_ _________ __ _______ __ _______ (_)___ / ____/ | / |/ / __ \/ / / / ___/ / / __ \/ /_ / /| | / /|_/ / / / / / / /\__ \ / / / / / __/ / ___ |/ / / / /_/ / /_/ /___/ / /_/_/ /_/_/ /_/ |_/_/ /_/\____/\____//____/ UNOFFICIAL STRATEGY GUIDE V1.20 2009-07-17 (c)2009 by Barry Scott Will A premium version of this guide is available. Please visit http://www.papagamer.com/ for more information. ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ CONTACT INFORMATION ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ To contact me about the guide, send email to: email@example.com Please include "inFAMOUS FAQ" in your subject line so I don't auto-discard the message. Also, please read the FAQ carefully prior to asking for help on any part of the game. If you send me additional suggestions or hints for the game and I find them useful, you will be acknowledged in the Credits. Additional guides, including premium guides with screenshots & maps can be found at my Web site: http://www.papagamer.com/ Thank you, and enjoy the guide! ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ TABLE OF CONTENTS ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ Overview....................................1.00 Controls..................................1.01 Menus.....................................1.02 The Basics................................1.03 Enemies...................................1.04 Hints & Tips..............................1.05 Frequently Asked Questions................1.06 Main Story Mission Walkthrough..............2.00 Genesis...................................2.01 First Glimpse.............................2.02 The Escape................................2.03 Blood Trail...............................2.04 Mysterious Signals........................2.05 Medical Emergency.........................2.06 High Ground...............................2.07 Mind Games................................2.08 The Good Stuff............................2.09 The Rescue................................2.10 Nemesis Revealed..........................2.11 No Protection.............................2.12 Trish Reaches Out.........................2.13 Dinner with Sasha.........................2.14 Stranded..................................2.15 An Old Friend.............................2.16 Zeke's Request............................2.17 Playing Hero..............................2.18 Standard Protocol.........................2.19 Spy Drones................................2.20 Alden Strikes.............................2.21 Anything for Trish........................2.22 The Arrest................................2.23 Terrorized Streets........................2.24 Alden in Chains...........................2.25 Light in the Tunnel.......................2.26 Secrets Revealed..........................2.27 The Ray Sphere............................2.28 Alden's Rampage...........................2.29 The Price.................................2.30 Vengeance.................................2.31 Against the World.........................2.32 Hunt for the Ray Sphere...................2.33 End of the Road...........................2.34 The Truth.................................2.35 Side Mission Walkthrough....................3.00 Good Missions.............................3.01 Evil Missions.............................3.02 Neutral Missions..........................3.03 Powers......................................4.00 Menu Powers...............................4.01 Non-Menu Powers...........................4.02 Item Collection.............................5.00 Blast Shards..............................5.01 Dead Drops................................5.02 Stunts....................................5.03 Trophies..................................5.04 Version History and Credits.................6.00 Legal.......................................7.00 To quickly find a section, in your browser, press CTRL-F and type in the section number. ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ OVERVIEW [1.00] ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ Controls..................................1.01 * X -> Jump/Shockwave * Circle -> Take Cover/Arc Restraint/Dive Roll * Square -> Melee Attack/Bio Leech/Thunder Drop/Shock Grenade * Triangle -> Use Object/Heal/Point of Interest/Megawatt Hammer * L1 -> Aiming Mode (hold) * L2 -> Electric Drain (hold) * R1 -> Fire Lightning Bolt/Lock On (hold) * R2 -> Overload Burst (hold)/Arc Lightning (hold)/Polarity Wall (hold) * L3 -> Radar Pulse * R3 -> Switch Reticule Side (change hand that is firing) * D-Pad Down -> Lightning Storm * D-Pad Left -> Karmic Overload * D-Pad Up -> Precision (hold) * D-Pad Right -> Gigawatt Blades (pre-order bonus content) * Left Stick -> Move Cole * Right Stick -> Move camera * Select -> Map * Start -> Game Menu Specific controls are explained in more detail in the story mission walkthrough and under the appropriate Powers. Menus.....................................1.02 The game does not have a launch menu. Whenever you begin a new game you jump straight into the opening cinematic and missions. On subsequent playing, the game automatically loads your most recent save. Once in the game, press START to access the game menu. Some menu items are not available until you have completed some of the game. At the bottom of the game menu is a suggestion for your next stunt. You do not have to perform that particular stunt in order to continue earning stunts. GAME MENU =========== * Powers -> Opens the menu where you can buy upgrades for your powers. Use the D-Pad or Left Stick and L1/R1 to navigate through this menu. * Controls -> Shows you all the controls for the game. The controls are not customizable. * Options -> Brings up the options menu, which is quite limited: * Camera Horizontal Control -> Normal/Inverted * Camera Vertical Control -> Normal/Inverted * Camera Pan Speed -> Normal/Faster/Fastest * Heads-Up Display -> Translucent/Faint/Opaque * Subtitles -> Off/On * Difficulty -> Easy/Medium/Hard Use the D-Pad or Left Stick up/down to switch options and the D-Pad or Left Stick left/right (or X button) to change option settings. Press Circle to return to the Game Menu. * Watch Movies -> Watch any of the cinematics you've already played through * Dead Drops -> Listen to any collected Dead Drops * Abandon Mission -> only available when you're performing a mission, this allows you to quit the mission (and come back later if you wish). * Saved Data -> Save or load a game or start a new game. You can only have ten saved games (including the auto save). The Basics................................1.03 inFamous is half platformer, half third-person shooter. Platforming through the city consists of running or grinding across wires and gliding through the air. There are many missions where you will have to race through the city in timed sequences; so, you must learn to use the wires and gliding to your best advantage. There are also missions in the sewers where you will have to do some more traditional platforming, jumping from platform to platform or pole to pole--in some cases, you'll have to jump to moving objects or jump to platforms that fall away, forcing you to make your next jump quickly. Combat makes up the primary action in the game and there's plenty of it. You'll face off against three gangs: the Reapers in the Neon (first island); the Dust Men in the Warren (second island); and, the First Sons in the Historic District (third island). Each gang has similar types of members, as outlined under enemies below. The gangs get tougher as you reach new islands; fortunately, so do you. You'll constantly earn new powers and be able to upgrade those powers as you play. Also, as you play you'll reach Karma Moments. These decisions affect whether you are considered Good (Heroic) or Evil (Infamous). The game changes a little bit depending on your path; but, not much. The biggest change is the types of Powers and upgrades you receive. Contrary to many of the reviews, the moral choices are not subtle or powerful or anything other than the typical black & white choices common in most games (with one exception). You should be able to easily figure out which is the Good option and which the Evil since the Evil option almost always involves other people getting hurt. There are three difficulty levels in inFamous: Easy, Medium and Hard. Easy and Medium difficulties vary mostly in the number and frequency of random enemy spawns. On Hard difficulty, not only do random spawns increase; but, the mobs are harder to take down and you earn less XP from each take down and stunt. (You still get the same amount of XP from completing missions.) Here's a comparison of the difficulty levels from the Neon: Easy/Medium Hard -------------------------------|-------------|-------------| Number of Bolts to take down a basic Reaper 3 4 -------------------------------|-------------|-------------| XP for each Reaper taken down Gunner 5 Gunner 3 RPG 15 RPG 10 Conduit 25 Conduit 17 -------------------------------|-------------|-------------| The game features a mix of both story missions--marked on your map with a blue exclamation mark in a blue circle--and side missions--marked on your map with a yellow exclamation mark in a yellow circle. There are a total of 99 side missions in the game. Sixty-nine missions are neutral and can be completed by any player. Thirty missions are split between Good and Evil side missions (15 each) and can only be completed by a player with the same Karma. The Good side missions are marked by having the yellow circle filled with blue; the Evil side missions are filled with red. When you complete side missions, you clear territory. The game will tell you enemies will not return to the cleared territory. The game lies. Random enemy spawns will drastically decrease in cleared territory; but, they will still occur. You can clear every territory (there are 84 total) in every district and still encounter random mobs. inFamous uses a no-penalty system for dying, which is good because you will die a lot. If you die while on a mission, you will restart at the last checkpoint. Checkpoints are not noted while you play; but, they are plentiful, so you never have to replay a huge amount of the mission again. If you die outside a mission, you will respawn at the closest clinic or other safe spot (e.g. Zeke's pad). When you load a game, you always start back at the closest clinic or safe spot to the point where you last saved your game. This is also the case if you save your game in the middle of a mission and the mission will have to be started all over again. inFamous auto saves your game after each mission; so, you'll never lose hours of game time from not saving--unless it takes you hours to do a mission, which should never be the case. Enemies...................................1.04 You face three different gangs in Empire City: the Reapers in the Neon (first island); the Dust Men in the Warren (second island); and, the First Sons in the Historic District (third island). While the gangs get tougher as you progress, the gang members are all roughly the same types... GUNNER ======== The average gang member is equipped with a rifle and is a crack shot. Really. These guys must all be ex-military snipers. They can hit you from two or three city blocks distance--further than you can actually see them. It's pretty irritating. When bullets start flying, press L3 to try to see a flash of red that will indicate where the rifleman is, and then take cover and try to snipe him back. About halfway through the game, you get your own sniping Power (called Precision) that will put you on a more even footing. BOMBER ======== These gang members, in addition to shooting at you, will throw dynamite. It takes them a second or two to light up a stick, which gives you a chance to shoot them before they throw it. You can also use Shockwave to deflect the dynamite back at them. MACHINE GUNNER ================ Machine gunners come in three types: foot soldiers, carrying a machine gun; turret gunners stationed at a stationary turret with shielding; and, turret trucks, which are a flatbed truck with a turret on the back. Whenever bullets start flying at insane speeds, find cover fast and identify the turret. Once you have the Precision Power, taking out a machine gunner involves finding a good line-of-sight and using Precision to head shock the gunner. Prior to that, your best bet is to run for high ground and try taking out the gunner from above with Shock Grenades or Thunder Drop or just raining Lightning Bolts down. For turret trucks, you can also target the truck itself and blow it up. RPG ===== Instead of a rifle, RPGs carry a rocket propelled grenade launcher. Deflect the grenades with Shockwave and shoot the bums. RPGs are generally larger and slower than regular gang members, making them easy to pick out of the crowd. Always take them out first (unless you're dealing with a kamikaze or Conduit-- see below). KAMIKAZE ========== These bozos light up a bunch of dynamite and then run at you. Shoot them or Shockwave them before they get close or you're a goner. CONDUIT ========= Conduits are super-powered gang members. Each gang has its own type of Conduit. 1. Reaper -> The Reaper Conduit has two basic abilities: teleportation and shockwave. They can zip around the battlefield unless you keep them off- balance, and they can release a shockwave that tears up the ground in front of them. Fortunately, you can see and hear the shockwave coming, giving you a chance to roll out of the way. Try to Shockwave these Conduits to stun them, and then fill them with Lightning Bolts. 2. Dust Men -> There are two types of Dust Men Conduits. First you'll meet a guy wearing a suit of trash. He carries an RPG (rocket propelled grenade launcher) and spawns scorpion robots made of trash. The scorpions aren't much trouble; though, they can hurt you if they gang up on you. The grenades definitely are trouble. Use Shockwave to deflect grenades and maintain a steady fire on the Conduit. Use Megawatt Hammers or Grenades if you can as they will also destroy his scorpion bots. Second is a giant trashbot. This thing shoots a machine gun, uses a shockwave and blasts you with meteors made of trash. You first fight one as part of a story mission; thereafter, you'll meet them with regularity. Take their arms off with Lightning Bolts and then fill them with Grenades. They are much easier once you have Polarity Wall; until then, you have to run in circles to avoid the machine guns. 3. First Sons -> First Son Conduits also come in two types; one is particularly nasty. The first First Son Conduit you meet turns into a large, neon-purple, semi- transparent giant. These massive Conduits can do a lot of damage; but, they only have melee ability and they're slow. Fill them with Bolts until they revert to normal size and then take them down. The second First Son Conduit is quite a bit worse. They are invisible warriors who will momentarily become visible in order to shoot you with a shotgun. They typically materialize right next to you and they almost can't miss. Usually, an encounter with these guys ends in death the first time you run into them on a mission. Once you know where they're going to start hitting you, you can pepper the area with Grenades and wait for them to be shocked into visibility. Then you can shoot them. Hints & Tips..............................1.05 * Melee attacks are next to useless. The gang members you fight are all ranged attackers and they're crack shots. (The exceptions are the kamikaze bombers that blow up when you touch them. Don't want to melee those guys.) You'll rely heavily on your standard Lightning Bolt attack since it has unlimited ammo. * Keep to the rooftops. Once you get Grinding and Thrusters powers, the rooftops are much faster. Also, on the street, you're a sitting duck for all the gang snipers that hang out on the roofs. The streets are also where the heaviest concentration of random gangs are; so, staying on the rooftops gives you the ability to get the drop on them... * Don't forget Thunder Drop. If gang members are congregating below you, drop on them like a bomb. (Which, when you think about it, is what you are.) * Utilize cover. You can aim and fire while crouched behind objects (press Circle when near objects you can use as cover, such as low walls, columns, etc.). You can also aim and fire while hanging off walls, cargo boxes, trains, etc. * You can create your own energy source by filling a metal object with electricity from your Lightning Bolts (which never run out) and then sucking that energy back out to heal and recharge your meter. Objects that work well for this are buses, HVAC units, already blown-out cars, etc. Basically, if something starts sparking when you shoot it, you can unload your own electrical power on it and then use it to restore your electrical power. Neat, huh? * Oh, and remember that sucking electricity heals you as well as recharges your Battery Cores. So, even if your energy meter is full, it can be a good idea to suck some electricity if your health is running low. * Keep an eye and ear out for special opponents (Conduits, machine gunners, etc.) Take them out quickly before turning your attention to the regular mobs. * Clear territories by doing side missions and then going on Blast Shard hunts through the cleared areas. You're going to need those extra Battery Cores as the game progresses. * If you save your game while on a mission, you will reload with the mission not started. It's like abandoning the mission. Don't start any missions unless you have time to finish them. * Don't worry much about collateral damage, even if playing Hero. Civilians are very, very good about getting in the way during firefights and there's no way to avoid killing some of them. Even though the Heroic path emphasizes precision and avoiding pedestrian deaths, you won't lose too many Karma points and you can make those up easily by going around healing the injured after the battle. * There are several missions where you are given unlimited energy and you have to defend something (a bus, a helicopter, a prison, etc.). During these missions, you will face wave after wave of enemies and rack up lots of experience points. If you are killed, you keep all earned XP; but, you have to go back and fight a lot of the same enemies again. Harvest time! Blow up a bunch of bad guys; then, kill yourself by planting a Grenade at your feet. Start over from the last checkpoint and earn all that XP again. The cheapest way to do this is on the final substation run, "Vengeance." During that mission you have to power up three substations above-ground and you have just been given the Lightning Storm power. When you reach the last substation, blast the first two waves of First Sons and part of the third wave and then suicide. Rinse and repeat until you have all the XP you want. On Hard mode, you can earn about 500XP each time; or, get about 800XP on Medium or Easy mode. Frequently Asked Questions................1.06 Q. I'm missing one Blast Shard and I just can't find it! Did I miss one that I can't get back to? A. The only Shard you can't go back and get is the first one you find under the bridge during "The Escape." You would have to work really hard to miss that one. There are two Blast Shards people commonly miss because they don't show up on your radar. One is on a broken pier piling on the east side of the Neon. It is far out over the water and won't show up on radar from land. The second is on top of the broken skyscraper next to the ground zero blast crater. It is so high up, it won't show on radar unless you're already two- thirds of the way up the building. If you're certain you have those two; then, other places to look are on the Historic District side of the bridge where you fight Alden. You can still go partway back along that bridge from the Historic District and there's a Shard on the second section of the bridge. There are also a lot of Shards located over water--especially in the Warren along the canal--that are hard to see because the blue spot on your radar blends into the blue water background. Use this map: http://www.gamefaqs.com/console/ps3/file/942025/56681 Check every shard location on that map and mark them off as you verify you have found them. Getting all 350 Shards is a tedious task; but, if you insist on having the Platinum trophy, you'll have to go through the process. Q. I chose the Good choice in a mission but I got Evil Karma? I just finished a Good mission and didn't get any Good Karma. What's up? A. Missions do not change your Karma. The only Karma changes come from Karma Moments and from certain actions. For example, healing a civilian gives you Good Karma. If you heal some civilians while you are doing a mission, you can end up getting Good Karma for the mission--even if it's an Evil side mission. Likewise, killing civilians gives you Evil Karma; so, you can end up with Evil Karma while doing a Good mission because you accidentally killed some civvies while completing the mission. Not to worry though, the big Karma changes come from the Karma Moments; and, it's always easy to rack up Good or Evil Karma just by going around healing or killing pedestrians. Q. Is there a new game plus mode? A. No. Once you finish the story missions you can wander around the city killing random bad guys, finishing side missions and hunting down Blast Shards and Dead Drops. If you want to start a new game, you start on a new file with zero experience and all your Powers reset to the beginning of the game level. Q. I'm doing Good things; but, I can't get to Hero? A. You can't achieve Hero or Infamous Karma rank until you have completed one of the three story missions in the Warren: Alden Strikes, Spy Drones or Standard Protocol. Q. I've finished the game and all the side missions on the map; but, some areas still aren't clear. What gives? A. Those are Hidden Package side missions. Hidden Packages only show up after you kill a gang member in the general vicinity of the territory that's not clear. Roam the area looking for Reapers/Dust Men/First Sons and make sure you kill any you find (not just take them down). The side mission should appear over one of the bodies. Q. Can you help me get a specific stunt? A. Strategies on getting all the stunts, including certain missions where getting the stunt is easier, are covered in the Stunts section under Item Collection. Since there are always enemies running around, even after you clear all territories, you can work on stunts even when you've finished the game (though some are harder once you've finished). If you're still having trouble, contact me at the email listed at the beginning of this guide and I'll try to offer some other suggestions. Q. Who's the Beast? A. Your guess is as good as mine. ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ STORY MISSION WALKTHROUGH [2.00] ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ This walkthrough attempts--as much as is possible--to avoid spoilers. Feel free to read through without having important story points revealed to you. Most directions are given in cardinal points based on the compass of the mini- map. While the mini-map rotates with the camera, there's an arrow on the outer ring that shows north. You can calculate cardinal directions from that compass point. Story missions are worth 500XP. Story missions that take you into the sewers to re-establish power will also earn you additional powers. Most story missions have a Karma Moment that gives you a big boost to your positive or negative karma. Story missions begin as soon as you walk into the marker. Genesis...................................2.01 This is the first of three story missions that serve as a gameplay tutorial. After you press the START button and the city goes to...you know where...follow the prompts to look up at the chopper and then left to the parking garage. As soon as you have control of Cole, head down the path straight in front of you. Keep advancing, going up a ramp and jumping across to a bus. After the bus, go through the arch into the parking garage where you get a short cutscene. Go around to your left and watch out for exploding cars. They can't actually hurt you; but, they will throw you back. A ramp leads off to your right; but, blows up as you approach. Look left and find a fallen yellow-and-red-striped column to cross the gap. After you have crossed the column, look for a sparking blue wire to your right. As you approach, a short cutscene sets up a ramp to take you down to street level. At ground level, head right toward the road and the emergency vehicles. Run past the police and watch the cutscene. When told to run for the bridge, follow the yellow-brick road (well, run along the bronze-colored path) across the bridge. First Glimpse.............................2.02 Now begins a more thorough introduction to your powers. The first thing you have to do is charge up the batteries that run Zeke's TV. One is on the south side of the roof (to your right as you face the TV). The other two are on the north side of the roof--one on each side of the fence that divides the roof in two. Hold L1 to enter aiming mode, target the red-flashing control panels of the batteries and let them have a couple of bolts of lightning (R1). After, use your lightning bolt to target some of the dummies until the TV announcer talks about a food drop. (You don't actually have to do anything; just wait until the food announcement is made.) After talking about the food with Zeke, jump off the north side of the building through the gap in the fence. Follow Zeke a few blocks to a parking lot. Zeke will complain about finding the gun under the cars. Stand to the right of the line of cars and use your Shockwave (L1 + X). The power will injure you (screen will dim and blood will splash around the edges), so press L3 (left control stick button) to start a radar pulse and look for sources of electrical power. Sources will show on the mini-map as light-blue lightning bolts and will also flash blue electricity on the object itself. Approach a source (like the panel next to Zeke) and press- and-hold L2 to drain the electricity and recharge your Battery Cores (as well as heal you). Follow Zeke to Archer Square. The food crate is caught on a tower. Climb a light pole around the tower and jump over to the top of the square base of the tower. On the south corner of the structure is a twisted piece of conduit going up, so climb it. Run along the ring at the top of the structure until you reach the stuck food crate. Target the hook holding the crate to the parachute and zap it. Reapers (gang members of the Neon District) approach. The game asks you to Thunder Drop on the first wave of Reapers; so, jump and press Square on the way down to make a big splash. There are two more waves of two or three Reapers. You can either run-and-gun (and possibly melee them), or utilize all the excellent cover located around the park and trade shots until they're down. KARMA MOMENT: Let the pedestrians take the food, or shoot them and keep it all for yourself. If playing the good path, just stand and wait a moment. If playing evil, start sniping the civvies. Either way, this ends your second mission. The Escape................................2.03 Even if you feed the populace, the ungrateful louts begin pelting you with garbage, so run away and wait for Zeke to call you. A story mission waypoint (light blue exclamation mark in a circle) appears on the southern edge of the map. Now it's time to learn how to travel around the city: over the rooftops. Climb a building and look for wires leading to other buildings in the general direction in which you want to travel. If no wires lead off the current building, look for a tower on the roof with a flashing red light at the base. Target the base of the tower and blast it to knock down the tower and for a bridge. Of course, in some cases, you'll just have to jump to a nearby building and keep going. Sticking to the rooftops is quicker and safer than traveling the streets. (Plus, a little later, you'll get powers that make traveling the upper pathways a lot faster than hoofing it.) You'll also have to fight with Reapers as you travel. Since these guys are mostly stationed on the roofs, you'll be on equal footing. Remember you can aim and fire even when traveling over a wire or hanging from a building. Use the HVAC ducts, towers and other paraphernalia scattered on the tops of buildings as cover (press Circle when near a low wall, crate or similar object). When you reach the marker, you'll see, at street level, a blue icon over a blue cone of light. Walk into the light to start the mission. Run after Zeke up to the police standing guard at the bridge entrance. KARMA MOMENT: Attack the police on your own, or fire at them from inside the crowd and start a riot. To play the hero, run up close to the guards until you are told you have made the good choice. The guards will then begin attacking you. Use Shockwave to force them back; then, pick them off with lightning bolts. To play the anti- hero, stand back in the crowd and zap the police. Once the police are down, run up to the gate and charge the control panel to the left (zap it). Run through and take cover behind a concrete barricade and pick off the police on top of the crates. Move up to the crates and climb up the left side. Run across and jump down and take out the machine gun (it can't reach you if you stay on the left side of the bridge). Just beyond that are two machine guns, one on each side of the bridge. Just in front of the guns and in the center of the bridge is a stack of crates. Stay in the center of the bridge to avoid the line-of-fire of the guns and take out any police. Once the police are down, climb to the top of the crates and take cover behind a metal slab at the top. From there you can snipe the machine gunners and any other police in the area. Charge up the next gate and head through. Stay in the center and jump to grab the top of the metal crate. Do not climb on top; but, hang from the edge and snipe all police you can see. Remember you can press R3 (the right stick button) to change your aiming hand. Don't forget police at ground level. There are machine guns covering the sides of the bridge, so go over the top of the container and climb the stack of crates to your right. From the top crate, run forward and Thunder Drop on top of the right machine gun. Then, go back and mop up the other machine gun from behind. Ahead you'll see two crates stacked on top of each other such that you can't climb them. Go around to your left and then go right and stay close to the right side of the bridge. You'll see a machine gun positioned on top of a container. It can't reach you at ground level, so advance until you can zap the gunner. Now go back and over to the left side of the bridge. Climb over a crate and take out the other machine gun from behind. Open the next gate and watch the cutscenes. After the movie, you're under the bridge and have to make your way back to the city. Target the hooks holding the orange lights and shoot them to create poles you can leap across to reach the next platform. Shoot down some more lights and jump across to the pipes and then to more poles and then some more pipes, etc., etc., etc. Falling into the water is instant death, so don't do it. You will soon come under fire from a couple of Reapers, so take them out. (Try hanging from a pipe and shooting them.) When you reach their platform blocked by a chain-link fence, go left and edge around the bridge pylon, avoiding the steam jets that will cook you extremely quickly. Along the way you collect your first Blast Shard and learn some more about them. After reaching the end of the pipe on the pylon, jump to the wire and hand- over-hand your way down to the next platform. From here, most of the pipes will not hold your weight for more than a few seconds, so make sure you knock down as many light poles as possible from stable platforms like the one you're on now. Jump to a few light poles and then take out the Reapers ahead of you while hanging from one of the poles. Keep going, making sure you get all the light poles down before jumping onto a pipe. Once you reach a platform, you have nothing but pipes in front of you. Quickly run along the pipes to reach shore. After a conversation with Zeke, you get a call from Moya and three story missions pop up on your map. Two of these (Mysterious Signals and Medical Emergency) introduce new concepts (Dead Drops and Cleared Areas). The other, Blood Trail, continues the story. You can do these missions in any order; however, if you complete Medical Emergency, the game will start giving you side missions. Blood Trail...............................2.04 Your first objective is marked on your mini-map as a light blue dot. Head toward it and find the body of a woman. Press Triangle to pick up the echoes of past events. You then have to follow a "ghost" across town; don't worry if you lose it, just press L3 to bring it back. Watch out for a new type of Reaper, the Conduit. This electrically-charged enemy wears a long white trench coat and can teleport short distances as well as create an electrical shockwave that tears up the ground (and you). You'll run through a few alleys and then approach a wide street. Back up because there is a whole mob of Reapers is waiting for you. Duck back down the alley, take cover and wait for the Reapers to come to you so you can pick them off one-by-one. Follow the ghost down a few more alleys and across another street before approaching a large electrical station. Again, back up and use caution because a large group of Reapers awaits you. The station is full of explosive junk, so start blowing stuff up. You'll probably take a few Reapers out in the process; and, you'll make the large generators safe for you to take cover behind. Beyond the station watch the cutscene and notice how there is now very little left in the way of electrical sources to draw energy from. And, oh yeah, you have no power left for anything other than your basic lightning bolt. Fortunately, you don't need to fight anything just yet. Use L3 and follow the ghost out into the street to a manhole cover. Press Triangle to enter the sewers and do a bit of platforming over to a partially lit power transformer. Step up to it and press Triangle to re-establish the circuit. Oh, look! You just learned the touch-based powers (Pulse Heal, Arc Restraint and Bio Leech). Follow the cries for help and heal the guy over on the platform. His partner opens the gate for you and you can continue through the sewers. Jump over a few bridges to a large platform with a number of injured Reapers. Use Arc Restraint to secure two and Bio Leech the other two. (If it makes you feel bad sucking the life from the Reapers, go heal some of the civvies as atonement.) Continue on, jumping to bridges and pipes, etc. until you get to a gathering of Reapers. There's a large column you can use for cover right before getting to the Reapers' platform. Also note if you knock a Reaper into the water, you can electrify the water and take out the Reaper. Keep going until you find the missing electrician. KARMA MOMENT: Tell Brandon his wife is dead, or shoot him. To play the good guy, step up to the gate and press Triangle to give Brandon the bad news. Otherwise, just fry the guy. Go through the now open gate and platform your way over to the substation. Zap the panel with the red, flashing light and you'll light up a whole area of the city. Mysterious Signals........................2.05 This one is the closest to your hangout in the NE quadrant of the Neon District. Walk into the blue light and listen to Moya describe some strange signals she's picking up near you. Look on your mini-map and find the blue triangle that pinpoints your objective; it is just on the next building on top of a round structure. Head over and climb the tower. You'll have to circle around to find the ledges that allow you to climb up. At the top of the tower is a satellite dish. Approach the dish and press Triangle to collect the Dead Drop. It's an encrypted audio recording; Moya needs more of them to break the encryption. Press L3 to activate a Radar Pulse and watch your mini-map. A gray circle will surround the map and gradually fade out. The last section of the ring to fade indicates the direction of another Dead Drop. From the tower where you got your first Dead Drop, the map points south. Of course, there are Reapers in your way. You'll have to make your way across the square to a trapezoidal building near the bend in the railroad tracks. Climb to the top, take out the Reapers and find the small satellite dish on top of a structure on the building. Press Triangle to collect the Dead Drop and then press L3 to search for another. The trail points SE. From the building you are on, find the wire at the SE corner and run across, possibly taking out a Reaper on the other roof. As you cross the roof, you'll see this next Dead Drop is guarded by a whole passel of Reapers, some with shields. Oh goody. You'll need to trade shots from this roof. There's plenty of cover if you need it and an electrical source for healing. It's difficult with your limited powers; but, try to get head shots on the Reapers with shields. Once the Reapers are down, jump across and climb up to the satellite. Collect the Dead Drop and your mission is over. Well, except there are 29 more Dead Drops in the city if you want to spend time hunting them down. Medical Emergency.........................2.06 When you start this mission, you'll be shown a yellow objective waypoint on your map. This waypoint is at the southern edge of the Neon and not far away from your start point. When you find the EMT, make sure you're at full strength before approaching him and pressing Triangle to start the mission. This is a simple kill-or-be-killed mission (of which there are many in the game). Don't go running down the street, though. A few Reapers are forted up on top of a roof (where the clinic is located). Stay back and take out the Reapers running at you down the street, then sidle along the building next to the clinic and take out the Reapers on the roof from some cover. Alternately, you can climb that building and Thunder Drop on them from above. This opens a clinic (alternate respawn point) and opens up your first sets of side missions (including Good and Evil side missions). High Ground...............................2.07 This mission starts in the south central portion of the Neon. Your first task is to recharge a cell phone tower in the blacked-out area of town just west of you. Find the tower on the roof where you're starting and knock it down; cross the tower to the wire and then up to the roof with your objective. Charge up the cell tower. Follow your objective marker across to the next roof and an emergency generator you can use to charge up. Cross back over to the previous building and find the long wire that leads from the west side of the building to a high building a block away. Go to the corner of the roof and find the turret truck on the train tracks. Rain Lightning Bolts on it until it blows up; then, take out the Reaper who had been manning it. You can then jump down to the beam running over the track and cross quickly (under heavy fire) and leap to a roof where you'll find another generator. You'll need to move carefully around to the objective marker on the west side of the island. The streets are crawling with Reapers and there's another turret truck on the street that borders the water. Your objective is a manhole in the middle of a street. If you wait around on a building, taking the occasional shot at a Reaper below, eventually the whole mob will gather below you. Thunder Drop on them and then make a run for the manhole. If you're taking too many hits, look for the gas station at the intersection west of the manhole. If you lure a few there and then turn and blow the place up, you can rid yourself of a lot of heat very quickly. (Well, there will be a different kind of heat from the fires, but you get the point.) It's time for another sewer run, pretty much just like the last one. The platforming elements are a little more stringent this time around; but, nothing you can't handle. (They don't get really hard until later.) You won't encounter any Reapers until after you re-energize the transformer and learn the Shock Grenade power. Woot! Keep going, blowing up the boards blocking your way when asked. Keep an eye out for circuit breakers and other sources of electrical energy to recharge your meter. After the wall you blow up, you'll see a group of Reapers sitting around a campfire. Throw a grenade from a long distance away (before they see you) and you can probably take them all down with one shot. (They shouldn't be playing with gas.) The next trap is three machine guns--one in front and one to each side. There are generators near the intersection, so run up to them and take cover behind one. It will keep you charged up while you lob grenades at the turrets. Once all are out, advance, keeping an eye out for the two kamikaze bombers that will run at you right in front of the substation. Take them down from a distance or you're going to be starting over from the last checkpoint. Mind Games................................2.08 This is a particularly nasty mission. You're tasked with cleaning up the water supply, which is being poisoned by Reapers. You have to close three valves to prevent the tar from entering the water supply. Each time you do so, some of the tar gets on you, temporarily reducing your Battery Cores and leaving you disoriented. The mission begins at the south end of the park in the Neon. Your first objective is a fountain at the southeast corner of the park. Behind the fountain, you'll have a little talk and then be pointed to the first valve. Step up and press Triangle to close it. You then have to try to follow Trish while disoriented; but, there won't be any enemies to fight...yet. Ignore the giant Reapers that appear in front of you. After Trish helps you, head toward the other valves, which are located at the north end of the park. Take care of any Reapers in the area and then make sure you're in full health by draining a light. Turn one of the valves. Reapers will spawn in front of you, so run away until the dizziness wears off and you can turn and fight. Try not to go charging in the direction of the other valve; or, you will trigger even more Reapers. Once you've cleared the area, approach the second valve... KARMA MOMENT: Close the valve yourself, or hurt the pedestrian until he closes it for you. Once again, the choice is obvious. Good players will take the shot of tar to the face, while evil players will torture a civvie into doing it for them. There won't be any Reapers coming after you this time; but, you won't lose the effects of the tar until the end of the mission. Recharge yourself and head toward the tunnel. As you near the tunnel, you'll be dizzy again. Quickly step to the side so you won't be a sitting duck for the Reapers at the tunnel entrance. They won't come out after you; so, wait for the dizziness to end and then step to the entrance and blast them. The buses in the tunnel do not explode and work great for the trick where you create your own recharging station. Just pump them with Lighting Bolts until they crackle; then, drain them. Use the buses as cover as you make your way down the tunnel, taking out all the Reapers. When you have a dizzy spell and giant Reapers appear in front of you, start blowing stuff up. Target the cars lying around and take out the phantasms. Keep an eye out for electrical sources along the walls and keep yourself recharged. At the end of the tunnel is a tanker truck guarded by a large number of Reapers. Shockwave the cars into them and blow the cars up; then, overload the truck with grenades and Lightning Bolts. Your story mission now is to return to Zeke's Roof. Since that's fairly simple, no walkthrough is provided. :-) The Good Stuff............................2.09 This is another platforming adventure into the sewers. This mission is most notable for the difficulty in getting into the sewer. There are mobs of Reapers around the objective, including a turret truck that has the manhole in its sights. Your best bet is to enter the area on top of the train tracks. Keep moving to avoid fire from the rooftops and take out the few Reapers that are on the tracks. When you get over top of the turret truck, you can fire on the exposed hood without exposing yourself to the machine gun. After you blow up the truck, jump down and hurry into the sewer. Once in the sewer, the transformer is only a few hops away and, after re- energizing it, you get the Induction Grind ability, which allows you to grind power cables in areas of the city where power has been restored and ride the rails (grind the train tracks). You'll put your new-found ability to instant use, grinding over cables and taking down a few Reapers along the way. Try to pick off the Reapers from long range rather than grinding directly into them. After a few twists and turns-- there's only ever one way to go down here--you'll reach the substation and empower another section of the city. The Rescue................................2.10 This mission starts only a brief climb from where you come out of the sewers after "The Good Stuff." From your vantage point, look down on the tracks and find the Reapers patrolling alongside the train. Pick them off; then, jump down to the tracks, run to the front of the train and Shockwave the cars off the tracks. Climb on top of the lead train car and ride it until it stops. Drop to the street and find the feeder box mounted on the bottom of the tracks. You're looking for the standard light panel that has a row of unlit green lights and one large, lit red light. If you're having trouble spotting it, use the objective marker on your mini-map. The feeder boxes are all mounted in the center of the tracks on the cross supports running underneath. Zap it until all green lights are lit. Climb back up to the train and ride the lead car again. Notice the many red dots in front of you on the mini-map. You're going to pull into a station infested with Reapers. Throw a few grenades ahead of you and use the cars as cover (hang off the side) if necessary. Watch out for the Reaper on the station roof. When the Reapers in the station are down, drop down to the street and take out more Reapers and recharge another feeder box. Recharge your own batteries before riding the train some more. You'll quickly be introduced to an RPG (rocket propelled grenade) Reaper. Deflect the grenades with Shockwave and pepper the RPG with Lightning Bolts. If you're having trouble, try lobbing a couple grenades behind the RPG's barricade. There's a propane tank there and an explosion will send the guy to the ground. Continue riding the train, lobbing grenades at the Reapers that pop up along your way. When the train stops, fight off the Reapers--including a couple of Conduits--recharge the feeder box and continue on your way. Now is a good time to Abandon this mission and start again if you're working on the "Casey Jones" trophy. That trophy is awarded for taking down 25 enemies while riding a moving train; and, most of the enemies you meet through the rest of this mission will be fought after the train stops. This is your best chance to earn that trophy, so keep doing this first half of the mission over until you get the trophy. Three or four runs should be all it takes. From the fight with the Conduits, you won't go far before being beset by Reapers stationed on rooftops. Use the cars as cover to pick them off; then, drop to the street. Watch for kamikazes coming from a nearby alley. Shoot them, or blow up the cars between you before they can reach you or you're in for a world of hurt. Recharge the feeder box and yourself and keep going. As you round the bend, notice the big pile of autos in front of you. Start blowing them up now. As you get closer, drop off the right side of the lead car, and keep blowing up automobiles. There's a machine gun over on the left side of the tracks; try dropping so you're hanging off the right side of the tracks, then creeping forward until you have a shot at the gunner. Also watch out for a Conduit who will make your life unpleasant. Once the Reapers are finished, clear all the cars from the tracks (Shockwave) and recharge the feeder box and yourself. This is your last stop before the mission finale. Just keep yourself alive by shooting at the Reapers that pop up along your path. From now on, the trains will be running in the Neon. When riding the rails yourself, remember the inner trains run clockwise and the outer trains run counter-clockwise. Nemesis Revealed..........................2.11 It's another tar-cleaning mission. This time, you have to clear Reapers off the rooftops and then blow up their kegs of tar on the water towers. Find the first infected water tower just south of your starting point. If you circle around to the west and climb the building next door, you can get a height advantage. Once the Reapers are down, recharge yourself and climb the water tower. Use Shockwave to destroy the keg and dose yourself with tar; then, prepare to run and fight as best you can because more Reapers are coming. As you play this mission, you'll notice sick civvies on the roofs. If you heal them, they will start attacking you. They don't do a lot of damage; but, they can interfere while you're trying to shoot it out with Reapers; and, if you get several together on the same roof they can gang up on you pretty effectively. In short, leave the sick pedestrians alone. Find the second tower, which is not quite as closely guarded as the first. This time, you get a... KARMA MOMENT: Force the tar keg's pump to implode by overcharging it, or destroy the tar keg with Shockwave. Heroes will use Shockwave and take the hit themselves. Infamous players will overcharge the keg, which renders it useless; but, poisons the people using the tower. The third tower is right next door to the second; and, is only guarded by a couple of Reapers. Tower #4 is across the train tracks to the west. First, you need to dispose of the RPG on the roof directly across the tracks. Use Shockwave to deflect the rockets and shoot him in between. Once he's gone, do not cross to this roof. Instead, look to the higher building to the left. Jump down to one of the beams crossing the track and run over to that building. Climb to the top and hang off the edge. Shimmy over to the left and take out the Reapers to the south. You can then get up on the roof and use the cover up there to trade shots with the Reapers to the north, on top of your target building. Look for a propane tank at the corner of the building. Blow it up and you can probably get one or two Reapers in the blast. The fifth tar keg is to the south and appears to be lightly guarded. Do not let appearance deceive you. Take out the lone Reaper running around on the roof; but, do not just jump up on the roof. There's a machine gun up there. As you approach from the north; you'll be on a lower building. Shoot the Reapers that are in sight; then, knock down the crane at the west end of the target building. There's another crane on your roof. Knock it down, cross to the rope hanging from the higher crane and climb up. Do not put yourself in full view of the turret! Target the propane tank next to the turret and blast it to take out the remaining Reaper manning the machine gun. Your way is then clear to disable the final tar tank. After the cutscene, congratulate yourself on a job well done. You'll soon begin seeing Dark Water side missions crop up. These side missions have the same objective; though, only one keg has to be destroyed. You also get the same Karma Moment. For now, the story sends you back to Zeke's roof for some conspiracy theory chit-chat. Going back to Zeke's pad will automatically send you into the next story mission; so, don't go if you still want to do some side missions. No Protection.............................2.12 It's time to power up the rest of the Neon. From Zeke's place, jump down to the tracks and ride them to the west side of the island. As the tracks turn south, there's a building you can jump to and, from its roof, Thunder Drop on the Reapers near your manhole objective. The platforming in the sewers starts to get tougher now. You'll have to jump from vertical pipe to vertical pipe--climb near the top of each pipe before you jump as you will slip down when you grab the next pipe and you don't want to touch the water. You'll soon arrive at a way station with a charge box. Charge it up to start an arm moving, then jump to the arm and ride it to more pipe jumping. Again, you reach the transformer with no opposition. Re-connect the circuit and learn the Precision Power. Precision allows you to zoom in on targets and slow down time so you can make super-accurate shots. Press-and-hold D-Pad Up to enter Precision mode and press R1 to fire. Using Precision uses up your energy. Use it now to energize the panel behind the fan. Re-charge yourself before continuing by riding the arm that starts moving. The next section of bridge has four kamikazes on it, so move forward slowly with Lightning Bolts at the ready. Just beyond is a platform with a generator and three Reapers over to the left. Two Reapers are behind shields and the third is manning a machine gun. Take cover behind the generator and use Precision to target the Reapers' heads and take them out. Continue your journey heading away from the recently dispatched Reapers. After some pole vaulting, there's another generator you can use as cover to take out the Reapers in front of you. Now use Precision to charge the panel behind the fan in the lower right corner. Ride the arm around to a platform and use Precision on another charge box behind another fan (to your lower right). Recharge yourself at the next platform before moving on. There are no more Reapers, just a bit of pole hopping to reach the substation and finish the mission. The street will be crawling with Reapers when you leave the sewers, so make sure you are fully charged before you charge the substation. Trish Reaches Out.........................2.13 This is a defense mission, probably one of the most irritating types of mission in the game. You're asked to protect a crate of medical supplies. The crate is located in a construction yard, surrounded by chain link fence. (If you haven't figured it out yet, Cole, the king of parkour, cannot climb chain link fences nor can he shoot through them. Gang members, on the other hand, can shoot through fences just fine, thank you.) There are several waves of enemies you have to beat back, each tougher than the last. You cannot let the crate be destroyed (damaged is OK). There are limited recharging sources in the construction yard. Beauty, mate. The first "wave" is two Reapers who you have to reach from your starting point. Once they are down, a group of gunners comes from the north. You'll probably have to run out of the yard to get them; but, don't go far. As soon as they're gone, another group comes from the west and this group includes kamikazes. You'll have to quickly run back to the medical crate and blow up the kamikazes before they can reach it (or you). Now a machine gunner appears on the roof to the south; and, after the cutscene, you're left as a sitting duck. Run quickly toward the roof to cut off his line of sight and then use Precision to head shock him. Now two groups come from the south and then the north, possibly including RPGs. Next comes a group from the south, with a machine gunner in their midst. A few grenades lobbed out the south end of the yard will help slow them down. And, then, it is time for the grand finale. A series of three--yes, count them, THREE--turret trucks will come down side alleys, escorted by Reapers. After the cutscene introducing the first turret truck, run quickly to your right and scale the building. From here you can rain electricity down on the trucks and Reapers from relative safety. Dinner with Sasha.........................2.14 This is the boss battle that finishes the Neon district (except for side missions) and opens the Warren (second island). The mission start is just around the corner from the construction yard where you were protecting the medical supplies; so, it's a pretty easy decision to just get on with it. Or, is it? You'll be stuck in the Warren for a couple of missions before you are able to get back to the Neon; so, now might be the time to clean up this part of town. Your choice. From the starting point of this mission, jump down to the street and charge the panel on the left side of the compound gate. Be ready, there is a kamikaze (THREE! on Hard mode) awaiting you inside. Run to a ladder and climb up to the next level. There are Reapers here and more--with machine guns--on the higher levels. Stay behind cover and take out the Reaper in the tower close by; then, wait for another Reaper wandering around down here to come to you. Once they are out, you can use the large containers as cover and Precision to take out the machine gunners. You can use the cargo containers as rechargers; just pump them full of juice and take a hit while they're crackling. Take out the machine gunners first, recharge, and then take out the tower guards. You may be able to get the tower guys with regular Lightning Bolts--just blow away their protection first. Make your way up to the right-hand tower and then across to the other tower and press Triangle to open the gate to the Jefferson Tunnel. Some Reapers come out of the tunnel, so Thunder Drop them. Getting down the Jefferson Tunnel is just like the tunnel under the park you cleared earlier. Use the buses for cover (and to recharge by pumping them full of Lightning Bolts). Try blowing up the cars lying around the tunnel; and, keep an eye out for a machine gun turret. After the turret you'll have to fight off a wave of kamikazes and Conduits. Lobbing lots of grenades is recommended. You will soon reach a prison. For extra XP, you can free the prisoners by zapping the rusted locks on their cages. Just beyond the prison is a pit you can jump into and a boss battle with Sasha. As you walk in Sasha's underground lair, she will jump down and grab you. Rapidly tap the X button while trying to move the glowing blue (Good) or red (Evil) dot (your hand) over the clear target circle (a part of Sasha's body). Do this successfully and Cole will hurt Sasha. If you don't succeed, you get hurt. Simple enough and a mini-game you will have to repeat three times. The main part of the battle, aside from the mini-game, is a number of different attacks you have to counter. For each attack, the primary objective is to locate Sasha and zap her--that will cause her to cease one attack and move on to another. Also, getting hit with Lightning Bolts will also, eventually, hurt her enough that she falls down and is covered with a glowing green dome--this is your cue to jump over to her and start the grabbing mini- game again. This time, you have to win the mini-game twice in a row to pull part of Sasha's innards out. Nice. Your primary weapons here are Lightning Bolts and Shockwave. Use Lightning Bolts to hurt Sasha and deal with the Reaper phantasms she summons. You can also use Bolts to hit the tentacles that rise up out of the ooze. You need to hit those tentacles before they start lobbing fireballs at you. Sasha also releases a shockwave similar to the Reaper Conduits; dodge those. Try and stay out of the ooze; but, don't worry too much about it--it doesn't hurt that much. There are lamps and fuse boxes around the arena where you can get a quick recharge. The battle is long and somewhat tedious; but, not overly hard. The trickiest part is the mini-game where you have to try to rip her apart. Remember, you're trying to move the blue circle into the clear circle. When Sasha is finally sent packing, you have to escape out of the tunnel into the Warren. At the tunnel's end, you will meet a large number of Dust Men--the resident gangsters in the Warren. These guys are much tougher than Reapers, but, be careful about using up your energy. The Warren is dark and you can't get an easy recharge. Once you actually get out of the tunnel and have some breathing room, you only have one option--get some power back to parts of the Warren. Stranded..................................2.15 This is another sewer mission; and, it begins as soon as Dinner with Sasha is finished. Once you get past the Dust Men at the tunnel exit; make a run for your objective marker. Don't worry about the Dust Men; you don't have the power to deal with them right now. Just run for the waypoint and step into the blue circle to enter the sewers. Again, your initial run to the transformer is unopposed; though, you will have a little trickier platforming to get there. The power you learn for re- energizing the transformer is Static Thrusters. Static Thrusters allows you to glide (not really fly) over short distances--in the air, press-and-hold R1 to glide slowly down. No energy is consumed by Static Thrusters. Obviously, you'll have to use your Thrusters frequently to get through the platforming beyond the transformer. After a couple of glides from bridge to bridge, is a wall that has to be blown up with a Shock Grenade. Stand on the bridge right before the platform to toss your grenade and be prepared to take fire from the Dust Men just beyond. Jump over to the platform and use the doorway as cover to take out the mobs. You'll have to advance cautiously, as the Dust Men like to get down in the water and shoot up at you. You can electrify the water and take them down in bunches. A couple of platforms past this first group are some Dust Men with shields. Get rid of the front line, advance a platform or two and use Precision on the shielded Dust Men. Once past these guys, you have some free platforming for a bit. Jump and glide to the next few bridges until you reach a high wall. Get a good running jump and glide to the column below you. You're not going to quite make it, so aim for the ladder and grab it to avoid the water. If you do hit the water, quickly jump to the ladder and climb up. If you've taken damage, take a breather on top of the column to heal up. Now you need to glide down to the platform with the fire. Again, you probably won't quite make it, but jump quickly out of the water. Glide to the next doorway and get a whiff of electricity from the fuse box. The next room has a bit of pole jumping, and then you'll reach another high wall. There are three Dust Men below, one with an RPG. Take them out from on high and then glide down. Jump and glide to the next room and get up on the pipe before gliding to the swing arm. Glide from the swing arm to the ladder on the column and climb up to the ring. Walk around to the other side of the column and climb the second ladder to the top. Get a running start and glide to the next column and climb it to the top. If you miss the ring and fall in the water, there's a ladder on the back side of the column--if you can swim fast enough. Next is a tricky bit where you have to glide to two swing arms, one after the other. Once you've reached the next bridge, you're home free. Charge up the substation and exit into the Warren. You'll get a call from Zeke and one from Trish that set up your next two story missions. The call from Trish sets up "An Old Friend" and that will open the way back to the Neon. You'll also see a few side missions crop up--doing some of those will take some of the heat off you as the Dust Men as thick as fleas around here. An Old Friend.............................2.16 This is a multi-part quest to get the bridge open to the Neon. Your first objective is in the small park right below you. An engineer is guarded by two Dust Men. You have to take both out with a Precision head shock and you'll have to get the second within a few seconds after the first; or, he'll kill the engineer. The first Dust Man will be easy as they're just walking around. The second will be harder as he will start running as soon as you take out the first. Your best bet is to hit the one patrolling on the inside of the park first; then, get a lead on the second one as he runs around the outside of the fence and let him have it as his head comes into range. Next, you have to escort the engineer to the bridge controls. Lead him south along the east side of the canal and watch your mini-map for red dots spawning on the side streets. You'll be hit at least once, possibly twice on your way to the bridge. Use Shockwaves and Grenades to keep the Dust Men away and stunned while you pepper them with Lightning Bolts. When you reach the bridge, you'll have to fend off two waves of Dust Men. Recharge quickly before the first wave comes into view. The first comes from the east and has a machine gunner. The Dust Men come in two columns, one to your left and one to your right as you look up the street. The machine gunner will be to your right. Run toward the Dust Men and throw a bunch of grenades down the right side of the street and then turn and deal with the left column. If you start to get hit by machine gun fire, throw some more grenades and then run back toward the engineer and take care of any Dust Men that got through your first attack. If the engineer is down; but, not dead, heal him. When the first wave is done, turn quickly to the west as the second wave is led by a bunch of kamikazes. If you have any energy left, throw some grenades. You can also start blowing up cars. Keep the kamikazes away from the engineer or you get to start over. Once the kamikazes are out (there are about four or five of them), you'll have a short breather to recharge before the rest of the Dust Men come in. There won't be many more and then the bridge is fixed. Or not. You'll have to jump/glide over the partially closed bridge and repeat this performance on the other side. Find the engineer in the park; Precision head shock the two Reapers (three on Hard mode) and then lead the engineer back to the bridge. If you've cleared out a large portion of the Neon, you may be able to get to the bridge uncontested. Once at the bridge, defend the engineer against two waves of Reapers. After the Dust Men, this will seem like a picnic. The worst you will probably face is an RPG. After the second wave, the engineer on the other side of the bridge calls for help, so run over and fight off another group of Dust Men. This is a small group; and, when they're done, you have to run back to the other side of the bridge and kill more Reapers--a couple will be sniping from the rooftops. Finally! All the gang members are out and you just have to recharge the two bridge control panels. The bridge is down and the Neon is easily accessible. Now would be a good time to clear out the Neon and go on a hunt for Blast Shards. When you're ready, continue with Zeke's Request. Zeke's Request............................2.17 As the mission starts, approach Dwight's body and read his memories. Follow the bulbous shape down the street. You'll soon meet an artist hanging posters. KARMA MOMENT: Choose the LOVED poster (Good) or FEARED poster (Evil). Continue following the electrical signature of what is a Dust Men Conduit. Around the corner you'll run into the Conduit's scorpion spawn. They're easy enough to take care of; just use Lightning Bolts or melee attacks. The Dust Men that come behind, on the other hand, are a different matter. Spray them with grenades. Around the next corner is a machine gun turret. Take this opportunity to get up to the roof and throw Grenades down on the turret. Continue after the Conduit ghost (use L3 if you've lost it). As you go down the street, keep an eye on the mini-map for red dots. A wave of kamikazes backed by an RPG is coming. After you cross the canal, you'll be hit by more kamikazes. You'll then thread through some alleys--recharge at the nearest source--in the street beyond the Conduit with his RPG (rocket propelled grenade) and more scorpion spawn is waiting for you. Ignore the scorpions and use Shockwave to deflect the grenades while peppering the Conduit with Lightning Bolts. Throw in a grenade or two to finish him off (and take out the scorpions). The important thing is not to let the grenades hit you--other than that, this guy's a piece of cake. Afterwards, return to Zeke's "apartment" to continue the story. Playing Hero..............................2.18 After going ALL THE WAY BACK to Zeke's pad, you have to make a long run through a dark area to your objective manhole in the NW section of the Warren. Travel up the east side of the canal and take to the rooftops as you enter the darkened area of the district. Go north around the west side of a large round tower and turn west toward your objective. When you reach a street too wide to get across, wait for the Dust Men to gather below you; Thunder Drop on them; then, make a run for the manhole. The transformer is right in front of you; just a few short glides away. Re- establish the circuit and learn the Megawatt Hammer Power. This is, basically, a guided rocket. Press Triangle while aiming to fire the Hammer. Immediately use two Hammers to take out the Dust Men in the tunnel ahead; recharge from the transformer and continue on your way. There are four more Dust Men just beyond the tunnel exit. Use the Hammer on them; then, recharge on the fuse box in the tunnel. At the end of the next bridge, use Precision to take out the two shielded Dust Men far away on towers. Recharge from the fuse box to your left. Carefully jump your way across to the towers where you shot the shield mobs and take out the gunner away to your left (Hammer or Precision). As you jump closer to the next tunnel, another gunner must be dispatched. Down the next tunnel, get a recharge and approach the exit carefully. There are two Dust Men behind chain link fences ahead. As you know, Cole cannot shoot through a chain link fence; but, a Hammer blast hitting the fence will take out the Dust Man behind it. Jump around toward the next tunnel and take out two Dust Men inside. Jump to the tunnel and quickly take cover behind the sandbags at the far end. There's an RPG behind a similar sandbag wall ahead of you. Take him out with Precision or bombard him with Hammers before he eats away your cover with his rockets. The Dust Men at the far end of that next tunnel are clever enough to dodge your Hammers; so, dose them with a few grenades and finish them off with Bolts. You're now at the substation and can finish this mission. You have your choice of three story missions now. You can do them in any order. Standard Protocol.........................2.19 Take out the Dust Men on the roof directly across the street; then, climb the building they were on. Move quickly before more Dust Men flood the street. Avoid placing yourself in sight of the gun turrets to the sides of that building. From the roof, take out the Dust Men and board the first ship. Go to the back and zap the engine and free the prisoners. Go swiftly west to the second boat. Resist the temptation to ride the rails; you will come under heavy fire. Go across the buildings on the opposite side of the tracks until you are opposite the pier. If you approached quietly enough, you will not stir up the Dust Men on the pier and you can glide across to the roof of the warehouse and take them down from there. Otherwise, you have a nice vantage point from the opposite side of the tracks to lob Grenades and Hammers at them. Once again, free the hostages and zap the engine. Now ride the rails counter- clockwise to quickly reach the third pier. When you reach the train station right before the pier, stop and take care of any Dust Men that spawn in the station. The tracks are covered by machine guns on the roof of the warehouse, so take them out (Hammer or Precision) before going any further. With the turrets quiet, you can jump to the roof of the warehouse and deal with any opposition on the ground. Then, get on the ship and disable the engine and free the hostages. Yippee! There's another boat and it's clear on the other side of the district! The shortest route takes you through a dark area; but, the other way is just too long to take the train. Either ride the rails counter-clockwise or go over the rooftops. There's a machine gun in the dark area of the tracks; but, you can get through if you just keep moving. There's no easy way to do this. Your approach to the fourth pier has to be out in the open. So make sure you have plenty of energy for Hammers to throw at the RPGs on the roof of the warehouse. Shockwave any rockets that get thrown at you and try to knock the Dust Men off the warehouse as quickly as possible. This is really it, so free the hostages and then destroy the engine to end the mission. Spy Drones................................2.20 Someone is flying drone surveillance aircraft around Empire City. One of them has come down near you and Moya asks you to investigate. Run to the wreckage on the pier and press Triangle to transmit the codes to Moya. She'll then pinpoint four other UAVs that are still in the air. The shipping crane over the wreckage of the downed UAV makes a great first platform to take down one of the drones still in the air. Climb to the top and shoot at anything that comes close. When one goes down, a single objective marker will show on your map. Get there as quickly as possible, approach the wreckage and press Triangle to collect the flight recorder. If the UAV goes down in the water OR you don't get to the UAV in a certain time limit (which is never displayed), the wreckage disappears and another UAV appears in the sky in the same flight path. Repeat this performance for the other three UAVs. You'll need to find a tall building roughly in the flight path of each UAV, shoot it down (use Precision to make sure you get a good, clean shot) and chase down the wreckage. Once you have all four flight recorders, you have to find a satellite uplink to send the data to Moya. You're directed to a satellite on top of the tall round tower in the north central part of the Warren. Of course, the place is now crawling with Dust Men. Find a tall building on the perimeter and take out the Dust Men on the tower; then, glide across and climb to the satellite. Alden Strikes.............................2.21 The Dust Men have kidnapped Zeke and are holding him in the middle of their fortress on the pier in the southwestern section of the Warren. The fortress inside all the shipping containers will be opened up and you have to work your way through a maze with Dust Men around every corner. After your first couple of encounters, you'll see steam jetting out from the wall in front of you. Step in front of the red pipes and press Triangle to turn the valve and move the steam jets higher so you can get under them. Run down to the other valve and note the ladder to your left. Turn the second valve; then, run and climb the ladder as fast as you can before the steam starts jetting out again. From the ladder, jump to the wire and cross over the steam. Around the next corner is a bomber; deflect the grenades with Shockwave and shoot the guy off the bridge. Past him, as you twist around through the maze, you'll have to take out a machine gun turret. Dodge behind the shipping container and use it for cover while you Precision head shock the gunner. Above the gunner is a bomber; but, you may not be able to reach him until you pass through the small tunnel. Just watch out for his grenades and dodge them or Shockwave them away. As you walk down the long passage, a fence drops in front of you. Climb the ladder to your left, throw a couple Grenades to soften up the Dust Men and glide over the fence. Work your way down; but, watch going around the next corner. At the top of the ramp is a gun turret and the Dust Men will roll exploding barrels down on you. Try to shoot the barrels as they're released so they blow up in the Dust Men's faces; and, lob grenades at them to keep them busy. At the top of the ramp you'll have to climb the containers to get through to the next section of maze. Take out the Dust Men below before jumping down and dealing with more mobs on top of a wall. When the wall is clear, climb it and take out the bomber on the other side. Around the corner is a gun turret protected by chain link fencing. Make sure you're at full health, roll to the ladder and climb as quickly as you can; then, glide to the top of the crates. Drop down behind the gunner, take him out, disable the gun and climb the wall to your left. At the top of the wall, climb the container to your left. This gives you a better field of fire to take out the RPG on the far platforms and the machine gun turret below. When all the Dust Men are down, climb up to the platforms and run around the top of the containers. Keep moving, even though you come under fire. There are concrete walls in front of you and you can take cover behind them and snipe the Dust Men. When the way is clear, glide down to the lower walkways and carefully go around, taking out Dust Men as you go. Most of the Dust Men are regular riflemen; but, there will be a bomber or two in the mix. When you reach the crane, climb to the top and take out the mobs. Step in front of the control panel and press Triangle to lower Zeke to the street. Jump down and walk to the cage to free Zeke and end the mission. Anything for Trish........................2.22 Enjoy your bus ride around town. While it may be tempting to ride the bus and chuck unlimited Grenades and Hammers, this is a sure way to get yourself and the bus blown up. Ride the bus until you see red on your mini-map; jump off the bus and run down and take care of the gangs. (Exception: during the early part of this mission, while it's mostly Reapers, is a good chance to earn the "Road Kill" trophy. Just stay on the bus and throw unlimited Hammers and use Shockwave to keep the rockets and grenades away.) By inching your way through the city like this, you will only have to deal with a handful of mobs at any one time and they will be shooting at you and not the bus. You can always run back to the bus and recharge from it without getting on top of it. When you reach the bridge, you will have to ride the bus through the thick of the gang war. Just toss Grenades and Hammers willy-nilly all around and throw Shockwaves frequently. The bus will take a lot of damage; this is unavoidable. When you finally reach the Warren, jump off the bus and deal with the leftover gangs from the bridge. Then, continue crawling your way bit-by-bit to the hospital. After the cutscene, run away from the hospital around the back side of the building to the east (your right) and climb it. Throw grenades down into the street, recharge from the TV set; then, ride the wire to the building to the northeast. Shoot the bombers on the rooftops to your north and throw more grenades into the street below. Especially target the machine gun turret. Recharge and jump to the building to the north and keep throwing grenades in the street at every clump of red. When you have cleared the immediate area, recharge from the fuse box on the shanty and glide across to the hospital and climb to the top. As you reach the roof, use Precision to head shock the two Dust Men holding Trish hostage to end the mission. You now have your choice of two story missions, which you can complete in any order. Some more side missions should also open up. The Arrest................................2.23 The police are trying to capture Alden. Ha! Head northeast to the objective marker on the map. When you arrive, you'll find a dead officer and will read the shadow of Alden. Follow it. Stay on the ground; after a couple of turns, you'll come across a mob trying to exact some vigilante justice. KARMA MOMENT: Free the man by shooting him down, or do nothing and walk away. For Good Karma, shoot the man down. For Evil Karma, follow after Alden's shadow. (This Karma Moment will now pop up with great frequency in the game.) Once the Karma moment is done, turn and climb the lamp post where the man was strung up. Find the gun turrets in the fortress across the street and take them out with Precision or Hammers. Recharge from the HVAC units on the roof behind you and follow Alden's ghost into the fortress. You have to fight your way through hordes of enemies as you twist your way through the fort. There are plenty of energy sources, so feel free to use Hammers and Grenades aplenty. After you get behind the row of machine guns, Alden's ghost will climb a ladder and walk along a ledge. Climb up after him and then climb the pipe to a walkway. Make sure you fully charge yourself at the fuse box on the walkway; you're about to fight a Dust Man trashbot Conduit. Follow Alden's shadow to the center of the park and watch the trashbot rise from the ground. The key to defeating a trashbot is taking off its arms. It has three attacks: 1. Machine gun. When this starts firing, leave aiming mode and run in circles ahead of the fire. 2. Meteor blast. This large, flaming rock shoots out of its chest. It is easy enough to avoid simply by running sideways. 3. Ground slam. This causes a blast effect in a small radius around the bot. This is not a problem as long as you stay way out of range of the bot. There are lots of lights around the park you can use to recharge. Keep up fire on the bot's arms (use Lightning Bolts) until both arms are destroyed. It then loses its machine guns and will, briefly, fall to its knees. Stick it with a bunch of Grenades. If it does get up, all you have to worry about is the meteor and ground slam--both easy to deal with. Keep sticking it with Grenades until it blows up. Terrorized Streets........................2.24 Use your map to locate the buses. DO NOT approach them from ground level. You have to get above them and use Static Thrusters to glide down on the roof of each bus. This sounds a lot easier than it is; and, there will be Dust Men running along with the buses. Their shots can knock you off course and bring you in range of the machine guns on the buses. If you do get knocked off, run for the nearest alley and find a relatively quiet spot to climb a building. Once on the roof of a bus, target the engine in the rear of the bus and fill it full of electricity. This will shut down the bus. Once all four buses are destroyed, the mission is over. Alden in Chains...........................2.25 Start by running to the left of the main prison entrance and climbing through the hole in the prison wall. Find Zeke in the rear of the prison yard and then climb up to the electrified walkway. First up are a bunch of meteors from Conduit trashbots. Use Shockwave to deflect the missiles. After the wave of meteors, Dust Men burst through the far wall. Let loose with Grenades and Hammers. Your platform may be destroyed and you'll find yourself on the ground without unlimited energy. If so, take cover behind a concrete barricade and use your Lightning Bolts. You may face a trashbot as well--you know how to take them down--target their arms first. Finally, you'll receive a distress call from Zeke. You have to get up to the generators on the roof of the prison. If you've previously done the Good side mission, "Containment," you'll have been up there before. From the prison yard, make your way to the wall to the left of where the Dust Men broke in. Climb a light pole and jump to the walkway. Circle around the prison, staying up on the walkways, until you reach one of the high walls of the main prison with a large section falling out. Jump up to the ledge to the right of that broken section and make your way around the wall until you find a place with lots of windows you can climb. Climb up and circle around to a tower, then climb up to a roof. There will be Dust Men up here, so dust them. At one side of the roof is a set of broken walkways. Jump up from the first broken section to the wall and across to the other section of walkway. At the end of the walkways, look down to see broken pieces of the wall sticking out. You will have to quickly jump and glide your way around the wall. Never stop moving because the broken bits will fall off as soon as you land on them. You will soon come under fire. Find a metal beam to land on (they don't break away) and take out the Dust Men. Jump across to a brass pipe and climb it to another pipe from which you can jump to the next set of platforms. Jump across three platforms and some beams to reach another brass pipe you can climb. Jump up to the ledge and go back the other way, jumping from beam to beam. Work your way around to a set of barred walls with fire burning behind them. Climb the ledges over the barred walls to find the generator platform. Charge the big control panel on the back wall; then, climb a beam to a broken walkway and get higher on the roof. You'll have to dust a few more Dust Men up on top, then work your way down to the prison yard. Watch out for machine gunners up here and take them out from on high. When you reach the prison yard, you will once again have an electrified walkway you can use for unlimited energy. There are actually two--one to each side of the yard. When one is destroyed, run over and use the other. Spam Grenades, Hammers and Shockwaves until your platforms are destroyed. Make sure to heal every few shots by recharging from the platform. You'll face at least three trashbot Conduits. When the wave of enemies finally peters out, you'll be told to return to the prison. Walk toward the back of the yard to end the mission with a cutscene. Light in the Tunnel.......................2.26 It is time to light up the last section of the Warren and get yourself a new power. You're going to love this one. First, you have to get to the sewers and that means a long trek out to the furthest reaches of the dark section of town. Stick to the rooftops and go slowly; there are a lot of turret trucks stationed around this area of the Warren. Once again, your progress to the transformer is unopposed and requires a bit of platforming. After re-establishing the transformer circuit you learn Polarity Wall. This shield requires no energy to maintain and protects you from most attacks. The only limitation is you can't hold it while in aiming mode and you can't climb while holding it (though you can cling to a climbing surface). To put up the Wall, hold R2. You'll need to use the Wall a lot through the rest of the sewer. You'll come up against a number of gun turrets enclosed in fencing, which you can't shoot through. You have to navigate your way past the gun emplacements while holding the Wall to keep from being killed. After the first gun turret, you'll reach a section of sewer with two swing arms and two turrets. Once you get past the second turret, there's a short tunnel where you can recharge. Ahead of you is a series of platforms covered by guns. These platforms fall away a few seconds after you land, so you have to hold your Wall and jump quickly from platform to platform. The enemies you face here include a couple of machine gunners and a bomber. You have to wait for a lull in the shooting and throw some grenades or take a few shots; then, get your Wall back up. Once you get past these Dust Men, you're at the substation and can re-energize the last part of the Warren and a portion of the Historic District. Secrets Revealed..........................2.27 Your first job is to track the chopper through the Warren. Instead of watching the chopper, watch the mini-map and the full map and use every wire you can find that goes in the general direction of the marker. When you get near the bridge to the Historic District, you'll have to fight a Conduit trashbot. First, though, you have a... KARMA MOMENT: Shoot the gas tank, or wait for it to be thrown at you. For Good Karma, take the hit from the gas tank. For Evil Karma, shoot the gas tank, which kills a bunch of civvies. You won't take that much damage from the tank explosion, if you're worried about following the Heroic path. You then have to destroy the Conduit, which is much easier now that you have Polarity Wall to use against its machine gun. The Ray Sphere............................2.28 This mission is the worst of the lot in terms of platforming. If you don't pull quite a bit of hair out during this mission, you're made of sterner stuff than 92.3% of the gaming public. To begin, find the pipes hanging down near the "doorway" and climb them to a platform. You'll be pointed to what looks like a giant fan. Blast it with a few Bolts to get it turning and bring Zeke up with you. Take out a few Dust Men and find the next elevator. Once again, you have to pull your friend up with you. Go back around the wall near the elevator and use the boxes at the base to get to the top. Go up the center of the tower wall until you're able to get on the bus that's sticking out. From there, jump to a vertical sign and then glide to a girder near the elevator. Jump to a neon sign with three circles and then you will glide to another girder. From here you jump to another sign and then climb a girder that allows you to reach the next platform. Clear the Dust Men from the platform; then, charge the turbine to bring Zeke up. From here, the platforming doesn't get any easier. Go around the corner from the next elevator and use signs and girders to scale the wall. You have to go back and forth along the wall, occasionally gliding to get to the next outcropping. When you reach a flat platform, glide to the large yellow girder on the opposite side of the wall. From there you have a very long glide to another girder. Then there are a few more girders, each quite a distance from the one before it; until you finally reach a sort of detached tower. Scale the tower using signs until you reach the next platform. Again, you will have to clear the platform and charge a turbine to bring Zeke up. Go around to the other side of the platform from the elevator and climb the sign with the three circles. To reach the final platform you only have to glide to three girders; however, the girders are twisted and Cole doesn't always grab hold as he should. Expect to miss a few times before you twist yourself just right. Once you empty the platform and bring Zeke up, a big battle is under way. First up will be normal Dust Men, some with grenades. Shockwaving them off the tower works pretty well, as does simply shooting them. Remember you have Polarity Wall now, as well, to fend off their attacks. After they are gone, you have to fight a small Conduit and his scorpion spawn as well as some more Dust Men. Again, Shockwave works pretty well when you're way up in the air without a net. Finally, it's the big battle against a Conduit trashbot. You don't have the room to dodge its attacks; so, use your shield and shoot at its arms in between its attacks. The big problem here will be the scorpions that keep coming at you. If you don't deal with them, they can cause serious damage. On the other hand, you can't deal with the scorpions while holding your shield. It's a pickle, it is. A few well-placed grenades can keep the scorpions off you long enough for you to take out the trashbot and end the mission. Alden's Rampage...........................2.29 Oh? Did you think the fracas at the top of Alden's tower was the boss battle for the Warren? Sorry, you've still got to fight the big bad guy himself. First, you have to catch up to him by making your way along the girders of the bridge. Step carefully and take out Dust Men as they pop up. You can use the girders for cover by hanging from the edge. Use Precision or Lightning Bolts; avoid Grenades or Hammers as they will mostly be wasted. Finally, you'll reach Alden who will fight you from inside a giant trashbot. This trashbot is bigger than the others you have faced; but, not much different. The fight is in three phases... Phase 1: Alden hurls trash meteors at you. Dodge them or Shockwave them away and unload Lightning Bolts on the bot in between. When the bot is stunned and its mouth opens, quickly shoot Alden. Phase 2: Alden sends a swarm of scorpions to play with you and mixes in a machine gun with the meteor strikes. Use Polarity Wall to deflect the machine gun and Shockwave to deal with both the meteors and the scorpions. Continue shooting the bot as before and shoot Alden when the bot's mouth opens. Phase 3: Alden sends even more scorpions over and now starts hurling fireballs. The fireballs burn for a bit of time; but, this also helps with your bug infestation, so it's all good. Just keep dodging the fire or use Shockwave on the fireballs and use Lightning Bolts as before until the bot is stunned again and you can shoot Alden for the last time. The Price.................................2.30 As when you first visited the Warren, the first priority is getting a way open back to the previous island. Fortunately, part of the Historic District is already lit up and the bridge back to the Warren is in the lit part--no running through the dark...yet. This being your first visit to the third island, there's something you should know. The roofs are mined. All of them (or almost all). Some with more than one mine. So...no flying over the rooftops for you! You'll have to approach each new roof with care looking for flashing red lights. These lights indicate a mine (or more than one) is on the roof and you'll have to locate it and shoot it or it will blow you up. The mines are small discs lying on the roof with the flashing red light on top. Now that you're sufficiently terrified of traveling over the top of the city, proceed to the marker on your map and lower the bridge. Try to avoid First Sons along the way--even though this part of the city is lit up, you don't want any major firefights along the way. Make sure you're fully recharged before zapping the bridge panel to lower it. See? Wasn't that easy? Now comes the hard part. Meet Mr. First Son Conduit #1. These guys turn themselves into giant, neon purple "ghosts" that look a lot worse than they really are. They only have a melee attack (granted, it does a lot of damage) and they're slow. Stay away from it and pepper it with Lightning Bolts until it resumes normal form and then blow that normal form up before he recovers. You receive a message that people are being held hostage and you have one minute to rescue them. Don't dawdle heading for the marker on your map. There's no timer running on the screen; but, you really only have one minute (give or take a few seconds). The captives are, of course, surrounded by gangs; but, you can't go in indiscriminately blasting away or you'll kill the hostages. Use Precision to get rid of the First Sons closest to the hostages (you'll recognize them by the large electrical fence surrounding them); then, run in and drain the fence to free the hostages. You will be attacked. Now you can proceed to indiscriminately blow stuff up. Use everything you've got to defeat all the First Sons in the area, probably including another giant Conduit. Now you get a message a second set of hostages has been captured. These folks are along the SE side of the park and approaching along the street is suicide because of a machine gun turret. On the other hand, you don't have time to go around the park. So, proceed through the park and meet Mr. First Son Conduit #2. These guys are invisible until they shoot at you. Considering they materialize right next to you and fire some type of explosive weapon that drains more than half your health in one shot, your first encounter with these guys is usually your last? You have to know where they are and where they're going to come from, which you usually don't find out until you're dying. There are two of them in the park and they hang around the playground. When you see a swing set, start throwing grenades. Your only hope of beating First Son Conduit #2 is to shock them into visibility and then hit them with Lightning Bolts. Fortunately, they can't take as much damage as they dish out. Getting hit with a Grenade followed by a couple of Bolts usually does them in. Once you reach the fence along the SE side of the park, run NE along it past the turret (which faces SW) and Precision hit the gunner and his partner. Drain the fence holding the hostages and take out the First Sons that gather to celebrate your heroism. You'll have to travel back across the park to get to the third bomb; but, there's not as much opposition as the one you just took out; so, no worries, mate! Afterward, however, there's a big Karma moment (and probably the only real moral dilemma in the game): KARMA MOMENT: Save the doctors or save Trish. The Good action is to save the doctors. The lives of the many are worth more than the lives of the few, or the one, or something like that. The Evil action is to give in to your selfish desires and save Trish. What's kind of weird about this whole moment, though, is...if you are playing Evil, Trish hates you...Anyway, if you want to know what happens before you make your decision, there's a spoiler for this event at the very, very, very end of this guide (just hit CTRL-END to get there). There's also spoilers for "End of the Road" down there, so don't go if you don't want that spoiled as well. Make your decision--the doctors are on the round building to the southwest (your left) and Trish is further away on a building at the corner of the intersection to the northeast (your right). When you reach the roof, the mission ends with a cut scene resolution. Vengeance.................................2.31 You have to make a long run through the dark to get to the sewer where you'll bring the eighth and final transformer back online. Stick to the rooftops; you'll encounter very few First Sons up there and you'll be able to pick off the ones on the ground without exposing yourself overly much to fire. If you pick your way carefully, you can stay at a high level and avoid much of the danger below. This time, when you drop into the sewer, you are immediately confronted by a couple of gang members. Crouch behind the generator in front of you and use Precision to take them out. Jump from pole to pole to get to the transformer and press Triangle to re-establish the circuit. Welcome to the wonderful world of Lightning Storm! This awesome incarnation of Cole's powers is unleashed by holding the D-Pad Down button. The Storm starts near you and runs further away as you hold down the button. You can steer the Storm by tilting the controller left and right. Lightning Storm eats up a lot of Cole's energy; so, save it for extreme situations or when you have a good power source nearby. Lightning Storm only works above ground; so, you don't get to play with your new toy right now. Work your way over to a tunnel and watch for the First Sons that pop up at the other end. Carefully shoot your way forward until you arrive at a generator you can crouch behind. Use Grenades or Hammers to take out the First Sons to your right and far ahead of you; then, quickly jump and glide over to the generator to your right. You can now see more First Sons that were to your left before and you can take them out; then, jump to their platform. Now it's just a hop, skip and jump to the sewer exit. Watch out for the falling platform! As you leave the sewer, you get to unleash Lightning Storm on a bunch of turret trucks. Take out the trucks and then use more conventional weaponry against the foot troops. Now comes the fun part--you have to re-energize three substations above- ground. And it's dark, so not much chance to recharge your batteries. You can use the occasional car; but, not much else until you get to the substations. Save your energy for when you reach a substation; don't waste it on the journey. Make your way toward the first objective marker; use the rooftops to avoid the turret guns (and take them out from on high) and watch out for the mines on the roofs. It may actually be easier to die here as you'll start back at the exit from the sewers; but, most of the random enemies that spawned into this area earlier will be gone. When you reach the substation, you'll find a small block building near a gas station. Clear the enemies from around the area, drop down and charge it up. Now you get a charged panel and you have to keep First Sons away from the substation while it recharges. Since you have unlimited energy just spam Lightning Storm. Make sure you heal once in a while. Repeat for the second and third substations. If you are in need of additional XP, this is a mission where you can rack up serious amounts of XP by playing a substation defense over and over again. Against the World.........................2.32 You need to track down four hot air balloons and take them down. Work your way up to high ground and track down the first balloon. When you get close enough, take out the UAV circling it (watch out for bombs from the UAV and Shockwave them away). One or two Lightning Bolts should deal with the UAV. Then, call down a Lightning Storm on the balloon itself to take out the shield (you don't have to hold the Storm for a long time). Finally, work your way close to the balloon, jump over to the platform at the bottom and walk around decoupling three fasteners (press Triangle when you get the prompt). You will probably come under fire while you're doing this; if it gets heavy, take them out with Precision. Be careful using Lightning Bolts, Hammers or Grenades around the unshielded balloon. You can easily blow it up and have to start over again. You'll hit the ground as the platform comes off and you'll be under attack from suddenly hostile civilians (as well as surviving gang members). Get up on the rooftops again to avoid the gassed civvies and track down the second balloon in the Warren. Repeat your earlier performance. Now it's time to take out two balloons in the Neon. These balloons are tougher. First, you'll be under constant attack from civilians (even the police are shooting at you!). Second, the balloons rarely pass by buildings high enough to allow you to reach the hanging platform and their shield recharges in about a minute; so, you have to move fast once it's down. Third, just to make things even more interesting, the platforms mount machine guns. Fun stuff. Approach the balloons carefully and try to find a high point along its path. You'll have to take out the shield with Lightning Storm and then use Precision to destroy the machine guns. If you're fast enough, you may be able to reach the balloon before the shield comes back up. More likely, you'll have to take down the shield once to take out the machine guns; and, then take it out again to get to the platform. Once both Neon balloons are down, the mission is over. Hunt for the Ray Sphere...................2.33 Yet another protection mission. This time, you are strung beneath a helicopter on a decidedly unstable platform. The hard part of this mission is not dying, it's being blown off the platform by the wake of exploding grenades. Use Precision to take out distant gunners (watch your radar for the red dots); or, unload Hammers (remember, you have unlimited power in this mission, as in other defense missions) as soon as you see little figures in the distance. Keep a finger on the X button to Shockwave away any grenades launched at you. Eventually, the chopper will stop and you'll be asked to drop down to the ground and join your gang friends for a little jam. No...waitaminute...you're supposed to drop down and kill the gangs and destroy the jammer. Yeah, that's it. That's the ticket. Use the rooftops to rain Grenades on the gathering below and watch out for the drones that fly around (very fast!) and launch grenades at you. Use Shockwave to keep the grenades away from you and to slow down the drones long enough to Bolt them into confetti. When the First Sons are dead, drop down and move to the marker on your map. You should be able to just discern the outline of a satellite dish. Step back a few paces and use Lightning Storm to destroy it. Rinse and repeat for two more jammers. Along the way to the final jammer, you will be attacked by several giant Conduits. Ignore them as they don't do much damage; you're more threatened by the rockets heading your way and the Conduits can't keep up with the helicopter. The final jammer is in the parking garage near ground zero and is near the bottom level. You'll have to clear out First Sons level by level until you find it. It's just enough out in the open to allow the Lightning Storm to hit it. End of the Road...........................2.34 You'll begin by taking out three anti-aircraft guns. These are not terribly difficult (compared to some of what you've been dealing with recently). The big problem are the drones hitting you with grenades while you're trying to take out the First Sons surrounding each gun. Use Shockwave to deflect the grenades and stun the drones enough to get a clear shot. When the drones are gone, you can turn your attention to the mobs on the roof. You should, of course, be on a DIFFERENT roof. Take your time and ignore John's pleas for you to get in gear. Take each gun out with a Lightning Storm and move on to the next one. When the third gun is toast, move to the roof marked on your map. Then, it's time for another chase across the city. Stick to the wires, if you fall, you fail. You can't let the chopper and truck get too far ahead of you. You will probably take the wrong path a couple of times; it's OK, just start back at the last checkpoint and pick a different wire. For the most part, higher is better--you can always use Static Thrusters to move ahead if you have plenty of room to glide. When you reach the pier it's time to pull out Lightning Storm. Yes, you can cautiously advance through the maze of shipping containers and use Grenades and Hammers and Precision to pick off the First Sons; but, really...you're going to be overwhelmed (and more than once), especially by the drones constantly buzzing up to you and pelting you with grenades. There are plenty of energy sources on the pier; so, when you see a group of red dots ahead of you, step out where they can see you and unleash the Storm. Then, duck back behind a crate and recharge and do it again to the next mass. When you reach the ray sphere, you are presented with a... KARMA MOMENT: Destroy the sphere, or use it to enhance your powers. The Good path is to destroy the sphere. The Evil path is to activate the sphere to enhance your Powers. This is a very important choice and you are well advised to pick the option that correlates to the way you have been playing up to this point--especially if you've been playing Hero. If you want to know the exact consequences, go to the very end of this guide for the full story. There's also spoilers for "The Price" down there, so be careful. The Truth.................................2.35 Time for the final showdown. When you're ready, head for ground zero, the place where it all began at the southern end of the Historic District. Kessler will meet you and you'll have to fight him. This is your toughest fight; but, it's mostly an exercise in button mashing and constant movement. Your main weapon is going to be your Lightning Bolt. There's a specific instance when you can unload some Hammers or Grenades on Kessler; but, for the most part, using any special Powers are a waste of energy. Kessler can teleport extremely quickly and he has a variety of attacks. 1. Grenades. These are similar to your own Grenades; but, with a longer fuse. Provided you don't actually get hit by these, they're fairly easy to avoid. Kessler doesn't throw them far from his body; and, while he's throwing them, he stands still, allowing you to hit him with some Lightning Bolts. You can also try to shoot the grenades, which will probably start a chain reaction, blowing all of them up. Don't be close to them when this happens. 2. Sonic Punch. Kessler starts teleporting around; and, suddenly appears in front of you, winds up and delivers a punch enhanced with a shockwave. You can roll out of this. When he starts teleporting around, pause and wait for him to appear and wind up; then, dodge to the side. You should be able to avoid most of the effect. 3. Earthquake. Kessler pounds the ground and a shockwave radiates through the ground. If you get caught in the blast, you'll be knocked down and take a lot of damage. Once Kessler gets down to 50% health, he will add phantasms to the effect. You can avoid the effect altogether by jumping and using Thrusters to float over the wave as it passes by you. When the phantasms show up, pepper them with Lightning Bolts--you'll probably hit Kessler a time or two as well. 4. Lightning Blast. Kessler rears back, charges up and unleashes a huge lightning bolt. You can easily dodge the bolt as he takes several seconds to charge it up; just press Circle and move to the side to get out of the way. This is your opportunity to really shave off some of Kessler's health. After four blasts (three blasts once he's down to 75% health), Kessler kneels down and takes a breather. Hit him. Hit him hard. If you're playing on Easy or Medium, use Megawatt Hammer. These don't work on Hard because Kessler dodges the Hammers. (Yes, it is a cheap trick.) On Hard mode, you'll have to use Shock Grenades. Try to time the blasts and keep your aiming reticule on Kessler's current location (even as you dodge the blast). Kessler will release four blasts in a row until he gets below 75% health; then, the pattern is three blasts in a row. As soon as you have dodged the final blast, throw three or four Grenades at Kessler's location. Hit him with Lightning Bolts while he's down and he should also take a decent amount of damage from the Grenades. Throughout the battle, you can get quick recharges at the sparking wires sticking out of the ground. When Kessler reaches 75% health, he will grab you and you will engage in the same grabbing mini-game you went through with Sasha. You can't win this mini-game, so don't worry about it. At 25% health, Kessler summons a trio of the hover bombers. This makes the last quarter of your fight very interesting. Release a Lightning Storm as soon as Kessler summons the bombers and try to hit them before they start flying around. If you miss one or two, you'll need to run around in circles trying to shoot them down or they'll kill you while you're playing with Kessler. Once Kessler has lost all his health, you will once again play the grabbing mini-game. Win and that's it! If you lose, Kessler gets some of his health back and you'll have to "kill" him again. Watch the final cutscenes and credits and then go back and collect Blast Shards, Dead Drops and finish up side missions. You can then try again taking the opposite Karma path (and trying to earn the Hard Finish trophy, if you didn't play through the first time on Hard). ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ SIDE MISSION WALKTHROUGH [3.00] ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ Side missions come in three types: 1. GOOD: There are 15 side missions only available to players with Heroic Karma. 2. EVIL: There are 15 side missions only available to players with Infamous Karma. 3. NEUTRAL: There are 69 generic side missions available to all players. All side missions clear a small area of the district they are in. Contrary to what the game tells you, enemies do respawn in "cleared" areas. Also, enemies will enter cleared areas if they are chasing you; and, enemies will spawn in clear areas if you are on a mission that calls for enemies to be there. In other words, never let up your guard. Side missions are worth 100XP. Good and Evil side missions are also used to purchase Good or Evil powers. Good Missions.............................3.01 WALK THE DOGS =============== On these missions (there are three of them), you'll be tasked with escorting a group of gang members to a nearby prison. At least one prisoner has to survive the trip. To get the gang moving, shock one of them. They will walk very slowly, so give them one more shock to get them trotting a little faster. Along the way, you will run into three situations... 1. One or more of the gang members will turn and attack you. A quick Shockwave will usually subdue them. Punch or shock any still standing; just be careful not to kill them. When the rowdy ones are subdued, they will form back together and continue on their way. 2. One or more of the gang members will try to run away. Again, a quick Shockwave will usually catch the runners. If any get away from the Shockwave, run them down and shock them into submission and they will reform and continue. 3. You will be attacked by other gang members attempting to free the prisoners. Ignore the prisoners (they will kneel down and stay put) and take care of the attackers. Then return to the prisoners and herd them on toward the police station. TOUGH COLLAR ============== A "simple" task: capture a Conduit (super-powered gang member). What's not so simple is keeping the Conduit alive while you're dealing with all the other gang members surrounding the Conduit. You'll want to use Shockwave to keep the gang off-balance and blast with Lightning Bolt. Just be sure you don't hit the Conduit too many times. TIED DOWN =========== A very simple capture quest. You must take down four (first mission) or five (second mission) gang members and capture them (use Arc Restraint on them). There should be plenty of mobs around, unless you've gone and cleared the rest of the district. OFFICER DOWN ============== Follow the bio-electric memory of the slain cop to a group of cops engaged with some Reapers. Take out the Reapers without losing all the police and this mission is done. FAN CLUB ========== A parade has organized near the park in the Neon and again in the Historic District. You are asked to protect the parade. In the Neon, run to the north corner of the park and ride the wire there across the street. You should see the parade below you. Ride a wire south over one building to the corner building at the next intersection. Watch below as an RPG Reaper comes out. Quickly waste him, then start taking out the Reapers that come in from the Park. Some more Reapers will come in from the alley below you. Thunder Drop them and take them out. Then, join the cops in mopping up what's left in the street. For the Historic District "Fan Club", stick to the rooftops and take out First Sons on the roofs and any flying bomber drones. Try to avoid getting knocked to the street and don't worry too much about First Sons at ground level. The police can handle them. CONTAINMENT ============= A group of Dust Men has broken out of prison and is making a stand on the roof. Climb up a nearby lamp and jump over to the lower level of the prison. Head to your right around the corner to find some windows you can climb. You'll eventually reach a lower roof with some Dust Men. Take them out; then, jump to a lower roof and take out another Dust Man. Run along the east side of the prison to find a pipe you can climb to some windows that will let you reach a tower roof. From here, you can take out a number of Dust Men as you sidle around the upper windows. As soon as you have taken out a few, use a corner to jump up to the roof and take out the rest of the Dust Men. RAT'S NEST ============ There are two of these missions, one in the Warren and one in the Historic District. You have to clean out a building full of the local gang. Your first objective is to climb the marked building and destroy the AC unit. Don't climb the actual target building, run across the street and climb the building next to it. You can then survey the scene before dropping to the roof. When all is clear, drop down and press Triangle to sabotage the air conditioning. Twenty-five gang members will spew out into the street. Compounding your problems, smoke will be billowing out from the building, affecting your view. One or two may end up on nearby roofs, so take them out first. Then start lobbing grenades into the street. Use anything available to recharge and use your mini-map and throw the grenades at the largest clusters of red dots. Once you've put 15 or so down, Thunder Drop on the largest remaining cluster and pick off the survivors. Collateral damage is a foregone conclusion; so, spend some time healing civvies after the battle is over. COPS AND ROBBERS ================== This is a defend-the-police station mission with the added excitement of having to deal with a Conduit trashbot. When you arrive at the police station, blow up every car you can see and throw a few grenades up on the shanties across the street to clear out most of the regular Dust Men. Then, you can deal with the trashbot that will come up the side street. You'll have limited mobility in the street, so you're going to have a harder time avoiding the Conduit's machine guns--use the blown cars as cover when it starts shooting. (Because you already blew them up, they won't explode again. See how that works?) Take off its arms as fast as you can; then, fill it with Grenades. After the trashbot it down, you can mop up the regular Dust Men still moving. TITANIC JUSTICE ================= This is a mission similar to Street Fight. First Sons and Dust Men are mixing it up at the epicenter of the original Ray Sphere explosion. Your mission, if you choose to accept it, is to go wipe them all out. There are a lot of Conduits involved in this battle and a fair number of the First Son bomber drones. You are best served staying out of the middle of the battle. Find a building around the perimeter, get up high and lob Grenades into the fracas. Keep at it until there are few red dots left on your map; then, Thunder Drop the survivors. WALKING WOUNDED ================= You are asked to escort a group of 15 poisoned civvies to an aid station. You can move as fast as you want, the pedestrians will keep up. When you reach the aid station, you'll find a bunch of dead EMTs and a couple of very active drone bombers. Take out the bombers and heal any of the civvies in your group that got hurt. Now lead the civvies to another aid station. You'll run into a First Son giant Conduit in an alley. Back away quickly while peppering him with Bolts until he shrinks down; then, stick a Grenade to him. Heal your wounded charges and lead them the rest of the way to the station. Evil Missions.............................3.02 The Evil side missions are, by-and-large, the opposite of the Good side missions. You'll be working with the gangs against the police, rather than helping the police; or, hunting down civilians rather than protecting them; etc. ANGRY MOB =========== The opposite of Fan Club and there's one in the Neon and in the Historic District. Track down the protestors and cops and take them down. DIRTY JOB =========== An assassination mission. Track down the pictured target and kill him. When you return to the quest-giver, you'll have to fight off some police. NO FORGIVENESS ================ An ambush. After getting the mission, get ready to fight a whole boatload of cops. RAMPAGE ========= Start blowing stuff up until the cops (Neon) or First Sons (Historic District) come boiling out into the street and then let them have it. This mission is available both in the Neon and in the Historic District. HIT SQUAD =========== Take out a police SWAT team that is hunting you down. NEW FRIENDS ============= Similar to the Good mission, "Containment." You must climb to the roof of the prison, fighting police along the way, and drain a transformer in order to free some of Sasha's Reapers. MINIONS ========= Sasha takes control of a bunch of civvies and you have to lead them against a dozen Dust Men (Warren) or First Sons (Historic District). STICK IT TO THE MAN ===================== Join a group of Reaper Conduits and destroy a police station. It's guarded by lots and lots of machine gunners. DEATH MARCH ============= The Evil version of Walk the Dogs. Herd four Dust Men through the Warren to a pier; then, kill them. In the Historic District, you'll march three First Son Conduits to their doom. NIGHT ON THE TOWN =================== Follow three Reaper Conduits as they zip about town and help them take down a bunch of Dust Men. TITANIC BEATDOWN ================== This lone original Historic District Evil side mission is identical to the Titanic Justice Good side mission, except for the motivating force. Neutral Missions..........................3.03 There are 69 neutral side missions in the game in a variety of types. Since there are usually multiples of each type of mission, the total number of missions is given in parentheses after the name of the mission. E.g. (x3) indicates there are a total of three missions of that type. COUNTER-SURVEILLANCE (x6) =========================== You'll be asked to destroy anywhere from 8 to 14 security cameras planted on a nearby building by the local gang (12 is the most common number of cameras). The building will be marked on the map with a yellow circle. These cameras are planted on the outside of the building and have flashing red lights. Clear enemies from the area; then, at street level, examine the walls of the building. Stand still for a bit and look for flashes of red; you should then be able to easily see the black housing of the cameras. Climb up near the cameras and press Triangle to zap them. Occasionally, you will have to jump toward a camera and press Triangle as you slide past it, since there is no handhold near the camera itself. ABDUCTION (x4) ================ Gang members are rounding up civvies! Head toward the objective marker and kill the gang. At least one of the hostages has to survive--but, don't necessarily have to be upright. In other words, it's OK to injure the pedestrians while you're shocking the gang members. DARK WATER (x4) ================= The Reapers are poisoning the water by pouring tar into a water tower on top of a building. You'll immediately be able to pick out the building by the large number of red dots that spawn on it. Scan for nearby buildings that are higher and scale one. From your vantage point, rain electric death down on the gang. One good tactic is to show yourself and trade potshots with the gang, and then step back and wait. The gang will cluster on the nearest roof and you can then Thunder Drop into their midst. Once all the gang members are down, you must disable the tar keg on the water tower, so climb up to it. This is a Karma Moment. For Good Karma, use Shockwave to destroy the keg. This will coat you with tar, disorienting you and temporarily removing some of your Battery Cores, and damages you--so don't take this route unless you're at full health. For Evil Karma, overload the keg with Lightning, which destroys the keg's functionality, but drains the tar into the water supply. This option does not damage Cole in any way. MOBILE POISON (x3) ==================== Local gang members are moving a tanker truck full of tar through the city. Chase it down and destroy it. These side missions are quite difficult because of the number of constantly respawning gang members; and, you can be assured there will be plenty of Conduits and kamikazes mixed in. Your best bet is to stick to the upper pathways and try to get ahead of the gang. Wait for the truck to come under you; then, hit it with Grenades or Hammers or Lightning Storm. SPY GAMES (x3) ================ This is a "stealth" mini-game, of sorts. A kamikaze courier needs to be followed, and you have to avoid detection. Stay above him; whenever he stops, take cover. (For some reason, he can see you even if you're 10 stories above him, if you just stand in the open.) Alternately, you can follow him at street level--just stay far behind and keep under cover whenever he stops. When he makes his drop, run forward and pick up the package, which is five Blast Shards. THE IMPOSTOR ============== A Reaper Conduit is roaming the park disguised as a pedestrian. Track him down using your radar pulse (L3 button). The impostor will show as a red dot on your mini-map, and then flash red when you're nearby. Take him out as quickly as possible, so it doesn't become a contested run-and-shoot. HIDDEN PACKAGE (x9) ===================== Cole has the ability to read the left-over electrical impulses in a dead person's brain. Occasionally, you will kill a gang member and a side mission marker will appear over the body. Go over and press Triangle to get a picture of a hidden stash. The general area of the stash will show on the mini-map as a large yellow circle. Go within that area and try to pinpoint the location of the package by comparing landmarks in the picture from the dead guy's mind. (Press Triangle at any time to take another look at the picture.) When you find the package, the mission is over and you score five Blast Shards. Since these missions only occur when you kill a gang member in the general area of the package, it is common for you to miss these as you're playing through the game. If you've cleared all marked side missions on your map; but, there are still gang-held territories; then, you've got a Hidden Package mission waiting to be unlocked. Enter the red territory and start shooting mobs. Remember, you have to kill them. Just taking them down or restraining them won't unlock the mission. SATELLITE UPLINKS (x8) ======================== These missions are races against the clock. You'll start the mission being shown a satellite uplink. Climb up to it and drain the charge; you then have to run past a series of other uplinks (you don't have to drain them, just run or glide past them) to reset all of them. There is a time limit for reaching each uplink in the series, and this limit is extended each time you run past an uplink. Uplinks show on your mini-map and can be identified by the beam of light they shoot in the air. You will probably have to run each course two or three times as you figure out the fastest way between uplinks. As the game progresses, you will have to use wire grinding and Static Thrusters to reach each uplink in time, so practice, practice, practice! Completing the Satellite Uplinks missions increases the number of side missions that show on your mini-map. You could find these side missions without the map just by wandering over them; but, having them on the map makes it easier. PHOTOGRAPHER (x3) =================== A civvie wants to take some pictures of you doing interesting things. Fulfill each request, trying not to harm anyone in the process (if playing Good, of course). Requests may include healing someone, punching a gang member (who will, of course, be shooting you), blowing up a car, grinding a wire, etc. THE INFORMANT (x2) ==================== Pretty much as soon as you get asked to perform this mission, you will be attacked. The person asking for help has information on the local gang and he's a marked man (or she's a marked woman). Immediately, gang members spawn nearby and start shooting. You've got to take them out while keeping the informant alive. PLAYING DOCTOR ================ KARMA MOMENT: Heal the injured cops, or steal the Blast Shards. For Good Karma, go to the marked place on your map and heal the injured cops. You'll then have to run back to the mission-giver and fight off some Reapers. Afterwards, you can pick up your reward: five Blast Shards. For Evil Karma, just attack the police and take the Blast Shards. BYSTANDER =========== KARMA MOMENT: Help the police, or do nothing and let them fend for themselves. A police station is under attack. If playing the Evil path, just let the cops and gang fight it out and deal with survivors (if any). Heroes will, of course, jump in and take some lumps on behalf of the police. GRAVE DANGER ============== This one is an ambush. The quest-giver turns into a Reaper Conduit and all of a sudden you are surrounded. Don't take this mission unless you are fully charged and be prepared to let loose with a lot of Shockwaves and run for the nearest high point. DRUG RUNNERS (x2) =================== Gang members have run off with a clinic's drug supplies. Chase down the marked mobs, take them down and pick up the packages they were carrying. Return to the EMT and the mission is complete and a clinic is opened. There is one of these missions in the Neon and one in the Historic District. In the Historic District, at least one of the First Sons you are after is a Conduit. EXPLOSIVE CHOICES =================== Reapers have planted a bomb on the police station. Follow the officer to the station. KARMA MOMENT: For Good Karma, drain the bomb. For Evil Karma, just wait around until the bomb goes off. If you take the Evil path, the cops will turn on you and start shooting. You have to kill them to finish the mission. STREET FIGHT ============== Reapers and Dust Men are mixing it up and your job is to jump in with them. Good luck! Even if you haven't finished "Zeke's Request" and encountered a Dust Man Conduit, you'll meet them in this mission. Several. There are a couple dozen Reapers and Dust Men with Conduits on both sides going at each other. First things first: blow up the gas station. That will take out a few mobs. Stay back and concentrate on Shockwaving the cars into the mobs that come running at you. Duck in an alley if you need a recharge. Another option is to get up on a roof and lob grenades down into the mix. Whatever you do, watch out for the grenades and rockets that get sent your way and use Shockwave to deflect them. There will be two Reaper RPGs up on a roof- -use Precision to bring them down. SPLIT DECISION ================ Dust Men have kidnapped a woman's brother and stolen their Blast Shards. For Evil Karma and the Shards, go after the Dust Men with the Shards. For Good Karma; but, alas, no Shards, rescue the woman's brother. EL TRAIN (x2) =============== These missions will start the trains rolling again in the Warren and the Historic District. For the Warren, first take out a bunch of Dust Men camping out on the tracks. Of course, you start the mission right near the tracks and in the line of fire; so, hightail it behind the nearest building and climb up for a better angle. There's a gas station next to the tracks with a lot of Dust Men; a Grenade will blow up the station and a lot of Dust Men. When all the Dust Men around the objective are down, climb up to the station and Shockwave the cars off the tracks. Then ride the train forward to a tunnel. Clear the Dust Men out of the tunnel (Shockwave and Hammer are good here) and run to the other end. Drop to the street, take out the Dust Men and charge the feeder box on the underside of the tracks. Climb back up and enter the tunnel. Two bombers have taken up residence, so Shockwave them into insensibility and zap them. Ride the train out of the tunnel to finish the mission. The second El Train mission gets the trains running in the Historic District. The First Sons will unleash their bomber drones AND a UAV on you. The final stand is against a house infested with mobs, including a machine gun turret. Jump off the train as you approach and get on the roof of the building on the opposite side of the tracks. Stay out of sight from the machine gun until you have dealt with the bomber drones; then, unleash a string of Hammers on the turret. BROTHER'S KEEPER ================== The Dust Men have kidnapped a guy's brother and dressed him in a Dust Man outfit. Find the group of four Dust Men and use Precision to head shock the three with round hoods and leave the fourth alone. You'll have to move fast; as soon as you head shock the first Dust Man, the others will try to shoot the fake. CHASING ECHOES ================ This mission pops up over a dead civilian. Start the mission to read the electrical signature of the attacker and follow that shadow into the Dust Men fortress on the pier. Watch for Dust Men as you follow the shadow into the maze until you reach a point where you see shadows of three Dust Men Conduits. You now have to hunt down the Conduits and defeat them. The best way to deal with the Conduits is to get up on top of the containers--the Conduits and their scorpion bots are all on ground level. TERROR BUS (x4) ================= This is the same as the story mission, "Terrorized Streets," except, there's only one bus. These side missions won't show up until you've finished that story mission; so, you'll know how to handle the problem. If you wait to do these until after you have Lightning Storm, you can take down the bus just by getting near it and using Storm on it. Of course, the buses like to run under the train tracks, so that's easier said than done. SUPPLY RUN ============ This is "Anything for Trish" in miniature. Ride a charged bus through the streets of the Historic District, fighting off lots of First Sons and at least five of the giant First Son Conduits. Again, the easiest, though not shortest, way through the mission is to jump off the bus at each sign of a red dot on your mini-map and take out the First Sons ahead; then, ride the bus a little further. Your destination is a clinic on a pier on the east side of the Historic District. This mission is a little bugged in that you don't always get the "Mission Accomplished" screen at the end; however, you still get the XP and the territory will be cleared. CLINICAL DISASTER =================== This side mission is nearly identical to the story mission, "Medical Emergency." Go to the marked pier and take down all the Reapers to open a clinic. CLINICAL ONSLAUGHT ==================== This is another save-the-clinic mission. This time, you have to fight off two waves of Reapers from around a fountain. The first "wave" is two Reapers who are roaming around the fountain as soon as you start the mission. Take them out; then, run for your life. As soon as you take out the first two Reapers, six more spawn nearby and will hit you hard. You cannot try to "cheat" by taking out the first two Reapers from a nearby building. The remaining six will not spawn until you are actually on the ground next to the fountain. Nice, huh? So, wait for the six to spawn, then hightail it down an alley and climb the back of a building and take down the last six from the comparative safety of a rooftop. STOLEN PRESCRIPTIONS ====================== This mission is very similar to the Drug Runners missions. You pick this up in the Warren next to the hospital. Seven boxes of medical supplies have been stolen by Dust Men and you must retrieve them. The Dust Men are holed up "in" a building nearby. The building is actually a series of interconnected structures with porches running down the front and back of each level. The Dust Men are on those porches and you'll have a devil of a time shooting them off. You can use Precision to try to head shock them from across the tracks; but, you'll still get peppered because you'll be under fire from a dozen or so Dust Men the entire time. A better option is to go way around the block and get above the building; then, drop down onto the roof and pick off the Dust Men on top of the structure. Afterward, you can drop down level-by-level and deal with the one or two Dust Men on each porch and pick up their packages. SURGICAL OPERATION ==================== Save-the-clinic with a twist. Approach the marked pier with caution; it is swarming with Dust Men, at least a couple of who will be RPGs or machine gunners. Clear out all the Dust Men around the front of the pier; then, recharge yourself and climb on the roof of the building and head for the end of the pier. You'll find a doctor covered by two Dust Men. Take them out quickly with Precision head shocks. ULTERIOR MOTIVES ================== Protect a dude as he goes to get something from his locker. You'll meet up with plenty of Dust Men, including a small Conduit or two. When you've finally cleared all the Dust Men, the guy gives you one Blast Shard. You can choose to accept it (Good Karma); or, waste the dude and take his entire stash (Evil Karma). INFESTATION ============= A bunch of Dust Men, including a couple of RPG Conduits, has taken over a medical clinic. Take them all down to open the clinic. MED DROP ========== Seven crates of medical supplies have been dropped in the Historic District; unfortunately, they're up on the roofs of some nearby buildings. Climb up, take out all the First Sons and Shockwave the crates off the rooftops. This mission is available as soon as you come into the Historic District and is a good choice to do immediately as it opens a clinic in the area. PARANOIA ========== Some lady in the park is convinced invisible guys are lurking nearby. Boy, is she ever right! You'll get blasted as soon as the lady stops talking; so, be prepared to run away. There are three invisible First Son Conduits grouped together near the lady. You'll want to put some distance between you before turning and spreading grenades over the area. Shoot the bad guys as they are shocked into visibility. PRIVATE PROPERTY ================== A man has been injured defending his locker from First Sons. This mission is short and sweet and requires no combat. Approach the injured man to get a Karma Moment. Heal the guy and he'll give you five Blast Shards. Try to take the Blast Shards and you'll be hit by a booby trap and get zilch for your trouble (except for some Evil Karma). ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ POWERS [4.00] ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ Once you get through the first couple of missions, you will have a few very basic powers. You learn more powers as you play through the game, typically one Power each time you re-establish the circuit on a transformer during one of the sewer missions. Most Powers can be viewed by bringing up the game menu (Start button) and selecting Powers. POWERS EARNED =============== A quick reference list of what powers are available when: * Beginning of game: Lightning Bolt, Shockwave, Thunder Drop, Reduce Damage, Melee, Electric Drain, Gigawatt Blades (pre-order bonus only) * First transformer: Pulse Heal, Bio Leech, Arc Restraint * First Good/Evil mission: Overload Burst or Arc Lightning * Second transformer: Shock Grenade * Third transformer: Induction Grind * Fourth transformer: Precision * Fifth transformer: Static Thrusters * Sixth transformer: Megawatt Hammer * Seventh transformer: Polarity Wall * Eighth transformer: Lightning Storm Menu Powers...............................4.01 These are the Powers that show on your Powers menu. Some powers and their upgrades are influenced by your Karma; others are neutral. There are three ranks of Karma for both Good and Evil: Good Karma: Guardian, Champion, Hero Evil Karma: Thug, Outlaw, Infamous To purchase upgrades for most powers, you will need to spend experience points (XP). The powers are listed below in the order they appear in the Powers Menu from left to right. Powers are either available from the beginning of the main game (i.e. after you have completed all the mandatory opening missions); or, they are learned after restoring X number of power transformers. LIGHTNING BOLT ================ Cole's basic attack is a bolt of lightning from his fingertips. This attack uses no energy (unlimited ammo) and is very effective. Hold L1 to enter aiming mode and then press R1 to fire. Good characters, especially, will love Lightning Bolt and you can recharge yourself at Hero level just by shooting bad guys. * Available: From the beginning of the game * Good Upgrades: - Guardian (400XP) - Righteous Blow: Restores a moderate amount of energy each time you successfully hit an enemy - Champion (2900XP) - Righteous Shot: Head shots chain electricity to nearby enemies - Hero (12000XP) - Righteous Strike: Restores a significant amount of energy each time you hit an enemy. Head shots also restore health. * Evil Upgrades: - Thug (400XP) - Sadistic Blow: Defeated enemies have a chance of triggering an electric explosion before dying - Outlaw (2900XP) - Sadistic Shot: Increases the radius of the electric explosion - Infamous (12000XP) - Sadistic Strike: Head shots automatically trigger and electric explosion. SHOCKWAVE =========== The Shockwave is a basic method of crowd control and object manipulation. To use Shockwave, hold L1 to enter aiming mode and then press X. Each Shockwave uses energy. Shockwaves pulse out and physically push or throw objects away from Cole. Used against vehicles, it can move cars and other obstacles from your path. Used against people, it can temporarily (or permanently) incapacitate others. * Available: From the beginning of the game * Good Upgrades: - Guardian (800XP) - Reverse Magnetism: People caught in the core of the blast temporarily float in the air - Champion (1800XP) - Increases blast force - Hero (2800XP) - Increases blast range * Evil Upgrades: - Thug (800XP) - People or objects caught in the core of the blast are electrified - Outlaw (1800XP) - Increases blast force and range - Infamous (2800XP) - Cars hit by blast explode OVERLOAD BURST ================ Overload Burst is a highly charged beam of energy that chains off conductive surfaces and can strike enemies using metal objects (such as cars or heating ducts) for cover. To use the power, hold L1 to enter aiming mode and then press-and-hold R2. A second aiming reticule appears. Wait until the two reticules are aligned and then release to fire the burst. Overload Burst is only available to players with positive Karma and you must complete a certain number of Good side missions for each level of the power. * Available: After you finish the first Good or Evil mission * Upgrades: - Guardian (5 Good side missions) - You must purchase this level to use the power - Champion (10 Good side missions) - Doubles the damage - Hero (15 Good side missions) - Increases damage and reduces charging time ARC LIGHTNING =============== Releases a continuous stream of lightning. To use this power, hold L1 to enter aiming mode and then hold R2 as long as you want to stream the lightning. Arc Lightning uses energy and is only available to players with negative Karma. You must complete a certain number of Evil side missions for each level of the power. * Available: After you finish the first Good or Evil mission * Upgrades: - Thug (5 Evil side missions) - You must purchase this level to use the power - Outlaw (10 Evil side missions) - Unlimited branching and increases damage - Infamous (15 Evil side missions) - Weakened enemies explode SHOCK GRENADE =============== Just as the name implies, Cole throws a grenade made of electricity. The grenade does take a few seconds to detonate and enemies will run from it; however, if your aim is good, you can stick a grenade to an opponent or object (such as a vehicle). Grenades use energy. To throw a grenade, hold L1 to enter aiming mode and press Square. To throw your grenades farther, aim higher up to lob them at your enemies. * Available: After second transformer is online * Good Upgrades: - Guardian (800XP) - Increases knockdown time - Champion (1900XP) - Increases blast radius and damage - Hero (5500XP) - Increases damage and weakened enemies are automatically restrained * Evil Upgrades: - Thug (800XP) - Grenadelets: cluster of three Shock Grenades that separate on impact and cause splash damage - Outlaw (1900XP) - Grenadelets: cluster of five Shock Grenades - Infamous (5500XP) - Grenadelets: cluster of seven Shock Grenades MEGAWATT HAMMER ================= Basically, a guided rocket. Hold L1 to aim, then press Triangle to fire the rocket. Rockets do a LOT more damage than your Lightning Bolts; but, they do require energy. * Available: After the sixth transformer is back online * Good Upgrades: - Guardian (800XP) - Redirect a rocket by firing a Lightning Bolt (R1) at the target you want to hit - Champion (2500XP) - Enemies caught in the blast temporarily float in the air - Hero (5300XP) - Increases blast radius of rocket * Evil Upgrades: - Thug (800XP) - Adds a pair of smaller rockets that attach to their targets before exploding - Outlaw (2500XP) - Adds four smaller rockets - Infamous (5300XP) - Adds six smaller rockets THUNDER DROP ============== Cole causes an explosion when he hits the ground. To use Thunder Drop, just jump from a high object and press Square on the way down. This is a neutral power; and, a very good one. Shooting at enemies from above and luring them under you is an effective tactic. You can also use Thunder Drop to help take out turrets and turret trucks. * Available: From the beginning of the game * Level 1 - 800XP: Increases blast range * Level 2 - 1300XP: People and objects in the epicenter of the blast get electrified * Level 3 - 3200XP: Increases blast force REDUCE DAMAGE =============== This is a neutral power that is always active. Each level purchased decreases damage done to Cole. These are good upgrades to purchase, especially in Medium or Hard difficulty as you will take a lot of shots. * Available: From the beginning of the game * Level 1 - 600XP, 10% reduction in damage * Level 2 - 1800XP, 20% reduction in damage * Level 3 - 2600XP, 30% reduction in damage MELEE ======= This is a neutral power that is always active. Each level purchased increases melee damage. Considering how useless melee attacks are, you can probably ignore these upgrades. * Available: From the beginning of the game * Level 1 - 600XP * Level 2 - 1000XP * Level 3 - 1500XP ELECTRIC DRAIN ================ This is a neutral power that is always active. Each level purchased increases the rate at which Cole drains energy from objects (thus restoring his energy and health). Probably a good purchase especially at Hard difficulty; you'll have less time to heal up when constantly under fire. * Available: From the beginning of the game * Level 1 - 800XP * Level 2 - 1400XP: automatically recharge when grinding on electrified wires or rails * Level 3 - 2000XP & Hero/Infamous rank: Enables Karmic Overload--once your Karma meter is at full Good or Evil, press D-Pad Left to have unlimited energy for a short period of time POLARITY WALL =============== Polarity Wall is a shield that blocks bullets and grenades. It requires no energy and can be used while running, gliding, grinding, etc. The only time you can't hold the Wall up is when you're in aiming mode. You also can't climb while holding the Wall, though you can hold it while clinging to a climbing surface. To hold the wall, hold R2. There are two levels of upgrades to Polarity Wall... * Available: After the seventh transformer is online * Level 1 - 1600XP: Converts blocked damage into energy * Level 2 - 3000XP: Increases the size of the Wall PULSE HEAL ============ This is a touch-based power gained after the first transformer. To heal a pedestrian, stand next to the person, press-and-hold R1 to lock on and then press-and-hold Triangle until you administer shock therapy. There are no upgrades for this power. Using Pulse Heal earns positive Karma points and some XP. * Available: After the first transformer is online BIO LEECH =========== This is a touch-based power gained after the first transformer. You can leech energy and health from downed opponents or pedestrians. To leech energy, stand next to the person, press-and-hold R1 to lock on and then rapidly tap Square to fight the person for their energy. There are no upgrades for this power. Using Bio Leech earns negative Karma points. * Available: After the first transformer is online ARC RESTRAINT =============== This is a touch-based power gained after the first transformer. You can restrain downed opponents or pedestrians. To restrain someone, stand next to the person, press-and-hold R1 to lock on and then press Circle. There are no upgrades for this power. Using Arc Restraint is a neutral action; though, it is sometimes required to complete certain missions. Restraining live enemies earns additional XP. * Available: After the first transformer is online PRECISION =========== This is an enhancement to your lightning bolt gained after the fourth power transformer is online. Precision mode allows you to slow down time and zoom in on distant opponents. Precision mode slowly drains your energy and shots taken using Precision mode use energy, so make sure your aim is good. To use Precision, press-and-hold D-Pad Up and then press R1 to fire. There are no upgrades to this power. * Available: After the fourth transformer is online LIGHTNING STORM ================= Lightning Storm is a serious incarnation of Cole's powers. Press-and-hold D- Pad Down to unleash the Storm and tilt the controller left and right to steer it. Requires energy--and lots of it. Lightning Storm only works outside, so no using it in the sewer mission where you learn it. Or on things underneath the train tracks. Alas. * Available: after the eighth transformer is online GIGAWATT BLADES ================= Gigawatt Blades are a neutral melee upgrade only available as add-on content from the Playstation Store. The Blades are a pre-order bonus given by some retailers and not (currently) available to all players. Gigawatt Blades are, essentially, one-hit kills when activated; however, activating them requires energy. To activate the Blades, press D-Pad Right; the blades last for a limited time. You must purchase at least Level 1 Blades to use them at all. * Available: From the beginning of the game if you have a pre-order code * Level 1 - 600XP * Level 2 - 1000XP * Level 3 - 2000XP Non-Menu Powers...........................4.02 These Powers are learned by re-energizing transformers or buying upgrades to menu powers; however, they don't show on your Powers menu and don't have any upgrades. INDUCTION GRIND ================= You learn this ability after re-energizing the third transformer. You'll then be able to quickly traverse any wires or train rails in lit-up areas of town. When riding the rails, remember the trains on the inner tracks run clockwise and the trains on the outer tracks run counter-clockwise; so, grind in the same direction as the trains. Also, the Level 2 Electric Drain Power allows you to recharge yourself as you grind wires or rails. STATIC THRUSTERS ================== This is a "flying" ability learned after the fifth transformer (first in the Warren) is re-energized. While in the air, press-and-hold R1 to glide slowly downward. You can use this Power to more quickly traverse the rooftops of the city as you will be able to cover some of the larger gaps between buildings where no wire is available. Using Static Thrusters consumes no energy. When gliding, you have limited lateral movement. You CANNOT turn around and glide back the way you came. Static Thrusters are mainly useful for covering wide gaps. KARMIC OVERLOAD ================= To use this Power, you must purchase the Level 3 upgrade of Energy Drain and have a full Karma meter (Good or Evil). With a full Karma meter, press D-Pad Left and you'll have unlimited energy for a short time. When the timer runs out, you also will have lost some Karma points and will have to earn them again to use the ability again. ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ ITEM COLLECTION [5.00] ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ Blast Shards..............................5.01 Blast Shards are radioactive pieces from the epicenter of the explosion that started all this. Collecting Blast Shards gives you new Battery Cores, increasing your energy meter. Blast Shards are given as rewards for some side missions, and are also scattered around the game world. You can search for Blast Shards by pressing L3 for a radar pulse. Blast Shards show up as dark blue circles on your mini-map. There are 350 Blast Shards scattered around the map; plus the ones you earn for completing certain missions. Here is a list of how many Shards you need to collect to get a new Battery Core: * 5 Shards * 15 Shards * 20 Shards * 30 Shards * 30 Shards * 35 Shards * 35 Shards * 40 Shards... Each new battery core is gained with 40 more Shards. There are 350 Shards scattered around Empire City, and more are available during certain side missions. However, you can only have a maximum of 24 battery cores (unless you play Evil--see spoilers at the end of this guide). A map of Blast Shard locations is available here: http://www.gamefaqs.com/console/ps3/file/942025/56681 Hunting for Blast Shards is tedious; and, you don't really need a huge number of extra Battery Cores to beat the game; so, only go after them all if you want the trophy. The best way to hunt Shards is to make a perimeter run around each island; then, go over the rest of the island block-by-block. There are a couple of Shards most people miss. One is way out on a broken pier on the east side of the Neon. The other is on top of the ruined skyscraper next to the blast site. These two Shards are far enough (laterally and vertically) that they don't show on your radar. Dead Drops................................5.02 Dead Drops are audio recordings left by a government agent on the inside of one of the gangs. There are 32 Dead Drops in the game. You have to collect three for an early quest. The rest are optional and serve only to fill in further details of the story and earn a few trophies (see trophy list following). You can search for Dead Drops using your radar pulse. Press L3 and watch the mini-map. If you are close enough to a Dead Drop, a gray ring will flash in a circle around the mini-map; or, if you are very close, a light gray ring will flash around Cole's icon (the white triangle). As the gray ring disappears, the final segment will flash and it indicates the direction of the Dead Drop. All Dead Drops are located inside small satellite dishes. A map of Dead Drop locations is available here: http://www.gamefaqs.com/console/ps3/file/942025/56681 Stunts....................................5.03 Stunts are special attacks. There are 21 stunts in the list; but, they are not earned in any specific order. Performing stunts only earns you trophies (a total of three--see trophy list following) and some additional XP. Many of these stunts will happen naturally as you play the game; a few take extra work (and lots of practice). The best time to earn most of these stunts is while there are still Reapers running around the Neon. Once you get to the tougher enemies in the Warren and the Historic District, most of these stunts become quite a bit harder. 1. Melee Finisher: Use a melee finisher to take down an enemy The best place to get this one is fighting the cops at the beginning of "The Escape." Open with a Shockwave to knock most of them down; then, wade into the ones still standing and start punching. If you're beyond that mission, it's fairly easy to earn the stunt by kicking scorpion bots in the Warren. 2. Enviro Take Down: Take down an enemy using the environment You'll get this one over and over; any time you take out an enemy by blowing up a car or gas tank, etc. 3. High Fall: Take down an enemy by pushing him off a building You don't have to actually push the guy, just shooting him off the edge will work. You'll get lots of these just playing the game. 4. Flying Melee: Take down an airborne enemy with a melee attack This is pretty easy to get once you meet the Dust Men Conduits in the Warren. Just kick their scorpions around and you'll probably pick this up numerous times. Failing that, you may have to try punching an enemy off a roof and hope your final kick hits him while he is in the air. 5. Blast and Bolt: Use Shockwave to blast an enemy into the air, then take him down with a Bolt This is easier if you're playing Hero and get the Guardian upgrade to Shockwave. You have to work at this one, flinging enemies into the air and then shooting at them. 6. Sticky Bomb: Take down an enemy by sticking a grenade to him If you use grenades frequently, you'll get this one. Just aim right at opponents when you're chucking grenades. 7. Premature Detonation: Blow up a mad bomber to take down a nearby enemy Another easy one you will pick up frequently as you fight your way through the game. 8. Flying Head Shot: Take down an air-borne enemy with a head shock This is mostly luck. Use whatever technique you use for Blast & Bolt and try to head shock the flying enemy. If you have the time (not often when surrounded) you can use Precision; but, flying mobs twist and turn all over the place. 9. Ride the Lightning: Take down an enemy with Precision while grinding a power line This is a little harder stunt and one you have to work at deliberately. You'll not often try to use Precision while grinding. Look for a lone enemy at the other end of a fairly long wire. 10. Insult to Injury: After sticking a grenade to an enemy, take him down before the grenade explodes This is another stunt you'll have to work at. Spam grenades into a group of enemies and then use Precision to head shock any that have grenades stuck to them. If you're fast enough, you can earn this stunt. Another possible way to earn this is to shoot a few Lightning Bolts into a crowd of enemies; then, chuck a couple grenades; then, quickly spam some more Bolts and hope you finish off one of the mobs before your grenades explode. 11. Air Strike: While you're in the air, take down an enemy with your Bolt. You'll have to work deliberately to get this one. Find an enemy below you that's not paying attention. The higher you are the better. Jump over the enemy and enter Precision mode, which will slow your fall. Head shock the enemy below and you'll earn this stunt. 12. Splash and Crash: While in the air, shoot an enemy with Lightning Bolt and then hit the same enemy with Thunder Drop Use the same technique as Air Strike: Get above a lone enemy that's not paying attention, jump out over him and use Precision to slow your fall; but, DO NOT head shock him. Just hit him in the body with Precision, then let go of Precision Mode and start a Thunder Drop. You'll need plenty of height to attempt this. 13. Have a Nice Fall: Simultaneously take down 3 enemies by blasting them off a roof with Shockwaves You'll have to find three (or more) enemies together on one roof. Any of the "Dark Water" side missions usually work for this. You'll also want to be at full health so you can herd the mobs together; then, hit them with a Shockwave. This will be easier once you have the Polarity Wall Power. The stunt is a little bit bugged. Apparently, what happens is, you just need to get three enemies into a free fall situation close enough together that they hit the ground close to the same time. So you can hit the three with separate Shockwaves and still get the stunt as long as they hit the ground together. Conversely, you can fail to get the stunt even when you've blown three off the roof together because one hits a lower building or something sooner than the other two. 14. Crush: Take down an enemy by crushing him with an object Use Shockwave frequently in combat and you'll probably earn this stunt many times. If you're specifically working at it, you need to find mobs clustered on the street near lots of cars. Just spam Shockwave at the cars until you pick up the stunt. 15. Right Back At Ya: Take down an enemy by blasting his grenade back at him You would think this would happen often; but, there's no way to control deflected grenades so you have to get lucky and need enemies to toss lots of grenades. When you encounter a bunch of bombers, just take some cover and concentrate on deflecting grenades with Shockwave. You have to be far enough from the enemy that the Shockwave doesn't affect him; but, close enough that the Shockwave can send the grenade back at him. This one requires lots of practice and patience. Oh, and deflecting RPG's doesn't seem to work. You have to deflect a thrown grenade, which you don't run into quite as often. If you're desperate for this stunt, Dust Men usually throw grenades a bit more often than Reapers or First Sons. Also, there's a tunnel under the prison in the Warren that has a couple of grenade-throwing Dust Men that constantly respawn (even after the area has cleared) along with a couple of RPGs--just to spice things up. 16. Crowd Control: Take down five enemies at once You'll most likely get this one dropping into a crowd with an upgraded Thunder Drop. You can also pick it up with Thunder Drop or Shock Grenade in a crowd of scorpion spawn in the Warren. 17. Unquenchable Thirst: Transfer to four different grinds without touching anything in between It is easiest to get this on a track as each of the four rails counts. You'll have to practice jumping from one to the other; but, it's not that hard. 18. Up Close and Personal: Take down five enemies within thirty seconds using only melee attacks Get this one by kicking around scorpion spawn in the Warren. The "Street Fight" side mission is good because there are several Dust Men Conduits involved and they will spew a lot of scorpions. 19. Air Sticky Bomb: Take down an air-borne enemy by sticking a grenade to him This is another luck stunt. Send mobs flying and then fling grenades at them. Again, this is easier with the Guardian upgrade to Shockwave or Champion upgrade to Megawatt Hammer as they keep enemies in the air a longer time. 20. Suspended Sentence: Take down an air-borne enemy with Lightning Storm If you have Guardian level Shockwave or Champion Megawatt Hammer, this is easier as you have more time to unleash Lightning Storm on floating enemies; however, there are other ways of getting this. Unleashing Lightning Storm in the middle of a bunch of vehicles might also earn this stunt by luck--mobs sent flying by exploding cars or trucks then get fried by the Storm. You should earn this stunt by spamming Lightning Storm during "Vengeance." If you don't get it then, you'll really have to work at it. 21. Whack-a-Mole: Take down a Conduit with Thunder Drop The easiest Conduits to hit with a Thunder Drop are the small Dust Men Conduits. Get above one, Lightning Bolt him a few times; then, drop on top of him. Keep working at it until you earn the stunt. Another possibility are the giant First Son Conduits. They're a bit more rare (and seem to pop up mostly during missions when you're very busy dealing with lots of enemies); but, you can shoot them until they shrink to normal and then Thunder Drop on top of them. Trophies..................................5.04 In order to earn all the trophies, you will have to play through the game as both Good and Evil and you'll have to play at least once on Hard difficulty. (Overall, Good is a bit easier at Hard difficulty because your Good upgrades allow you to re-energize yourself just by shooting bad guys.) Only a few trophies (for Blast Shards, Dead Drops and Stunts) require great additional effort beyond playing the game. Name Trophy Requirement ---------------------------|-----------|------------------------------------- inFamous Platinum Trophy Platinum Collect all other inFamous trophies ---------------------------|-----------|------------------------------------- To get this trophy you will have to beat the game twice: once Good and once Evil and one of those playthroughs has to be at Hard difficulty. Good is generally considered easier than Evil for Hard difficulty because you can recharge just by shooting enemies. ---------------------------|-----------|------------------------------------- Good Finish Silver Beat the game as a Hero ---------------------------|-----------|------------------------------------- Evil Finish Silver Beat the game while Infamous ---------------------------|-----------|------------------------------------- Hard Finish Gold Finish the story mode on Hard without changing the difficulty setting ---------------------------|-----------|------------------------------------- Beat the game as both Good and Evil and at least once on Hard difficulty. If you get automatically changed to Hard during the Escape tutorial mission, it counts as Hard difficulty for the entire game. ---------------------------|-----------|------------------------------------- Community Organizer Silver Take over all territory in the Neon District ---------------------------|-----------|------------------------------------- Civic Leader Silver Take over all territory in the Warren ---------------------------|-----------|------------------------------------- Urban Designer Silver Take over all territory in the Historic District ---------------------------|-----------|------------------------------------- Complete all side missions and beat the game (the final story mission clears the last bit of the Historic District) to get these trophies. Some side missions only pop up after you kill a gang member; so, if territories are not clear and there are no side missions showing, go looking for random bad guys to take down. ---------------------------|-----------|------------------------------------- Just Scratched the Bronze Collect all Dead Drops in the Surface Neon District ---------------------------|-----------|------------------------------------- Further Down the Rabbit Bronze Collect all Dead Drops in the Hole Warren ---------------------------|-----------|------------------------------------- You're so Sly Bronze Collect all Dead Drops in the Historic District ---------------------------|-----------|------------------------------------- Junior Geologist Bronze Find 25% of the Shards ---------------------------|-----------|------------------------------------- Member of the Mineral Bronze Find 50% of the Shards Club ---------------------------|-----------|------------------------------------- Rockhound Bronze Find 100% of the Shards ---------------------------|-----------|------------------------------------- For a map of Dead Drops and Blast Shards, see here: http://www.gamefaqs.com/console/ps3/file/942025/56681 ---------------------------|-----------|------------------------------------- Frequent Flyer Bronze Travel 5 kilometers using Static Thrusters ---------------------------|-----------|------------------------------------- Hotfoot Bronze Travel 25 kilometers while riding the rails ---------------------------|-----------|------------------------------------- Electric Hobo Bronze Ride the train for 2 kilometers ---------------------------|-----------|------------------------------------- These are easy enough to get if, for some reason, you don't come by them naturally just playing the game. ---------------------------|-----------|------------------------------------- Evil to the Core Silver Purchase every negative Karma upgrade for each power ---------------------------|-----------|------------------------------------- True Hero Silver Purchase every positive Karma upgrade for each power ---------------------------|-----------|------------------------------------- You'll need a lot of XP as well as completion of all Good/Evil side missions to purchase all the upgrades for your Good/Evil-specific powers. For extra XP, deliberately fail any defense mission (i.e. suicide using a Grenade while defending the bus, chopper, prison or substations) and keep racking up XP by killing the same enemies over and over again. ---------------------------|-----------|------------------------------------- Casey Jones Bronze Take down 25 enemies while riding on a moving train ---------------------------|-----------|------------------------------------- The Rescue story mission is your best chance to earn this trophy. You might be able to also pick it up on the El Train side missions; but, the train doesn't travel very far on those missions. While doing The Rescue, after recharging the first feeder box, you'll get a chance to shoot a few enemies at the train station. After that, you'll get at least one gunner and an RPG to your right, shortly followed by a handful of gunners to your left. When you hit the square with the Conduits, Abandon the mission and start again. Keep doing this until you get the trophy (probably three or four runs through this first half of the mission). ---------------------------|-----------|------------------------------------- Road Kill Bronze Take down 25 enemies while riding on the roof of a moving vehicle ---------------------------|-----------|------------------------------------- The best time to earn this trophy is during "Anything for Trish." It's pretty easy to get this one in the first few minutes of that mission. ---------------------------|-----------|------------------------------------- Drop Everything Bronze Thunder Drop for a total distance of at least 500 meters ---------------------------|-----------|------------------------------------- AC/DC Bronze Drain 750 megawatts of power from Empire City ---------------------------|-----------|------------------------------------- Get Off My Cloud Bronze Get 100 High Fall take downs ---------------------------|-----------|------------------------------------- Red Baron Bronze Take down 100 enemies while they are airborne ---------------------------|-----------|------------------------------------- Fish in a Barrel Bronze Kill 50 enemies by using water ---------------------------|-----------|------------------------------------- True Potential Bronze Purchase every upgrade for a single power ---------------------------|-----------|------------------------------------- Oh, You've Done This Bronze Take down 50 enemies by sticking Before them with a grenade ---------------------------|-----------|------------------------------------- You should get all of these just playing the game. If you're into the Historic District and you still haven't earned a trophy, save some side missions so territories remain filled with hostile gang members you can use to rack up more kills. The "Fish in a Barrel" trophy really needs to be earned in the sewers. Try Shockwaving enemies into the water and then frying them. ---------------------------|-----------|------------------------------------- The Hunger Bronze Bio Leech 100 enemies ---------------------------|-----------|------------------------------------- Doctor Cole Bronze Heal 250 pedestrians ---------------------------|-----------|------------------------------------- Doctor Cole is easy enough to get; though, 250 pedestrians is a lot. Don't neglect the injured lying around town and you should get this without really trying. The Hunger is a bit more difficult since you have to Bio Leech enemies; Leeching the injured pedestrians around town doesn't count; and, keeping enemies alive when you take them down is always a bit difficult and likely to take more time as well. Just play through the game, Leeching any enemy left alive after a fight. Once you have beaten the game, wander around town with the game on Easy and watch for the random enemies that still spawn (even if the city is clear). Shockwave them; then, use melee to knock them down one-by-one and Leech them. It takes work; but, it's doable. ---------------------------|-----------|------------------------------------- Goody Two Shoes Silver Reach full positive Karma ---------------------------|-----------|------------------------------------- Truly Infamous Silver Reach full negative Karma ---------------------------|-----------|------------------------------------- You should get these halfway through the game, no problem. The following are story-based trophies. They are not always immediately obvious and not all are based on Karma Moment decisions. In parentheses after the Requirement is the actual story moment when you earn the trophy. Just make sure you do two runs and stick to one particular side when making decisions. ---------------------------|-----------|------------------------------------- Good Eats Bronze Good guys feed the needy (Karma Moment in "First Glimpse") ---------------------------|-----------|------------------------------------- Evil Eats Bronze Bad guys never share their food (Karma Moment in "First Glimpse") ---------------------------|-----------|------------------------------------- Good Riot Bronze Good guys stand up and take the heat (Karma Moment in "The Escape") ---------------------------|-----------|------------------------------------- Evil Riot Bronze Bad guys love starting riots (Karma Moment in "The Escape") ---------------------------|-----------|------------------------------------- Good Train Bronze Good guys proactively facilitate transportation solutions (Karma level of Good at the end of "The Rescue") ---------------------------|-----------|------------------------------------- Evil Train Bronze Bad guys make it clear who the boss is (Karma level of Evil at the end of "The Rescue") ---------------------------|-----------|------------------------------------- Good Exposure Bronze Good guys are heroes to others (Karma Moment in "Zeke's Request") ---------------------------|-----------|------------------------------------- Evil Exposure Bronze Bad guys love to be seen (Karma Moment in "Zeke's Request") ---------------------------|-----------|------------------------------------- Good Sphere Bronze Good guys put a stop to the madness (Karma Moment in "End of the Road") ---------------------------|-----------|------------------------------------- Evil Sphere Bronze Bad guys always want more power (Karma Moment in "End of the Road") ---------------------------|-----------|------------------------------------- Good Intentions Bronze Good guys work for the greater good (Karma Moment in "The Price") ---------------------------|-----------|------------------------------------- Evil Intentions Bronze Bad guys can't say goodbye (Karma Moment in "The Price") ---------------------------|-----------|------------------------------------- Back With Trish Bronze Reconciled with Trish (Karma level of Good at the end of "Anything for Trish") ---------------------------|-----------|------------------------------------- Confirmed Bachelor Bronze Trish hates you (Karma level of Evil at the end of "Anything for Trish") ---------------------------|-----------|------------------------------------- Clean Up Your Act Silver Defeat Sasha ---------------------------|-----------|------------------------------------- Taking Out the Trash Bronze Defeat Alden ---------------------------|-----------|------------------------------------- ---------------------------|-----------|------------------------------------- Stunt Man Bronze Complete any one stunt from the stunt list ---------------------------|-----------|------------------------------------- Stunt Coordinator Bronze Complete 10 of the stunts on the stunt list ---------------------------|-----------|------------------------------------- Stunt Master Silver Complete all of the stunts on the stunt list ---------------------------|-----------|------------------------------------- You'll really have to work to get the Stunt Master trophy. Don't finish the story missions or all the side missions until you have it. Even if you beat the game; there are still random enemy spawns around town where you can find bad guys to practice on; but, it is a bit tedious. Since one trophy can only be earned after you have the Lightning Storm power, don't start a new game just to earn this trophy. ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ VERSION HISTORY AND CREDITS [6.00] ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ v1.20 2009-07-17 - Added an FAQ section - Proofreading, added additional strategies to some missions, stunts & trophies - Premium guide now available at www.papagamer.com v1.10 2009-07-03 - Finished all side missions - Added additional strategies for defeating Kessler on Hard mode - General clean-up and proofreading v1.00 2009-06-19 - First fully complete guide v0.75 2009-06-09 - Added four more story missions - Added more side missions - Filled out more Powers and Stunts v0.70 2009-06-08 - Added four more story missions - Added more side missions v0.60 2009-06-04 - Added three more story missions - Added more side missions - Added additional stunts, enemy info and miscellaneous items v0.50 2009-06-03 - First published version - First eight story missions complete - Several side missions complete - Powers list about 75% complete ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ LEGAL [7.00] ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ Written & Copyright 2009 by Barry Scott Will Trademarks and other marks are reserved to their original owners. This guide is not endorsed or authorized by Sony Computer Entertainment America or Sucker Punch Productions. This guide is for informational purposes only and no explicit or implicit warranty is made with regards to the suitability of this information. The reader agrees to indemnify and hold harmless the author, Barry Scott Will, from any consequences of using this information. This work is licensed under the Creative Commons Attribution-Share Alike 3.0 United States License. To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/3.0/us/ or send a letter to Creative Commons 543 Howard Street 5th Floor San Francisco, California, 94105 USA ***************************************************************************** SPOILERS ***************************************************************************** Stop reading now if you don't want to know the resolutions to the Karma moments in "The Price" and "End of the Road". "The Price" story mission has one of the true ambiguous Karma moments in the game. It can really tear you up trying to decide to save Trish or the doctors. So, just in case you were wondering...Trish dies regardless of which decision you make. It's kind of necessary for the overall story. If you choose the Good option, Trish obviously dies while you save the doctors. She tells you she's proud of you. If you choose the Evil option, Trish turns out to be hanging with the doctors and the girl you thought was Trish, isn't. Trish is ashamed of what you have become and the way you are using your powers. "The End of the Road" presents you with the option of activating the Ray Sphere to enhance your power. Well, that's not all that happens. What happens is, if you activate the Sphere, you instantly become 100% Evil (i.e. Truly Infamous), are locked to that rating and get the Evil ending of the game--even if you've played the Hero until then. In addition, your energy bolts are now red-lined-black instead of just red (or blue), you get four extra Battery Cores and 1500 XP. Of course, if you've been playing Hero, all your Hero upgrades are useless and you're back to non- upgraded Powers and not a lot of XP to purchase Evil upgrades--unless you have saved most of your side missions. The reverse is not true. If you destroy the Sphere, all that happens is you get a little bit of Good Karma.