground it. Keep your eye on the drone and follow it until it finally lands. If a drone lands in the water it will automatically be destroyed and another should reappear soon. If it lands in a place that is not easily accessible (the container maze being one example), you should leave it be and wait for it to self destruct. Hunt down the second one and get the data to Moya. Only two more to go. The others will probably have moved to the farther sides of the island, so head over there to get them. Just do the same thing until both drones are down and you've gotten the info forwarded to Moya. Interesting to note is that on the way toward the last two, you should receive a call from a mysterious person, a name you've probably heard a few times, especially if you've been collecting Dead Drops. The landing spots for the drones are somewhat randomized. If one lands in the water, you can just get another one to work with. Once you've gotten all four, the job isn't quite done. A waypoint appears on a building to the north. It's a tall, pretty rundown building. An uplink there is needed so Cole can transmit the rest of the information. The building is guarded by a few rocket wielding Dustmen though. You can ignore most of them and just make your way up to the top where the uplink is. Up here, disperse the Dustmen with Shockwave. Find the large dish with the blinking red light beside it. Hit Triangle to interact and that will do the trick. After the call to Moya, the mission ends. |MISSION END| Rewards o 500 XP o Blue or Red Karma We're gonna do just one Side Mission as a break, and then we're steamrolling right into the next Story Mission. Head to the south side of the Warren and find it. o-----Side Missions-----------------------------------------------------------o -In SATELLITE UPLINKS, favor the left grind cable at the start, and climb the following building. Take the next cable to reach an uplink, then use the next cable and let the momentum take you all the way to the wiry structure over the canal. Jump quickly to the telephone ole and from there, jump to the building with the red border on its roof. Ride the cable you find there to get there in time for the last uplink. Rewards o 100 XP o 3% Warren freed o-----------------------------------------------------------------------------o Now head to the last blue marker. STORY MISSION| Alden Strikes ------------------------------------------------------------------------------- Zeke is being held captive. Find the opening amongst the containers and head inside this facility. Step forward and some Dustmen emerge and attack. Toss a Shock Grenade to level them. Turn right and you'll find more. You can try Megawatt Hammers on the shield guys. Fire one at the Dustmen on the walkway above you and it'll destroy it. Move forward, fending off a few more Dustmen. You'll see in the next corridor, some pipes emitting some gas or something. Find the valve and turn it with Triangle to shut them off. Turn the other one at the other end to turn the above ones off. Climb the yellow ladder and jump to the cable. Move along it and then jump over the walkway and enter the adjacent corridor. Approach the corner and a Dustman will fire a grenade launcher. Try to snipe him with Precision. Move forward all the way to the end and then turn left. Turn around and look for the rocket guy. Snipe him as well. Backtrack just a bit and find an adjacent alley. Enter and some Dustmen will appear out of one of the containers again. Shockwave them and then finish them off. Back up a bit because some of them have shotguns and they are extremely, extremely annoying. Shockwave or Hammer them, then turn the corner. You've got a turret and a rocket guy. Try to focus on the rocket dude first, by using Precision to slow things down. Try the same for the turret gunner, so you can snipe him through the turret. There are small lights all over the place for energy should you need it. The path is pretty straightforward from here, until you reach a fence. On the other side, two Dustmen will shoot at you. Chuck a Shock Grenade over there to do them in. Find the yellow ladder on your left and climb it. Jump to the right and then glide over that fence with Static Thrusters. When you move forward, another ambush appears. The kamikazes should be your first priority. Take them down with some bolts, then throw some Shock Grenades at the rest. One of them has one of those grenade launchers so be careful. Around the corner, you'll be at the base of a steep ramp. At the top is a turret. Use one of the barriers as cover and then enter Precision mode to snipe him. Also beware some more Dustmen on the left and right containers. Move up there and take them out, then go left around the next corner. Pass the strange contraption and if you go under the containers, the fence locks on you. Instead, back out and climb those containers to reach the next area. Use Thunder Drop for starters, then Lightning Bolt and Grenades. Get rid of all the Dustmen on the ledge, then climb up there yourself. Head down the ramp and into the next corridor. When you turn the corner, a turret behind a fence will start shooting. Make a break for the ladder. Climb up, jump, and glide to the top of the containers. Drop down the other end and attack that gunner from behind. Climb up the ledge just to your left and enter this area. Start by taking down the enemies right in front of you. When you turn the corner, there are numerous Dustmen. One is a turret gunner. Another one on a high walkway toward the left has rockets. Try to stay shaded to the left so he can't hit you easily. Use Precision to snipe both him and the turret gunner. You can also try leading some of the other Dustmen into this area and fall back toward the ramp to deal with them. If you need energy, the light fixtures around here work well. Once you've fended them all off, climb the ladders on the side of the containers. You get a quick scene when you reach the top. From here, travel across the tops of the containers and toward the cage in the distance. There will be some enemies on the far end of the area. Try to snipe as many as you can, then drop down to the next level (not all the way down to the ground though!) Hang off some ledges and zap a few other Dustmen. If you've been bad, you can Leech guys for energy. Make your way to the southeast side of the area. More Dustmen will be waiting. Defeat them and then make your way underneath the crane's lower walkway. Find the red ladder and climb up to it. Another ladder takes you further up. At the top, quickly dispatch the three Dustmen. With them down, walk over to the controls and hit Triangle. The cage will be lowered. Drop down there for a scene and the end to the mission. |MISSION END| Rewards o 500 XP o Blue or Red Karma You'll get a series of calls from a few people, including one from Trish. She needs a hand back in Neon, so cross the bridge and we'll head right over there for our next mission. Grab some Blast Shards and the like along the way if you would like. STORY MISSION| Anything For Trish ------------------------------------------------------------------------------- A reinforced bus needs to be protected. It's been specially designed with Cole in mind; it'll only move when he's on top and it provides him unlimited electricity. Get on top and the bus will start rolling. You won't get very far before some Reapers charge the bus. Try to stay on the bus for the most part. As Trish hinted at, the roof is permanently electrified, which means you can go crazy with your powers, even the energy costing Precision. The energy feeds into you naturally, but use Drain to speed it up if you need to. Watch out for the rocket guy. Take him down and lead the bus further down the street. When it reaches the intersection, things get really hectic. Shock Grenades probably work best. If you upgraded your Megawatt Hammer, you'll notice it travels a lot slower, so it might be useless on the shield guys for now unless you aim well. A lot of guys will crowd the bus so Precision still works well to slow things down. The bus turns left and there you'll encounter a turret. Snipe the gunner with Precision, then clean up any guys chasing you. At this point, you'll be overwhelmed with enemies and the bus will start taking a few hits. The biggest threat comes from all the rocket wielding fatties. Try using Shockwave to deflect the rockets, then firing back in Precision. Look for another turret as well. The bus will come to the bridge, where a bunch of Reapers will ignore it and instead engage the Dustmen on the other side. While they're distracted, toss tons and tons of Shock Grenades at them. The cars in the center make a good way to clear out large groups at once. Keep going and let the bus feed Cole continuous energy as you just toss those Grenades. Things don't really improve on the other side. The Dustmen come packing heat of their own and decide the bus is good target pratice. Again, try and focus on the rocket guys. Precision might really save you here. Clear the cars blocking you path, then enter Precision any time you see more red blips appear, so you can slow things down and get the jump on them. The bus turns another corner and you have another rocket guy to deal with. Head shot him fast and then clear more cars away after that. Just a little farther and you should make it. Another surprising scene takes over though and another menacing figure steps forward. The bus gets thrown to the top of a building and now Cole has to get Trish out safely. Start by sniping a few Dustmen on the walls and such. Under the awning in front of the building there are even more. Just watch out for grenades and rockets coming from the side; deal with those dudes quickly. The cars around here can provide a quick energy replenish. You'll take attacks from nearly all conceivably angles, so choose your targets and fast. Climb the ledge on your right where a few Dustmen were perched. Take cover behind the air ducts and use Precision to snipe the turret gunner. Climb up the pipe and then up the building a few stories, until you can't climb any higher. Go around the side now and you'll see a couple more Dustmen. Normal Lightning Bolts should be all you need here. Drop down when they're dead and keep moving. Now, find a way to climb one of the two towers. There's a lot of junk blocking some of the windows which prevents you from getting all the way to the top,b but you can usually navigate around it. If you have to, climb the opposite tower, then glide over to the other one with the bus and just climb the rest of the way up. Up here, you'll encounter two Dustmen and they have Trish cornered. Bolt one in Precision, and then blow the other away with Shockwave. Approach Trish to save her and get a scene. |MISSION END| Rewards o 500 XP o Blue or Red Karma o "Back With Trish" or "Confirmed Bachelor" Trophies +------------------------------+ Chapter 7: Heroes and Villains [if07] +------------------------------+ o The Arrest o Terrorized Streets o Alden In Chains o Light in the Tunnel After this, go for a little stroll and that voice will rear its ugly head (well maybe not head, because it's disembodied but you get the idea) again. Ignore it and decide what you're gonna do next. You have another two Story Missions available to you, pluse several Side Missions. Let's mop up some Side Missions for now. Travel north to the first one. SIDE MISSION - Stolen Prescriptions ----------------------------------- The EMT needs his medical supplies back. Go down the street to the east and find the apartment complex overrun with Dustmen. You can use Precision, toss Shock Grenades and Megawatt Hammers up there, and those should do some decent damage. Head up there though to really make things go quicker. You're looking for the white blips specifically. Not many of them are actually held by Dustmen, so they really become more of a distraction. Locate them all, paying attention to your GPS to determine whether they are above or below you. Watch out for a turret on the roof of one of the buildings. Clear it of enemies and one of the medical packages should be up there. Track down the rest and return to the EMT |MISSION END| Rewards o 100 XP o 3% Warren freed] Head west now and find the yellow marker nearest one of our next Story Missions and make that our next destination. SIDE MISSION - The Informant ---------------------------- Meet the informant and he of course is a dead man that tells no tales. Defeat the metal bugs first, then focus on the enemies above you. Try to take out the rocket wielder among all others first. If you want, back up to an angle so that they can't hit you easily. The Dustmen may easily become distracted by the nearby pedestrians (and hey, this just means more healing or Leeching for you), so you can have an easier time with them. Well placed Shock Grenades (Sticky Grenade stunts) will help a lot. Finish the rest off with normal bolts. |MISSION END| Rewards o 100 XP o 3% Warren freed You're right next to one of the blue markers, so let's continue on with the Story now. STORY MISSION| The Arrest ------------------------------------------------------------------------------- Police are attempting to capture Alden. Given what little we've seen of his power, I can bet that won't go down too well. Head over to the blue waypoint on the double. You'll find a police officer expired on the ground. Cole taps into his past and sees Alden there as the culprit. His echo appears and boy does it move slower than molasses. Luckily, the echo will just kind of "skip" ahead so you don't have to follow it step for step. Exit the alley and there's a distraction waiting however. A man is being terrorized by the rest of the populace. Cole has to make a decision fast. -[KARMA MOMENT]- o-----------------------------------------------------------------------------o Free the man by shooting him down, or do nothing and walk away. o-----------------------------------------------------------------------------o <GOOD ACTION> Shoot the man hanging upside down with a Lightning Bolt to cut him loose. This nets you some Blue Karma. <EVIL ACTION> Just ignore the dude and walk away. Follow the echo and you'll get Red Karma. Regardless of what you choose, relocate the echo with L3. It should be across the street now. Follow it just a short distance to a heavily fortified area where the Dustmen are holed up. Great... Headin and take cover behind the wooden barrier. Start shooting them down one by one. Climb up and enter the corridor. A few more Dustmen should come to attack, so just zap and melee them. Watch out for any others shooting from high perches. You can use Precision on them if you'd wish, just watch your energy. The echo passes through another corridor but it becomes blocked by fire. Take to higher groudn now. This makes you an easier target for surrounding Dustmen, so just try to snipe them with regular bolts or with Precision. As you carry on to the north, the echo somehow crosses the gap over the water. Follow and watch out for numerous Dustmen on your right. If you go all the way down, you can find a small power unit for energy. Try to save the Precision Shots as much as you can since they use up so much. Climb the large pipe and use that to get over the building. Drop down the other side, cross the bridge, and follow the echo further along this side. After tangling with a few more Dustmen, you can climb a few ledges. More will attack from your left, so glide over there and give them hell. By now, you might have lost track of the echo. It has traveled a long way. Look to the north and it should be all the way over there. Hurry in that direction and follow it, ignoring the other remaining enemies if you have to. Follow it to the park area, where a terrifying encounter awaits. This foe has three attacks. At long range it can attack with a sort of "junk gatling gun" from either of its hands. If you're too close to the boss, this attack will simply rip you up so stay back. Cover also doesn't seem to do jack for you against this attack, so you're better off rolling as much as you can to dodge some of it. The boss also lobs molten junk balls at you which are basically like big grenades. You can Shockwave this away from you, but they don't seem to hurt the boss if they land near him. The third attack is at close range. The boss will slam the ground creating a small shockwave. Not too hard to avoid, and you shouldn't bother getting too close anyway. There are numerous power sources around you, and you're gonna need them. Not a lot of them are easy to see however. When the boss uses his gatling gun, just keep rolling. In fact, for most of this fight, you should just stay on the move, dodging his attacks. If you want to take cover from his gun, do so by using the statue base at the north side of the arena. This actually provides sufficient protection. He may seem intimidating, but he's actually pretty easy. It's all about breaking him apart, piece by piece. His arms are your primary targets. Aim at them with whatever you want. Shock Grenades and Megawatt Hammers may seem like good choices, and they definitely are. You can save a lot of energy by just going with Lightning Bolt though. Aim specifically for his arms and keep attacking. It might not seem to do much but after many hits, one of the arms should come off. Repeat the process for the other arm. The boss will often posture itself before you when its stunned. Inside, you can see a figure. Keep shooting at the boss with Bolts, Grenades, or Hammers to keep weakening it. With its arms gone, it can only shoot the junk at you, so keep shooting until it is finally destroyed. |MISSION END| Rewards o 500 XP o Blue or Red Karma On the roof of a nearby building there should be another Side Mission. Let's try it out. o-----Side Missions-----------------------------------------------------------o -In SATELLITE UPLINKS, you might think its hard, but there are only three uplinks to get. A grind cable leads to each one, you just need to find the right one. Rewards o 100 XP o 2% Warren freed -In PHOTOGRAPHER, look for the yellow blip and take down any surrounding enemies for the first few pictures. Next, drain electricity from any two objects (Bio-Leech counts if you're playing Evil). Finally, perform three Thunder Drops but watch it if you're being good. Do small drops to avoid hurting anyone. Rewards o 100 XP o 3% Warren freed o-----------------------------------------------------------------------------o There should be a Good or Evil Side Mission in this area. Find it now. GOOD SIDE MISSION - Cops and Robbers ------------------------------------ The local PD is under attack and it's up to Cole to save the day. Try to get a really good vantage point from a nearby building. Among the attackers, there is one of those giant Conduits you just fought earlier. Just remember these guys are easy to beat if you just go for their arms. Watch out for his flying molten junk trying to get you on the roof though. Finish him, then go after the rest. Some Dustmen are standing near cars, so Shock Grenades and the like work well. Snipe the others with Precision and this mission should end quite smoothly. |MISSION END| Rewards o 100 XP o Blue Karma o 2% Warren freed -OR- EVIL SIDE MISSION - Stick it to the Man --------------------------------------- This is similar to the previous mission, "Night on the Town", except this time, you will be attacking the police. Follow your escort of Reapers to the yellow waypoint. If you get to the nearby building, several turrets will open fire. What makes this mission really tough though is the fact that the police will respawn indefinitely. It becomes extremely annoying because they're apparently all very good shots from several hundred yards away. This mission is a lot easier if you have the right focus. Ignore the police and put your attention on destroying their station. You might wonder which one it is. Check your GPS and see the yellow waypoint's location. Climb the brown and white building that is like an apartment complex, and go to the left side of the lower roof (there will be a satellite dish and attennas and stuff), you will encounter a few police. Take them down fast with Shockwaves and stuff. Police will attack from that building, with a turret and other things. Take out the upper turret and the police nearby. That's imperative. Next, you need to know your exact target. If you look down at this building, there should be a balcony on the right (another turret is there) and there should be a big sign above a doorway. Attacking that general area (the doorway particularly) is what you want to do. Fire Megawatt Hammers down there and it will damage the station (indicated in the top right). Just make sure those two turrets and all the cloesest police are out of the way. If you purchased the second Electric Drain Upgrade (Induction Yield), you can use the grind cable behind you to recharge both Cole's energy and health. This way, you can fire more Megawatt Hammers and finish the mission. |MISSION END| Rewards o 100 XP o Red Karma o 2% Warren freed With that done, let's power up before we head out. If that was your 10th Good or Evil Side Mission, you have access to another rank of either Overload Burst or Arc Lightning. o----UPGRADES---------------------------------------------------------------o | | |Overload Burst Upgrade 2 | |-Cost: 10 Good Side Missions | |-Effect: Doubles the damage inflicted by Overload Burst. | | | |Arc Lightning Upgrade 2 | |-Cost: 10 Evil Side Missions | |-Effect: Unlimited branching and increases damage. | | | |Megawatt Hammer Upgrade 2 | |-Cost: 2500 XP | |-Good Effect: Reverse Magnetism - Enemies caught in the blast temporarily | |float in the air. | |-Evil Effect: Mini-Rockets - Adds four smaller rockets that attach to their| |targets before exploding. | | | |Electric Drain: Karmic Overload | |-Cost: 2000 XP | |-Effect: Once your Karma meter fills to full Good or Evil, press D-Pad Left| |to activate Karmic Overload. For a short period of time, you'll have | |unlimited energy. | | | o---------------------------------------------------------------------------o Make your way to the next blue marker now. STORY MISSION| Terrorized Streets ------------------------------------------------------------------------------- The Dustmen, apparently inspired by Trish and Cole's bus tagteam manuevers, have reinforced several city buses and armed them to the teeth. Now they're rolling around like death wagons, terrorizing the populace. Track them down (blue waypoints) to get started. The buses are definitely heavily armed. Not only that, but more often than not, you'll find surrounding Dustmen also in the mix. The buses have turrets on each side and they'll make mincemeat out of you given enough time. What to do? The answer is actually a lot easier than you think. The Dustmen, in their brilliance, designed these buses with a fatal weakness, just like the Death Star. Climb on top of the buses and near the rear part of the roof, there is a generator. Give it a few zaps to completely immobolize it. One down, three to go. Other than the other resistance you meet along the way, this task should not be terribly difficult. Spring onto the buses from high ground and they are easy prey for you. Even though one of the buses is in the still powered down northwest sector of the Warren, it shouldn't be a whole lot of trouble. |MISSION END| Rewards o 500 XP o Blue or Red Karma] With that done, let's tackle a few Side Missions, just like always. o-----Side Missions-----------------------------------------------------------o -In TERROR BUS, you have to disable the bus's engine on the top just like in the last Story Mission. There are a lot of Dustmen protecting it, including rocket guys. Try to drop onto it from a high rooftop and just ignore them and go straight for the engine for an easy win. Rewards o 100 XP o 2% Warren freed o-----------------------------------------------------------------------------o There's two more Side Missions off to the southwest corner that we've ignored for a while now. Let's take care of them. SIDE MISSION - Chasing Echoes ----------------------------- Just by the name, you should get an idea of what you'll have to do on this mission. Find the body to start things off. The echo is one of those metal bugs. It goes up into an opening in the wall. Use the nearby booth to help you climb into there. As you enter the area, you'll inevitably run into a few Dustmen. They're not too hard to deal with. Follow the echo after that until you reach a small tunnel. It leads you right to some of those bug things. Destroy them, then keep chasing the echo version. It'll take you to a man lying on the ground and three echoes of Conduits appear. You have to find these guys and stop them. You're on your own in finding them unfortunately. If you climb the ladder here and go east just a bit, you can spot one from high up. Try and stay up here and take himd own, but watch his rockets. If you move up a bit and then look to the south of his location, you should see another one in a nook down there. Again, try and snipe him with Lightning Bolts and Megawatt Hammers. The last one should be to the south or west somewhere in an alley. Defeat him too and that's all there is to it. |MISSION END| RewardS o 100 XP o 2% Warren freed Find your way out of this maze and then stay around the dock area in the southwest. If yo run into any Dustmen, engage them. One of them might turn into a marker for a "Hidden Package" mission. SIDE MISSION - Hidden Package ----------------------------- This one is pretty easy to find. The GPS shows it being in the area of those two docks with the four red cranes (the same place you started Spy Drones). Judging from the picture, it's obviously on top of one of them, but it's hard to tell which. If you look at your map, you can see the two docks, one on the left and one on the right. The right crane is the bottom one on the right dock. Climbing your way up there is pretty fun, admittedly, but watch out for Dustmen. Get to the very roof of the crane and you should find the package. |MISSION END| Rewards o 100 XP o Five Blast Shards o 2% Warren freed One more Side Mission for now. Find that other one I was talking about earlier. SIDE MISSION - Surgical Operation --------------------------------- A medic is being held hostage by Dustmen at the adjacent dock. Head down there and start by sniping or blasting the Dustmen you see. Head around back and there will be another Dustman, maybe two, holding the medic hostage. Be very careful here, because if they see you, they'll shoot the medic on the spot and you'll fail. Try and climb on top of the building instead and snipe them with Precision really fast. After that, help the medic up and you're finished. |MISSION END| Rewards o 100 XP o 3% Warren freed Alright, that's enough sidetracking, right? On to the next Story Mission. STORY MISSION| Alden in Chains ------------------------------------------------------------------------------- Enter the prison and go left. Climb over the entrance and head to the blue waypoint. Approach the fence to talk to Zeke. Like Trish did with the bus, Zeke has somehow made the walkway above permanently electrified. Get up there and brace yourself. Mortars are thrown over the wall. Wait until they start getting close, then redirect them with Shockwave. It'll get harder after a while, with two coming in at the same time, but it still doesn't provide a real challenge. When you're done playing volleyball, a section of the wall is destroyed and the Dustmen rush in. Start lobbing as many Shock Grenades and Megawatt Hammers at them as you can. Don't bother with the rocket guys you'll spot in the distance. They can't be touched until they destroy the walkway you're standing on. Great... A Conduit will enter the fray soon enough. Try to clear the immediate area of most of the enemies, then let loose with a constant barrage of Lightning Bolts on the Conduit's arms. Break them off, then keep firing at its body until it finally goes down. When the fun is nearly over, you get word that the power in the prison is out. Start climbing the prison complex (yeah, that sounds like fun...) There are pipes and windows above your location that should help you get up there. Take out a few Dustmen on this platform, then head over toward the destroyed stairs. Climb the left wall (where the yellow ledge is) and onto the wire mesh. Jump to the staircase and then take that over, jump the next gap and then go around the wall here. There are numerous beams and ledges here, a lot of which fall down when you land, so keep moving. Watch out for Dustmen perched along the way. Get to the platform they were on and it will collapse immediately, so grab onto the pipe and pull yourself up. Jump to the next pipe and step out to the end of it so you can see the next few ledges. Hop across these to a few beams, then another pipe to climb. Step out onto a large beam to the right when you reach the top. Jump to another one and then onto the next ledge. If you keep going, you should find some burning prison cages. Climb straight up and fry the Dustman at the top. Just behind him is the power box on the generator. Charge it up immediately. If you climb the slope to the right (it's not easy), you can get onto the roof. Deal with the Dustmen here, then go to the north edge. Look below and you've got at least three more Dustmen, one of whom has a gatling gun. Snipe him, then Shock Grenade the others. Drop down there when it's clear. Keep going down, eliminating more Dustmen. Find the blue waypoint and make your way down to it. You should find an electrified platform. Stay here as the enemies pile in. A few will stop right in front of you; they can be dealt with easily with Shock Grenades. Others at the far end can be sniped in Precision. With the electricity flowing into you, you can afford to stay in Precision for longer and so let the head shots flow. When the Conduit shows up, focus on him. Fire constant Lightning Bolts at his arms until they're gone. When it's just his body, switch to Shock Grenades and Megawatt Hammers. Since you have pretty much constant energy going, feel free to spam the Grenades and Hammers. You might just take down some normal Dustmen in the process. With the Conduit defeated, look for any survivors. After that, brace yourself for two Conduits. One should enter the area earlier than the other, so that gives you a good headstart on one. Try and blast it apart before the other gets there. Again, Shock Grenades and Megawatt Hammers could do good splash damage so they might hit both of them. Continue fending off any more enemies after this until the job is done. |MISSION END| Rewards o 500 XP o Blue or Red Karma A few things happen. Moya gets pissed for one. Cole decides to activate the last substation in the Warren. Head over to the blue marker without delay. Just try not to get too distracted along the way. As you would expect, Dustmen will be swarming in the powered down sector, especially right around the marker. STORY MISSION| Light in the Tunnel ------------------------------------------------------------------------------- Start by using the pipes to get to the platform. Turn right and glide over to the next one. Climb the pipes and hop into the tunnel. From here, it's a pretty straight shot to the circuit. Cole gets the Polarity Wall ability. This lets him generate an electric shield. Not bad. Move toward the red blips and try the shield out as the Dustmen shoot. It's pretty cool, but you gotta take them down eventually. Head over there and enter the doorway. Make your way to the generator platform, fending off Dustmen around you and in the water. The turret gunner is very well protected, so you have to get close. Use the Polarity Wall to shield Cole and get close. Toss a Shock Grenade in there to defeat him. Move forward after that. A few more Dustmen attack from the next platform. Take them down, then hop over there for some energy from the generator. Get on board the moving beam. Hop across the pipes and other structures. Two more turrets will attack. Ignore the one on the left. Head toward the one on the right with your Polarity Wall deployed and get behind it like before. Enter the next doorway once you've taken care of that. Defeat the next few Dustmen in front of you. The large generator on the next platform is good for energy. Watch the gatling gun Dustman on the left. You can just snipe him or use Polarity Wall to get close and rush him. On that platform is where you'll find the substation generator. Power it up to restore power to the last sector of the Warren at last. |MISSION END| Rewards o 500 XP o Blue or Red Karma +-------------------------+ Chapter 8: True Character [if08] +-------------------------+ o Secrets Revealed o The Ray Sphere o Alden's Rampage You get a very interesting call, but before we head off, let's do two quick Side Missions. One should be right near your position. o-----Side Missions-----------------------------------------------------------o -In SATELLITE UPLINKS, you should find this to be really easy. Most of the uplinks are just a rooftop jump away from each other. For the rest, the path is usually an easy grind cable away. Rewards o 100 XP o 2% Warren freed -In TERROR BUS, attack the bus from above, ignoring the Dustmen (use Precision and the like on them if you want to fight) and disable the engine. Easy. Rewards o 100 XP o 2% Warren freed o-----------------------------------------------------------------------------o Another one in the newly powered up area is a new Side Mission. It's called "Ulterior Motives". Find it and let's give it a spin. SIDE MISSION - Ulterior Motives ------------------------------- Follow the guy into the alley. When Dustmen attack, fend them off. A Conduit should be among them, so give him some Shock Grenades and the like to defeat the metal bugs that he spawns. When they're all down, the guy will continue on his way. When he crosses a street, you'll run into even more Dustmen. If the guy gets hurt, you'll have to heal him. You might meet more resistance when you reach the locker. If so, take them all down. Approach the blue locker at that point. The guy offers one Blast Shard as a reward. Just one? -[KARMA MOMENT]- o-----------------------------------------------------------------------------o Accept the single Blast Shard as thanks, or kill the pedestrian and take his entire stockpile. o-----------------------------------------------------------------------------o <GOOD ACTION> Walk up to him and hit Triangle to accept the one shard as your reward. It's not much, but it gets you Blue Karma. <EVIL ACTION> Give this sap a Lightning Bolt to the face for some Red Karma. At that point, approach the locker to claim all of the Blast Shards for yourself, including the one in his hand. Muhahaha! |MISSION END| Rewards o 100 XP o 2% Warren freed Now, without further delay, make a beeline for the next blue marker, starting the next Story Mission. STORY MISSION| Secrets Revealed ------------------------------------------------------------------------------- A helicopter appears and begins searching for John. Assuming it does find him, your best bet is to follow it. The chopper will patrol mostly around the center area of the Warren, heading northwest first. Take to the rooftops and follow it; it's the light blue waypoint on your GPS. Look for grind cables all over the place to help you stay close. The chopper will linger around the center, then finally, head to the northern tip of the Warren. Follow it there, but you'll probably lose sight of it before you get there. It's just flying lower now because John has been spotted. Drop down there and approach him for a scene. A Conduit titan appears and it makes an obvious threat. Inside Cole's head, he knows he has to make a fast decision. -[KARMA MOMENT]- o-----------------------------------------------------------------------------o Blow up the gas tank or let it hit Cole. o-----------------------------------------------------------------------------o <GOOD ACTION> If you allow the Titan to toss the gas tank at you, it will do minute amounts of damage. Doing so gets you Blue Karma. <EVIL ACTION> Take aim at the gas tank immediately and fire a bolt at it. It'll go off, blowing off the Conduit's arm, but also killing a bunch of folks in the process. "Oh well." You've now got more Red Karma and a headstart on this foe. Now it's time to take on the Conduit. Do it just like you've done the last few times. Go for its arms first. After that, deflect its mortar attacks with Shockwave and keep the pain coming. Toss a few Shock Grenades or Megawatt Hammers if you'd like. When it finally goes down, the mission is over. |MISSION END| Rewards o 500 XP o Blue or Red Karma After that, you'll have a few calls. The next Story Mission appears shortly following that. Let's knock out a few more Side Missions first though. o-----Side Missions-----------------------------------------------------------o -In TERROR BUS, if you move quickly, going down the left sidewalk, you can climb the building at the end and get on top of the bus quickly. Otherwise, you will have to fend off baddies and wait to ambush it again from a different spot. Rewards o 100 XP o 2% Warren freed -In COUNTER-SURVEILLANCE, look for those tell-tale red lights. The devices should all be on the tall main building, not the smaller ones connected to it. Rewards o 100 XP o 3% Warren freed o-----------------------------------------------------------------------------o Let's do the last one in this area before we head off. SIDE MISSION - Infestation -------------------------- Another EMT has had his clinic targeted. I guess the Dustmen and even the Reapers before them need medical supplies too. Head to the pier where they are all hanging out. It's a building with some walkways and most of them are either on these walkways or around the building itself. On the second floor in particular, you have a regular Dustman Conduit. He'll spawn his little pets. Toss a Shock Grenade up there for starters, then go up there and finish him and any others off. Watch out for a turret at the north end; try to snipe him. Look for other Dustmen hanging out under the walkway and around this area. A few Lightning Bolts and some Shockwaves should tidy things up. |MISSION END| Rewards o 100 XP o 3% Warren freed Head straight for the next Story Mission. The blue marker should be east of your current location. If you're wondering how to even enter that area, wonder no more. To the northwest of the marker, there should be a pair of green staircases. Take this up to the entrance. STORY MISSION| The Ray Sphere ------------------------------------------------------------------------------- You'll be in the park area, just outside that grand tower. After meeting up with Zeke, move toward the base. Find a series of pipes to the left and climb them up to the first ledge. Above the shaft where Zeke is positioned, you should see a pair of fan rotor blades. Give this several bolts to get the lift moving, and Zeke will be right behind you. Some Dustmen will attack from the left now. Defeat them, then go around here to the next lift. The way up may not seem immediately clear at first. To the right of the elevator shaft, there are a series of objects Cole can grab though. There should be some signs and other ledges you can use to get up. Keep climbing until you find the bus. Get onto this, then start going left around the tower, using some yellow girders and signs. You should eventually reach a platform where some Dustmen are waiting. The next fan aka elevator control is up here, but guarded by more Dustmen. With Zeke up to the next floor with you, the blue waypoint should point out the next lift. Just around the corner from it is a sign that you should jump to. Climb straight up, then look for some girders to your right. From these, climb up to a large sign. Jump to another sign, then try to climb up and jump further up a broken horizontal sign above. When you get high enough, glide over to the yellow girder. Climb it to the top, then glide all the way over to the next one in the distance. You may take some attacks from above; just snipe the Dustman. Fly over to the next girders. Fly over to another isolated area. Start climbing up here, using signs and the like. Watch out for another attack from above. Climb up to that platform where the Dustman attacked from and you'll find plenty more. Watch out for the Conduit, amongst other foes. At this height, Shockwaves work very well. Find the rotor blades and charge them up for Zeke. Lead him to the next lift. Go around in the opposite direction now to find a large black and orange sign. Jump to this, then glide over to the girder. It should be a simple climb to the top. Find the fan and give it some juice and Zeke will join you shortly. Unfortunately, another guest will be joining you too. Although Alden is here, this isn't a boss fight against him. Instead, it's against more of his cronies. At the start, fend off numerous Dustmen. They like to toss grenades so stay on the move. Shockwave can help since you can just toss them off the tower. Other group moves work just as well, as does Lightning Bolt. Charge yourself up with the small conduit boxes around the arena. When they go down, Zeke makes a break for the Ray Sphere. Fend off a Conduit and a few more enemies. Try not to let the Conduit's metal minions pester you. After they are down, the last obstacle is a Conduit Titan. Lop off its arms with constant Lightning Bolts. If any other enemies are left, some well placed Shock Grenades can do good splash damage. Destroy the Conduit without any hesitation and then the fight ends. A scene plays and the events that transpire will likely make you go "Wow." After that, the mission is finished. |MISSION END| Rewards o 500 XP o Blue or Red Karma Drop off the tower (yeah, it's a long drop, but no worries) and find the nearest Side Mission. o-----Side Missions-----------------------------------------------------------o -In TERROR BUS, just find your way to get on top of the bus, which should not be hard at all. Easy as that. Deal with the Dustmen after you get your rewards. Rewards o 100 XP o 2% Warren freed o-----------------------------------------------------------------------------o Now, before heading off to the next Story Mission (which almost promises to be a good one, the way things have developed), let's power up. Hopefully by now you have accrued at least 12000 XP. It's a lot, yeah, but it will let you get your final Bolt upgrade. o----UPGRADES-----------------------------------------------------------------o | | |Lightning Bolt Upgrade 3 | |-Cost: 12000 XP | |-Good Effect: Righteous Strike - Restores a significant amount of energy each| |time you hit an enemy. Head shots also restore health. | |-Evil Effect: Sadistic Strike - Head shots automatically trigger an electric | |explosion. | | | |Polarity Wall Upgrade 1 | |-Cost: 1500 XP | |-Effect: Converts blocked damage into energy | | | o-----------------------------------------------------------------------------o If you can't afford both but are in striking distance, save up. Defeat some Dustmen, heal people, tackle any Side Missions if you haven't done them. If you can't afford both, then get the Polarity Wall upgrade, definitely. It will come in handy soon. Head to the blue marker on the north side for the story to continue. STORY MISSION| Alden's Rampage ------------------------------------------------------------------------------- Like a spoiled kid at Toys 'R' Us, Alden is not happy he didn't get what he wanted. He's stomping his way down the bridge to the Historic District. Head to the base of the bridge and start crossing. You won't get too far in before you see most of the ground level is impassable. Climb up the bridge's girders and get yourself up higher though. Dustmen will be waiting for you. As you cross these high and precarious ledgings, zap all the foes that dare get in your way. Watch out for any rockets in particular. Get far enough, and a whole section of the bridge collapses. Keep moving, jumping to the nearby girders, starting with the one that almost looks like it is a crane, and take them all the way across. Continue until you're almost surrounded by Dustmen. Use mostly Lightning Bolt to take them out. Hang over the edge if you want to protect yourself partially. Get the ones on the ground below you too. Glide over to the large sign that serves as a platform. Jump and glide to the next section of bridge and land for a scene. []=====BATTLE WITH CONDUIT===================================================[] | | |Alden of course won't fight you hand to hand. Instead, he uses a giant | |Conduit golem to attack. This is actually pretty straightforward. The golem | |will toss large junk balls at you. Shockwave this away because they hurt a | |lot. Inbetween these attacks, shoot him anywhere. You can go for the arms or | |his head. Keep firing and when an attack is incoming, quickly use Shockwave | |to deflect it. | | | |Continue your assault until the golem is stunned. Attack its mouth where | |Alden is and it will collapse even further. It sends a bunch of metal bugs to| |your platform. Quickly dispatch them and then the golem will rise again. | | | |Now it will deploy that gatling gun move like the other Conduit golems use. | |I hope you bought the first upgrade for Polarity Wall because it helps a lot | |against this attack. Whenever he attacks with his gatling gun, throw up a | |Polarity Wall. The damage will be (mostly) blocked and you'll recover energy.| |Watch out for more incoming junk balls as well. Fire back with more bolts on | |either of his arms or head to weaken him again. Fire at the mouth and it will| |collapse again. This time it sends a whole horde of those metal creatures at | |you. Try some quick crowd control moves before you get overrun. You can find | |electricity in any of the corners of this platform to recharge. | | | |In this third phase, the golem spits fire at your platform. It's not too hard| |to dodge, but it covers a portion of the platform in flames, which means you | |can't step there, obviously. Dodge its attacks but watch out for the fire. | |Counter with a constant barrage of Lightning Bolts. Stun it one more time, | |then fire on its mouth to end the mission. | | | []===========================================================================[] Watch the scene. Things really are coming to a head as Cole suggests. No looking back. Time to move forward. |MISSION END| Rewards o 500 XP o Blue or Red Karma o "Taking out the Trash" Trophy +-------------------------------------+ Chapter 9: Choices That Make or Break [if09] +-------------------------------------+ o The Price o Vengeance o Against the World Hop across the broken gap and enter the Historic District. On your immediate right there should be a Side Mission. SIDE MISSION - Med Drop ----------------------- Some medical supplies were dropped, but unfortunately, they landed on the rooftops. You need to be careful. Besides some new foes who take a fair amount of punishment, you also have to watch out for mines. Yes, mines. They'll be planted on almost every rooftop. You can tell one is near by the distinctive beeping and the red flash of light. Destroy them with a Lightning Bolt from a safe distance. Follow the white waypoints to find the medical crates. You need to get them on the ground. Use Shockwave to blow them down and that should be good enough. Just watch out for your new friends in this district. There's a lot of them and as previously mentioned, they are stronger than the Dustmen. Find your way around and take them out; Precision works great from a distance, Shockwave up close. Find the medical crates and blow them all down to end the mission. |MISSION END| Rewards o 100 XP Without wasting too much more time, head to the next blue marker to keep the story moving. STORY MISSION| The Price ------------------------------------------------------------------------------- Head over to the bridge as marked on your GPS. You can power up the LED controls and that will lower the bridge. You can now get back to the Warren. Kessler decides to have a little fun with Cole though. First he sends a very bizzare enemy after him. This "phantom" is just shielding the real enemy inside. Aim for him to dissolve the phantom. Quickly attack the real thing to end the threat. After this, Kessler makes a strong threat. You have bombs to diffuse. Follow your GPS to the first waypoint. You'll have to deal with more enemies along the way though so be prepared. When you near the bomb, be cautious with where you aim. Hitting the electric fence where the hostages are being held near the bomb will fail you for this mission. Try to target the enemies first. Precision is a good choice. Defeat them all, then drain the TV to disable the bomb. Another Conduit appears. Do the same thing as before. Target the actual enemy inside and when he falls out, finish him off before he can conjure the phantom again. The mission gets tough as you head for the next bomb. Ignore all other enemies and make a beeline for it. Again, try to use Precision to defeat as many of the enemies as possible before you close in. Kessler counts down the time remaining for you so use that as a sort of guide. Stick only with Lightning Bolts and melee as you deplete the enemy forces surrounding the bomb. When it is finally clear, disarm it. Another Conduit attacks. Defeat it, then head over to the third bomb in the park. The enemies here shouldn't be too close to the bomb so you can afford to be a bit more reckless this time. Defeat them and disarm the bomb. Two Conduits and a few other foes attack. Defeat them and Kessler really steps things up. Listen to what he has to say and watch the scene before reading on. Kessler, you bastard! In a Green Goblin esque move (for those of you who watched the first Spider-Man movie), Kessler forces Cole to choose between Trish and six other lives. Whoa, this is serious... It's time to choose. -[KARMA MOMENT]- o-----------------------------------------------------------------------------o Save the six people, or save Trish. o-----------------------------------------------------------------------------o You don't have a lot of time to contemplate your choice. Both buildings are right in front of you so you need to get climbing quickly. Before you make your choice, pause and take a moment to really think about this. Try to go with your instincts and make your best choice. <GOOD ACTION> Choose the nearest building, with the six people hanging from it. Climb to the top in an effort to save them all for Blue Karma. <EVIL ACTION> Forsake the rest and go straight for the northern building to save Trish. You will be in for a surprise though when you get to the top and you'll earn Red Karma. No matter what you choose, the end result will be the same. The scene that plays will vary depending on what side you are on. "We are who we choose to be." After the scenes are over, you will be ready to take on another substation, and you know what that means. You have a few Side Missions available first if you want to tackle those. SIDE MISSION - Paranoia ----------------------- This one might be tough the first time since it takes you by surprise. It's actually really easy though. Three enemies will surround you and attack with shotguns. They've got some sort of stealth camoflauge that makes them temporarily invisible though. You can still sort of see them at times, but try to run away and fight them from a distance so they can't rip you apart with their shotguns. If you put some distance between you and them, they'll come straight to you, making them pretty easy targets. Shock Grenades and Hammers work wonders. |MISSION END| Rewards o 100 XP o 4% Historic District freed Also, if you defeat some of the First Sons around the area of the bridge that leads back to Neon, you might find a "Hidden Package" mission. SIDE MISSION - Hidden Package ----------------------------- This one is really easy to find. It's right beside the base of one of the bridge's columns. If you look at the image, there should be a very familiar looking destroyed parking garage in the distance. Find that and in that area just underneath the bridge but still on the shore, you should find the package. |MISSION END| Rewards o 100 XP o Five Blast Shards o 5% Historic District freed Consider mopping up the remaining missions in the Warren. If you head to the very north side, you should find some Dustmen in the area of a rundown house. Defeat them and one should turn into another marker. SIDE MISSION - Hidden Package ----------------------------- This one is super easy to find. It's at the base of this rundown building at the docks, should be the same one you started the mission at. Look on the ground at the northeast side of the building. |MISSION END| Rewards o 100 XP o Five Blast Shards o 3% Warren freed One more. Go south from there and find the last territory needed. It's another "Hidden Package" mission so stir up some trouble with the local Dustmen until the mission marker appears. SIDE MISSION - Hidden Package ----------------------------- This one is not too hard. Look closely at the landmarks. The Hidden Package is opposite some smokestacks. Well look for the smokestacks and use that to tell where the building might be. You'll also see some eagle ornaments. Those happen to be on a large brown building with the top destroyed. Right next to said building is one with some fire escapes. At the top fire escape is the package. |MISSION END| Rewards o 100 XP o Five Blast Shards o 3% Warren freed If you have freed all the territories, you get the "Civic Leader" Trophy. With that out of the way, return to the Historic District. Go to the far southeast side, deep in the heart of the powered down sector. Brave the many dangers you come across and make your way to the blue mission marker. STORY MISSION| Vengeance ------------------------------------------------------------------------------- Down here in the sewer, two of the First Sons stand between you and the path to the circuit. Drop them with a few bolts, taking cover behind the large elecrtified generator. Jump from several pipes now to reach the Circuit. Let the sparks fly and obtain the next new power. This time around, it's the impressive Lightning Storm ability. You may recognize this as the last power from the demo. Really fun, yes. Proceed toward the blue waypoint now, jumping to and gliding from a few pipes to reach the doorway. Seweres have always been the usual testing ground for your newly acquired abilities. As you enter the corridor and encounter two First Son's, you might feel inclined to give Lightning Storm a spin. Unlike all the other powers, but like the name suggests, you can't use it down here! Yep, that sucks. So, isntead, get by on your other abilities to dispose of your foes. You can shove them in the water and finish them off with Shock Grenades. Snipe the guys on the next platform too before you get there. Use the generator on the next platform as an energy source and snipe the next two foes with Precision. There will be more on a platform to your left, but if you stand in the right spot, you can get them from where you are without going to another landing. Head over to that platform and clear out any remainders. Go right and hop over to the next platform which will give way. Leap to the nearest pipe and use them to get across to the platform with the ladder. Strange huh? You've left the sewer without finding the generator. No worries. Back on the street, you'll have your chance to test out Lightning Storm as the First Son's roll out one of those turret trucks. Yes! It destroys them! Two more appear. As the tutorial describes, use the Six-Axis controller to steer the bolt by tilting it. That should do in the trucks. Watch out for more of the First Son's behind you though. Now Cole is going to restore power to all of the Historic District in one fell swoop. The first substation is marked on your GPS as the blue waypoint. Make your way there now. It is a really difficult trek though. The streets are crawling with the First Sons. When you find the substation (it's an above ground generator), make sure there are no nearby turret trucks. If there are, absolutely do not start without taking them down. If they are placed under the train tracks, you can't use Lightning Storm, so snipe the gunner instead. Try to clear the area of other enemies before charging up the box on the generator. Once you've done that, you have to defend it from an onslaught of even more enemies. Without the turret, this is significant easier. If you climb the generator, you'll find the top is electrified. Use the infinite resource of energy to go into Precision more, fling more Shock Grenades, and so on. You can really tear the First Sons a new one by just spamming Lightning Storm on them. It is extremely effective as you've seen! It is your best weapon with unlimited energy underneath you. Can can also use the gas stationa across from you as an exploitable bomb. Flee when the generator is 100% charged. Find the next generator not too far from there. It's in an alley that is open to attack from multiple sides. Charge it up and get on top. In the more narrow alleys, Shock Grenades will work wonders against the waves that come at you. Precision still works great too, but Lightning Storm is still one of the most valuable assets. There are also explosive barrels to take advantage of. Head to the third one and receive a call. Charge the third one up and get on top of it again. The first wave of enemies will appear literally out of nowhere. Fire up Lightning Storm and rip through their ranks. Keep using it and they all go down really easily. You can go to your other weapons as well if you so choose. You'll eventually receive attack from a new side at 50% charge. It'll be a turret truck. Decimate it with Lightning Storm. The next wave should come in from the east. Spot them early as they enter from the street and shoot the barrels for maximum effect. Control them with more Grenades and Hammers. Another truck will come in, followed by a wave from the south. Try out Lightning Storm on both, then clean up the rest with your other moves. That should do it. Power is restored to all of the Historic District, and you have yourself a job well done. |MISSION END| Rewards o 500 XP o Blue or Red Karma After this, a ton of Side Missions are opened up in this district. Let's knock a few of them out. Head to the southeast corner to find a Good or Evil Side Mission. GOOD SIDE MISSION - Walking Wounded ----------------------------------- It's up to Cole to save some poisoned citizens. Find them nearby and lead them to the yellow waypoint on your GPS. Along the way, a lot of them will decide to fall down and fake an injury. Go over and heal them all to continue. Lead them across the street to an alley, only to find it's a trap. Destroy the drones that attack you, then heal any wounded and head to the new waypoint on the double. Head over to the new alley and a Conduit will be waiting. Shoot the real enemy inside to dispel the Phantom, then run up to him and give him a good punt. Lead the followers inside and the mission is over. |MISSION END| Rewards o 100 XP o 4% Historic District freed -OR- EVIL SIDE MISSION - Minions --------------------------- Without any warning, Sasha's voice comes blaring back into your head again. Blech, do you have an off switch? She manages to conjure up some pedestrians for you which will follow you and attack your enemies. Lead them against the First Sons. Several red blips should appear on your GPS. Lead your army toward them. Like the previous mission of the same name, you can help out or let them do all the work. If you choose the latter, be sure to use Polarity Wall to protect yourself from any fire. The minions do a great job of basically swarming and devouring each First Sons member. They should come out around the graveyard in very small groups, even one at a time. This makes the job a little easier. Once twelve of them are defeated, you're finished. |MISSION END| Rewards o 100 XP o Red Karma o 4% Historic District freed If you head to the large area in the middle-southwest area of the district, you'll find a very familiar locale. Yes, it's where the game began. If you defeat any First Sons in this area, one may become a mission marker. SIDE MISSION - Hidden Package ----------------------------- This one isn't hard to find. It's located on the reaaaaaaaly tall tower next to ground zero. Climbing it may be more of a challenge than finding the package. It's on the 2nd to last tallest tier of the tower. If you find the level with the spotlight, it's just one up from there, as the picture shows you. |MISSION END| Rewards o 100 XP o 4% Historic District freed There's a few others out there. The next one is very similar to the Story Mission, "Anything For Trish". SIDE MISSION - Supply Run ------------------------- Escort the bus carrying medical supplies to the hospital. The EMT will lead you to the bus. At that point, get on and savor in the unlimited energy it provides. The biggest threat in the Story Mode version of this were the rockets and luckily, the First Sons have nobody like that. Doesn't mean you should take it easy though. You'll first encounter some groups near an intersection. Note the explosive barrels nearby. Take full advantage of Precision and Shock Grenades. Avoid using Lightning Storm since it can damage the bus. Eventually you'll be surrounded by an even larger group. Use plenty of Shock Grenades and Precision shots. The next noteworthy attack comes from a Conduit. The trees may make it hard to target him, so wait until you get a clear shot, then fire until the phantom fades. Finish off the Conduit with some quick Precision shots before he regains himself. Lead it just a bit further, past a few more ambushes and it'll stop near the warehouse at the dock. Job done. |MISSION END| Rewards o 100 XP There's plenty of Good and Evil Side Missions. Let's tackle one of those before moving on with the Story. GOOD SIDE MISSION - Fan Club ---------------------------- You want to stay up on the rooftops and protect the people parading below from the First Sons, also on the rooftops. There's a lot of them too. Precision is your best friend here. Snipe them all and go to nearby energy sources for power. Follow the parade (yellow waypoint) and they'll reach the train tracks. More invisible ambushers suddenly appear, including drones. Try to maintain a high perch but close enough so you can see them all. After that, follow them just a little bit past the intersection and the mission should end. |MISSION END| Rewards o 100 XP o Blue Karma o 4% Historic District freed -OR- EVIL SIDE MISSION - Angry Mob ----------------------------- This one can be a little tough, but ultimately not much to worry about. You have to put an end to the protesters smearing your name again. They'll pass by on the street to your right momentarily. It's a very big drop from where you are, so a well placed Thunder Drop can make this extremely easy. First thing's first though. On the two buildings to your right, you'll have a bunch of police shooting at you. Defeat them first with Precision. There might also be a bunch of First Sons in the area. Since the protesters are red blips on your GPS as well, telling them apart from other enemies is a chore. Try to locate the source of stray gunfire and eliminate any enemies before dropping in on them. A good Thunder Drop should wipe out nearly all of them. Finish the rest off quick before you get picked off by any other enemies. Or, if you want, you can drop down and unleash Lightning Storm on the protesters, which is just as, if not more entertaining. |MISSION END| Rewards o 100 XP o Red Karma o 4% Historic District freed On to the next Story Mission. STORY MISSION| Against the World ------------------------------------------------------------------------------- You've got to disable the balloon spreading a airborne version of the mind control drug over the city. It is protected by a shield and a flying UAV plane. Stop the plane first. Head over the waypoint and in Precision, give the plane several zaps until it goes down. The balloon itself is a bigger challenge, but not much. You might notice, all of your attacks do nothing against the shield. Your Lightning Bolts seem to temporarily disrupt a tiny patch, but that won't suffice for anything. The answer lies in your new technique. Fire up Lightning Storm and it should automatically hit the balloon. The blow will cripple the shield (you don't need to hold Lightning Storm so don't waste your energy). With the shield down, wait until the balloon is near some high buildings or ledges. Climb your way up and glide over to the platform. On here, the platform has three gaps. If you stand near the gaps, you can hit Triangle to unlock the couplings holding the platform to the balloon itself. Unlock all three and the balloon floats away. You're not done yet though. There are still more to handle. Now you know what to do though. Head to the next waypoint to find another balloon and UAV plane duo. The second one is in the Warren so you'll have to cross the bridge. Try to stick to the rooftops mostly when you can, because the toxin has everyone on edge. The pedestrians will attack you and throw rocks at you. The police won't hesitate to shoot you even if you're a good guy. Find the balloon right away. Take out the plane and then use Lightning Storm again on the balloon. Make your way to it and disable the couplings just like before. The last two balloons are in--you guessed it--the Neon District. Cross the bridge and hunt them down. Shoot down the planes for both and traverse obstacles and rooftops to land on the platforms and disable the couplings. Just be a little extra careful, as the last two are equipped with turrets. The last one might also have a Reaper Conduit guarding it. No sweat. |MISSION END| Rewards o 500 XP +------------------------+ Chapter 10: Face to Face [if10] +------------------------+ o Hunt for the Ray Sphere o End of the Road o The Truth Time to tackle a few more missions. Near the next blue marker, there should be plenty of Side Missions to do. GOOD SIDE MISSION - Titanic Justice ----------------------------------- A turf war between the First Sons and the Dustmen is brewing. The last time we had a mission like this it was borderline chaotic, but it was also fun. Now Cole is twice as strong. Unfortunately, this one is a lot more boring. Head over to ground zero. The First Sons, apparently cowards, have only sent in one Conduit and several drones. Meanwhile, the Dustmen have sent in two of their Conduit golems. Tear them up with Lightning Storm; use the nearby bus to recharge. Tag the drones with a few bolts, then finish off the Conduits. Easy. |MISSION END| Rewards o 100 XP o Blue Karma o 5% Historic District freed -OR- EVIL SIDE MISSION - Titanic Beatdown ------------------------------------ This is virtually the exact same as the Good Side version of this mission. The difference is this time, you're not alone. Sasha has some Reaper Conduits to escort you there, but believe me, they're as close to useless as it comes. When you get to the battlefield, you'll find First Sons and Dustmen Conduits slugging it out, as well as drones. The drones are the most annoying. You can try Lightning Storm to wipe them out and also do some good damage to the Conduits. There are tons of energy sources sticking up from the ground here at Ground Zero. Other than that, use Lightning Bolts to disable the Dustmen Conduit's arms, and then defeat the First Sons Conduits the same way you have been. All in all, it shouldn't be a tough mission. |MISSION END| Rewards o 100 XP o Red Karma o 5% Historic District freed Head over to the blue marker when you're ready and start up the next mission. STORY MISSION| Hunt for the Ray Sphere ------------------------------------------------------------------------------- John will swing by in the helicopter to pick up Cole. It's got a platform attached to it which has the wonderful gift of electricity. You'll take off and John will start looking for Kessler's jammers. Along the way, a few of the First Sons will attack from a rooftop with rockets. Enter Precision and snipe them all in the head. As you move along, you'll find many more First Sons on the rooftops. Some will attack from multiple directions. A significant amount wield rockets; make them your first targets. Just watch your GPS and look for the red blips. Use Precision all the way. You'll encounter even more rocket wielding enemies near the train tracks. Snipe them and any other surrounding enemies. Their rockets almost never hit the helicopter, but it can happen. If you have the reaction time, you can use Shockwave to deflect them away. Besides Precision, if you are playing as a Hero, you can use the level 2 upgraded Megawatt Hammers and direct them right at the snipers. You'll cross the water and head over to the Warren. More rockets come flying at you. Snipe the First Sons and then shortly after, John will locate the first jammer. It'll be marked on your GPS. Head over there, but watch out for numerous enemies, including drones. The jammer is in an open alley, the same one that you defended one of the substations (which is strangely not present now). My advice is to not drop down in the middle of the area because the various enemies will likely cook your goose. Stick to the rooftops and lure the drones toward you. Hit them with Shockwave to make them easy targets for your bolts. Snipe the various enemies on the rooftops and below with Precision. When it's mostly clear, drop down and secure the area. You'll see (or not) the jammer is camoflauged with stealth technology. Activate Lightning Storm to destroy it. After that, return to the helicopter and get back on the platform. You'll face a few more rocket equipped First Sons on the rooftops. They pose little threat though. John has a nice conversation with Cole and then you reach the second jammer. The red blips show up on GPS all at once. Again, find a rooftop and stick to it for the most part. Snipe the enemies and then deal with the rest below. These ones you can catch off guard with a good Thunder Drop. Just finish them off quick. Find the jammer behind a truck's cab. Watch our for an invisible shotgun wielding Conduit though. If you activate Lightning Storm to destroy the jammer, it might defeat the Conduit too. Get back onto the helicopter's platform. Fight off a few more rocket foes, as well as a few of the First Son's Conduits. Defeat them all and then John finds the last jammer somewhere inside the parking garage where Cole started the game. This coming right after an interesting phone call. Hmm... In the words of Luke Skywalker, "I have a bad feeling about this..." Drop down to the lower levels of the parking garage. You'll find plenty of foes so be careful. The invisible conduits present the greatest immediate threat with their shotguns. Shockwave can help a lot here. There are numerous resources, including lights and cars to restore energy. You can also use Karmic Overload if you have it. Take out the drones as well, and drop further down to clean up the rest. When all the enemies are felled, the last jammer should show up on your GPS. Find it on the third floor. Cast Lightning Storm and it can squeak through to hit the jammer and end the mission. |MISSION END| Rewards o 500 XP We're coming up to the finale. It's time to tie up all loose ends. Let's track down those last few Side Missions. SIDE MISSION - Private Property ------------------------------- Follow the woman a very short distance to an injured guy (was that really necessary?). You'll notice there are a bunch of First Sons laying face first on the floor surrounding him. It might smell like trap, but it actually isn't. You get another choice. -[KARMA MOMENT]- o-----------------------------------------------------------------------------o Take the Blast Shards from the locker, or heal their rightful owner. o-----------------------------------------------------------------------------o <GOOD ACTION> Heal the poor sap and he offers you five Blast Shards from his locker. You get Blue Karma as well. <EVIL ACTION> If you really want some Red Karma, go for the shards. You'll get the Red Karma, but also a bomb explosion to the face. Yes, the locker was booby trapped. No shards. Take out your frustration on the injured guy. |MISSION END| Rewards o 100 XP o Five Blast Shards o Blue or Red Karma Next. SIDE MISSION - Photographer --------------------------- This guy, toward the center-southeast area, wants pictures. This is a really easy mission, as always. First he wants three pics of Cole climbing a nearby building. It'll be marked on your GPS. Start climbing up and he should snap three pictures at certain intervals. After that, glide off the building with Static Thrusters and he'll take the next photo. Back on the ground, activate a Lightning Storm (away from any innocent bystanders of course) and he'll make that the last picture. Done. |MISSION END| Rewards o 100 XP Now head to the southwest area, near ground zero. Around the street near the water, you should run into more First Sons. Defeat them, and one should become a mission marker. SIDE MISSION - Hidden Package ----------------------------- This one is in the parking garage. Judging by the image, you can see it's pretty close. Head to the second highest level of the garage and in the corner near the column, you should find this. |MISSION END| Rewards o 100 XP o Five Blast Shards o 4% Historic District freed Head back to the northwest now for some Good or Evil Side Missions. GOOD SIDE MISSION - Rat's Nest ------------------------------ Get onto the nearby building and approach the air conditioning unit to sabotage it. This floods the streets with First Sons. Drop down on them with Thunder Drop to get things started. Start with Lightning Bolts (some in Precision), and plenty of Shockwaves and Shock Grenades. What can make this mission a little tough is the way the enemies will suddenly appear behind you. Luckily, the police sometimes distract them for you. You also have cars and lightpoles and the like for energy. Just watch your GPS carefully. Crowd control moves work best here, especially Shockwave to keep guys at bay. If any appear in the adjacent alley, you can toss a Shock Grenade down there. Finish off 25 of these guys to end the mission. |MISSION END| RewardS o 100 XP o Blue Karma o 5% Historic District freed -OR- EVIL SIDE MISSION - Death March ------------------------------- Head over to the north side of the park to find the yellow waypoint. The group here consists of three Conduits. Get them marching by zapping one. Speed them up the same way. Near the park entrance, two will grab rocks and try and attack you. That the best you can do? Keep them in line with several Lightning Bolts. They'll give in and get back to marching. When you get them to the playground, they decide they've had it and go all out. One will likely activate its "phantom" form so defeat him first. The others will fling more rocks. They go down too easily. |MISSION END| Rewards o 100 XP o Red Karma There is one more Good or Evil Side Mission left. Let's tackle it now. GOOD SIDE MISSION - Tied Down ----------------------------- You have to capture five First Sons alive. You may have to do a bit of searching around the district to find some, but this shouldn't be too hard. Just knock them down at least once and you can put Arc Restraint on them to hold them down. Beware larger groups on the street. You might have an easier time going after guys on the rooftops, but you only need five so this shouldn't be hard. |MISSION END| Rewards o 100 XP o Blue Karma o 4% Historic District freed -OR- EVIL SIDE MISSION - Rampage --------------------------- With some Reaper Conduits at your side, take to the town and start blowing stuff up to draw out the First Sons. Attack people, blow up cars, etc to raise the Rampage Level. Lightning Storm is efficient, as are your other explosive moves. Recharge when necessary and just stir up some chaos (it should be fun), until they show up. All that ruckus just to lure out some drones? Really? Well, it should be pathetically easy to defeat these things. Zap them a few times or use Shockwave first to make it easier. |MISSION END| Rewards o 100 XP o Red Karma o 4% Historic District freed By now, one more should have hopefully opened in the southeast again. Head back down there. SIDE MISSION - Drug Runners --------------------------- Find the First Sons who ran off with the EMT's supplies and get them back. They will show up as the red circles with the red outlines. Just go around the nearby corner and they'll scatter in different directions. Chase them down and stop them in their tracks one by one. Defeat them, and pick up the supplies. The only surprises here are a few occasional enemies helping them out such as a Conduit Phantom and two shotgun Conduits helping another one. When you've got all three supply packs, return them to the EMT. |MISSION END| Rewards o 100 XP o 4% Historic District freed You'll notice that the only territory not cleared is the area around ground zero. Well, there's no Hidden Package missions there, so just ignore it. It's time to continue with the story, so don't worry about it just yet. First thing to do is power up. You should have a wealth of XP points once again and you can use them hopefully to obtain the last abilities you need. If you didn't get the Lightning Bolt Upgrade 3, that would be a good investment. Also with 15 Good or Evil Side Missions, you can upgrade Overload Burst or Arc Lightning. o----UPGRADES----------------------------------------------------------------o | | |Overload Burst Upgrade 3 | |-Cost: 15 Good Side Missions | |-Effect: Increases damage and reduces charging time | | | |Arc Lightning Upgrade 3 | |-Cost: 15 Evil Side Missions | |-Effect: Weakened enemied trigger an electric explosion at their position | |before dying | | | |Shock Grenade Upgrade 3 | |-Cost: 5500 XP | |-Good Effect: Increases damage and weakened enemies are automatically | |restrained | |-Evil Effect: Grenadelets - Cluster of seven Shock Grenades that separate on| |impact. Causes splash damage. | | | |Megawatt Hammer Upgrade 3 | |-Cost: 5300 XP | |-Good Effect: Increases blast radius of rocket | |-Evil Effect: Mini-Rockets - Adds six smaller rockets that attach to their | |targets before exploding | | | |Polarity Wall Upgrade 2 | |-Cost: 3000 XP | |-Effect: Increases the size of the wall | | | o----------------------------------------------------------------------------o Obtain all the upgrades for all the powers that have a Good or Evil side and you get the "True Hero" or "Evil to the Core" Trophy. With that done, make your way to the Warren and start up the mission. STORY MISSION| End of the Road ------------------------------------------------------------------------------- John wants to help Cole get to the Ray Sphere, but Kessler's AA guns will obliterate his chopper. Make your way over to the blue waypoints to find the guns. They'll each be protected by some First Sons. Each of them are guarded by First Sons and drones. You might want to consider taking out the drones first. I personally find their grenades annoying. Shockwave makes them easy targets. Use Precision and more Shockwaves on the various enemies that will surround you on the rooftops. Polarity Wall can help you as well as you search for energy or come charging in close to engage enemies. To destroy the guns themselves, use Lightning Storm. Head off to the other waypoints and repeat the process. Always take out the surrounding enemies because they'll be gunning for you. Keep energy high and make the most out of your abilities. Once all three are down, John makes his attack, but the First Sons take the Ray Sphere and load it on a truck. John tries to follow them and tells Cole to follow him. Do so and follow John's helicopter (blue waypoint). The grind cables make a straightforward line to the tracks. From there, keep going across buildings and cables until one takes you to the bridge. The grind cables should run across the bridge into the Historic District. Keep following John through the district until he stops near a long dock. Drop down here for a quick scene. Hurry down this dock until you find some mines. Destroy them, then move forward. Just around that corner, a bunch of gas grenades fall near you. Just make your way through and soon enough, you'll find some of the First Sons. Take them on and use the objects around you as cover. Use Lightning Bolt and Shock Grenades. You can also use Lightning Storm, especially since there's a turret to the right. In the next area, take caution. You'll have a turret, plus several drones and other First Sons. Try tossing a plethora of Shock Grenades down there to knock some of the potential turret gunners out, and maybe destroy a few of the drones. Follow up with quick Lightning Bolts and the like to finish them. There are generators and other objects nearby to restore your energy. Make your way around the next corner where another ambush of First Sons and drones awaits. Quickly toss a bunch more Shock Grenades at them, then use Shockwave to stun the drones and finish them up. Lightning Storm will also work well on the whole cluster. Move forward after that and approach the platform where the Ray Sphere is. Climb up there and be prepared for a choice that will rock the world. -[KARMA MOMENT]- o-----------------------------------------------------------------------------o Activate the Ray Sphere or destroy the Ray Sphere. o-----------------------------------------------------------------------------o <GOOD ACTION> Putting an end to the source of all this suffering is too important. Choose to destroy the Ray Sphere for Blue Karma. Watch the scene that unfolds. Doing so will put you in line for the Good sided ending. <EVIL ACTION> Is greed for power more important? Choose to activate the Ray Sphere again and watch the scene. You'll get Red Karma, but also something much more.... Doing so will bring you a significant increase in power and experience. You will get four new battery cores on your energy bar, and all of your powers will be boosted slightly. Now they will be a red and black "blood" electricity. Moves like Shock Grenades and Megawatt Hammers will add extra attacks. Finally, your rank will be locked as Infamous for the remainder of the game and it can't be changed. It's important to note, that if you've been playing the game as a Hero up to this point, and choose the Evil Action to activate the Ray Sphere, your karma will plummet all the way down to Infamous rank, and yes, it will be locked. So if you want to stay a Hero and keep the Good sided ending, do not pick this. Activating the Ray Sphere eventually gets you the Evil sided ending. |MISSION END| Rewards o 500 XP o Blue or Red Karma o "Good Sphere" or "Evil Sphere" Trophies Kesller calls and then the last mission marker appears. It's time to put up or shut up. Make sure you've tied up all loose ends and done everything you wanted to. If you still need powers, hunt for some XP and upgrade. When you're ready, head to ground zero for the finale. STORY MISSION| The Truth ------------------------------------------------------------------------------- It ends where it began. Watch the scene and then get ready. []=====BATTLE WITH KESSLER===================================================[] | | |Kessler, as you might expect, is no pushover. He has a wide array of attacks | |and they all sting quite a bit. He tosses three orange energy mines at you, | |dodge these easily by rolling out of the way. Keep an eye out for them though| |as the fight goes on, because they'll explode when you get near. He'll also | |get close and whip a quick shockwave at you. This is hard to anticipate | |because he disappears and then reappears so fast in front of you. He has an | |even bigger shockwave or earthquake attack. It has a really large range but | |if you jump into the air and use Static Thrusters, you can avoid it. Finally,| |Kessler also casts a powerful bolt straight at you from his hands. | | | |At the start, gauge how fast he attacks and all that. You'll be dodging a lot| |in this fight. Especially try to learn to dodge his super shockwave attack. | |You want to hit him with Lightning Bolt since that is really the most | |reliable move here. You'll have opportunities here and there, and you can use| |Precision to make things a bit easier. Energy sources are all around you so | |go to them especially when you get hit. | | | |If you're playing as Infamous, you should make your primary attack Arc | |Lightning. It doesn't use up a lot of energy and although it is a little slow| |in lowering his health, it will lock onto him very easily so accuracy is not | |an issue. Arc Lightning is a great choice for evil-doers. | | | |Kessler will often fire several bolts at you one after another. You have a | |slight window right before the attack and right after to get some of your own| |Lightning Bolts in. Just don't forget to dodge. Alternatively, you can use | |Polarity Wall and that will usually protect you from his bolt attacks. It | |not restore energy for you though, sadly. After three or four of these | |attacks, Kessler gets tired and kneels. Don't run up and melee him, because | |that, amazingly, does not work. Instead, hit him with a constant barrage of | |Lightning Bolts or zap him with Arc Lightning. | | | |Knock his health down low enough, and you'll enter a QTE. This one is not | |winnable, but try anyway. You get some timely intervention, and then the | |fight resumes. Keep up the tactics, but watch our for Kessler's phantoms. | |Just zap them all away. He'll unleash more of those earthquakes. Just retreat| |and then jump and glide over them. Keep up your own attack, especially when | |he leaves himself open during certain moves. Dodge his bolts and strike back,| |and let him have it when he gets tired. | | | |Kessler will somehow create some drones. Use Shockwave to stun them, then | |give them a few quick Lightning Bolts. If you're playing Evil, level 3 Arc | |Lightning will get them all at once if you're quick enough. Otherwise, dodge | |Kessler's attacks until you are ready to focus on him again. He'll use the | |same attacks, including more of those phantoms again possibly. Just be | |patient and be cool. His bolt attacks re still a prime opportunity to strike.| | | |Deplete his health and that begins a final QTE. Mash X and aim for his head | |to finish the fight. | []===========================================================================[] (thanks to Scarface83 and NeoSilverDagger for the Polarity Wall tip) After this, you get a scene, and boy is it something else. You learn the truth behind Kessler and about what happened. Wow, didn't see the coming, did you? What a mindjob. |MISSION END| Rewards o 500 XP o "Good Finish" or "Evil Finish" Trophies You also free all of the ground zero territory, which, if you've freed all of the other territory in the Historic District, gets you the "Urban Designer" Trophy too. Congratulations, you've beaten inFamous! From here on, you can freeroam to collect Blast Shards, do any remaining Side Missions you missed, collect Dead Drops, and get Trophies. Or you can start all over, on the opposite Karmic side! =============================================================================== EXTRAS =============================================================================== Section / \ [exra] 4 / \ ______/ \______ Dead Drops [exdd] ---------- I'll briefly list the locations of the Dead Drops in each district. They are easy to find, even without my help, since you can use your radar (L3) to point you in the right direction. Still, I promised to add this and I have. Since describing the locations in this concrete jungle called Empire City is really tough with a lot of distinguishable landmarks, I will narrow the search down by doing the following: 1) Telling you what corner of the city is via the compass directions. Ex: It's in the northwest part of the Neon. It's in the south part of the Warren. Etc. 2) Describing what "section" it's in. If you look at your map, you can see that each district of Empire City appears to have small "sections" where the big roads divide it up. That's what I mean by section. 3) What part of the individual section: the northwest part of the section, the southeast part. This does not mean the northwest part of the map. It just means in that particular section. =================== NEON DISTRICT DROPS =================== - Dead Drops 1-3 - These are automatically obtained in the "Mysterious Signals" story mission. So, no problem really... - Dead Drop 4 - This is on the near top of a building just slightly north of the center of the Neon District, the exact center. Go just a bit north into the diamond-shaped section (according to your map) which is also just northeast of the park. The building is at the very north part of this "mini-section". For further help, the building is also where you'll have a "Counter-Surveillance" side mission. - Dead Drop 5 - In the southeast section, sort of near the water. The building you want is the section of the city that is just slightly northeast of the bridge. The building itself is in the northeast part of the section itself. It's a building with a big L-shaped green sign. - Dead Drop 6 - In the large section just to the right of the park section of the Neon. In that section, the building is toward the southwest. It's easy to find because the rooftop is right near the large globe monument thing with the large "wings" coming out of it. It's very close to where you have the "Mind Games" Story Mission. - Dead Drop 7 - On the north side of the Neon, where it almost touches the Historic District, there are two sections divided by a street. This dead drop is in the left of those two, on a building overlooking the water. - Dead Drop 8 - This is in the northwest part of the Neon. If you look on your map, it's right below where the bridge from the Warren is. The rooftop is right across from there with this drop. - Dead Drop 9 - Very close to the previous one, but just more to the southeast. It's across the street from the top part of the park. The rooftop itself overlooks the large spinnings astral monument. - Dead Drop 10 - The southeast corner of the Neon. There is a building that overlooks the water here. It's the same place you get a "Sattelite Uplinks" mission from Moya. There is a bridge-like structure going from it across the street to another building. The drop is not on the roof, but on a lower platform. - Dead Drop 11 - This one is at the southern part of the Neon. It's in a small diamond-shaped district that is not quite on the edge of the water, but is instead bordered on two sides by the train tracks and is divided by one street from the park. The rooftop is one with a billboard, right near the tracks on the east side of this diamond-shaped section. - Dead Drop 12 - If you look at your map and look at the southwestern part of the Neon District, you will see two long and skinny dock platforms side by side. A little further northwest is a shorter and fatter one. There is a large warehouse building on this platform, and on the roof of it is this Dead Drop. - Dead Drop 13 - The final one of the Neon can be found in the northwestern part of the island. It's in the diamond-shaped section just adjacent to where the tunnel to the Warren is. The rooftop with the drop is to the north. ================= WARREN DEAD DROPS ================= - Dead Drop 1 - The very southern tip of the Warren. There is a warehouse on the water. On the roof is a TV, some chairs, and oh yeah, the drop. - Dead Drop 2 - On the south part of the Warren. This is the small section that is bordering on the river/canal and also the railroad tracks to the left of it. The drop is in the northwest part of this section, on a rooftop with a lot of other satellite dishes. - Dead Drop 3 - The southwest part of the Warren has the two long dock platforms with the giant red cranes on them. Well if you look at your map, this Dead Drop is on the one to the right and it's on top of the first crane. - Dead Drop 4 - In the northeast part of the Warren, that section with the circular plaza that divides into three roads. It's on a rooftop just southeast of that circle. - Dead Drop 5 - This is in the northern half of the Warren, the west section that is just on the edge of the river/canal that separates the norths half from the south half. The rooftop is on the south side of this section. The drop is under a little canopy. - Dead Drop 6 - This is in the north part of the Warren, but not quite the top north. It's in that junkyard/swamp that's right near the train tracks and the tunnel. It's hard to navigate this area, but the drop is at the top of the far building. If you do the nearby "Hidden Package" Side Mission, you'll end up being very close to where the drop is when you collect the package itself. - Dead Drop 7 - It's in the southwest part of the Warren, in the "shipyard", which in case you didn't know, is that area with the maze of cargo containers where Cole has to rescue Zeke. It's at the very top at the northwest corner. You'll have to get to the point where you can climb on the top of the containers first. - Dead Drop 8 - The northeast part of the Warren. Not the peninsula-like tip, but the northeast part that has a long dock strip jutting out into the water, near the tracks. In the northwest part of this section, there is a small house in between two taller apartment buildings. The drop is on the small house. - Dead Drop 9 - On the very top of the prison complex that is located in the southwestern part of the Warren island. Climbing the prison is annoying, but you have to do it for some missions. Use your radar to locate this dish at the very top. - Dead Drop 10 - Also on the prison building at the southwest part of the Warren. This one is on a small ledge on the southeastern side of the prison complex. Use your radar if you have trouble locating it, it's on a very narrow ledge. - Dead Drop 11 - In the northern part of the Warren, at the tip of the peninsula, there is an apartment building right near the water. On top is where you'll find this drop. - Dead Drop 12 - This is also in the very northern part of the Warren, on the peninsula. There are two small sections in the peninsula. One is the really small one near the water and the bridge. The other, the diamond shaped section just below it is where this drop is. It's on a building right in the middle of the section. - Dead Drop 13 - Also at the northern part of the Warren. This is as far north as you can go without getting onto the peninsula. It's that third section just below the previous one. The drop is located right at the base of a single smokestack near the center of the section. - Dead Drop 14 - You can find this drop to the very northwest part of the Warren, right near the peninsula but more to the west. There is a dock with a very distinctive looking building on it. Well across the street from there is another building and that is where the drop can be found. ======================= HISTORIC DISTRICT DROPS ======================= - Dead Drop 1 - On the west side of the Historic District. There is a small triangular section on the edge of the water. It's at the top part of this "triangle" section, on a tall building. It's the same building you'll find one of the seven medical supply boxes in the Side Mission, " - Dead Drop 2 - The southeastern corner of the Historic District. This is near the very tip on the water. The drop is on a rooftop near apartment buildings. It's also very close to where the third substation is in the Story Mission "Vengeance". - Dead Drop 3 - This is in the Ground Zero section of the Historic District, which is that large section in the south. The drop itself is on that tall destroyed building. Climbing it is very annoying at times. Luckily, the drop is not very high up, just a few stories, on the level of the building that is totally messed up and ruined. - Dead Drop 4 - Also in the Ground Zero section in the southern part of the district. This is near the previously mentioned collapsing building. It's on a rooftop just north of there. - Dead Drop 5 - This is right near where the bridge from the Warren enters the Historic District. There is a building that is just across from the outlet of the bridge where you can find this drop. - Trophies [exth] -------- Here is the Trophy List for inFamous. They are listed first in order from Bronze up to Platinum. After that, they're in the order as they appear on the Trophy List on the XMB. And also, please note that this section contains SPOILERS! You can read these Trophies on your XMB, but some of them are kept secret even there. They are NOT here, so read at your own risk! Bronze ------ Trophy: Just Scratched the Surface Unlocked: Collect all Dead Drops in the Neon District. Trophy: Further Down the Rabbit Hole Unlocked: Collect all Dead Drops in the Warren. Trophy: You're so Sly Unlocked: Collect all Dead Drops in the Historic District. Trophy: Junior Geologist Unlocked: Find 25% of the Shards. Trophy: Member of the Mineral Club Unlocked: Find 50% of the Shards. Trophy: Rockhound Unlocked: Find 100% of the Shards. Trophy: Frequent Flyer Unlocked: Travel 5 kilometers using Static Thrusters. Trophy: Hotfoot Unlocked: Travel 25 kilometers while riding the rails. Trophy: Electric Hobo Unlocked: Ride the train for 2 kilometers. Trophy: Casey Jones Unlocked: Take down 25 enemies while riding on a moving train. Trophy: Road Kill Unlocked: Take down 25 enemies while riding on the roof of a moving vehicle. Trophy: Drop Everything Unlocked: Thunder Drop for a total distance of at least 500 meters. Trophy: AC/DC Unlocked: Drain 750 megawatts of power from Empire City. Trophy: Get Off My Cloud Unlocked: Get 100 High Fall take downs. Trophy: Red Baron Unlocked: Take down 100 enemies while they are airborne. Trophy: Fish in a Barrel Unlocked: Kill 50 enemies by using water. Trophy: True Potential Unlocked: Purchase every upgrade for a single power. Trophy: Oh, You've Done This Before Unlocked: Take down 50 enemies by sticking them with a grenade. Trophy: The Hunger Unlocked: Bio Leech 100 enemies. Trophy: Doctor Cole Unlocked: Heal 250 pedestrians. Trophy: Good Eats Unlocked: Good guys feed the needy. Trophy: Evil Eats Unlocked: Bad guys never share their food. Trophy: Good Riot Unlocked: Good guys stand up and take the heat. Trophy: Evil Riot Unlocked: Bad guys love starting riots. Trophy: Good Train Unlocked: Good guys proactively facilitate transportation solutions. Trophy: Evil Train Unlocked: Bad guys make it clear who the boss is. Trophy: Good Exposure Unlocked: Good guys are heroes to others. Trophy: Evil Exposure Unlocked: Bad guys love to be seen. Trophy: Good Sphere Unlocked: Good guys put a stop to the madness. Trophy: Evil Sphere Unlocked: Bad guys always want more power. Trophy: Good Intentions Unlocked: Good guys work for the greater good. Trophy: Evil Intentions Unlocked: Bad guys can't say goodbye. Trophy: Back With Trish (secret) Unlocked: Reconciled with Trish. Trophy: Confirmed Bachelor (secret) Unlocked: Trish Hates You. Trophy: Taking Out The Trash (secret) Unlocked: Defeat Alden. Trophy: Stunt Man Unlocked: Complete any one stunt from the stunt list. Trophy: Stunt Coordinator Unlocked: Complete 10 of the stunts on the stunt list. Silver ------ Trophy: Good Finish Unlocked: Beat the game as a Hero. Trophy: Evil Finish Unlocked: Beat the game while Infamous. Trophy: Community Organizer Unlocked: Take over all territory in the Neon District. Trophy: Civic Leader Unlocked: Take over all territory in the Warren. Trophy: Urban Designer Unlocked: Take over all territory in the Historic District. Trophy: Evil to the Core Unlocked: Purchase every negative Karma upgrade for each power. Trophy: True Hero Unlocked: Purchase every positive Karma upgrade for each power. Trophy: Goody Two Shoes Unlocked: Reach full positive Karma. Trophy: Truly Infamous Unlocked: Reach full negative Karma. Trophy: Clean Up Your Act (secret) Unlocked: Defeat Sasha. Trophy: Stunt Master Unlocked: Complete all of the stunts on the stunt list. Gold ---- Trophy: Hard Finish Unlocked: Finish story mode on Hard, without changing the difficulty setting. Platinum -------- Trophy: inFamous Platinum Trophy Unlocked: Collect all other inFamous trophies. Now here are some in-depth tips to help you more specifically with some of these. The rest should be easy enough to obtain on your own. x-Casey Jones-x --------------- This one is actually pretty simple. 25 kills while riding the top of a moving train. You can easily get many of these kills by doing the Story Mission, "The Rescue" and the "El Train" Side Missions. To make it even easier, you can do one of these missions, then die on purpose or abandon the mission and do it again. The kills will still accumulate and you'll get this a lot easier. x-Road Kill-x ------------- Another easy one. The requirement is getting 25 take downs while on the top of a moving car. Well, buses count, and it just so happens there is the Story Mission "Anything For Trish" and the Side Mission "Supply Run". Both of these are totally applicable for the count. You can even do it on the "Terror Bus" Side Missions, but that is a tiny bit tougher. x-Red Baron-x ------------- 100 airborne take downs. Seems like a lot, but you'll probably get at least close to half through the game without much effort at all. If you want to expedite the process though, pay careful attention to your Good sided Shockwave upgrade. For Good guys, the first Shockwave upgrade makes foes float slowly through the air. This really makes airborne take downs easy as pie. This is still doable for no-gooders though so don't worry. I'll also be adding a section most likely some time in the near (hopefully) future dedicated to stunts, so stay tuned! =============================================================================== Miscellaneous =============================================================================== Section / \ [misl] 5 / \ ______/ \______ Here are the those last few sections that make up the guide. The FAQ, special information for e-mailing, and so on. You'll find that "boring" stuff here. Frequently Asked Questions [afak] -------------------------- 1) Does XP stack even if you die or abandon a mission? A) Yes. This is a way of gaining extra XP in the game. 2) How come my Karma won't go any higher? A) There are set intervals in your karma meter that can't be passed (Good or Evil) until you reach a certain point in the story. Progress further and you can raise it more. 3) Can you ever find the Voice of Survival in person? A) Doesn't seem like it, no. 4) I got hit by the tar and my energy bar is blotted out. How do I fix this? A) Over time, the blocked sections will fade. You'll take some tar in the Story Mission "Nemesis Revealed" if you go the Good Route, and you can get rid of it by heading to Zeke's roof immediately. 5) What is the best way to farm XP? A) Doing missions over and over by abandoning or dying intentionally. You will retain gained XP and can keep repeating it for more. This is good since there are a limited number of missions. Some missions are better for this than others obviously. 6) I have all the territory in the Historic District except the area where the explosion happened. How do I get this last area? A) Beat the game and you will get it automatically at the end. 7) A Good Side Mission is missing from my map! Where did it go? Is it gone forever? A) It shouldn't be gone forever. Sometimes, the Good Side Missions are given out by cops, and they'll chase any nearby badguys. Defeat nearby enemies and if necessary, give it time and play a few story missions. The marker should return eventually. 8) I have a territory left that doesn't have a mission marker at all! A) It's probably a "Hidden Package" mission. Go into that area and see if any enemies show up and attack you. Defeat them and one of them should turn into a mission marker. Contact Info ------------ If you need to get in touch with me, I have my e-mail address listed below. You can ask questions about the game, or you can offer tips and strategies. I just have a few rules for submissions. First off, I prefer any e-mails about this game to have a clear subject header, like "Infamous Walkthrough" or "Infamous Guide" or whatever. Second, I prefer comprehensive and well written strategies. If English is not your first language, that is absolutely fine so do not worry. I like tips to be easy to read and understandable, with efficient attention to detail. I do not accept tips that point out the obvious. Instead, something that is very enlightening and helpful is preferred. You are also free to e-mail me about very little things, like mistakes in wording, typos, etc. Just don't be mean about it, ok? I'm human; I make mistakes! Finally, the last rule, and this is really important. If you do have a strategy to submit, please, please, please give me a screen name or alias you go by. Never leave me just your real name and e-mail because I do not disclose such information in my guides. If you fail to do so, I will try and get back to you and ask you for a screen name. If you do not reply to that e-mail and give me one though, your tip will not be used. That's just the way it is. I do not credit for small things (typos, fixes, etc). E-Mail: firstname.lastname@example.com Credits/Special Thanks ---------------------- Well, I'm not sure where to start but here goes. -GameFAQs as always. 'Nuff said. -http://www.patorjk.com/software/taag/ for a little bit of ASCII assistance -Whoever it is that was in charge of releasing the demo for this game. That was what finally got me off the fence for picking up inFamous. That's all I can think of for now. Legal Lingo ----------- Yeah, here it is, the most boring part of the guide. Basically, this guide is solely my own creation. Do not steal it and pass it off as your own. Do not post it on your site without permission. If granted permission, do not alter any information without permission. If you want to host this guide, e-mail me for permission and include the url of the website if possible, unless you have already been preapproved by me. The following sites currently have permission to host this guide: www.gamefaqs.com www.supercheats.com www.gamesradar.com www.cheatplanet.com www.cheatcc.com www.neoseeker.com And that's all there is. I hope you found this guide... electrifying! Ok, that one was bad... Heh. Good night folks!
View in: