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Upgrades

Prototype Walkthrough and Guide

by Michael Monette  

 
Back to Prototype Guide Index More for this game: PS 3 | Xbox 360 | PC
 
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Prototype Guide

Upgrades

Powers – Blade Power

Blade Power
Cost: N/A
Acquired: At the end of Biological Imperative.
Description: 'The Blade is a powerful and deadly cutting and thrusting weapon; perfect for slicing and swiping through even the toughest armoured vehicles or infected hides. This attack power allows access to the most powerful strikes available.'
Notes: As far as powers go, the Blade Power offers the highest damage output.

Blade Air Slice
Cost: 1000000 EP
Acquirable: After Children of Blacklight.
Description: 'Slice and dice from the air. Cleave your enemy in half with this drop-down cutting attack.'
Perform: [In Air] to Y/Triangle with Blade Power equipped.

Blade Frenzy
Cost: 700000 EP
Acquirable: After Children of Blacklight.
Description: 'Unleash a series of slashing attacks from a standing start.'
Perform: Y/Triangle with Blade Power equipped.

Blade Sprint Frenzy
Cost: 1200000 EP
Acquirable: After Shock and Awe.
Description: 'Slice your foes with a lunging blade sweep out of a sprint.'
Perform: Hold RT Left Thumbstick to Y; Hold R2 Left Analog Stick to Triangle with Blade Power equipped.

Powers – Claws Power

Claws Power
Cost: N/A
Acquired: During Behind the Glass.
Description: 'Transform your hands into deadly edged weapons: slice and dice for up-close crowd control."

Groundspike (Core)
Cost: 50000 EP
Acquirable: After Behind the Glass.
Description: 'Shift your mass into a deadly spike that erupts beneath your enemies. Combine with targeting for pinpoint strike precision.'
Perform: Y/Triangle while Claws Power is equipped.
Notes: Effective against enemy armor.

Groundspike Upgrade 1
Cost: 80000 EP
Acquirable: After A New Order.
Prerequisite: Groundspike
Description: 'Improved damage and area effect of the Groundspike.'

Groundspike Upgrade Max
Cost: 80000 EP
Acquirable: After Biological Imperative.
Prerequisite: Groundspike
Description: 'Maximum damage and area effect of the Groundspike.'

Dashing Slice
Cost: 65000 EP
Acquirable: After A New Order.
Perform: Y/Triangle with Claw Power equipped.
Description: Combo that is quite effective against human enemies.
Notes: Best used to destroy APCs and Tanks.

Powers – Defensive Powers

Shield Power
Cost: 10000 EP
Acquirable: After Past and Present.
Description: 'This shield will absorb damage on impact, preserving your health completely – until it breaks. Once broken, the shield must regenerate before it will once again repel damage.'
Notes: Sprint with Shield Power equipped to knock aside civilians and block some projectiles.

Armor Power
Cost: N/A
Acquired: At the end of Biological Imperative.
Description: 'Armor increases damage resistance overall, at the cost of movement abilities such as Glide or Diveroll. Alex doesn't clear obstacles when armored; instead he will shoulder a path through vehicles and minor enemies.'

Powers – Hammerfist Power

Hammerfist Power
Cost: 48000 EP
Acquirable: After Behind the Glass.
Description: 'Trade speed for power — shift biomass to your forearms to allow deadly area-effect attacks, crush guarding enemies and shatter armoured vehicles.'

Hammerfist Smackdown
Cost: 48000 EP
Prerequisite: Hammerfist Power
Acquirable: After Behind the Glass.
Description: 'Blast enemies out of your path with this powerful combo. It is slow, but powerful — especially against enemy armor. Be wary of using against faster opponents.'
Perform: Y/Triangle with Hammerfist Power equipped.

Hammerfist Elbow Slam
Cost: 675000 EP
Prerequisite: Hammerfist Power
Acquirable: After Biological Imperative.
Description: 'Jump up, drop down. Deadly against armor. Add extra height to increase your damage and area of effect. With the right conditions, you can crack an enemy tank with a single blow.'
Perform: Y/Triangle with Hammerfist Power equipped.
Notes: Damage output is dependent on how far you travel before landing. In terms of busting tanks, Air Blade Slice is superior.

Hammertoss
Cost: 900000 EP
Acquirable: After Making the Future.
Description: 'Sprint into a self-throw; put all your weight into a single, concentrated attack. The Hammertoss is dangerous when you miss – and deadly when you hit.'
Perform: Hold RT Left Thumbstick to Y; Hold R2 Left Analog Stick to Y with Hammerfist Power equipped.

Powers – Whipfist Power

Whipfist Power
Cost: 55000 EP
Acquirable: After A New Order.
Description: 'A thin, flexible blade-edged arm that can be used to attack at extreme range, or whip through entire crowds of enemies.'

Street Sweeper
Cost: 57500 EP
Acquirable: After A New Order.
Prerequisite: Whipfist Power
Description: 'Dismember all nearby enemies with a wide seeping crack of Whipfist.'
Perform: Press X/Square to Y/Triangle with Whipfist Power equipped.
Notes: Hold Y/Triangle to charge, which will increase damage and coverage.

Longshot Grab
Cost: 250000 EP
Acquirable: After Biological Imperative
Prerequisite: Longshot Grab
Description: 'If there is an enemy at long range, use Longshot Grab to reel them in. Combine it with Sky Jacking and zip your way up to a helicopter.'
Perform: B/Circle with Whipfist Power equipped.
Notes: Hold B/Circle to charge, improving range.

Powers – Musclemass Power

Musclemass Power
Cost: 80000 EP
Acquirable: After A New Order.
Description: 'Increases strength twofold. Throws go further and all strike attacks carry more damage.'

Musclemass Boost
Cost: 1000000 EP
Acquirable: After Children of Blacklight.
Prerequisite: Musclemass Power
Description: 'Greatly increase the damage of your Muslemass attacks, hitting for yet more increased damage with basic hand to hand attacks.'

Musclemass Throw
Cost: 250000 EP
Acquirable: After A New Order.
Description: 'Greatly increases the range and damage of your Musclemass throws.'

Powers – Sensory Power

Thermal Vision Power
Cost: 30000 EP
Acquirable: After Behind the Glass.
Description: Lets you see through obscuring smoke and other thin obstacles at the expense of a limited visual range.
Notes: Not the most useful upgrade, at least not until later on.

Infected Vision Power
Cost: N/A
Acquirable: During The First Monster.
Description: 'See the world as the Infected see it; tune into the Hive Mind itself with Infected Vision. Use this to spot enemies at range, and pick out hostile characters from simple bystanders.'

Movement – Air Upgrades

Airdash (Core)
Cost: 2500 EP
Acquirable: Past and Present.
Description: 'While jumping, redirect with the Airdash. Airdash can be used to avoid projectiles, get extra distance in a jump, or charge your trajectory in mid-flight.'
Perform: [In Air] press RT (X360), [In Air] press R2 (PS3)

Glide (Core)
Cost: 15000 EP
Acquirable: Past and Present.
Prerequisite: Airdash
Description: 'Glide is a vital ability to increase your movement options. Perfect for covering a lot of real estate in short order, or dropping into bases without attracting attention.'
Perform: [In Air] hold RT and press A, [In Air] hold R2 and press X (PS3)
Notes: An essential ability. Glide, when coupled with a fully-upgraded Airdash, makes moving around the city a breeze.

Airdash Boost
Cost: 20000 EP
Acquirable: After Past and Present.
Prerequisite: Airdash
Description: 'Increase the speed and distance of your Airdash with this upgrade.'

Airdash Double
Cost: 48000 EP
Acquirable: After Behind the Glass.
Prerequisite: Airdash
Description: 'Add a second Airdash for each and every jump.'
Perform: [In Air] RT/R2, RT/R2.

Airdash Double Boost
Cost: 80000 EP
Acquirable: After A New Order
Prerequisite: Airdash Double
Description: 'Increase the distance of the Airdash Double with this upgrade. Dash further and faster with each Airdash!'

Airdash Recovery (Core)
Cost: 30000 EP
Acquirable: After Behind the Glass.
Prerequisite: Airdash
Description: 'Launched by an explosion or attack? Use the Air Recovery two twist out early'
Perform: [Launched by Enemy Attack] A/X.
Notes: Essential later on, so buy early.

Movement – Sprint Upgrades

Diveroll (Core)
Cost: 100 EP
Acquirable: After Past and Present.
Description: 'Use Diveroll to avoid projectiles and attacks.'
Perform: [Directional] Left Thumbstick/Analog Stick and press RT/R2

Sprint Speed 1 (Core)
Cost: 10000 EP
Acquirable: After Past and Present.
Description: 'Boost your joints and streamline your body structure to Sprint faster than ever before.'

Sprint Speed 2
Cost: 45000 EP
Acquirable: After Behind the Glass.
Prerequisite: Sprint Speed 1
Description: 'Sprint faster than ever before. A vital evolutionary edge.'

Sprint Speed Max
Cost: 100000 EP
Acquirable: After Confessions.
Prerequisite: Sprint Speed 2
Description: 'Increase sprinting capability even more. An important upgrade.'

Movement – Jump Upgrades

Jump Upgrade 1
Cost: 10000 EP
Acquirable: After Past and Present.
Description: 'Jump further and faster.'

Jump Upgrade 2
Cost: 30000 EP
Acquirable: After Behind the Glass.
Prerequisite: Jump Upgrade 1
Description: Jump even further and faster.

Jump Upgrade 3
Cost: 100000 EP
Acquirable: After A New Order.
Prerequisite: Jump Upgrade 2
Description: Jump even further and faster.

Jump Upgrade Max
Cost: 135000 EP
Acquirable: After Confessions.
Prerequisite: Jump Upgrade 3
Description: 'Max your jump capabilities. This upgrade is vital for high-speed, long-distance movement.'

Wall Jump Latch
Cost: 32500 EP
Acquirable: After A New Order.
Description: 'Chain quick wall jumps together with the Wall Jump Latch upgrade. Useful for quick redirects and enhances overall movement control.'
Perform: [Against Wall] A/X.

Survivability – Critical Mass Upgrades

Critical Mass Ability (Core)
Cost: 15000 EP
Acquirable: After Past and Present.
Description: 'Go beyond the constraints of maximum health, and enter Critical Mass mode for increased attack damage, and the ability to deploy Devastator attacks.'
Perform: Reach maximum health and gain additional health.
Notes: A very important upgrade, as it serves to both extend Alex's health bar and unlock the powerful Devastator abilities. The different Devastators must be purchased individually, however.

Adrenaline Surge
Cost: 20000 EP
Acquirable: After Past and Present.
Prerequisite: Critical Mass Ability
Description: 'Gain a moment of invulnerability and access to a free Devastator attack when your health is low.'

Critical Mass Boost 1
Cost: 80000 EP
Acquirable: After A New Order.
Prerequisite: Critical Mass Ability
Description: 'Critical Mass capacity increase. Go further into the zone, allowing for a maximum of two Devastator attacks.'

Critical Mass Boost Max
Cost: 400000 EP
Acquirable: After Biological Imperative.
Prerequisite: Critical Mass Boost 1
Description: 'Critical Mass maximum. When health is maxed, this allows for up to three Devastator attacks.'

Survivability – Health Upgrade

Health Boost 1
Cost: 36000 EP
Acquirable: After Past and Present.
Acquirable: After Behind the Glass.
Description: Increases health bar, allowing you to absorb more damage.

Health Boost 2
Cost: 130000 EP
Acquirable: After A New Order.
Prerequisite: Health Boost 1
Description: 'Further increased Health, increasing your ability to absorb damage from enemy attacks.'

Health Boost Max
Cost: 550000 EP
Acquirable: After Biological Imperative.
Prerequisite: Health Boost Max
Description: 'Maximum Health. This is the maximum increase of Health possible through upgrades'

Survivability – Health Regeneration

Regen Rate Boost 1
Cost: 80000 EP
Acquirable: After A New Order
Description: 'Outside of combat, your health will regenerate at a steady pace. With this upgrade your health will recover at an increased rate.'

Regen Rate Boost Max
Cost: 10000 EP
Acquirable: After Confessions.
Description: 'Outside of combat, your health will regenerate at a steady pace. With this upgrade, your health will recover at an increase rate'

Regen Delay 1
Cost: 135000 EP
Acquirable: After Confessions.
Description: 'Some time after taking damage, you will automatically begin to heal. This upgrade reduces the delay required for Regeneration to begin the healing process.'

Regen Delay Max
Cost: 475000 EP
Acquirable: After Biological Imperative.
Description: 'Some time after taking damage, you will automatically begin to heal. This upgrade reduces the delay required for Regeneration to begin the healing process.'

Combat – Air

Flying Kick Boost (Core)
Cost: 10000 EP
Acquirable: After Past and Present.
Description: 'Increase Flying Kick range, speed and damage with this upgrade.'
Notes: One of the steps to upgrading Flying Kick to its maximum potential. Once maxed out, Flying Kick can be effective against helicopters, even more so with the Musclemass Power equipped.

Flipkick Launcher
Cost: 75000 EP
Acquirable: After A New Order.
Description: 'Flipkick Launcher turns your enemy into a projectile. Jump kick, and then charge for launch!'
Perform: [In Air] Hold X/Square and [Connect with Target] X/Square.

Body Surf
Cost: 120000 EP
Acquirable: After Confessions.
Description: 'Don't stop moving with the Body Surf; turn your enemy into a new form of movement. Will only work with human-class enemies.'
Perform: Hold LT/L2 [On Human] and [In Air] Hold X/Square.

Air Stomp
Cost: 50000 EP
Acquirable: After Confessions.
Description: 'Perform a quick drop to create a powerful shockwave. Useful to clear out a tight grouping of enemies, or stun a larger opponent for an immediate followup attack.'
Perform: [In Air] Y/Triangle.

Bulletdive Drop
Cost: 1500000 EP
Acquirable: After Children of Blacklight.
Description: 'From the Glide move, drop hard, drop fast for a maximum-impact splash effect with the Bulletdive Drop. The Bulletdive drop doesn't track well, but it hits extremely hard – your most powerful drop attack.'
Perform: [Glide] to Y/Triangle.

Cannonball
Cost: 80000 EP
Acquirable: After Confessions.
Prerequisite: Palm Slam
Description: 'Tuck and roll; slice through the air and unleash a deadly splash impact on your opponents. The Cannonball has excellent range and tracking, making it an outstanding attack against aircraft.'
Perform: Hold X/Square and B/Circle [In Air].

Spike Driver
Cost: 550000 EP
Acquirable: After Children of Blacklight.
Prerequisite: Air Combo
Description: 'Spike your enemy downwards. Charge the Spike Driver to increase damage.'
Perform: [From Air Combo] to X/Square.

Combat – Area Effect

Groundshatter
Cost: 40000 EP
Acquirable: After Behind the Glass.
Description: Pound the ground. Can be charged
Perform: X Y (X360); Square Triangle (PS3)

Air Groundspike Graveyard Devastator
Cost: 540000 EP
Acquirable: After Children of Blacklight.
Description: 'Drop from the sky and deliver a wave of deadly Groundspikes to impale nearby enemies. Very powerful against vehicles. Devastators can only be used when in Critical Mass.'
Perform: [In Air, In Critical Mass], Hold X Y (X360), Square Triangle (PS3)

Groundspike Graveyard Devastator
Cost: 60000 EP
Acquirable: After Behind the Glass.
Prerequisite: Groundshatter
Description: 'One of the most powerful moves available. Devastat with a cascade of deadly groundspikes to everything nearby. Devastators can only be triggered when in Critical Mass.'
Perform: [In Critical Mass] Hold X Y (X360); Square Triangle (PS3)

Knuckle Shockwave (Core)
Cost: 24000 EP
Acquirable: After Behind the Glass.
Description: 'Pound your fists together to blast opponents away from you. Not damaging, but can buy you a lot of time when you blast enemies out of your way. Great for clearing an area among weaker foes. Charge for more power.'
Perform: Y B (X360); Triangle Circle (PS3).

Tendril Barrage Devastator (Core)
Cost: 54000 EP
Acquirable: After Behind the Glass.
Description: 'Deadly tendrils erupt from your body to impale all nearby enemies. Most powerful against biological foes. Can only be used when in Critical Mass.'
Perform: [In Critical Mass] Hold Y B (Xbox 360); Hold Triangle Circle (PS3).

Air Knuckle Shockwave
Cost: 380000 EP
Acquirable: After Biological Imperative.
Prerequisite: Knuckle Shockwave
Description: 'Pound your fists together to create a powerful shockwave blast. Not the most damaging attack, but great for clearing the air. Use during jumps to clear away weak or damaged aerial opponents.'
Perform: [In Air] Y B (Xbox 360); Triangle Circle (PS3).

Air Tendril Barrage Devastator
Cost: 450000 EP
Acquirable: After Biological Imperative.
Description: 'Air version of the Tendril Barrage Devastator. Tendrils erupt from your form to impale all nearby enemies. Most powerful against large numbers of weaker enemies or fast-moving evasive enemies such as helicopters.'
Perform: [In Air, In Critical Mass], Hold Y B (X360); Hold Triangle Circle (PS3).

Combat – Attacks

Breakdown Smash
Cost: 45000 EP
Acquirable: After Confessions.
Description: 'A devastating attack move with extra charge potential. Combo into this and charge for outstanding damage.'
Perform: X, X, Hold X (X360); Square, Square, Hold Square (PS3)

Uppercut Launcher
Cost: 35000 EP
Acquirable: After Confessions.
Description: 'Launch your enemy with a chin-shattering Uppercut Launcher. Follow-up while in the air, or Air Stomp down as a followup.'
Perform: Hold LT to Left Stick [Away] to Hold X; Hold L2 to Left Analog Stick (Away) to Hold Square.

Air Combo
Cost: 135000 EP
Acquirable: After Confessions.
Prerequisite: Uppercut Launcher
Description: 'Bash your target towards the horizon with a bone shattering combo! Follows right out of the Uppercut Launcher.'
Perform: Uppercut to [Enemy in Air] X/Square, X/Square, X/Square.

Curb Stomp
Cost: 120000 EP
Acquirable: After Confessions.
Description: 'Introduce your defeated enemy's face to the hell of your shoe.'
Perform: [Downed Opponent] X/Square.

Palm Slam
Cost: 75000 EP
Acquirable: After Confessions.
Description: 'Let your enemy know how you feel about them with a fast Palm Slam. Clears nearby enemies from your path with a directed force attack. Allows access to the Critical Pain Devastator.'
Perform: X B (X360); Square Circle (PS3).
Notes: A good upgrade to purchase, if only to unlock the Critical Pain Devastator.

Critical Pain Devastator
Cost: 475000 EP
Acquirable: After Biological Imperative.
Prerequisite: Palm Slam
Description: 'Let your enemy know how you feel about them with a fast Palm Slam. Clears nearby enemies from your path with a directed force attack. Allows access to the Critical Pain Devastator.'
Perform: [In Critical Mass] Hold X B (X360), Hold Square Circle (PS3).

Air Critical Pain Devastator
Cost: 500000 EP
Acquirable: After Biological Imperative.
Prerequisite Critical Pain Devastator
Description: Air version of the Critical Pain Devastator attack. Does massive damage to anything in the line of fire; air version allows the player to jump and charge the attack without exposing himself to a counter-attack.'
Perform: [In Air, In Critical Mass], Hold X B (X360), Square Circle (PS3).

Snapkick Launcher
Cost: 900000 EP
Acquirable: After Shock and Awe.
Prerequisite: Palm Slam
Description: 'Use the Snapkick Launcher to launch a single enemy far into the air. Charge to increase effect.'
Perform: Hold LT/L2 to Left Thumbstick/Analog Stick (Away) to Y/Triangle.

Combat - Grab and Throw Upgrades

Sprinting Grab (Core)
Cost: 5000 EP
Acquirable: After Past and Present.
Description: Allows you to grab ammo or victims without sacrificing movement.
Perform: Hold RT/R2 to Left Thumbstick to B/Circle.
Notes: Very useful ability—one of the essentials. Use this ability to grab targets while sprinting and consume them somewhere safe.

Charged Throw
Cost: 30000 EP
Acquirable: After Behind the Glass.
Description: Throws can by charged to increase range and power.
Perform: [Holding Object] Hold B/Circle.

Sprinting Throw
Cost: 25000 EP
Acquirable: After Behind the Glass.
Description: Throw objects while moving.
Perform: [Holding Object] Hold RT to Left Thumbstick to B/Circle.

Long Range Throw
Cost: 50000 EP
Acquirable: After A New Order.
Prerequisite: Charged Throw
Description: 'Increase your object throw range; pick off opponents more than a block away when combined with targeting. Excellent against distant enemy grounds, Infected hives or military bases.'

Hunter Dirtnap
Cost: 250000 EP
Acquirable: After A New Order.
Description: 'Grab and slam a Hunter to the ground. A good tactical option when you're surrounded by a pack of infected, or want to get away from a single troublesome Hunter.'
Perform: Grab Hunter (B/Circle) and press B/Circle.
Notes: A useful ability, but rather costly when it first comes available. Definitely acquire it when EP is more plentiful.

Combat – Grapple

Grapple Slam
Cost: 195000 EP
Acquirable: After A New Order.
Description: 'Whiplash any human into a shockwave knockout with the Grapple Slam, a powerful one-shot shockwave attack.'
Perform: [Holding Human] X/Square

Powerbomb
Cost: 500000 EP
Acquirable: After Children of Blacklight.
Prerequisite: Air Combo
Description: 'Face, meet cement. Share the fun of a communal gravity experience with the Powerbomb. Excellent against the more resilient humanoid opponents.'
Perform: [Holding Enemy in Air] Y/Triangle.

Disguise – Consume

Disguise Power
Cost: N/A
Acquired: During Past and Present.
Description: 'Use Disguise to conceal yourself as a perfect copy of the last individual you consumed.'

Stealth Consume (Core)
Cost: 3000 EP
Acquirable: After Behind the Glass.
Description: 'Consume an enemy without raising an alert.Particularly useful for infiltrating bases.'
Perform: Hold RB/R1 and press B/Circle while behind an enemy undetected.

Stealth Consume Boost
Cost: 100000 EP
Acquirable: After Confessions.
Prerequisite: Stealth Consume
Description: 'Increases the speed of your Stealth Consume.'
Notes: Essential and cheap. Buy early.

Consume Boost 1
Cost: 40000 EP
Acquirable: After A New Order.
Description: 'Gain increased health from those you Consume.'

Consume Boost Max
Cost: 550000 EP
Acquirable: After Biological Imperative.
Description: 'Gain more health from those you consume.'

Disguise – Patsy

Patsy
Cost: 100000 EP
Acquirable: After Confessions.
Description: 'Use your disguise to accuse another of being hostile.'
Perform: [While in Military Disguise] Hold RB/R1 and press X/Square while targeting a soldier
Notes: Useful for shifting the attention of nearby soldiers to someone else, allowing you to then Stealth Consume a target.

Patsy Range Boost
Cost: 270000 EP
Acquirable: After Confessions.
Description: 'A range boost to the Patsy move.'

Disguise – Artillery Strike

Artillery Strike
Unlock:  Consume one marked Blackwatch Commander
Acquirable: After Behind the Glass.
Description: Call for the immediate vicinity to be shelled.
Perform: While assuming military disguise, hold RB/R1 and press Y/Triangle.

Artillery Strike Upgrade 1
Unlock:  Consume one marked Blackwatch Commander.
Acquirable: After A New Order.
Prerequisite: Artillery Strike
Description: 'Upgraded firepower, radius, and duration.'

Artillery Strike Upgrade 2
Unlock:  Consume one marked Blackwatch Commander.
Acquirable: After Confessions.
Prerequisite: Artillery Strike Upgrade 1
Description: 'Upgraded firepower, radius, and duration.'

Artillery Strike Upgrade 3
Unlock:  Consume one marked Blackwatch Commander.
Acquirable: After Biological Imperative.
Prerequisite: Artillery Strike Upgrade 2
Description: 'Upgraded firepower, radius, and duration.'

Artillery Strike Upgrade 4
Unlock:  Consume one marked Blackwatch Commander.
Acquirable: After Children of Blacklight
Prerequisite: Artillery Strike Upgrade 3
Description: 'Upgraded firepower, radius, and duration.'

Artillery Strike Upgrade Max
Unlock:  Consume one marked Blackwatch Commander.
Acquirable: After Shock and Awe.
Prerequisite: Artillery Strike Upgrade 4
Description: 'Maximum firepower, radius, and duration.'

Vehicle – Hijack

Hijack Armored Vehicle
Unlock: Consume one marked Armored Vehicle Officer.
Acquired: During The Wheels of Chance.
Description: Hijack an armoured vehicle.
Perform: Hold B/Circle when near vehicle. If occupied and the military is alerted, tap Y/Triangle to open the hatch once on the turret.
Notes: When assuming a military disguise and undetected by the military, occupied vehicles can be hijacked without causing a stir.

Skyjack Helicopter
Unlock: Consume one marked Helicopter Officer.
Acquired: After Confessions.
Description: 'Skyjack enemy helicopters. Jump onboard and take control.'
Perform: Grab Helicopter B/Circle
Notes: Jump Kick Boost makes reaching helicopters that are in flight much easier.

Vehicle – Armored Vehicle

Armored Vehicle 1
Unlock: Consume one marked Armored Vehicle Officer.
Acquirable: After Behind the Glass.
Prerequisite: Hijack Armored Vehicle
Description: 'Increased effectiveness for armoured vehicles.'

Armored Vehicle 2
Unlock: Consume one marked Armored Vehicle Officer.
Acquirable: After A New Order,
Prerequisite: Armored Vehicle 1
Description: 'Increased effectiveness for armoured vehicles.'

Armored Vehicle Max
Unlock: Consume one marked Armored Vehicle Officer.
Acquirable: After Confessions.
Prerequisite: Armored Vehicle 2
Description: 'Maximum effectiveness for armoured vehicles.'

Vehicle – Helicopter

Helicopter 1
Unlock: Consume one marked Helicopter Officer.
Acquirable: After Confessions.
Prerequisite: Skyjack Helicopter
Description: 'Increased effectiveness for helicopters.'

Helicopter 2
Unlock: Consume one marked Helicopter Officer.
Acquirable: After Biological Imperative.
Prerequisite: Helicopter 1
Description: 'Increased effectiveness for helicopters.'

Helicopter Max
Unlock: Consume one marked Helicopter Officer.
Acquirable: After Children of Blacklight.
Prerequisite: Helicopter 2
Description: 'Maximum effectiveness for helicopters.'

Weaponry – Assault Rifle

Assault Rifle 1
Unlock: Consume one marked Base Weapon Master.
Acquirable: After Behind the Glass.
Description: 'Increased effectiveness for the Assault Rifle.'

Assault Rifle 2
Unlock: Consume one marked Base Weapon Master.
Acquirable: Biological Imperative.
Prerequisite: Assault Rifle 1
Description: 'Increased effectiveness for the Assault Rifle.'

Assault Rifle Max
Unlock: Consume one marked Base Weapon Master.
Acquirable: After Confessions.
Prerequisite: Assault Rifle 2
Description: 'Maximum effectiveness for the Assault Rifle.'

Weaponry – Machine Gun

Machine Gun 1
Unlock: Consume one marked Base Weapon Master.
Acquirable: After A New Order.
Description: 'Increased effectiveness for the Machine Gun.'

Machine Gun 2
Unlock: Consume one marked Base Weapon Master.
Acquirable: After Biological Imperative.
Prerequisite: Machine Gun 1
Description: 'Increased effectiveness for the Machine Gun.'

Machine Gun Max
Unlock: Consume one marked Base Weapon Master.
Acquirable: After Shock and Awe.
Prerequisite: Machine Gun 2
Description: 'Maximum effectiveness for the Machine Gun.'

Weaponry – Missile Launcher

Missile Launcher 1
Unlock: Consume one marked Base Weapon Master.
Acquirable: After Confessions.
Description: 'Increased effectiveness for the Missile Launcher.'

Missile Launcher 2
Unlock: Consume one marked Base Weapon Master.
Acquirable: After Biological Imperative.
Prerequisite: Missile Launcher 1
Description: 'Increased effectiveness for the Missile Launcher.'

Missile Launcher Max
Unlock: Consume one marked Base Weapon Master.
Acquirable: After Children of Blacklight.
Prerequisite: Missile Launcher 2
Description: 'Maximum effectiveness for the Missile Launcher.'

Weaponry – Grenade Launcher

Grenade Launcher 1
Unlock: Consume one marked Base Weapon Master.
Acquirable: After A New Order.
Description: 'Increased effectiveness for the Grenade Launcher.'

Grenade Launcher 2
Unlock: Consume one marked Base Weapon Master.
Acquirable: After Confessions.
Prerequisite: Grenade Launcher 1
Description: 'Increased effectiveness for the Grenade Launcher.'

Grenade Launcher Max
Unlock: Consume one marked Base Weapon Master.
Acquirable: After Biological Imperative.
Prerequisite: Grenade Launcher 2
Description: 'Increased effectiveness for the Grenade Launcher.'



 
 
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Comments for Upgrades

 
 
2 comments, latest first.
 
Jun 25th 2012 Guest
d+ uhuuu
ID #156824
Jun 20th 2010 Guest
give screenshots of all powers and upgrades please...
ID #1155