inFamous FAQ/Walkthrough Table of Contents I - Introduction 001.0 - Contact Info 002.0 - Legal Info 003.0 - Version History II - Collectibles, Gameplay, and Everything Else 001.0 - Controls 002.0 - Powers 003.0 - Blast Shards 004.0 - Dead Drops 005.0 - Stunts 006.0 - Trophies 007.0 - Frequently Asked Questions III - Walkthrough 001.0 - Neon District 002.0 - Warren District 003.0 - Historic District 004.0 - Side Missions Welcome to my inFamous FAQ. Any questions, comments, corrections, or contributions are welcome - my email is tarrun75(at)gmail(dot)com if you wish to contact me. Please make sure to add something related to inFamous in the subject line so I don't have to figure out what game you're talking about. Questions regarding something that's already covered in the guide will not be answered. Credit will be given to anything sent to me that I add or major corrections. For corrections, please email me only if it's something really important, something that will clearly confuse anyone reading. Legal information: This document is copyrighted Tarrun 2008. This guide may not be reproduced under any circumstance except for personal or private use. It may not be placed on any web site, magazine, or otherwise distributed publicly without advanced written permission. This guide may not be used for profit, and may only be used on gamefaqs.com. Use of this work on any other web site or as a part of any public display is a violation of copyright and is strictly prohibited. Version History: First Submission: Neon District missions complete. Second Submission: Warren District missions and Section II complete. Third Submission: Historic District missions complete. Fourth Submission: Version 1.0 II - Collectibles, Gameplay, and Everything Else 001.0 - Controls For those who don't have the instruction manual or are too lazy to read it, this section outlines the basic controls of inFamous. - Start - Pauses the game and enters the menu. - Select - Brings up the map of Empire City. - Left Analog Stick - This button moves Cole and highlights options in the various menus. - Right Analog Stick - The right stick controls the camera. By tilting the stick, the player can swing the camera around in any direction. - L3 - Creates a radar pulse and displays nearby Dead Drops, Blast Shards, and power sources on the radar. - R3 - Switches which hand Cole attacks with. This is useful for trying to attack behind cover, allowing as much of Cole to remain hidden as possible. - L2 - Drains electricity from a nearby power source to recharge Cole's power. - R2 - Creates a polarity wall. - L1 - Holding down the L1 button puts Cole in targeting mode, and is the only way to fire a standard lightning bolt. While aiming, use the right analog stick to move your crosshairs. - R1 - Fires a lightning bolt while in targeting mode. While not aiming, holding R1 will lock on to nearby downed characters, allowing you leech, heal, or restrain them. - Triangle - The Triangle button is the action button, so pressing it will cause Cole to look at a Point of Interest or interact with the environment. While aiming, it causes a Megawatt Hammer, and while locked on to a downed enemy Cole with heal them. - Square - While standing on the ground, Square allows Cole to perform melee combos, and while falling through the air Cole will perform a Thunder Drop. Pressing Square while aiming causes Cole to throw a Shock Grenade, and while locked on to a downed enemy Cole will perform a Bio Leech. - Circle - The Circle button performs various miscellaneous actions. Near cover it will allow Cole to crouch down and hide behind whatever object is available, and while hanging from a ledge Cole will drop down to the ledge below. If Cole is standing and the left analog stick is pointed in any direction, the Circle button will cause Cole to perform a Dive Roll. Additionally, while locked on to a downed enemy, pressing Circle performs the Arc Restrain. - X - While aiming, pressing X will cause a shockwave. When not in targeting mode, the X button causes Cole to jump. - Directional Pad - Navigates the menu items. The Up direction aims for Precision Shots, the Down direction uses the power Lightning Storm, and the Right direction equips your Gigawatt Blades. 002.0 - Powers Powers are what give Cole an advantage over the common thug. All of Cole's abilities are electric-based, and though you start out fairly weak you can gain new abilities throughout the game. You can also upgrade your current powers by "spending" the XP you earn by completing stunts, killing enemies, and completing missions. What follows is a list of all sixteen powers Cole can learn in the game, a short description of it and its upgrades, and what requirements must be met to acquire them. Keep in mind that even if you purchase a power's upgrades, if you lose the required rank the upgrades' effects will not be available until you attain that rank again. 002.01 - Lightning Bolt Description: Fire a single bolt of electricity at a foe. The Lightning Bolt does a moderate amount of damage and does not use power from your battery cores, so it will likely be the attack you rely on the most. When This Power Is Obtained: You begin the game with this power. 002.011 - Good Upgrades - Upgrade One - Name: Righteous Blow Required Rank: Guardian Cost: 800 XP Description: Restores a moderate amount of energy each time you successfully hit an enemy. - Upgrade Two - Name: Righteous Shot Required Rank: Champion Cost: 2900 XP Description: Headshots chain electricity to nearby enemies. - Upgrade Three - Name: Righteous Strike Required Rank: Hero Cost: 12000 XP Description: Restores a significant amount of energy each time you hit an enemy. Headshots also restore health. 002.012 - Evil Upgrades - Upgrade One - Name: Sadistic Blow Required Rank: Thug Cost: 400 XP Description: Defeated enemies have a change of triggering an electric explosion before dying. - Upgrade Two - Name: Sadistic Shot Required Rank: Outlaw Cost: 2900 XP Description: Increases the radius of the electric explosion. - Upgrade Three - Name: Sadistic Strike Required Rank: Infamous Cost: 12000 XP Description: Headshots automatically trigger an electric explosion. 002.02 - Shockwave Description: The Shockwave sends out a force that propels anything it comes into contact with backwards. It is only effective at short range, however, and its power will diminish as it continues traveling. The Shockwave is particularly effective against Reaper Conduits and enemies on rooftops, since it will send them plummeting down to the ground and a gruesome end. When This Power Is Obtained: First Glimpse 002.021 - Good Upgrades - Upgrade One - Required Rank: Guardian Cost: 800 XP Description: People caught in the blast temporarily float in the air. - Upgrade Two - Required Rank: Champion Cost: 1800 XP Description: Increases blast force. - Upgrade Three - Required Rank: Hero Cost: 2800 XP Description: Increases blast range. 002.022 - Evil Upgrades - Upgrade One - Required Rank: Thug Cost: 800 XP Description: People and objects caught in the core of the blast get electrified. - Upgrade Two - Required Rank: Outlaw Cost: 1800 XP Description: Increases blast force and range. - Upgrade Three - Required Rank: Infamous Cost: 3300 XP Description: Cars hit by blast are electrified, causing them to explode. 002.03 - Overload Burst Description: Overload Burst is a power exclusive to characters with Good Karma and does not cost any XP to purchase. Instead, you unlock the upgrades for every five Good missions you complete. When shot at something metal, anyone nearby will be electrocuted, making this a good skill for attacking pesky enemies hiding behind cover. When This Power Is Obtained: Whenever you get around to completing five Good side missions and have a rank of Guardian, Champion, or Hero. 002.031 - The Upgrades - Upgrade One - Required Rank: Guardian Cost: Five Good Side Missions Completed Description: Fires a bolt that chains off conductive surfaces, striking anyone using metal objects for cover. - Upgrade Two - Required Rank: Champion Cost: Ten Good Side Missions Completed Description: Doubles the damage inflicted by Overload Burst. - Upgrade Three - Required Rank: Hero Cost: Fifteen Good Side Missions Completed Description: Increases damage and reduces charging time. 002.04 - Arc Lightning Description: Arc Lightning is a power exclusive to characters with Evil Karma and does not cost any XP to purchase. Instead, you unlock the upgrades for every five Evil missions you complete. Arc Lightning fires a continuous stream of electricity and is reminiscent of the Emperor's lightning attack in the Star Wars movies. When This Power Is Obtained: Whenever you get around to completing five Evil side missions and have a rank of Thug, Outlaw, or Infamous. 002.041 - The Upgrades - Upgrade One - Required Rank: Thug Cost: Five Evil Side Missions Completed Description: Releases a continuous stream of lightning. - Upgrade Two - Required Rank: Outlaw Cost: Ten Evil Side Missions Completed Description: Unlimited branching and increases damage. - Upgrade Three - Required Rank: Infamous Cost: Fifteen Evil Side Missions Completed Description: Weakened enemies trigger an electric explosion at their position before dying. 002.05 - Shock Grenade Description: Shock Grenades are essentially hand grenades. The grenades do not stick to walls, but they won't roll away once they come into contact with either the ground or an enemy. Good for crowd control or dealing out more damage quicker, and the resulting explosion can often cause nearby cars or other objects to explode as well, causing even more destruction. Once the grenades come to a rest, it has about a one or two second timer before going off. When This Power Is Obtained: High Ground 002.051 - Good Upgrades - Upgrade One - Required Rank: Guardian Cost: 800 XP Description: Increases knockdown time. - Upgrade Two - Required Rank: Champion Cost: 1900 XP Description: Increases blast radius and damage. - Upgrade Three - Required Rank: Hero Cost: 5500 XP Description: Increases damage and weakened enemies are automatically restrained. 002.052 - Evil Upgrades - Upgrade One - Required Rank: Thug Cost: 1200 XP Description: Cluster of three Shock Grenades that separate on impact. Causes splash damage. - Upgrade Two - Required Rank: Outlaw Cost: 1900 XP Description: Cluster of five Shock Grenades that separate on impact. Causes splash damage. - Upgrade Three - Required Rank: Infamous Cost: 4600 XP Description: Cluster of seven Shock Grenades that separate on impact. Causes splash damage. 002.06 - Megawatt Hammer Description: The Hammer is a rocket that flies in a straight line and explodes upon impact. When This Power Is Obtained: Playing Hero 002.061 - Good Upgrades - Upgrade One - Name: Rocket Redirect Required Rank: Guardian Cost: 800 XP Description: Redirect an airborne rocket by firing Lightning Bolt at the target you wish to hit. - Upgrade Two - Name: Reverse Magnetism Required Rank: Champion Cost: 2500 XP Description: Enemies caught in the blast temporarily float in the air. - Upgrade Three - Required Rank: Hero Cost: 5300 XP Description: Increases blast damage of rocket. 002.062 - Evil Upgrades - Upgrade One - Name: Mini-Rockets Required Rank: Thug Cost: 800 XP Description: Adds a pair of smaller rockets that attach to their targets before exploding. - Upgrade Two - Required Rank: Outlaw Cost: 2500 XP Description: Adds four smaller rockets that attach to their targets before exploding. - Upgrade Three - Required Rank: Infamous Cost: 5300 XP Description: Adds six smaller rockets that attach to their targets before exploding. 002.07 - Thunder Drop Description: While in the air, holding down the Square button causes Cole to store up energy. When he lands on the ground, that energy is released and creates an earthquake that destroys anything unlucky enough to be in the way. The closer to the center the object or enemy is, the more damage it will receive. The upgrades for Thunder Drop are thee same for both Good and Evil characters. When This Power Is Obtained: You begin the game with this power. 002.071 - The Upgrades - Upgrade One - Cost: 800 XP Description: Increases blast range. - Upgrade Two - Cost: 1300 XP Description: People and objects caught in the center of the blast get electrified. - Upgrade Three - Cost: 3200 XP Description: Increases blast force. 002.08 - Reduce Damage Description: As the name implies, this power reduces the amount of damage Cole receives when attacked. This is a great power that you will definitely want to purchase as soon as possible. The upgrades for Reduce Damage are the same for both Good and Evil characters. When This Power Is Obtained: This power is available as soon as you obtain enough XP to purchase it. 002.081 - The Upgrades - Upgrade One - Cost: 600 XP Description: 10% Damage Reduction. - Upgrade Two - Cost: 1800 XP Description: 20% Damage Reduction. - Upgrade Three - Cost: 2600 XP Description: 30% Damage Reduction. 002.09 - Melee Description: Even with all of your super powers, sometimes nothing can quite get the job done like a good punch in the face. Melee boosts the attack power of your melee attacks. The upgrades for Melee are the same for both Good and Evil characters. When This Power Is Obtained: This power is available as soon as you obtain enough XP to purchase it. 002.091 - The Upgrades - Upgrade One - Cost: 600 XP Description: Increases melee damage. - Upgrade Two - Cost: 1000 XP Description: Further increases melee damage. - Upgrade Three - Cost: 1500 XP Description: Maximum increase to melee damage. 002.10 - Electric Drain Description: Electric Drain is the source of Cole's power - the ability to leech life from nearby power sources to charge his own attacks and replenish his life. The upgrades for Electric Drain are the same for both Good and Evil characters. When This Power Is Obtained: This power is available as soon as you obtain enough XP to purchase it. 002.101 - The Upgrades - Upgrade One - Cost: 800 XP Description: Increases the rate of electricity drain. - Upgrade Two - Cost: 1400 XP Description: Automatically recharge energy by grinding on electrified power lines or train tracks. - Upgrade Three - Cost: 2000 XP Description: Once your Karma meter fills to full Good or Evil, press left on the Directional pad to activate Karmic Overload. For a short period of time, you'll have unlimited energy. 002.11 - Polarity Wall Description: Polarity Wall creates an electric field that serves as a shield, deflecting any gunfire that hits it. This power does not use battery cores and can be used as long as you aren't in targeting mode (holding L1). The upgrades for Polarity are the same for both Good and Evil characters. When This Power Is Obtained: Light in the Tunnel 002.111 - The Upgrades - Upgrade One - Cost: 1600 XP Description: Converts blocked damage into energy. - Upgrade Two - Cost: 3000 XP Description: Increase the size of the wall. 002.12 - Pulse Heal Description: When you come across an injured civilian lying on the ground, lock onto them by holding R1 and hold Triangle to heal them. Besides personal satisfaction, you'll gain three Good XP for your noble deed. Pulse Heal doesn't have any upgrades. When This Power Is Obtained: Blood Trail 002.13 - Arc Restraint Description: When you come across an injured enemy lying on the ground, lock onto them by holding R1 and press Circle to non-lethally incapacitate them. You'll earn one Good XP for doing so on a normal enemy and five Good XP for restraining a Conduit. Arc Restraint doesn't have any upgrades. When This Power Is Obtained: Blood Trail 002.14 - Bio-Leech Description: When you come across an injured enemy lying on the ground, lock onto them by holding R1 and tap the Square button to drain the life from their body, restoring your battery cores in the process. You'll also earn one Evil XP for it. Bio-Leech doesn't have any upgrades. When This Power Is Obtained: Blood Trail 002.15 - Precision Shot Description: Taking a leaf from the Max Payne book, if you hold down the Up button on the directional pad your crosshairs will zoom in and time will slow down, allowing you to carefully aim and get a near-perfect shot at the cost of a boatload of energy. Precision Shot doesn't have any upgrades. When This Power Is Obtained: No Protection 002.16 - Lightning Storm Description: Press Down on the directional pad to begin this attack. Lightning will strike and begin moving forward before you can control its direction with the controller's SixAxis. It's an absolutely devastating attack and is fun for playing God to smite your enemies. Lightning Storm doesn't have any upgrades. When This Power Is Obtained: Vengeance 002.17 - Gigawatt Blades Description: Press Right on the directional pad to begin this attack. Cole will equip himself with the Gigawatt Blades and can use them for a single attack, otherwise you'll unequip them after about a minute. The Gigawatt Blades are extremely powerful and are able to kill most regular enemies in a single hit even before you factor in its upgrades. When This Power Is Obtained: You can only use the Gigawatt Blades if you pre- ordered the game or purchased a special edition copy from certain retailers. If you have, you can download the Blades online. 002.171 - The Upgrades - Upgrade One - Cost: 600 XP Description: Increases melee damage. - Upgrade Two - Cost: 1000 XP Description: Further increases melee damage. - Upgrade Three - Cost: 2000 XP Description: Maximum increase to melee damage. 003.0 - Blast Shards Blast Shards are pieces of metal with a glowing blue aura around them that have been scattered around Empire City. As Cole collects Blast Shards, your number of battery cores will increase to a maximum of twenty-four from the original twelve you began with. There are a total of 350 Blast Shards in Empire City. Besides acquiring new battery cores, you can also earn three trophies - Junior Geologist, Member of the Mineral Club, and Rock Hound - depending on how many you've found. There are other Blast Shards that you can earn through side missions, but these only count towards increasing battery cores. As for actually collecting them, the easiest way is by simply keeping your eyes open while exploring the city. While some Shards are hidden, there are just as many out in the open stuck against the side of buildings. You'll easily be able to score a few battery cores just by picking up the Blast Shards you find as you play through the missions. For a more precise approach, you can use your radar. When you press L3, any Blast Shards in the area will appear as a large blue dot on your radar. From there, you simply have to start at one end of the island and go block by block, checking your radar for any new Shards. Yes, this is extremely time consuming and only very dedicated players will manage to find every single one, but that's what it takes. I would also recommend completing the side missions before doing this to avoid being distracted by gang members looking to pick a fight with you. Number of Blast Shards in the Neon District: 147 Number of Blast Shards in the Warren District: 135 Number of Blast Shards in the Historic District: 68 004.0 - Dead Drops (incomplete) Dead Drops are satellites that contain audio clips created by John. You first encounter a Dead Drop in the mission Mysterious Strangers, and Moya provides you with a decoder to listen to the encrypted messages. These satellites are found on the rooftops of buildings throughout Empire City, and you can go back and listen to any of them by entering the Pause Menu and selecting Dead Drops. You can search for Dead Drops in a similar way that you search for Blast Shards. When you press L3, a white ring will appear around your radar and begin flashing. As it flashes, bits of the ring will disappear until it focuses on a single direction - that's where the nearest Dead Drop can be found. As you get closer to it, the ring will become a white circle on a single point on your radar, allowing you to hone in and locate its exact position. Once you're within range you'll also hear the Dead Drop beeping. Number of Dead Drops in the Neon District: 13 Number of Dead Drops in the Warren District: 14 Number of Dead Drops in the Historic District: 5 005.0 - Stunts Stunts are essentially style points in inFamous. Sure, just blasting an enemy gets the job done, but there's no reason not to reward a little flair. Some of them are pretty easy to accomplish, and you'll probably score a few just in the course of fighting enemies. Others will take a little planning and luck. Every time you complete a stunt you'll be rewarded a certain amount of XP, and you'll continue to receive these bonuses every time you complete a given stunt. Stunt: Melee Finisher XP Earned on Normal: 5 XP Earned on Hard: 3 How to Earn This Stunt: Perform at least a three-hit melee combo to kill an enemy. This is one of the easiest stunts to perform. Stunt: Ride the Lightning XP Earned on Normal: 5 XP Earned on Hard: 3 How to Earn This Stunt: Kill an enemy with a Precision Shot while grinding on a power line or train track. This will take some planning to actually find the right place, but actually performing the stunt is fairly easy. Stunt: Air Strike XP Earned on Normal: 5 XP Earned on Hard: 3 How to Earn This Stunt: Kill an enemy with a lightning bolt while you're in the air. I recommend standing on a rooftop, shooting an enemy a few times to weaken him, and then jumping down and attacking to finish him off. If you're Good, use a shockwave to blast them into the air, and then finish them off as they're coming back down. Stunt: Enviro Take Down XP Earned on Normal: 10 XP Earned on Hard: 7 How to Earn This Stunt: Kill an enemy by causing an explosion and catching them in the blast. This does not include shock grenades or megawatt hammers, but rather explosions from shooting propane tanks or destroying cars. Stunt: High Fall XP Earned on Normal: 10 XP Earned on Hard: 7 How to Earn This Stunt: Cause an enemy to fall to his death. Remember, the enemy has to be alive when they fall, so try and get them backed into a corner and use a single punch or lightning bolt to knock them off. Stunt: Flying Melee XP Earned on Normal: 10 XP Earned on Hard: 7 How to Earn This Stunt: Kill an airborne enemy with a melee attack. The easiest way I've found to score this stunt is by hitting an enemy off a rooftop and using Cole's roundhouse kick to finish him off in the air. A bit of a cheat, but it works. Stunt: Blast and Bolt XP Earned on Normal: 10 XP Earned on Hard: 7 How to Earn This Stunt: Use a shockwave to knock an enemy up in the air and then kill him with a lightning bolt. Stunt: Unquenchable Thirst XP Earned on Normal: 10 XP Earned on Hard: 7 How to Earn This Stunt: Grind on four different power lines or train tracks without stopping. This can be a bit tricky at first, but it's much easier to do it on the train tracks. Using your Static Thrusters will also help you fix any mid-air errors. Stunt: Sticky Bomb XP Earned on Normal: 15 XP Earned on Hard: 10 How to Earn This Stunt: Throw a grenade and hit an enemy with it. The grenade will stick to their body and explode. Just find a group of enemies and throw a bunch of grenades at them to get this stunt. Stunt: Splash and Crash XP Earned on Normal: 20 XP Earned on Hard: 14 How to Earn This Stunt: Hit an enemy with a lightning bolt while in the air, then finish them off with a Thunder Drop. Stunt: Crush XP Earned on Normal: 20 XP Earned on Hard: 14 How to Earn This Stunt: Kill an enemy by crushing them with something. The easiest way is to hit a car with a shockwave and have it flatten anyone using it for cover. Stunt: Right Back At Ya XP Earned on Normal: 20 XP Earned on Hard: 14 How to Earn This Stunt: Use a shockwave to deflect an enemy's grenade back at them and kill them. Stunt: Whack-A-Mole XP Earned on Normal: 20 XP Earned on Hard: 14 How to Earn This Stunt: Kill a Conduit with a Thunder Drop. Your best bet is to do this on a Dust Man Conduit, but make sure to weaken them beforehand. Stunt: Flying Head Shock XP Earned on Normal: 20 XP Earned on Hard: 14 How to Earn This Stunt: Kill an enemy with a headshot after juggling them in the air with a shockwave. This one involves more luck than anything. Stunt: Premature Detonation XP Earned on Normal: 25 XP Earned on Hard: 17 How to Earn This Stunt: Explode a kamikaze goon and kill another enemy in the resulting blast. Stunt: Insult to Injury XP Earned on Normal: 25 XP Earned on Hard: 17 How to Earn This Stunt: Attach a sticky bomb to an enemy, then kill the enemy before it detonates. Stunt: Suspended Sentence XP Earned on Normal: 30 XP Earned on Hard: 21 How to Earn This Stunt: Kill an airborne enemy with a Lightning Storm. Stunt: Air Sticky Bomb XP Earned on Normal: 30 XP Earned on Hard: 21 How to Earn This Stunt: Kill an enemy by attaching and detonating a sticky bomb while they're in the air. Stunt: Have A Nice Fall XP Earned on Normal: 50 XP Earned on Hard: 35 How to Earn This Stunt: Cause three enemies to fall to their death with a single shockwave. Stunt: Up Close and Personal XP Earned on Normal: 50 XP Earned on Hard: 35 How to Earn This Stunt: Kill five enemies within thirty seconds using only melee attacks. The easiest way to accomplish this is by finding a Dust Man Conduit and allowing it to release five crabs. Stunt: Crowd Control XP Earned on Normal: 50 XP Earned on Hard: 35 How to Earn This Stunt: Kill five enemies with a single shock grenade. This is easy enough once you can actually get five enemies grouped together. 006.0 - Trophies Name: AC/DC Rank: Bronze Description: Drain 750 megawatts of power from Empire City. Name: Back With Trish Rank: Bronze Description: Reconcile with Trish. Name: Casey Jones Rank: Bronze Description: Take down twenty-five enemies while riding on a moving train. Name: Civic Leader Rank: Silver Description: Take over all territories in the Warren District. Name: Clean Up Your Act Rank: Silver Description: Defeat Sasha Name: Community Organizer Rank: Bronze Description: Take over all territories in the Neon District Name: Confirmed Bachelor Rank: Bronze Description: Trish hates you. Name: Doctor Cole Rank: Bronze Description: Heal 250 pedestrians. Name: Drop Everything Rank: Bronze Description: Thunder Drop for a total of at least 500 meters. Name: Electric Hobo Rank: Bronze Description: Ride the train for two kilometers. Name: Evil Eats Rank: Bronze Description: Bad guys never share their food. Name: Evil Exposure Rank: Bronze Description: Bad guys love to be seen. Name: Evil Finish Rank: Silver Description: Finish the game at Infamous rank. Name: Evil Intentions Rank: Bronze Description: Bad guys can't say goodbye. Name: Evil Riot Rank: Bronze Description: Bad guys love starting riots. Name: Evil Sphere Rank: Bronze Description: Bad guys always want more power. Name: Evil To The Core Rank: Silver Description: Purchase every Evil Karma upgrade available. Name: Evil Train Rank: Bronze Description: Bad guys make it clear who the boss is. Name: Fish In A Barrel Rank: Bronze Description: Kill fifty enemies by using water. Name: Frequent Flyer Rank: Bronze Description: Travel five kilometers using the Static Thrusters Name: Further Down the Rabbit Hole Rank: Bronze Description: Collect all Dead Drops in the Warren District. Name: Get Off My Cloud Rank: Bronze Description: Get one hundred High Fall stunt takedowns. Name: Good Eats Rank: Bronze Description: Good guys feed the needy. Name: Good Exposure Rank: Bronze Description: Good guys are heroes to others. Name: Good Finish Rank: Silver Description: Beat the game at Hero rank. Name: Good Intentions Rank: Bronze Description: Good guys work for the greater good. Name: Good Riot Rank: Bronze Description: Good guys stand up and take the heat. Name: Good Sphere Rank: Bronze Description: Good guys put a stop to the madness. Name: Good Train Rank: Bronze Description: Good guys proactively facilitate transportation solutions. Name: Goody Two Shoes Rank: Silver Description: Reach maximum Good Karma Name: Hard Finish Rank: Gold Description: Finish the main story on the Hard difficulty without adjusting the difficulty settings. Name: Hotfoot Rank: Bronze Description: Travel twenty-five kilometers while riding the rails. Name: InFamous Rank: Platinum Description: Collect all trophies. Name: Junior Geologist Rank: Bronze Description: Collect 25% of the Blast Shards Name: Just Scratched the Surface Rank: Bronze Description: Collect all Dead Drops in the Neon District. Name: Member of the Mineral Club Rank: Bronze Description: Find 50% of the Blast Shards Name: Oh, You've Done This Before Rank: Bronze Description: Take down fifty enemies by sticking them with grenades. Name: Red Baron Rank: Bronze Description: Take down one hundred enemies while they are airborne. Name: Road Kill Rank: Bronze Description: Take down twenty-five enemies while riding on the roof of a moving vehicle. Name: Rock Hound Rank: Bronze Description: Find 100% of the Blast Shards Name: Stunt Coordinator Rank: Bronze Description: Complete any ten stunts. Name: Stunt Man Rank: Bronze Description: Complete any one stunt. Name: Stunt Master Rank: Silver Description: Complete of the stunts. Name: Taking Out the Trash Rank: Bronze Description: Defeat Alden. Name: The Hunger Rank: Bronze Description: Bio-Leech one hundred enemies. Name: True Hero Rank: Silver Description: Purchase every Good Karma upgrade available. Name: True Potential Rank: Bronze Description: Purchase every upgrade for a single power. Name: Truly Infamous Rank: Silver Description: Reach full negative Karma. Name: Urban Designer Rank: Silver Description: Take over all territories in the Historic District. Name: You're So Sly Rank: Bronze Description: Collect all Dead Drops in the Historic District. 007.0 - Frequently Asked Questions This section is dedicated to any miscellaneous questions that may arise while playing the game. Feel free to send in your own and it may just be added here to help out anyone else who has the same problem. - Question: Can I be both good and evil? - Answer: This is the big one people want to know. Both sides have some pretty cool powers, so you may be tempted to try and play the middle of the road to get the best of both worlds. That being said, for all intended purposes the answer's no. If you play through the main story switching between good and evil you'll definitely miss out on the Infamous or Hero upgrades and probably the Outlaw and Champions ones as well. As the saying goes, you'll be a jack-of-all-trades but a master of none. On top of it, you can only use the power that you qualify for at that time, so if you're currently Good you won't be able to use any of the Evil powers, even if you purchased them. But what about reaching the highest rank and then switching? Is it possible? Hypothetically, I suppose it is. There's no reason you couldn't go Grand Theft Auto and mass execute thousands of citizens until you were able to alter your Karma from Good to Evil, but for the amount of time it would take, is it really worth it? Of course, you do have some flexibility, so if you're trying to be Good and take the Evil route during a Karma Moment a few times by mistake, you can still reach Hero status and visa versa. - Question: Besides the powers, what else is different - - between the Good and Evil paths? - Answer: As you progressively get more evil Cole's skin will turn pale and his lightning will become red and black, but you'll also see some changes in the story. As you go through the main story you'll notice minor changes during the missions as you choose different path via the Karma Moments, and there are also two different endings depending on which path you take. - Question: There aren't any side missions left but I don't' - - control all of the territories yet! What gives!? - Answer: There are three possibilities for a side mission not appearing. The simplest explanation is that you haven't completed enough of the main story missions yet, so if you've just reached a new island you should take a crack at some of those missions first. Second, some of the side missions require you to complete some sort of action before they become available. This occurs most often for the Hidden Package missions since you have to kill a specific gang member and search their body for the photo of the package's location. The game doesn't tell you which gang member will trigger this mission, so it's up to you to run around the unconquered territory and hunt him down. It's easier to do this once you've taken over all of the other territories so you'll know exactly where to look instead of wandering into the wrong area. Finally, there's also the possibility that the person who was supposed to give you the side mission is no longer able to do so. For missions given out by regular citizens, if a gang war erupts nearby they'll run away and hide. For good missions given out by police officers, sometimes they'll go and help the other cops fight off a gang attack. In both cases, you'll have to wait for the commotion to die down and the person to return to their designated spot. If they're killed, go somewhere else and wait for them to respawn, but if they're just injured you can revive them and avoid the wait. - Question: I'm done with the missions but still have - - powers to purchase, what do I do? - Answer: Go for style points, stunts are a great way to earn easy XP. Some of them, like High Fall, Sticky Bomb, and Insult To Injury, are pretty easy to complete, allowing you to score some free XP without really doing anything different. Also, search out the tougher enemies. First Sons give more XP than the other gang members, so if you're just looking to rack up XP your best bet is to stay in the Historic District. You should also search out Conduits and enemies with rocket launchers, as they'll earn you more XP than the average goon. Lastly, don't ignore the wounded civilians. If you're Evil you can kill them for an execution, which earns you two Evil XP, and if you're Good you'll earn three Good XP if you use the Pulse Heal. - Question: Why does it say my actions have made me slightly - - more Evil or Good after a mission? What's that mean? - Answer: This depends on how reckless you were while completing the mission and what actions you took during the Karma Moments. Collateral damage will make you more evil, so if you killed a lot of innocent civilians during the mission or chose the Evil routes during the Karma Moments, your actions will make you slightly more Evil. If you avoid killing civilians, or heal them back to the health, you'll earn Good Karma. - Question: What are these Gigawatt Blades I keep hearing about? - Answer: The Gigawatt Blades are a special power that you can download if you pre-ordered the game or purchased a special edition copy from certain retailers. Along with the game you would receive a code that you would have to enter when you went to download it. There was apparently a problem in the beginning where even if you correctly downloaded the package you wouldn't have the Gigawatt Blades in your inventory, but this seems to have been fixed so if you experienced this problem you can just download them again and it should work. Once you've successfully downloaded the Blades, you have to go into the Powers menu and purchase the first upgrade for them to appear. You can equip the Gigawatt Blades by pressing the Right button on the directional pad, but they only last for about a minute or a single attack, whichever comes first. The Blades are extremely powerful and will kill Dust Men and Reapers in a single hit, and you can purchase upgrades that boost their melee damage even more. It's possible that Sucker Punch will release the Gigawatt Blades to the general public sometime in the future, but for now you can only obtain them if you have this keycode. No, I can't give you a code, and no I don't know where you can obtain one otherwise. Sorry. III - Walkthrough 001.0 - Neon District 001.01 - Prologue 001.02 - First Glimpse 001.03 - The Escape 001.04 - Mysterious Signals 001.05 - Medical Emergency 001.06 - Blood Trail 001.07 - High Ground 001.08 - Mind Games 001.09 - The Good Stuff 001.10 - The Rescue 001.11 - Nemesis Revealed 001.12 - No Protection 001.13 - Trish Reaches Out 001.14 - Dinner With Sasha 001.01 - Prologue Objectives: - Escape to safety. The game begins with a massive explosion that destroys much of Empire City. Afterward, the focus turns to one of the survivors, Cole, and the game directs you to play around with the camera controls. When asked, look up at the helicopter and then to the left at the car park. With that simple task complete, you can finally move, so follow what remains of the street around to reach the parking garage. Jump over the gap between the cars and explore inside. Despite being electrocuted, Cole miraculously survives, so run around the corner, but watch for cars falling through the ceiling from the upper levels and other hazards. At the opposite side of this level, climb up onto the large pipe and walk across it to reach the street. You'll see some police barricades down the road, so run over to initiate a cinematic. As bolts of lightning begin striking, continue down the street towards Zeke beyond the bridge. When you finally meet up with him, another cinematic plays describing the aftermath of the blast. When you take control again, you're on Zeke's roof. Here you'll get a crash course in your newly acquired powers, so follow the on-screen prompts to target and charge the three batteries that power the TV. The batteries have a red light on them, and there's one to your right, one to your left, and finally one behind you on the next roof near some mannequins. Return to Zeke and begin attacking the mannequins until a plane flies overhead. Once it's gone, watch the report on TV by someone calling himself "The Voice of Survival". When it finishes, the prologue ends. 001.02 - First Glimpse Objectives: - Collect Zeke's gun - Investigate the food airdropped at Archer Square. Show off your nifty super powers by jumping off the roof and wait for Zeke to meet up with you in the street. Zeke tells you that before heading over to Archer Square he wants to pick up a weapon he traded for, just in case. Since you don't really know the area that well, just follow Zeke. If you get separated, use the mini-map in the bottom right corner to find him again, though Zeke will also stop and wait for you if you fall behind. When you reach the parking lot where the weapon is hidden, use a shockwave (L1 + X) to lift up the cars to find the one with the gun underneath. However, the shockwaves will leave Cole drained, so you'll have to find somewhere to charge up again. Press L3 to bring up all the nearby power sources as directed, walk over to the electric generator against the wall, and press L2 to draw power from it. Back at 100%, follow Zeke to Archer Square. The supply of food is caught on a tower, so jump onto the nearby flagpole and climb up until you can jump onto the tower itself. Find the metal pole in the far corner on this level and climb up to reach the main girder that leads to the food. Zap the big metal hook above it to let it drop to the ground, but a pack of Reapers crash the party before anyone can grab a bite. The gang can be easily identified by their red hoodies, and you can find where they are on the radar if you can't see anyone. The Reapers mainly hide behind cover and take potshots at you occasionally, but they're really pretty weak so play around with the attack system while you run around beating them up. Try to approach them at angles to avoid being shot, and if you start taking damage, retreat for a moment and find a power source to recharge. As the Reapers attack you from all different directions, don't stay in once place for too long or you'll likely be caught by surprise from behind. It takes several lightning attacks to bring them down, but you can always try different combinations of long range and melee attacks as well. There are two main waves of Reapers that attack, and you have to take them all out before you can advance to the first karma moment. - Karma Moment - The honorable thing to do is to let everyone get their share of food, but if you're only interested in self-preservation you can scare them off and horde it all for yourself. If you'd like to be evil, send a shockwave out towards the group and the rest will scatter, otherwise just stand around until the cinematic kicks in. Either way, you'll be awarded a trophy and the mission will end. 001.03 - The Escape Objectives: - Escape with Zeke from the city. This mission begins near the bridge leading out of town on the south side of the island. Follow the marker on your map to find it. The government has quarantined Empire City, but Zeke is looking to try and escape. Of course, he'd love it if you'd lend a hand with the assault on the barricades, so run over to the bridge to check it out. - Karma Moment - The exit from the city is guarded by a group of riot cops, and there's an angry mob protesting just in front of them. You could avoid taking the brunt of the police attack if you attacked them from within the crowd to start a riot, but that would result in the deaths of innocent civilians. To take the evil route, stand behind the crowd and zap one of the cops to coax them into attacking the whole crowd. If you're looking to remain virtuous, run right up to the row of police and send a shockwave their way. The riot police aren't a major threat, mainly because they're quite slow. As long as you don't let them surround you, you can easily blast away at them and quickly back up to avoid taking damage while they regroup. If you can separate one or two from the main group, use melee combos to take them down, otherwise use shockwaves to knock them down and finish them off with bolts of lightning. When the whole crew is done for, zap the mechanism on the left to open the gate and recharge if you need to before continuing. Past the gate is a series of barricades that include more riot cops and mounted machine guns. Unlike before, these cops will shoot at you from long range, and the mounted turrets in particular are devastating if you get caught out in the open in front of one. The key in these areas is patience. Take it slow, focus on a small group or a single turret at a time, and don't get overwhelmed. When you finish clearing an area, zap the gate switch to proceed to the next one. In the beginning, simply use the cover to avoid most of the gunfire and return with your own attacks. Later on, hang from the top of the large rectangular storage containers and shoot over them to get good looks at the riot cops without exposing yourself too much. For the turrets, Zeke suggests flanking them, which turns out to be a pretty solid strategy. If you can sneak around to the side, you'll be able to catch the guy manning the turret while he's shooting other civilians, leaving himself open for a jolt of lightning. You can also switch which hand you attack with by pressing R3, which comes in handy trying to shoot around a corner. Additionally, if you walk up to the turret and press Triangle, you'll permanently disable it, earning you more XP and preventing another cop from using it against you. The final area on the bridge contains two mounted turrets on top of containers. Although you may be tempted to try and climb up after them, hug the container they're on and get behind them on the ground below to get a clear shot. With the turrets out of commission, all that's left is to sweep through and take out and straggling riot cops. When that's finished, head through the final gate to watch a cinematic. Things don't quite go as planned, and long story short you have to return to Empire. Beneath the bridge, look up and you'll see several pipes with wheels handles and red lights at the end. If you zap the hooks holding them up with jolts of electricity, they'll flip down and create a convenient middle ground between the gaps in the piping. Jump from pipe to pipe until you near the end, when two Reapers on a platform at the far end decide to attack. At this range they'll have a tough time hitting you, so take your time aiming and eliminate them before continuing. At the end, recharge from the power box. From here, look to the left - you should see a blast shard and a thin pipe that snakes around the wall. Stand on this pipe and shimmy down and around, collecting the shard as you go. There are several exhaust ports above your head that blast hot smoke on regular intervals, so wait for them to pause before crossing underneath to avoid taking damage. At the end, jump to the hanging wire and then drop down to the platform under it. The final area is nearly identical to the previous puzzle, only this time the horizontal pipes will collapse underneath your weight after a few seconds. You have more than enough time to get from one end to the other, but you should knock the vertical pipes down before stepping on the collapsing pipe so you'll have something to jump to. Like before, a pair of Reapers will attack from the platform at the end, so take them out before continuing. Finally, run along the collapsing pipes as quickly as you can and you should be able to reach the end without a problem. 001.04 - Mysterious Signals Objectives: - Locate three Dead Drops for Moya. This mission is located southwest of Zeke's rooftop. Moya will call and mention something about an unknown signal being transmitted nearby, so follow the marker on your mini-map to the building southeast of here. Climb up the red water tower here and check out the satellite dish, which turns out to be emanating the signal. These satellites are known as Dead Drops, and Moya will ask you to retrieve the recording from it by walking up and pressing Triangle next to it. Unfortunately, the recording is encoded, and you'll need more samples to decrypt it. Thankfully, you won't have to search the entire city to find one little satellite. Instead, press L3 - besides the usual lightning bolt icons that appear on your mini-map, you'll notice a gray ring that appears around the map and eventually focuses on a single direction. The nearest one from the water tower is shown to be to the south, so head in that direction, occasionally checking the map again to hone in on the Dead Drop. As you get closer, the gray ring will begin to become more precise and center on the exact location. Beat up any nearby Reapers and retrieve the second Dead Drop on the roof. Moya still can't quite decode the Dead Drop, so use the power line in the southeast corner of the building to cross over the street. There's a group of Reapers guarding the last Dead Drop, so wipe them all out before getting it - you can use a shockwave to try and knock them off the roof. Grab the last Dead Drop to complete the mission - you can listen to any Dead Drops you collect by selecting them in the main pause menu from now on. 001.05 - Medical Emergency Objectives: - Reclaim the clinic from the Reapers. To find the marker that triggers this mission, head over to the rooftop between Archer Square and the bridge. Moya will tell you that Reapers have been attacking a local clinic and asks you to find the medical worker and help him out. The medic is south of you, so follow the yellow icon on your map to track him down. When you meet him, he'll ask you to get rid of the Reapers that have taken over the clinic down the street. From here it's pretty straightforward - take out the Reapers. Some of them have shotguns and try to attack you at close range, so keep your distance and stay behind cover to take them down. If you take out the Reapers on the roof, you can use the higher ground to pick off the remaining Reapers in the street as well. Once you've won the battle, the clinic will be unlocked as a respawn location and a small section of Neon will be considered safe from the Reapers. From now on, any side missions you complete will secure that area of the city and Reapers will no longer attack there. 001.06 - Blood Trail Objectives: - Locate Brandon, an electrician. - Restore power to Neon. When you reach the mission marker west of Archer Square, Moya will ask you to locate an electrician named Brandon. Check out the alley northwest of here and locate where the icon is pointing, behind a tractor-trailer. You'll find the corpse of a woman, not exactly someone who looks like a "Brandon". When you investigate the body, you'll be able to see the final moments of the woman's life, where she was attacked and murdered by the Reapers. You'll also see the green outline of a figure running away, and Cole will tell Moya he can see echoes of past events. Follow after the figure - you may have trouble keeping up with it, but you can press L3 to make it reappear nearby and show up on your radar. You can't permanently lose track of the echo, so take you time and fight off any Reapers that attack you. In particular, in a back alley you'll encounter a mini-boss in the form of an extra large, extra powerful Reaper known as a Conduit. Besides being able to take more damage, the Conduit will occasionally send out a shockwave towards you. The game will introduce the Combat Roll at this point (any direction + Circle), which makes dodging the shockwaves much easier. Return fire with your own shockwaves until it goes down, and then follow the echo to an open area filled with catwalks and large generators. Use the generators for cover and pick off as many Reapers as you can from a distance, just be careful about what you hit, as some of the generators will explode. There are also a few remaining Reapers who hide behind their own generators and wait for you to walk by, so locate them on your radar and take them down. At the end of the facility you'll find an electrical station, but a Reaper wearing an explosive vest will destroy the power grid and knock out the electricity in this area of Neon. Follow the echo back into the street, and it stops on top of a manhole. Press Triangle to open it up and climb down. Down in the sewers, make your way to the transformer by jumping to the various metal pillars and partially destroyed catwalks. Avoid falling into the water, which will cause massive damage to Cole's electric body. Once you reach the conduit, reestablish the circuit to gain three new power - Pulse Heal, Arc Restraint, and Bio-Leech, which you can use on and injured enemies or citizens you find. Pulse Heal with revive any injured citizens you find lying around reward you three XP for it, Arc Restraint creates a pair of electric handcuffs than non-lethally incapacitates injured enemies and rewards one Good XP, and Bio-Leech replenishes your power from an injured individual and earn you one Evil XP. After healing the injured guy nearby, he'll show his thanks by letting you in through the gate where there are some people you can heal, leech from, and restrain to test out your cool new powers. Beyond this camp are a pack of Reapers, so eliminate them and continue to the end, where you'll find Brandon. - Karma Moment - Poor Brandon is keeping you locked out because the Reapers are threatening to kill his wife if he doesn't comply. Unfortunately for him, that corpse you found earlier happens to be Brandon's wife, leaving him no reason to continue helping the Reapers. If you want some good karma, press Triangle near the gate to tell Brandon about the fate of his wife. If you're looking for some juicy evil karma, kill him. Afterward, head down the walkway and stand in front of the dead generator. You'll see the familiar red light that indicates it requires a charge, so zap the battery until power is restored to the city. Mission complete. 001.07 - High Ground Objectives: - Recharge the cell tower. - Restore power to Neon. The Reapers have once again knocked out the power to part of the city, so it's up to you to return things to normal. What this means, of course, is that the number of places you can recharge have been cut down dramatically. The cell tower you need to power up first, however, is fortunately very close by - just across the street, in fact. Use the power line to cross the street and reach the rooftop, where you'll have to blast the cell tower with all of your energy to charge it. Being electrically drained is a bad call in most situations, but when there are several Reaper-manned anti-aircraft guns, it's even more of a problem. Luckily there are a few backup generators still running in the area, so head over to the nearest rooftop and steal its juice. Back at 100%, now it's time to turn to the main problem at hand - powering the city back up. Once again, you have to find the manhole that leads down to the transformer, so follow your map to the icon marked on your radar. Along with the anti-aircraft guns, the streets are swarming with Reaper thugs, so your best chance at remaining in one piece is to stick to the rooftops and ignoring anyone who attacks you. Without the numerous supplies of power to recharge, trying to fight against overwhelming odds is even more of a bad idea than usual. When you find the manhole, drop down and enter the sewers. There aren't any Reapers down here, but once again you have some jumping puzzles with the metal pillars and catwalks. When you reach the conduit, reestablish the circuit to gain a new power - Shock Grenades. Test them out on the rubble blocking the exit just ahead to clear a path and continue. In the next room you'll find some electrical equipment and a group of Reapers, if you want to get some more practice in, try taking out the whole group with a single shock grenade. The grenades work like sticky bombs, so they'll latch onto an enemy and explode a few seconds later if you hit one. The next group of Reapers are manning mounted turrets, one in front and one on either side, so take cover behind the machinery and lob grenades in their direction. Fortunately, your cover is also an unlimited supply of power, so even if it takes a few tries you don't have to worry about running out of juice. Remember that you can bank the grenades off of walls to make it over the fences. Once all three are dead, continue along this walkway, but watch out for a pair of kamikaze Reapers that appear up ahead. Zap them from a distance and continue to the transformer that you need to charge up. Throw a few jolts at the panel to power it back up and complete the mission. 001.08 - Mind Games Objectives: - Turn off the valves dumping tar into the fountains. - Destroy the Reaper tar truck. Moya tells you that the fountains and drinking water around Neon are polluted with some sort of sludge, and she wants your help purifying it again. From the starting point, jump down and run over to the fountain and talk to Trish. She'll treat you quite coldly, but will also point you towards the valve that controls the flow of tar into the fountain and ask you to turn it off. Do exactly that, and your reward is a blast in the face with the Reaper's mind- altering goop. As Trish leads you to her ambulance to clean you off, ignore all of the hallucinations of giant Reapers and just follow Trish. After you're cured, Moya will tell you to locate the remaining two valves and shut them down as well. Both of them are northwest of you in the park, so head over and pick off any Reapers hanging around before turning the second valve. Once again, poor Cole receives a blast of sludge to the face and is temporarily blinded, but Trish isn't around to help you out and some Reapers are arriving to crash the party. Run away from the action until you come back to your senses - everything returns to normal after a few seconds, but two of your electricity orbs on your power meter are blacked out. Until you can cure yourself again, they'll remain that way. At this point, though, the Reapers you fled from before require your attention, so head back and start taking them down one by one. The trees around the park make for great cover, so the only real threat is another Conduit, which you can easily take care of with a shockwave. With the coast clear, head over to the final valve, where you have to make a decision. - Karma Moment - Fool me once, shame on you. Fool me twice, shame on me. After getting a shot in the face of the Reaper's mind-altering goop twice already, Cole is understandably hesitant to shut down the last one. He spots a civilian sitting nearby and reasons that it wouldn't be too difficult to scare him into doing Cole's dirty work for him. Why he can't just stand to the side and turn it is beyond me. If you want to take the good route, man up, turn the valve yourself, and receive your sludge blast as a reward. If you're evil and interested solely in self-preservation, smack the civilian around and force him to turn it instead. If you decide to earn some good karma, you'll be temporarily blinded again and will lose two more of your power orbs for the time being. Fight off some more Reapers, including another Conduit, and head towards the tunnel on the east side of the park to find the source of the pollution. There are some Reapers holed up in here behind some barricades, so toss a few shock grenades their way to take them out. Also remember that all of the abandoned cars in the tunnel can be destroyed, and there's a good chance a few Reapers will get caught in the blast each time. Otherwise, hurl some more grenades and blast any remaining stragglers away. As you near the end of the tunnel you'll become intoxicated again and the enormous Reapers will return with a vengeance. Unlike before, these Reapers can inflict damage on you, but thankfully a single jolt of electricity is enough to make them disappear. Afterward you'll face a handful of normal- sized Reapers and a Conduit putting up a last stand, but that's nothing a shockwave and a grenade or two can't take of. That just leaves the poor defenseless truck. Blast it with anything you have left to destroy it, and return to Zeke's rooftop to rest up and cure yourself of the poison to complete the mission. 001.09 - The Good Stuff Objectives: - Restore power to Neon. The mission marker is uncomfortably close to another anti-aircraft turret, so watch out for it as you begin the mission. The sewers are remarkably similar to the others you've visited before this, so by this point you shouldn't have any trouble with the catwalk puzzles. When you reach the conduit, reestablish the circuit to gain a new power - the Induction Grind. This power allows you to automatically slide along any train tracks or power lines, launching you forward at the end like a slingshot. This ability comes in handy immediately, as the rest of the sewers are littered with power lines for you to grind along. There are some Reapers scattered around a few areas, but they don't appear in large enough groups to cause you any trouble. Zap them from a distance, and remember that if they fall you can shoot the water to electrocute them. As soon as you reach the transformer and recharge the generator, exit the sewers and complete the mission. 001.10 - The Rescue Objectives: - Rescue the train of hostages and bring them to safety. This mission will look familiar to anyone who played the inFamous demo. Moya alerts you to a set of train cars filled with hostages, and it's possible that John is among them. The area where the train is stationed, however, is deep in Reaper territory, so you'll have to lead the train to safety to avoid any casualties. As Moya describes, Cole can act as a third rail, so even if the train doesn't have power simply standing on the front car will cause the train to move. Good deal, use a shockwave to push the abandoned cars off of the tracks and try it out. Everything's looking good at first, but all of a sudden the train comes to a mysterious halt. Those pesky Reapers have disabled the circuit panel beneath the tracks on one of the support beams, so jump down and zap it to get the train moving again. After another block or two the train will stop again, so you'll have to repeat the previous steps to get it powered back up. Before you do that, however, use your height advantage to scope out any Reapers you can find and take them out before dropping down to the street. Charge the circuit back up and get moving again. When the train comes to a stop this time, more Reapers will attack along with a Conduit. You don't actually have to fight any of them, but you're better off taking them out instead of trying to rush through. Either way, recharge the circuit once more and get back to the train. The Reapers throw everything they have left at you at the final stop, and the barricade they set up includes another Conduit, more wrecked cars blocking the tracks, and a mounted turret. For now, jump down to the right side of the train to avoid the turret and start fighting any Reapers you can find, particularly the Conduit. When the streets are clear, climb up one of the buildings on the right side of the tracks and kill any of the remaining Reapers. With just the turret left, toss a grenade down to eliminate the thug manning it. Step one complete, now it's time to clear away the junk blocking the path of the train. Use more shockwaves to knock them down, and remember that you have to completely knock the cars off of the tracks to have it register as being cleared. Run ahead a little and clear the handful of cars blocking the tracks up ahead as well while you're at it. With all of that complete, you can now finally charge up the circuit panel and get the train moving again. From here on it's smooth sailing to a safe station, and although you'll encounter a few Reapers attacking from rooftops they don't really pose a threat. When the train pulls into the station, the hostages are set free, Cole is hailed a hero, and the mission ends. 001.11 - Nemesis Revealed Objectives: - Destroy the tar kegs polluting the water towers. Ugh, more of that Reaper tar - wonderful. Moya deduces that the only way the Reapers can continue polluting the water is by contaminating the water towers. She tells you to go check out the surrounding towers to see if anything comes up. Jog around the corner and climb up to the roof of the building that's taller than the one you're supposed to go on. From here you'll have a bird's eye view of the group of Reapers guarding the water tower, so pick them off one by one before jumping down and getting a closer look. There are some injured civilians here, but they've been taken over by the tar and will attack if you revive them. Press Triangle to examine the tower - the Reapers have attached a small black keg to the side of the tower, so you'll have to destroy it to stop the pollution. However, if you stand on the roof and blast it with jolts of lightning, nothing seems to happen. Climb up the ladder and get a closer look - you'll see a charge panel, but if you charge it up the keg simply starts working overtime and rumbles. Instead, stand right in front of it and hurl a shockwave at it - the keg will explode and Cole will get another sweet blast of that filthy tar in the face again, with the same side effects as in the park. After the keg is destroyed, wait for the effects to wear off and attack the Reapers and Conduit that attack. When they've all been killed, head to the next marker on your radar. More Reapers are protecting this tower as well, so stick to the adjacent rooftop and take them down from a distance just like before. When the coast is clear, blast the crane to create a bridge between the two buildings and climb up to the water tower. You now have a decision to make. - Karma Moment - Between losing some of your battery cores and the bad trips, there are few things more annoying than that Reaper tar. Cole is getting pretty fed up with it, too, as a matter of fact, and he comes up with a solution. By overcharging the circuit panel, the keg will overload and become useless, but at the same time all of the current tar in the keg will be pumped into the water supply. If you're a good guy, sacrifice your battery cores and use shockwaves on all of the remaining water towers. If you're evil, charge the panels to avoid being exposed to the tar yourself. For each tar keg you disable or destroy you'll gain a small amount of good or evil karma, so this Karma Moment extends for the entire mission. The next tower is east of the one you're at, so head over and disable that one as well. As expected, some light Reaper pressure is present, but nothing you can't handle. Do whatever you'd like to the keg, and then head southeast to the final water tower, which is guarded by a large group of Reapers, including one manning a mounted turret. To avoid some fire, drop down to the street and climb up the nearby building south of the tower. Hang from the ledge and blast any Reaper thugs on the roof, and sneak up behind the turret and destroy it. From here you have a nice height advantage over the remaining Reapers, so take them all out before disabling the tar keg. With all of the kegs out of commission, return to Zeke's to heal up to complete the mission. 001.12 - No Protection Objectives: - Restore power to Neon. The entrance to the sewers is right next to another Reaper anti-aircraft gun, so you can either attempt to destroy it or more a mad dash for the mission marker, which will take you down to the sewers and away from danger. At this point you should be a pro at dealing with the usual sewer puzzles like jumping from the sewage pipes to partially destroyed catwalks, but these sewers throw in yet another twist. Just up ahead you should see a small circuit panel that needs to be charged up that activates a large mechanical arm that swings back and forth across a large, otherwise uncrossable gap. Wait for the arm to come your way before jumping onto it, and wait until it gets to the other side to jump down. At the end of this area is another conduit that, when its circuit is reestablished, will grant Cole the power of Precision Shots. While in Precision Mode, the crosshairs zoom in and time slows down, allowing Cole to take his time, aim, and get a perfect shot at the cost of a boatload of battery power. You can test this new toy out immediately, as you have to shoot between the blades of a spinning fan to charge a circuit panel behind it. Once charged, another mechanical arm will swing your way, so use it to cross the gap and continue. At the end of this area you'll find some cover that provides an unlimited source of power and, farther ahead, some Reapers. Crouch behind it for cover and use precision shots to take them out and then keep moving. As you can imagine, those pesky turrets and blast shields some Reapers have been using can be dealt with much easier now since you can stay back and pick them off with precise headshots. There are some more Reapers beyond the first group, so blast them as well and head over to the ledge, where you'll have to charge another panel through a fan with a precision shot. As always, the mechanical arm will let you cross over, and you'll have to repeat the same thing again to reach the next checkpoint. From here it's pretty much a straight run to the transformer. Besides the fairly mundane jumping puzzles, you'll run into a pair of kamikaze Reapers at the end of the first catwalk, so be prepared to shoot them down before they can run up and explode on you. When you get to the transformer, charge it up and head for the exit to complete the mission 001.13 - Trish Reaches Out Objectives: - Defend the medical supplies from the Reapers. A government plane has dropped another crate of supplies, and Trish asks you to defend them from the Reapers. The crate of supplies lands in a back alley, in the middle of an area surrounded by a chain link fence with three entry points - one in the front and one on each side. The Reapers will switch between attacking you and going straight for the supplies, and if they manage to destroy it you'll fail the mission. Also, remember that you can't shoot through the chain link fence. Although it's probably much safer to stick to the rooftops and pick off the Reapers as they arrive, you probably won't be able to protect the crate so you're best bet is to jump down to the street and stand in the front of the main entrance. At first, a handful of Reapers will attack in groups of three or four from a single direction, so keep an eye on your radar and watch for which direction the red dots appear from. When you know what direction they're coming from, run over and either throw a shock grenade or just spam lightning bolts at the main crowd. Most of the Reapers are armed with shotguns, so you'll want to keep your distance anyway. The next wave of Reapers is more of the same, but with a handful of the kamikaze variety along for the ride that make a bee line straight for the crate of supplies. Obviously they pose a significant threat, but if you can take them out while they're still grouped together with the rest of the mob you'll inflict some bonus damage on the others as well. As long as you focus on the kamikaze Reapers first, though, this section isn't any more difficult than the last. When that wave is eliminated, a single Reaper armed with a mini-gun will appear on the rooftop to the west. He isn't really that difficult to kill as long as you quickly take cover and blast him, either with a series of lightning bolts or a single precision shot. When he goes down, some more Reapers with a Conduit leader will show up, but this time they attack from multiple directions. The radar is key in this situation, and you'll want to toss grenades or use shockwaves to keep one group at bay while you deal with the other. Try to start right in the center of the intersection so you can fall back and retreat if you need to. Around this time Zeke will call you for no other reason than to harass you, so try to ignore him and focus on the more pressing concern. With that's finished, three tractor-trailers will pull up, one by one, with a mounted turret in the flatbed. To make matters worse, the turrets are on a swivel mount, so even if you try to run around them the gunner will follow you, preventing you from attacking him from behind. The solution, then, is to go for the truck itself. As each tractor-trailer shows up in the front, hide somewhere in the alleyway and blast it from there until it explodes, taking the gunner with it. After the first two trucks are out of action, toss a grenade in the walkway underneath the building in the front alleyway to wipe out the four Reapers who try and catch you off guard. When they're dead, finish off the final tractor-trailer and any remaining Reapers to complete the mission. 001.14 - Dinner With Sasha Objectives: - Gain access to the tunnel where Sasha is located. - Rescue the hostages. - Find and eliminate the leader of the Reapers, Sasha. NOTE: After completing this mission, you will be transported to another island and temporarily lose access to Neon. If you were planning to complete any of the side missions or collect anything in Neon and don't want to wait, do it before Dinner With Sasha. Since the blast, the Reapers have taken over the tunnel between Neon and Warren and transformed it into their home base. Sasha is hiding out inside the tunnel, but before you can think about taking her out you'll have to open the main entrance first. To the right of the main entrance is a metal gate that will open when you charge the circuit panel. As soon as you step inside a kamikaze Reaper will leap out and run towards you, so be prepared to take him out or risk being caught in the blast. You'll be attacked by some Reapers, including a pair of gunners, from the level above you, but you're at a funny angle so ignore them for now. Hug the high wall to avoid their gunfire and climb up the ladder at the end. You're currently at the far end of the complex, and there are snipers in each watchtower as well as a pair of mounted turrets in between them. There's also a Blast Shard sticking out of the guard tower behind you, but you'll want to clear the area first. Take cover behind the large storage containers and use precision shots to eliminate them. When the coast is clear, run over to the southwest tower and use it to cross over to the other one, where you'll find a lever that opens the main entrance to the Reaper lair. As it opens, a small group of Reapers will pop out and loiter around waiting for you. Take them out from you vantage point before dropping down and entering the tunnel. Inside the Reapers' lair you'll find a handful of Reapers, a single kamikaze Reaper that attempts to sneak up from the left side behind an abandoned bus, and a mounted turret. Hide behind the various debris for cover and watch for the kamikaze Reaper, and then use bus it came from behind as cover yourself. From here, take out the remaining Reapers before using a precision shot to kill the gunner on the turret. There are two Conduits and a kamikaze Reaper behind them, so destroy them all and blast open the locked gate at the end. Inside this area is another Reaper prison, so go ahead and free the hostages one by one for some free XP. There are some Reapers also being held in cages, but you don't get any XP for letting them out and they don't attack you, so do whatever you'd like to them. Once all of the prisoners have been freed, continue to the end of the tunnel, which is a dead end. There's a large pit down below you, though, so be bold and dive down to fight the boss. Boss: Sasha Sasha's the mysterious voice who's been in your head since the beginning of the game. She's also quite insane, and throughout the battle she'll ramble on about getting ready to go to some formal party. For everyone's sake, let's put her out of her misery, shall we? When the initial cinematic ends, Sasha will run up and grab you. From here, the camera view will change and Cole will be stuck fighting Sasha off of him. Take notice of the two circles floating in the foreground - the blue one that acts as Cole crosshairs, and another white one that's centered around some gold object on Sasha's clothes. Rapidly tap the X button and push the blue circle so it lines up with the white one, and Cole will rip the gold object off Sasha. Now it's time for the actual battle. Sasha acts a bit like a Conduit in the sense that she has a shockwave attack and will teleport away when attacked, so you should be able to avoid taking damage for the first part of this battle. As for actually attacking Sasha, since about three-quarters of the room is covered with water, moving around can be a bit tricky. Stick to one of the patches of dry land in the corners and use a nearby pillar for cover, peeking out from it to attack and only moving to avoid Sasha's shockwave, which penetrates through the pillar. Don't try and be fancy here, just blast her with lightning bolts, and eventually she'll collapse to the ground and a green force field will surround her. This is your chance to actually deal out some damage. Run up to Sasha and you'll be engaged in that same mini-battle as before. Once again, tap X as fast as you can and overlap the white circle with the blue one to rip away another gold piece from Sasha, and then run back to your pillar and prepare for the next round. After inflicting damage on Sasha a few times she'll add a few more attacks to her repertoire. Besides her shockwave attack, she'll also summon tentacles around her that fire rockets at you, as well as the giant Reapers that still, fortunately, only require a single bolt of lightning to eliminate. Even with this new set of attacks, stick to the same proven formula. Your pillar will still protect you for the most part, so just be sure to avoid the rockets and destroy the giant Reapers before they can attack you. Successfully complete the mini-battle sequence on Sasha a few more times and she'll finally kick the bucket, ending the first chapter and sending you to Warren District. 002.0 - Warren District 002.01 - Stranded 002.02 - Zeke's Request 002.03 - An Old Friend 002.04 - Playing Hero 002.05 - Standard Protocol 002.06 - Alden Strikes 002.07 - Spy Drones 002.08 - Anything For Trish 002.09 - The Arrest 002.10 - Terrorized Streets 002.11 - Alden In Chains 002.12 - Light in the Tunnel 002.13 - Secrets Revealed 002.14 - The Ray Sphere 002.15 - Alden's Rampage 002.01 - Stranded Objectives: - Restore power to Warren. Zeke describes the Warren as "a bad area even before the blast." Wonderful. To make matters worse, the local gang in this area, the Dust Men, are a lot tougher than the Reapers were, so you have your work cut out for you. But let's not get ahead of ourselves, the first order of business is to begin restoring power to the city. From the bridge, follow the marker north down the street until to reach the manhole. You may be attacked by random Dust Men, but you'll probably want to avoid waging a war for now - at least until you have a few more power sources to fall back on. Down in the sewers, you'll see another conduit just ahead, so reestablish the circuit to gain a new power - Static Thrust. From now on, if you're in the air and press R1 Cole will glide through the air, extending the distance of your jumps significantly. As a bonus, it doesn't use up your battery cores. As always, the game lets you test out your new toys immediately, so jump towards the doorway to your left and glide at the peak to safely land on the catwalk. Some debris is blocking the exit, so toss a grenade over to clear it and continue through. In the next area you'll have your first mandatory encounter with the Dust Men. The majority of the Dust Men sport white uniforms with the occasional dirty brown cape, and they're a much bigger target than the Reapers. Use precision shots if you'd like, but you really shouldn't have a problem using normal lightning bolts. Also check your radar for any stragglers in the water, and zap them if you find any. Continue deeper into the sewers and you'll come upon some more Dust Men, including one with a rocket launcher. Pick them off or use a grenade and jump to the familiar swinging mechanical arm when it comes your way. At the other side, jump to the pillar, walk around to the other side, and climb up the ladder. At the look, look around and find the nearby pillar and glide over to it. You'll land near the bottom near another ladder, so climb back up to the top and jump to the doorway that leads to the next area. The final puzzle is a pair of swinging mechanical arms, and you have to time it so that you jump from the first as the second is coming your way. If you fall, just run to the nearest catwalk or wall and try and climb up, continuously jumping out of the water to minimize the damage. Once on the other side it's a straight shot to the transformer, and once you charge that bad boy back up you're home free. 002.02 - Zeke's Request Objectives: - Find and eliminate the murderer. Zeke wants you to search out an old friend of his while you're stuck in the Warren. When you find his body, Cole does his memory thing and you'll see a large, bulky green echo outline jogging away. Zeke wants vengeance, so follow after it. As you appear from the alley onto the main road, a citizen will stop you for a pretty random Karma Moment. - Karma Moment - A picture's worth a thousand words, right? Apparently one of Cole's many fans has been working on some posters, and he wants your opinion on which ones to hang around the city. The two depict very different themes, so you'll want to pick the right one depending on how you want the public to see you. If you're good choose the loved poster and if you're evil choose the feared one. Back on task, follow the echo around town until you run into some crab-like creatures made from scrap metal. They only have melee attacks and aren't that powerful alone, but they make up for it in their quickness and the fact that they roam in packs. If they get too close, use melee attacks to get rid of them - a single hit will destroy them. As soon as you start to gain the tactical advantage, the remaining crabs will retreat to the alley again. If you follow them you'll run right into a mounted turret, so wait for them to crawl back to you before throwing a grenade around the corner to deal with the turret. From here on it's more of the same. As you follow the echo around you'll occasionally run into groups of crabs and Dust Men - the first led by a Dust Man with a rocket launcher and the second by a group of kamikaze Dust Men. Deal with them accordingly before catching up to the echo. The murderer turns out to be a Dust Man Conduit, who's armed with a rocket launcher and carries some of those mechanical crabs around on his back. As you approach him, he'll release the crabs on you, but you should focus more on the Conduit itself. Use shockwaves to deflect the rockets and just hit it as hard you can, and then deal with the remaining crabs. Alternatively, you can also climb up a nearby building and use precision shots to take the Conduit down. When the Conduit and its minions are dead, the mission ends. 002.03 - An Old Friend Objectives: - Rescue Roger the engineer. - Defend Roger and Lou while they lower the bridge. If you want to return to Neon, you'll be able to do so at the conclusion of this mission. Trish calls and tells you that a friend of hers, Roger, is an engineer and may be able to help you. However, he's been kidnapped by the Dust Men, who will execute him at the first sign of trouble. Fortunately, you have a great sniping point and Precision Mode will slow time down, allowing you to aim and take them down with a clean headshot each. Remember to have full power going into this mission and hold the Up directional the entire time to keep everything in slow motion. When Roger's safe, he'll ask you to escort him to the bridge. The area's relatively safe, so you can pretty much cross to the other side and take the main road south straight down to the water's edge. Along the way you'll probably encounter the occasional Dust Man or group of crabs, but they only attack you so don't worry about losing Roger. As Roger starts to repair the bridge, he asks you to watch his back, so prepare for incoming Dust Men. The first wave comes from the tunnel to the east, while the second one comes from the west. For the most part the first wave shouldn't give you too much trouble barring the ones that carry shields, but they can be dispatched easily enough with grenades or by destroying the nearby cars. There's also a Dust Man lugging a mini-gun with him, but you have more than enough time to take him out from a distance with a precision shot or shock grenade. As for the second wave, the main threats are the kamikaze Dust Men that will rush at Roger from around the corner. Take them out first, obviously, but keep in mind that sometimes they get back up, so make sure they stay down and disappear from your radar. Roger completes the work on the bridge, but it only lowers part of the way, meaning that something's wrong on the Neon side. He tells you to enlist the help of his buddy Lou, who's hiding out in Memorial Park. Climb up the partially lowered bridge and jump across to the other side. Make your way to the park and find Lou, being held hostage like Roger was. Use another pair of precision shots to take down his Reaper captors, and lead him back to the bridge. Once there, some Reapers will attack from the el tracks above you, so climb up there so you can actually get a good shot at them, as well as the others that appear from the street alleys afterward. After the Reapers have been dealt with, Roger requests your help back on the Warren side. Head over and defend Roger from a small group of Dust Men, and then Lou from some Reapers. With the coast finally clear, Lou will tell you to charge up the bridge's control panel, so blast it with electricity to get the Neon side working. Make one last try to Warren, do the same thing, and the bridge will finally be restored. 002.04 - Playing Hero Objectives: - Restore power to Warren. It time again to pump some life back into another area of the city, but the manhole where this mission is located is pretty deep in the blackout area. What this means is that, as with Stranded, you'll want to try and avoid getting into a battle with the Dust Men. There are some more truck-mounted turrets around the manhole, but you're better off just going around them and making a dash for the mission marker. Half the battle is actually getting to the mission, though. The sewers themselves are nothing you haven't seen before since your new ability, the Megawatt Hammer, is essentially a rocket. After the conduit, you'll run into groups of Dust Men hiding behind chain link fences. Even though you can't shoot bolts of electricity through the fences, the hammers pack more than enough of a punch to take them out. Near the end you'll find a Dust Man with a rocket launcher, so use a precision shot to take him down before heading towards the transformer. As always, charge it up and complete the mission. 002.05 - Standard Protocol Objectives: - Disable the Dust Men's boats. The Dust Men have taken hostages and are keeping them on various ships docked around Warren. They're planning to try and leave the city, and keeping the hostages with them will, presumably, prevent the government from attacking them. The government, however, has no problem taking out the Dust Men's ships, so to save the hostages Moya wants you to disable the boats. The first boat is located on a dock to the south, so run over and examine the area. There are two mounted turrets in the alleyway and a handful of Dust Men on the roof, so stay back and pick off the ones on the roof before getting in close. Peek around the corner and use precision shots to kill the Dust Men behind the turrets and run to the end of the dock. There are a few more Dust Men on the pier itself, but none of them pose much of a threat so you should be able to wipe them out before boarding the ship. The hostages are being kept in cages similar to the ones from Dinner With Sasha, and as before you'll score five XP for each one you rescue by shocking the circular lock. With the hostages freed, check out the ship's stern and zap the engine to disable it. The next closest boat is to the west, but it's relatively unguarded compared to the previous one. As before, stand across the street and use precision shots to eliminate the Dust Men on the roof before taking on the thugs on the dock. There aren't any turrets and the ship itself is once again clear, so free the hostages and disable the boat. The third boat is a bit of a hike from where you are, but the train tracks run around the perimeter so you can grind all the way there and save some time. Stand on the tracks and check out the building in front of the dock - you'll see some Dust Men roaming around and a pair of turrets on the roof. From here on the tracks, use some more precision shots to snipe as many enemies as you can. Remember that if you run out of battery power you can grind along the tracks to replenish it. When the coast is clear, jump down and run towards the ship. A kamikaze Dust Man will jump out from around the corner to catch you by surprise, and when you destroy it a ring of fire will block you from the end of the pier. Instead, climb up the side of the building, which is clear because of your work on the tracks, and pick off the Dust Man hiding out behind the main cabin. When he's dead, fly over to the ship and disable it. But wait, there's more! For some reason there's a fourth boat that Moya forgot to mention earlier that requires your attention, and it's all the way on the other side of the island. The Dust Men don't bother throwing anything new at you, though, so use the same strategy you've gone with the previous three ships to take out the handful of enemies guarding the boat. There aren't any turrets or thugs with rocket launchers, so you should be fine getting through. When the fourth and final boat is disabled, the mission will end. 002.06 - Alden Strikes Objectives: - Rescue Zeke. In trying to help, Zeke goes and gets himself captured, so it's up to Cole to bail him out of trouble. Zeke is being held in cage held up by a crane in the shipping complex, so you'll have to navigate around the maze of storage containers to find him. Of course, it'd be foolish not to expect a few surprises along the way. When you first enter, just as you round the first corner one of the walls of a storage container will fall open and a group of Dust Men will ambush you. If you're quick enough, a single grenade or a megawatt hammer will take them all out while they're bunched together, otherwise you can just fight them normally. When they're dead, continue to the end of the row and turn the valve in front of the pipes spewing toxic gas. Instead of turning it off, however, it simply redirects it to spew out just above you, but the area beyond the pipes is a dead end. There is, however, another valve, which will restore the pipes to leak the gas from the lower end again. You'll have to be quick here, so turn the valve and run over to the ladder against the storage container opposite of the pipes. If you timed it correctly, you'll be safely on the ladder when the pipes change back, allowing you to climb up and jump to the cable hanging near the top. Follow the cable to the next area and jump down. A Dust Man is tossing grenades at you, so watch out for the little grenade icon in case one rolls your way. There's also a Dust Man carrying a rocket launcher around on top of a bunch of stacked storage containers, so you'll want to use a precision shot to take him down as quickly as possible. As you continue deeper into the maze of containers you'll run into another small group of Dust Men and another thug with a rocket launcher above you. There's also a mounted turret to worry about around the corner, so you'll want to stay back and take it slow here. Afterward, walk under the stacked containers to fall victim to the Dust Men's trap - chain link fences are dropped on either side of you, blocking off both exits and leaving you hopelessly trapped and awaiting certain slaughter. Oh wait, there's actually a ladder on the side that you can use to get away. Climb up and jump over the fence using your static thrusters, and then drop down to be greeted by another swarm of Dust Men. Hang back here so you aren't surrounded, and don't be stingy with the grenades and megawatt hammers here, they'll help even the sides drastically. Use the corners for cover and let the Dust Men come to you instead of the alternative, and try and attack them individually instead of taking them all on at once. Continuing around the side, you'll see a moderately steep ramp with a turret at the top. Use a precision shot to take the gunner out, but be careful to avoid the barrels the others roll down at you. At the top you'll encounter some more Dust Men goons, so quickly get to them before they take up the turrets again. As you walk around to the next area, another gate will drop down and block your path. Turn around and climb up the side of the containers instead, and use the vantage point to clear away any Dust Men you can find. When the coast is clear jump down and continue on. At the end of this area is another ladder that you can use to jump and glide over the wall. The bad news is that there's a turret waiting for you to stick your head out, and to make matters worse there's a chain link fence block your own attacks. Unfortunately, there's no way to avoid taking damage here. Make sure you have full health and make a break for the ladder - your best bet is to jump to it so you'll already be part of the way up and can avoid any more gunfire. At the top, jump to the storage container and drop down behind him. Take out your vengeance and climb up the ladder in this area to get a view of the battlegrounds. There are quite a few Dust Men out for blood here as well as a pair of turrets, though they face perpendicular to you. From up here, blast as many foes as you can with hammers and grenades, and jump down to finish off the stragglers before continuing. There are some more ladders to climb here, and once you reach the end you'll spot Zeke being held in a cage by a crane. You can overlook nearly the entire maze from here, and there are a handful of Dust Men on top of the containers shooting at you from all over. You only really have to worry about the one with a rocket launcher, however, so run over to the cement blocks and hide behind them until you can get a shot at the rocket Dust Man. The cement barricade should keep you safe, but should you fall you'll get game over, so try to be careful. When the rocket launcher is out of the picture, pick off the remaining Dust Men and glide down to the set of containers they were attacking from. Follow the containers up to the crane where Zeke is being held, taking care of the few remaining Dust Men that get in your way as you go. At the foot of the crane, climb up to the controls and use the lever to lower your buddy bback down to the ground. Jump down to the street to say a few words and complete the mission. 002.07 - Spy Drones Objectives: - Shoot down four spy drones and recover its data. This mission seems a bit tricky at first, but precision shots make it a breeze. Go check out the drone wreck nearby under the crane by the pier and press Triangle to recover the data it was carrying. Moya will tell you to deal with the remaining ones in a similar fashion, but warns that the drones will self-destruct their databases once they've been shot down. From the time you shoot the drone down to the time it destroys its data is about a minute, so as long as you play your cards right you shouldn't have a problem getting there. The first thing to do is to get away from the water. If you accidentally destroy a drone and it crashes in the water you won't be able to get to it, so run a few blocks away and you'll be ready. The drones pretty much fly in circles, so pick the nearest one and position yourself on a nearby rooftop. When it gets close, use precision shots to shoot it down - it will take three hits to accomplish this. When the drone goes down, grind along the power lines or jump to the street and run to the marker on your radar. Some Dust Men will come following after you, but you should only fight to get past them in one piece, so don't worry about killing every single one. Once you reach the drone, press Triangle to recover its data and climb up the nearest building to search for another. Should you fail to reach a drone in time, another drone will appear in the sky to take its place. You only need to collect data from four, and it doesn't matter how many tries it takes. When you've accomplished that, Moya tells you to send her the data via an old satellite uplink on one of the nearby rooftops. Run over and do so to complete the mission. 002.08 - Anything For Trish Objectives: - Protect the bus as it drives to the hospital. - Rescue Trish. Trish is looking to transport some medical supplies from Neon to Warren, and she wants you to protect the bus she's driving from the Reapers. To help you out, the bus is also carrying a generator and the entire roof is electrified, providing an unlimited source of power for Cole. Sweet. The downside is that you're going to need it. The regular Reapers aren't really a big deal and you can easily hurl a few megawatt hammers their way to deal with them, but there are also several Reapers carrying rocket launchers, and if you don't pick them out and kill them they'll destroy the bus in no time. Lastly, if at any time you leave the roof of the bus, Trish will stop and wait for you to get back on. This can be helpful at times since the Reapers will then attack you and not you and the bus, so if the bus starts taking damage you can jump down and get take a few out. Of course, you can always just spam megawatt hammers in all directions and take them out that way, too. But it's worth repeating - the Reapers with rocket launchers are the ones you really have to worry about. You'll see them lumbering around preparing to fire off a rocket on the streets and rooftops, so you'll want to shoot a hammer or precision shot to take them out before they do. If you can hold off the rockets, you stand a very good chance of getting through this mission in one piece, so make that your first priority. When the bus reaches the bridge, you'll stumble upon a war between the Reapers and Dust Men, and the two gangs will focus on killing someone other than you for a change. Let them mow each other down for a while, and then jump down and use shockwaves to clear a path for the bus. Just be mindful of the propane tanks sitting near the pile of cars, you'll want to destroy those first before going for the cars. Before hitting the road again, the remaining gang members will likely turn their attention to you once again, so blast them and get moving towards the hospital again. The Dust Men won't give you much trouble for the most part, so just attack the ones you see and you'll reach the checkpoint in no time. Once there, Alden appears and throws the bus onto the roof of the hospital, so you'll have to climb up and make sure Trish is safe. However, there's a swarm of Dust Men around here, so unless you're interested in an all-out brawl you might want to consider a less direct route. If you look across the street, you'll see the hospital itself where the bus is. To the left of the hospital is another building overrun by Dust Men, including a turret just in front of the main entrance. The next building over, however, is relatively unguarded, so keep your distance and get to the far side of that building. Take out anyone who tries to pick a fight and climb up. There are a few Dust Men mulling around on the roof, but you can easily take care of them. From here, there's a gap between the building you're on and where bus is created by a smaller building in between the two. Zap any Dust Men you can see, and use your static thrusters to glide to the side of the hospital wall. There is a single Dust Man holding Trish hostage on roof, so kill him and rescue your woman to complete the mission. 002.09 - The Arrest Objectives: - Follow Alden's echo through the junkyard maze. - Defeat the Dust Golem. When you arrive at the mission marker you'll find a dead cop. After doing his memory thing, Cole finds the echo of Alden slowly hobbling away. Follow after down the alley and back out into the streets, where you'll stumble upon another somewhat random Karma Moment. - Karma Moment - There's a bit of a feud going on between two citizens - something about stealing food, certainly a heinous crime if it was something delicious. The accuser has taken the thief and strung him up from a streetlight, and Cole has to decide whether or not to take action. If you're a good guy, shoot the rope to cut him loose, otherwise just continue following Alden's echo for some juicy evil karma. With that out of the way, follow the echo to the junkyard maze. The area's littered with enemies, but most of them are just your average, run-of-the- mill Dust Men goons, so take your time and pick them off one by one. This is pretty much identical to the shipping yard in the Alden Strikes mission, so use the same strategies that worked there - use corners to your advantage, break up the large groups into more manageable ones, and use your radar to figure out who's attacking you and where they're hiding. The maze is fairly straightforward, and when you reach a dead end you'll have to climb up the nearby pipe to reach the next area. When you jump down into the park you'll come face to face with a very large, very scary looking creation - the Dust Golem. Appearance-wise, it's basically the older brother of the Conduit's mechanical crabs, but this heap of scrap metal poses much more of a threat than those little pieces of junk do. The Golem has two main attacks - it'll either fire its machine gun or throw a ball of scrap metal at you. Additionally, if you get too close to it the Golem will try and step on you, so keep your distance at all times. For the machine gun, Cole is actually quick enough that if you just run perpendicular to the stream of fire you'll be able to avoid being hit. For the scrap projectiles, you can either use a shockwave to deflect them away or simply dodge them as well. Just be warned that if you're hit by either attack you'll lose a ton of health so be careful. You can also play hide and seek around the monument near where the Golem spawned, but eventually the Golem's attacks will destroy it. There's also a small little alcove in the lower right hand area of this map that you can also use for cover as well. As for attacking, for now you'll pretty much want to stick to regular lightning bolts. In the future you can use your megawatt hammers to really do a number on the Golems, but your power sources are limited here so you may want to conserve them for regenerating your health instead. It may seem like it's taking forever, but just keep at it and use the moments after it attacks to counter with your own. As the Golem takes more damage its core will turn from yellow to red, so you can pretty much gage how far along you are in the battle. When you have it down to a dark red, you can probably just drain your battery cores with megawatt hammers to finish it off. When it dies you'll have completed the mission. 002.10 - Terrorized Streets Objectives: - Destroy the Dust Men's armored buses. This is a nice simple mission after the past few ones. The Dust Men have stolen some city buses, covered them entirely in armor plating, and armed them with turrets that point in all directions, allowing them to crawl down the street and gun down anyone unfortunate enough to be in the area. Find the nearest bus on your map and chase it down. Find the nearest tall building and climb up to the roof to get a good look at it. However, if you try and shoot it, your bolts have absolutely no effect, and Cole suggests getting a closer look to try and find its weak point. Of course, if you get anywhere near it you'll get greeted by a stream of turret fire. The solution? The roof. From the rooftop, use your static thrusters to glide over the street until you're directly above the bus so you can drop down onto the roof. Now stand near the front of the bus and look towards the back - there's a small slit that covers a control panel from the top, but you can see it from here. Blast it to overload the circuits, causing an explosion that will kill everyone inside. You probably have some very angry Dust Men surrounding you, so create a path for yourself and escape to the roof of the nearest building. From there, track down the next bus and repeat the same strategy. Easy. 002.11 - Alden In Chains Objectives: - Defend the prison. - Restore power to the prison. From the entrance to the prison, head left and climb over the wall to reach the enclosed area where the mission marker is. Zeke shows up to let you know he's helping keep Alden secured, and tells you that he's set up a few electric grids in the area that will keep your battery cores full as long as you stand on them. Hang out here until the battle begins. Before attacking directly, the Dust Men use the Golems to hurl more of those chunks of scrap metal at you like the previous one did. Line up your crosshairs on each one and send a shockwave out to deflect them away. Eventually the Golems begin throwing multiple scrap balls at a time, so ease up on the aiming and concentrate more on simply sending out as many shockwaves as you can. The prison can take a fair beating, so even if you miss a few don't worry about failing the mission. When the firestorm ends, Golems will bust through the wall and a small army of Dust Men will begin attacking. Fortunately, not only do you have unlimited power as long as you stay on the grid, but you have your own army of cops to back you up. How effective they'll actually be is a totally different story, but they do serve as a wonderful distraction for the Dust Men, allowing you to fire an endless barrage of megawatt hammers at them. The finale of this wave is another Dust Golem. As soon as it shows up, disregard the Dust Men and shoot as many hammers at it as you can. However, when it counters with its own attacks, dodge or move for cover, but don't stray too far from the electric grid. The previous Golem mini-boss was a bit of a pain, but the megawatt hammers make this one, and the others to follow, much easier to manage. As soon as the Golem is dead, Zeke will tell you that the power's cut out, so you'll need to find the generator on the opposite side of the complex to restore it. In order to reach the generator room, Cole will have to scale the side of the partially destroyed prison, jump across hanging girders, and a plethora of other fun stuff. Follow the blue marker and look for the fat pipe sticking out against the side of the building nearby. Climb up and use it to reach the first roof. At the top you'll encounter a half-dozen Dust MMen fighting a small group ofpolice officers, but a shockwave or two should send them plummeting back to the ground in a pinch. Afterward, stand at the top of the partially destroyed stairway and grab onto the yellow pipe sticking out of the cracked wall to reach the catwalk above. Additionally, you can also climb up the wall around the corner, nab a Blast Shard, and glide onto the catwalk as well. From here, follow the marker on your radar by crossing a handful of beams and girders jutting out from the wall. Climb up the poles against the wall at the end to reach the ledge, which you can use to climb up to the next roof where the generator room is. The Dust Man responsible for cutting the power is hanging around here, so blast him before charging the generator back up. At this point, Zeke will phone in and request your assistance again. Fortunately, the trip down is significantly easier and shorter than the trip up, so jump back down wherever you see a place to land until you're close enough to the courtyard where the Dust Men are attacking and glide back down. Round Two is essentially more of the same - a lot of Dust Men with the occasional Golem thrown into the mix. This courtyard contains multiple power grids for you to stand on and leech from, so if things get too crowded in one area you can retreat to another and still have unlimited juice. As before, when it's just the Dust Men, toss as many grenades and hammers as you possibly can to wipe them all out. When the Golem finally shows up, hammer him back to oblivion just like before as well. For the grand finale, two Golems join the party and attack at the same time. Your strategy, however, remains relatively unchanged. You'll still want to spam your hammers, focusing exclusively on either one of them at a time. If the Golems get too close for comfort, run to another power grid and finish them off there. Remember that if you start taking damage you can leech life from the grids as well. When the first Golem falls, focus all of your energy on its partner, who you should be able to defeat without batting an eye. When both Golems are junk heaps, Zeke will show up and want to chat. Go over and talk to him to end the mission. 002.12 - Light in the Tunnel Objectives: - Restore power to Warren. More sewers - terrific. As you've undoubtedly gathered by this point, there isn't a whole lot of new material the game can throw at you, but these sewers do place an emphasis on using the static thrusters more than the others. Glide to the vertical pipes and use them to reach the walkway, and at the end the conduit. Reestablish the circuit to gain a new ability - the Polarity Wall. With it, you can create a shield to hold up and block enemy attacks. To sweeten the deal, it doesn't use up your battery cores, either. As you continue to the next area, you'll come up to a group of enemies and a mounted turret, which is positioned behind a chain link fence. Use the large fat pipe by you for cover to take out everyone besides the turret, and use your shield to safely jump from platform to platform until you can get behind it. Take out the gunner before he unmans the turret and can attack you. Run down to the next area and jump over to the mechanical arm. There's another mounted turret in this area, so you'll want to keep your shield up as much as possible. Use the various mechanical arms to reach the pipes at the end, and then use the second mechanical arm swinging back and forth to get closer to the collection of transformers. Use the transformers for cover and make your way behind the gunner the same way you did previously and zap him into submission. The next area contains some Dust Men that will require your attention, but the trick here is that the catwalk will collapse when you try to walk on it. Your best bet is to jump across it, after which you can wipe out any remaining Dust Men and power of the substation's transformer and complete the mission. 002.13 - Secrets Revealed Objectives: - Follow the helicopter to find John. The John Moya's been searching for reveals himself to Cole and wants to meet, but gets spooked by the helicopter that shows up and tries to "rescue" him. John escapes and the helicopter goes to track him down, so Cole must follow after the helicopter to in turn find John. As soon as the mission begins, locate the helicopter either visually or on your map and find the power line that will take you in that direction. The key here is to exclusively use the power lines. You can be several blocks behind the helicopter, but Cole isn't nearly fast enough to track the chopper on foot. To make sure you don't slip up, take your time, find the right power line to grind along, and make a good jump to reach it. Despite the inherent time limit, there's no reason to rush this part of the mission. When you reach the end, the confrontation between John and the chopper is just about to come to a climax when a Dust Golem decides to crash the party and the helicopter. Before you can destroy it, you'll have a quick Karma Moment. - Karma Moment - The Golem's about to throw the helicopter's fuel tank at you, so it would save you some band aids to shoot and destroy it before the Golem does so. However, there are several injured civilians nearby, and they'll be incinerated in the blast. Do you save yourself at the cost of some collateral damage? If you're the hero, shoot another part of the Golem or simply wait for it to throw the tank at you before dodging it. If you're the villain, shoot the tank and destroy it. Either way, fight the Golem the way you have in the past, using the nearby cars for a source of power to replenish whatever you spend on megawatt hammers. When the Golem bites the dust, you'll find that John's gotten away and the mission ends. 002.14 - The Ray Sphere Objectives: - Scale the junk tower with Zeke and find the Ray Sphere. John informs you that Alden is keeping the Ray Sphere at the top of the tower in his junkyard hideout. At Cole's request, Zeke comes along for the ride, so you'll have to help him reach the top since his climbing abilities aren't as honed as your own. The mission marker is located in the same park area where you fought the Dust Golem mini-boss. Use the pipes near Zeke's elevator to climb up the first part of the tower. Once you reach the next level, zap the turbine near the elevator stop to power it and bring Zeke up with you. A small group of Dust Men appear here, but they don't pose much of a threat so take them out with a grenade and move on. Head over to the next elevator and begin climbing up the wall again, starting with the "Club Bar" neon sign that sticks out like a sore thumb. Use the other signs and various things to grab to reach the top of this area, use your thrusters to glide to the bus and then over to the girder just beyond that. From here, head over to the next girder followed by a large neon sign (the one with the circles), another girder, and then finally the platform. Charge the turbine to bring Zeke up, causing another wave of Dust Men to attack. As before, they're little more than a nuisance in this case. With the Dust Men out of the way, it's time for another jumping puzzle. Climb up the wall using the various junk sticking out until you make it to the highest point, where you can glide over to a girder around the side of the tower. There's another one even further to fly to, and afterward you can jump across to the wall and climb the rest of the way up. As you head over to the turbine to bring Zeke up, a pack of Dust Men will bust through a shipping container to ambush you, so use a megawatt hammer to take them all down in one shot. When you get closer to the elevator, a Conduit will appear from around the corner as well, so use a shockwave to knock him off the side and power up the turbine. Go past the elevator and climb up the neon sign to gain enough height to reach the girder sticking out. When you glide over towards the next one, be sure to try and hit the right side to catch the thinner side, otherwise it won't register. If you do miss, you can glide around and land on the platform where Zeke is waiting to avoid getting a game over and try again. When you do grab onto it, however, climb up and power the final turbine. Alden declares his war on Kessler and gives his speech, and Zeke attempts to get a hold of the Ray Sphere while Cole fends off the coming attack. The first wave consists of normal Dust Men who can be sent flying off the edge by a well-placed shockwave. The second wave contains a pair of Conduits and their little monsters, so avoid their rockets and take them out as well via shockwaves before finishing off any crabs that managed to survive. Lastly, a Golem climbs up to try and protect Alden and the Ray Sphere, and unfortunately you can't send it over the edge with shockwaves. However, you've had plenty of practice taking these guys out up to this point, so, as always, hammer it with megawatt hammers and lightning bolts. When it dies, the mission ends and Zeke manages to screw things up once again... 002.15 - Alden's Rampage Objectives: - Eliminate Alden. I mean really, has Zeke done anything productive since the blast? Thanks to your brainless buddy, Kessler has the Ray Sphere, the majority of the city is without power, and Alden is rampaging through Warren and into the Historic District. Jump down from the building you start on and run over to the bridge. The actual roads are ablaze thanks to Alden, so climb onto the support beams on the left and use that to get across. You'll run into some Dust Men on the support beams as well, so stop and take them out as soon as they show up on your radar. Fortunately they'll slip and fall after only a few hits, so clearing the area isn't too much trouble. When the beams on the side become a dead end, use the girders hanging over the center to press forward. You'll eventually encounter a large gap with enemy turrets shooting you from below and a taxi hanging from a girder stuck in it. Snipe any of the Dust Men and jump back to the support beams on the left, which will allow you to continue forward. Jump onto the taxi hanging by a girder, then to the traffic sign, where you'll begin the boss battle with Alden. Boss: Alden Alden is controlling what can only be described as the ultimate Dust Golem. It's as tall as the average skyscraper, but luckily you only have to deal with the arms and head. Even still, this boss manages to put up a pretty good fight. At first Alden will simply hurl the balls of scrap metal at you similar to the Dust Golem's attack. As with the Golems, you can either dodge them or use shockwaves to deflect them, after which you can blast away at Alden's robot. When you begin attacking, pick any spot and use megawatt hammers on it until you stop seeing bits of scrap metal flying off. Once this happens, pick another spot such as the face or the other arm and repeat the same strategy. After taking enough of a beating, the robot will collapse and its mouth will open, leaving Alden himself vulnerable to an attack. Blast away at the old man until his robot gets back up. He'll release some of those Dust Men crabs at you, and you'll have to get rid of them before the battle picks up again. Next up, Alden adds in the robot's machine gun - again very similar to the Dust Golem's. Alden's machine gun, however, results in massive damage, and if you'll be lucky to survive if it catches you. In addition to your Polarity Wall, there are also three cement roadblocks you can use for cover, so you should be able to avoid being hit as long as you aren't attacking when he begins firing. In between attacks, throw more hammers until the robot's mouth opens again. Hit it again and it'll send out more crabs for you to deal with. For the third and final round, Alden unleashes yet another annoying attack. The robot will lean back and hurl fireballs at you. Unlike the balls of scrap metal, however, the fireballs will remain lit for a while after it hits, blocking off a portion of the area you can fight on. Instead of simply dodging the fireballs, use shockwaves to deflect them away and avoid this problem. With his fireball and machine gun attacks, this part of the boss battle is easily the most difficult, and mistakes here will likely result in death, so be careful. However, attacking still hasn't changed, and when you get your third hit in Alden will bite the dust. 003.0 - Historic District (incomplete) 003.01 - The Price 003.02 - Vengeance 003.03 - Against The World 003.04 - Hunt for the Ray Sphere 003.05 - End of the Road 003.06 - The Truth 003.01 - The Price Objectives: - Repair the bridge to the Neon District. - Rescue the hostages. Head south towards the blue marker on your radar to find the bridge. You may run into some of the First Sons, but just like when you first entered Warren you'll want to try and avoid getting into all-out wars for now. When you reach the bridge, find the control panel on the side and charge it up to bring it back to life. Once this objective is complete, the game introduces you to the First Son Giant Conduit. One of the nearby First Sons will become surrounded with an energy field that takes the shape of a two-story First Son goon. Fortunately, the Giant Conduit is pretty weak and only has melee attacks so keep your distance and blast away with lightning bolts at its head. When the energy field disappears, quickly run up and finish it off or else it will reappear and you'll have to fight it all over again. If this happens, defeating it a second time will permanently kill it. Now comes the surprise. Kessler calls and tells you he's planted bombs around the city and wants you to go diffuse them. Once the bomb is activated you'll have one minute to diffuse it, so don't waste any time with unnecessary fighting. You actually have a little extra time because the bomb isn't activated until Kessler specifically says so, but the marker will appear on your radar well before then. A group of hostages are being held inside an electrical field around each bomb and are guarded by a First Son or two, so aim carefully when you attack to avoid accidentally detonating the bombs. Use your Polarity Wall and any back alleys along the way to reach the bomb witthout taking too much damage.Clear away any First Sons in the immediate area and drain the electricity from the bombs to diffuse them, and then worry about the remaining thugs. Another Giant Conduit will appear along with all of the other First Sons still in the area. Don't worry, Kessler won't activate the second bomb until after all of the enemies here have been defeated, so take your time and focus on staying alive. The second bomb is nearly identical to the first, except now there's a mounted turret guarding it. If you approach the bomb from the northwest, however, you'll be able to sneak up behind it and avoid having to deal with it. Of course, your Polarity Wall works just as well. Once you've taken out the gunner, use the same strategy as before to diffuse the bomb and eliminate the remaining First Sons, including another Giant Conduit. Run over to the final bomb and repeat the same strategy. There aren't any turrets here so you shouldn't have a problem taking care of it. Since you're in the park and it's nearly pitch black out, the First Sons' dark uniforms may blend in with the surroundings, so if you're having trouble you may want to escape to the street and lure them out to fight on your terms. When the third bomb is taken care of, head over the marker and face a rather cruel Karma Moment. - Karma Moment - Kessler has kidnapped Trish and six doctors and have strung them up to the roofs of two separate buildings and armed them with more bombs. There's only time do save one of them - what will you do? Neither choice really seems like an evil decision per say, but saving Trish is giving in to Cole's own personal desires, whereas saving the six doctors is, strictly by the numbers, the more honorable way to go. Unfortunately, the game doesn't actually specify which building contains which group, and it's so dark you may not be able to tell from the street. To clarify things, the doctors are on the roof to the southwest while Trish is on the roof to the north. Without getting into spoilers, if you're worried about the storyline, the story remains the same regardless of what you choose to do here, so don't let that affect your choice. Once you reach the roof of either building, a cinematic will kick in and the mission will end. 003.02 - Vengeance Objectives: - Restore power to the Historic District. Again with the sewers! Fortunately, not only do you get an extremely cool new power here, but a good portion of this mission doesn't actually take place in the sewers for a change. The beginning is the same old song and dance - use the pipes to reach the catwalk on the other side of the room, using your thrusters to get across the particularly wide gaps. The conduit is just ahead, so reestablish the circuit to gain your final power - Lightning Storm. Lightning Storm is essentially the ultimate electric attack. When you press the Down button on the directional pad, Cole will summon several bolts of lightning and strike in front of him and move away for as long as you hold the button down, utterly destroying anything in its path. You can influence the direction of the storm by tilting the SixAxis controller left or right. This is your most powerful attack, and it can be used to destroy either one single, heavily armed enemy or a large group of weaker enemies. The only drawback is that you can only summon a lightning storm outside in the open, so this power is useless down here in the sewers. Beyond the conduit you'll find a small group of First Sons scattered around a large room. A few of the platforms, including the one right in front of you, have charged pieces of scrap metal that will provide an unlimited source of energy for you, so take advantage of it and use precision shots whenever possible to clear the area. Follow the marker on your radar to reach the exit and get out of the sewers. Something's not quite right here, though, you never charged up the substation to power up the rest of the Historical District. Don't worry, we'll get to that. In the mean time, a turret truck is approaching, to summon a Lightning Storm and destroy it without batting an eye. Two more will pull up after that, so line them up in a straight line and summon another storm to take them out as well. Wow, was that easy or what? The three substations that you need to charge up to power the city are actually outside, so run over to the first one and zap its control panel to activate it. However, John will call at this point and tell you that the substations are old and will need time to reach full power, so it's up to Cole to defend it until then. Luckily, there's an electrified mesh grid on top of the substation, so climb up and hang here for an unlimited power source. Keep an eye on your radar, and as each wave of First Sons approaches from whatever direction, summon a lightning storm and send it in that direction. Each bolt of lightning will branch out and electrocute an enemy that's relatively close by, so the narrow alleyways where the First Sons attack from really work to your advantage here. Summon as many lightning storms as you need to obliterate any wimpy attack they try and throw at you, and then move onto the next substation when the one you're at reaches 100%. It's really not even fair, and it doesn't get any more difficult at the other two substations. The absolute worst threat you face is the occasional turret truck, but your lightning storms will devastate them just as badly as it does everything else, so don't worry about it. Power up all three to complete the mission and restore power to the city. 003.03 - Against The World Objectives: - Destroy the balloons releasing toxic fumes around Empire City. John informs you that there are four balloons floating throughout Empire City releasing mind-altering fumes, so it's up to you to destroy them and prevent chaos from breaking out. Destroying the balloons involves three steps - destroying the UAV drone flying around it, deactivating the shield protecting it, and jumping onto the platform underneath the balloon itself to unhook the latches keeping it from floating away. The first two are fairly straightforward, but the third might give you some trouble. The first thing to do is to climb up the highest building near the balloon. From here, you have a nice vantage point to find the UAV drone. A single precision shot will destroy it, so blast it out of the air. Step two - the shield. If you attempt to shoot it with megawatt hammers or your lightning bolts, you'll find that it has absolutely no effect. Cole suggests trying something that packs a little more punch, so summon a lightning storm to rain down on the balloon. The force field will disappear for sixty seconds, and if you don't hurry you'll have to use another storm to disable it again. Now comes the tricky part. In theory this is also quite simple - jump from the nearest rooftop and glide over to the platform and do your thing. In practice, however, it doesn't always work that way. The first balloon in particular is quite high up in the air and it doesn't float by many tall buildings, so you may have to wait until it does to make your move. The key is to just remain patient, because if you miss the jump you'll wind up being infected by the poison gas and have to fight your way through the streets to try again. The most important thing to remember, though, is not to shoot the balloon. Doing so will cause it to explode, and you'll fail the mission as a result. Once you're on the balloon, find the three latches on the platform and press Triangle to unhook them. When all three have been detached, the platform will fall to the ground and the balloon will harmlessly float away. The second balloon is in the Warren District, so head back and repeat the same strategy. To make things more difficult, the UAV will now fire missiles at you, so shoot them down as quickly as possible and use shockwaves to deflect any missiles it does fire. The final two balloons are in the Neon District, and on top of the UAV's the balloons themselves have turrets in all directions that can fire through the energy shield. This makes it a little more difficult, but all this means is you have to find something to hide behind while you shoot down the UAV drone and summon your lightning storm. Once the shield is down you can either make a mad dash for the balloon or use precision shots to destroy them (thanks to Dick D for this idea). The turrets are underneath the platform, though, so once you make it onto the balloon you don't have to worry about being attacked. Additionally, a Reaper Conduit is guarding the very last balloon, but you can easily take care of him with a shockwave to send him tumbling off the roof. When all four balloons are destroyed, John will call to tell you to get some rest and the mission will end. 003.04 - Hunt for the Ray Sphere Objectives: - Defend the helicopter while John searches for the jamming devices. - Destroy the jamming devices. Kessler is using radar-jamming equipment to hide the location of the Ray Sphere, so John is using an old police helicopter to search for it. Since this is obviously going to attract the wrath of the First Sons, John has rigged up an electrified platform hanging below the chopper for Cole to ride on and provide protection. During this mission, you can't leave the helicopter until John finds one of the jamming devices. As the helicopter flies around the city, First Sons will appear on the rooftops and fire RPG's at you and the chopper. Since you have an unlimited supply of energy, use precision shots to take them all out. Keep an eye on your radar to see where you're being attacked from and make sure to only go for headshots. If you see a rocket coming at you, you can use a shockwave to deflect them away from the helicopter. When John stops at the first jammer, jump over to the rooftop and look over the edge to see the group of First Sons standing guard. Along with multiple First Sons, including some with rocket launchers, flying First Son Drones will lob grenades at you. These things can be a real pain because they're small and quick, making it difficult to shoot the little buggers down. Stick to the rooftops and use shockwaves to deflect any grenades or rockets that come your way. With the area secure, jump down and search for the jamming device. It's equipped with a cloaking device, but it still shows up on your radar and you can see a blurry outline of it when you get close. There are also two invisible First Son Conduits who use this same cloaking equipment, so be sure they don't sneak up on you. When you locate the jammer and you attempt to destroy it, you'll find that it doesn't have any effect. As with the balloon, use a lightning storm to obliterate it and return to the chopper. The trip to the second jammer is nearly identical as the first, so continue using precision shots to protect the helicopter. If you come across a larger group of three or four enemies, you can use a megawatt hammer to wipe them all out in one shot. When you reach the second jammer, stick to the roof again and eliminate anyone you can find, in particular the First Drones. When all of the enemies are dead, jump down and destroy the jamming device with another lightning storm. On the way to the third jammer, the only difference is that Giant Conduits will appear in the streets and attempt to smack at the helicopter. Although you may not be able to prevent them from reforming, they'll be far enough behind that they won't be able to catch up to you and John. Besides, you'll want to focus on the First Sons shooting rockets at you from the rooftops instead. The last jamming device is inside a parking garage. Since you have the advantage of the higher ground, make good use of shock grenades to clear a path and avoiding jumping down into an ambush. The jammer is located three levels down and is just sticking out in the open, allowing you to use a lightning storm to destroy it, ending the mission. 003.05 - End of the Road Objectives: - Destroy the anti-aircraft guns. - Follow John's helicopter to the Ray Sphere. - Locate and gain control of the Ray Sphere. With the location of the Ray Sphere confirmed, John's plan is to drop a bomb of knockout gas on the building, allowing Cole to run in and obtain the Sphere. However, Kessler has three anti-aircraft guns positioned around the building, so you'll have to destroy them first. The anti-aircraft guns actually aren't that well guarded, so you'll find a small group of First Sons and First Drones hanging around each one. Try and attack from an adjacent rooftop to cut down their initial numbers and then finish them off at closer range. If you can, try and deflect the Drones' grenades back at them and the other First Sons to give them a taste of their own medicine. When everyone's dead, use a lightning storm to destroy the gun itself. Afterward, find the next gun and repeat the same strategy. John will occasionally ring in and yell at you because he's taking fire, but his chopper won't ever actually be shot down so don't worry about rushing. When all three guns have been destroyed, head over to the marked rooftop to trigger a cinematic. John will drop the bomb, but the First Sons have already loaded the Ray Sphere into a truck and are heading for the docks to escape. As John follows the truck in his helicopter, you have to follow after the chopper. Similar to the Secrets Revealed mission, the main reason you're going to fail this part of the mission is if you fall and have to chase after the chopper on foot. To avoid making a mistake, be sure to find the correct power line that will take you in the helicopter's direction and make a good jump to reach it. Nearly all of the buildings in this area have power lines connecting them, so you really shouldn't have to rely on your static thrusters to get you from rooftop to rooftop. After you enter the Historic District, you can use the train tracks to take you straight to the docks where the First Sons take the Ray Sphere. Jump from the tracks and make your way to the end of the pier. As before, John will yell at you for taking too much time occasionally, but there's no time limit here so go at your own pace. The first area is void of any enemies, instead replaced by a minefield, so use the storage containers to bypass that section. Drop down near the chain link fence and poke your head around the corner. Some enemies will toss smoke grenades to limit the visibility, so hang back and return fire with your shock grenades. Destroy the First Drones before they can clobber you with a volley of grenades and clear any stragglers camping out around corners before continuing. There are two more mini-battles and consist of essentially the same sort of attacks. There are some mounted turrets positioned in some of the corners to catch you off guard, but this only makes it easier to lob a grenade behind it to kill the gunner. Continue farther down until you reach the dock where the Ray Sphere is for your final main story Karma Moment. - Karma Moment - The Ray Sphere has brought you death and destruction. It's also brought you power. If you destroy it you'll be preventing anyone else's greed to cause the sort of misery that's afflicted Empire City for the past three weeks. On the other hand, if you active the Ray Sphere again, you'll become even more powerful and no one would dare try and mess with you. If you take the Evil route and activate the Ray Sphere you'll gain four more battery cores on top of the Evil Karma. If you destroy it, you only get your Good Karma - such is the life of a hero. NOTE: If you choose to activate the Ray Sphere, you will attain Infamous rank regardless of what actions you took previously in the game. You will also be permanently locked into the Evil path and end up with the evil ending, so make sure you choose the option you truly want for this Karma Moment. 003.06 - The Truth Objectives: - Defeat Kessler. Fittingly, the final battle takes place at ground zero where the game began. Nothing fancy here, it's just one-on-one between you and Kessler. Boss: Kessler Kessler is the only boss that actually has a health meter, and it'll take quite a bit of punishment to knock it all the way down. Still, this battle is all about remaining on the defensive and only attacking when Kessler leaves himself open. As such, it's only fitting to go over all of Kessler's attacks before getting into how to inflict damage on him. The big boss man has a few different attacks at his disposal, but they're all fairly easy to avoid once you're able to recognize them. Kessler's arsenal includes: - A telekinetic blast that will knock you down. Kessler will teleport diagonally towards you several times before stopping to attack, and you'll have to roll to either side to avoid it. This is probably the most difficult attack to avoid at first, but it also doesn't really do that much damage. Alternatively, you can also use your Polarity Wall to block it, though you won't recharge your battery cores even if you've upgraded the power (thanks to Cack for this fact). - An earthquake attack similar to your Thunder Drop, only with greater range. When Kessler pounds the ground and initiates this attack, back up and use your thrusters to glide over the quake without getting too close to Kessler himself. - Planting three or four mines in front of him. They're large, they glow, and they're yellow, so they're extremely easy to pick out against the black and gray ground. Destroy them if you can get them fast enough, but don't let Kessler out of your sight. If you ignore them for long enough the mines will explode by themselves. - A stream of electric energy that will do some serious damage if it connects. Fortunately, you can simply run from side to side or dodge out of the way to easily avoid them. After firing four times, Kessler will drop to his knees to rest. So not dying doesn't seem that difficult, but how about attacking? If you try and hit Kessler with any of your attacks, you'll find that he either teleports away or they simply have no effect. So what can we do? As mentioned above, after Kessler fires his series of electric streams he has to pause and recuperate for a moment. This is the universal video game signal for "Attack Me Now", so use this short window to blast him with megawatt hammers, lightning bolts, or arc lightning if you're Evil. When he gets up again, go back to avoiding his attacks and wait for him to use the energy attack again. After taking a third of his life, Kessler will attack you directly and initiate the same mini-battle that you used to defeat Sasha. Only this time, no matter how fast you tap, Cole just isn't able to get those crosshairs over the white circle on Kessler's face. After failing to win the mini-battle, Kessler will push Cole to the ground and prepare to finish him off. Just when the situation seems utterly hopeless, your previously useless buddy Zeke shows up to distract Kessler just long enough to let Cole get back up and continue the fight. Zeke ol' buddy, I take back anything bad I said about you. Round Two appears to be the same as it was before the cinematic, and for the most part it is. The only difference is that when Kessler performs his earthquake attack he'll also summon a half-dozen giant echoes that will slowly lumber after you. This makes avoiding the earthquake attack a bit trickier since you have to glide over the shockwave but stop before crashing into his echo minions. However, as with the Reaper hallucinations, a single lightning bolt will destroy Kessler's minions, so quickly blast them away and go back to watching Kessler. If you're taking too long, just forget about them, as after about ten seconds they'll disappear naturally. Besides that, though, nothing else is new, so continue to hammer Kessler after his energy attack. With just a third of his life remaining, Kessler throws out one final twist. Occasionally he'll summon three First Drones to fly around and throw grenades at you, and unlike the mines and echo minions, these won't just go away if you ignore them. With that in mind, you'll want to destroy these things as quickly as possible, so spam lightning bolts or arc lightning as soon as they appear. When you finally drain Kessler's health meter to zero, he'll reinitiate the mini-battle sequence again. This time you can actually win it, though, so tap X as fast as possible and overlap the white and blue circles to finish him off and complete the mission. With Kessler dead, you've successfully completed the main story section of inFamous. Be sure to stick around for the ending, though, because the game throws a very cool and very unexpected twist in at the end, setting up the possibility for an inFamous II in the process. The fun doesn't have to stop here, though - after the credits you'll retake control of Cole, leaving you free to search for Blast Shards and Dead Drops, take over any remaining territories in the three districts, or simply continue exploring Empire City. 004.0 - Side Missions 004.1 - Neutral Missions 004.2 - Good Missions 004.3 - Evil Missions 004.1 - Neon District 004.11 - Neutral Missions Neutral mission icons are yellow on your radar and can be completed by both Good and Evil characters without affecting your Karma status. There are thirty Neutral side missions in the Neon District. 004.1101 - Abduction 004.1102 - Bystander 004.1103 - Clinical Onslaught 004.1104 - Clinical Disaster 004.1105 - Counter-Surveillance 004.1106 - Dark Water 004.1107 - Drug Runners 004.1108 - Explosive Choices 004.1109 - Grave Danger 004.1110 - Hidden Package 004.1111 - Mobile Poison 004.1112 - Photographer 004.1113 - Playing Doctor 004.1114 - Satellite Uplinks 004.1115 - Spy Games 004.1116 - The Impostor 004.1117 - The Informant 004.1101 - Abduction Number of Abduction missions in the Neon District: 4 In Abduction, a group of Reapers have taken several civilians hostage and are escorting them through town, and it's up to Cole to rescue them. Besides personal satisfaction, you'll earn more XP for every hostage you keep alive. Fortunately, the Reapers will only attack Cole and not the hostages, so the only reason they die is if you accidentally hit them. To avoid this, carefully aim your shots and try to lead the Reapers away from the cowering hostages. You can also climb up a nearby rooftop and use that as a vantage point to get a better view. The first two Abduction missions only include the regular thug Reapers, but the third includes a Conduit and a Reaper with a rocket launcher and the fourth contains two Conduits. For the former, getting rid of the rocket launcher Reaper should obviously be your first priority, and afterwards you can deal with the remaining goons. When it comes to fighting the Conduits, shockwaves have always been the easiest way to incapacitate them, but if you use one you run the risk of taking out some of the hostages as well. If you can get the Conduit alone, go with the shockwaves, otherwise sticking to your lightning bolts. 004.1102 - Bystander The Reapers are attacking the police station, and it's up to Cole to make sure the Reapers don't win. When you reach the station, you'll have a Karma Moment. - Karma Moment - With your powers you could definitely save some lives by immediately jumping into the fray and taking down the Reapers. On the other hand, if you let them duke it out and hang back, you can stroll in later on and easily handle whatever's left of the weakened group of Reapers. If you're a hero you'll run over and start helping the cops immediately, but if you want to be evil you should stay away until most of the cops are dead. Either way, when you start fighting your main priority should be the mounted turret. Once the gunner's dead you can easily deal with the remaining goons, and the surviving police officers will act as a distraction as they engage the Reapers. 004.1103 - Clinical Onslaught This side mission is very straightforward and is similar to the main story mission Medical Emergency. The clinic is under attack, and you have to clear out the Reapers. There aren't any hostages or Conduits, so just pick off the Reapers and take over the territory. 004.1104 - Clinical Disaster The names are similar, and the actually mission turns out to be nearly identical as well. Take out the Reapers around the clinic to complete this mission. 004.1105 - Counter-Surveillance Number of Counter-Surveillance missions in the Neon District: 2 In Counter-Surveillance, your job is to destroy surveillance equipment planted by the Reapers on a specific building. The devices are only planted on the walls of the building, and they have a blinking red light that makes them stand out and easier to locate. Additionally, you can find a shaded circle on your map and radar that displays the area where the devices are located. As you destroy the surveillance devices, the circle will become smaller, allowing you to focus on specific areas to search. To make things easier, you'll want to try and be pretty methodical here. Start on the roof of one side and position the camera so it's looking straight down. Wait a few moments for any surveillance devices to blink and then drop down and destroy them. If you're having trouble finding the last few devices, jump down to the street and step back for a second look at a different angle. If any Reapers decide to attack you, deal with them first so you aren't distracted while you search. 004.1106 - Dark Water Number of Dark Water missions in the Neon District: 4 These side missions appear after the mission Nemesis Revealed, and they involve disabling the same Reaper tar kegs attached to the water towers. When you start the mission, climb up a building next to the one near the water tower, preferably one that's taller. From here, snipe as many of the Reapers as you can before jumping down and finishing them off. In the later mission you'll have a Reapers with a rocket launcher and a Conduits guarding the tar kegs, but they're nothing a shockwave can't handle. Once it's just you and the tar keg, climb up and disable it, either by overcharging it for Evil Karma or using a shockwave to destroy it for Good Karma. You won't have the usual Karma Moment, but you're actions will make you slightly more heroic or evil. If you get a blast of tar you will lose some of your battery core temporarily, but you will automatically cure yourself after a few minutes. 004.1107 - Drug Runners Another fairly simple mission - a medic tells you that a group of Reapers have stolen some medical supplies and asks you to retrieve them. The Reapers appear as white and red markers on your radar, so pick the nearest one and chase him down. He may have a posse of Reapers along with him, but a shock grenade should be enough to force them to scatter. If not, deal with them as well, but make sure the marked Reaper doesn't get slip away. When he dies, find the glowing blue package marked on your map and pick it up. Now head over to the next Reaper. The only annoyance here is that sometimes they can be several blocks apart from each other, but once you catch up to him repeat the same strategy. When you have all of the packages, return to the medic to complete the mission and unlock the clinic. 004.1108 - Explosive Choices This mission's a total joke. Follow the cop to the police station and face the Karma Moment. - Karma Moment - Diffusing the bomb could be risky, but you'll save countless lives if you're successful. But are countless lives more important than yours? If you're a good guy, drain the energy from the bomb to diffuse it, otherwise just walk away for that juicy Evil Karma. And in case you're worried, nothing goes wrong when you attempt to diffuse it. 004.1109 - Grave Danger When you meet the civilian who gives you this mission, he reveals himself as a Reaper Conduit and a swarm of Reaper thugs ambush you in the graveyard. To complete this mission you'll have to wipe out the Reapers and get your revenge on the Conduit. First thing's first - get out of the graveyard. Run down the street a little to avoid being surrounded, and then allow the Reapers to come to you in small groups. Use shock grenades and the nearby cars to create some destruction and take a few out in the resulting explosions, and finish the Conduit off with a shockwave. 004.1110 - Hidden Package Number of Hidden Package missions in the Neon District: 2 Hidden Package missions do not show up on your radar or map until you kill a specific gang member wandering around the area. There's nothing unique about this gang member to make them stand out, so the only thing you can do is blast as many of them as you can find. When the correct thug is killed, his body will have a yellow aura around him and you'll be able to begin the mission. You'll receive a photograph of a glowing blue package hidden nearby, so it's up to you to find it based on the surrounding landmarks from the photo. Additionally, a shaded ring will appear on your map signifying the range where you should look for the package. - Hidden Package 1 - The Reaper and package can be found in Archer Square where the First Glimpse mission took place. You'll see a picture of a cycling neon sign across the street, some bushes, and a concrete post. The package is located underneath the overhang to the west, so run over and pick it up for some Blast Shards. - Hidden Package 2 - The Reaper is loitering around the park just south of Zeke's place, so stir up some trouble to find him. Use the globe statue as your main landmark, and you'll find the package northeast of the globe on a balcony near the large billboard. 004.1111 - Mobile Poison Number of Mobile Poison missions in the Neon District: 2 In Mobile Poison, one of the Reaper's tar trucks is driving around the city, so you have to destroy it to prevent them from polluting the city's water again. In both cases, a small army of Reaper foot soldiers is guarding the trucks, though none of them are equipped with rocket launchers. They are initially unaware of your presence, so use that to your advantage and toss a handful of grenades to take as many out as possible. Afterward, deal with anyone else who picks a fight before going after the truck, which is otherwise defenseless and doesn't really try to escape. Once you have the truck relatively alone, hit it and hit it hard. Use your shock grenades to quickly inflict damage and it will explode in no time. 004.1112 - Photographer It looks like someone ripped off Peter Parker's idea - a freelance photographer wants to catch some photos of Cole showing off his moves. The photographer will ask you to heal a random pedestrian, use melee attacks on a nearby Reaper, and then finish off the show by destroying some cars. Follow his instructions to complete the mission. 004.1113 - Playing Doctor Playing Doctor begins with a Karma Moment. - Karma Moment - Some police officers have been injured in a recent fight with the Reapers, and another cop asks you to heal them in exchange for some Blast Shards. You can either go help them out, or just take the Blast Shards without upholding you end of the deal. The former will earn you Good Karma, while the latter rewards you Evil Karma. If you choose the heroic route, when you return from healing the cops a band of Reapers lead by a Conduit will attack. Take care of them before receiving your Blast Shards. 004.1114 - Satellite Uplinks Number of Satellite Uplink missions in the Neon District: 3 This mission tests your ability to navigate across rooftops while on a time limit - a skill that comes in handy during some of the main story missions. When you reach the first satellite, drain its power to align it, and then you'll have to race by the remaining satellites in the area to align them as well. Every satellite is connected to the ones before and after it by power lines, though it's not always completely obvious at first glance. It make take a few tries, but if you can't reach one of the satellites in time it's likely because you aren't taking the most efficient route. If that's the case, look around for another power line that will get you there more directly. For obvious reasons, the induction grind power is vital here. 004.1115 - Spy Games Number of Spy Games missions in the Neon District: 3 In Spy Games, a civilian will alert you to a Reaper courier who is in the process of dropping of a package, which always turns out to be five Blast Shards. Your task is to follow after him, but if he spots you he'll abandon his plan, so you have to be sneaky here. Just keeping your distance isn't enough in this case - occasionally the courier will stop and turn around to check if he's being follow, so if you're in his line of sight you'll fail the mission. Your best bet is to stay above him - train tracks are great if they follow the same path the courier takes, but rooftops will also work. Of course, when all else fails you can just use the buildings and alleyways as cover and wait for him to go around the block to follow after him. There's a bit of a glitch where your body can be completely behind a building but the courier will still spot you, so make sure to stay well away from the corners to avoid this. You'll also want to avoid fighting here, for obvious reasons. When the courier reaches his destination he'll stash his package under a dumpster, behind a trashcan, or in some other easily accessible area. Run over and pick it up to complete the mission, you're also welcome to kill the courier now but this isn't a requirement. 004.1116 - The Impostor Your mission is to locate a Reaper Conduit disguised as an average civilian. He's located on the other side of the fountain sitting, and in particular you'll find him sitting on a bench by himself. When you press L3 a red aura will surround him, so he's pretty easy to pick out. When you spot him, take him down with a shockwave. 004.1117 - The Informant Cole meets up with someone who has information regarding the Reapers, but before he can tell you a group of Reapers ambush and assassinate him. So much for the plan... The new mission is to wipe out the Reapers who did the deed. Retreat for the moment to avoid being surrounded, and then fight them off as you would any pack of Reapers. Easy. 004.12 - Good Missions Good mission icons are green on your radar and, as the name implies, should only be completed by Good characters since you gain Good Karma for completing them. There are five Good side missions in the Neon District. 004.1201 - Fan Club 004.1202 - Officer Down 004.1203 - Tied Down 004.1204 - Tough Collar 004.1205 - Walk the Dogs 004.1201 - Fan Club While the protestors are down the street, run up ahead and position yourself on the roof of a building across the street from the park. When the Reapers attack, one of them lugging around a rocket launcher will appear from the park, so take him down before he gets any more shots off. Snipe any other Reapers you can find from your vantage point, and then jump down and finish them off. 004.1202 - Officer Down When you find the dead cop, follow his echo to a group of Reapers about to execute some more police officers. Kill them before they do. 004.1203 - Tied Down In this mission, all you have to do is restrain any four Reapers, so run around until you find one. To avoid killing him, stun him with a lightning bolt and then run up and use melee attacks until he falls to the ground. From there, use the Arc Restraint to incapacitate them before leaving to find another. 004.1204 - Tough Collar All you have to do is restrain a Reaper Conduit - easy, no? When you find the marked Conduit, take out all of his minions before using a shockwave to knock him down. Afterward, run up and restrain him before he can get back up. 004.1205 - Walk the Dogs With the police undermanned, Harms requests that you escort four Reaper thugs to the police station. The Reapers are restrained and unarmed, so they shouldn't give you any problems. Yeah, sure... Zap one of the Reapers to get them moving, and hit another one with a lightning bolt to make them move faster. Eventually, two of the Reapers will find the courage to attack you by picking up rocks and throwing them at you, but their pitiful attacks are nothing compared to your own powers. Hit them with a blast of electricity to put them back in their place, and then continue leading the group through the city. Don't worry about the other two Reapers, they'll just drop to the ground and wait for you to finish dealing with their comrades. Later on, another pair will attempt to make a break for it and escape. As before, the remaining Reapers will be fine, so chase the others down and zap them into submission. Once they give in, the other two will waddle over and the group will head towards the police station again. Two of the Reapers will likely try one of those strategies again, but you should have no problem keeping them in line. Remember to zap them each time they reform to get them to pick up the pace again. 004.13 - Evil Missions Evil mission icons are red on your radar and, as the name implies, should only be completed by Evil characters since you gain Evil Karma for completing them. There are five Evil side missions in the Neon District. 004.1301 - Angry Mob 004.1302 - Dirty Job 004.1303 - Hit Squad 004.1304 - No Forgiveness 004.1305 - Rampage 004.1301 - Angry Mob It turns out that some people don't approve of the way you're handling your new powers, and they've formed a mob to protest against you. Obviously there's only one solution - kill them all! Find the mob on your radar and sneak up on them from the rooftops, and then bomb them with grenades to wipe them out. 004.1302 - Dirty Job You've been hired to assassinate someone, so look at the picture and search for the guy. He's wearing a bright yellow jumpsuit and is usually sitting on a bench in Archer Square, so find him and put him out of his misery. Return to the guy who hired you, but watch out for the squad of police officers that show up. Kill them all and check the locker for a five Blast Shard reward. 004.1303 - Hit Squad The Neon SWAT team is on the lookout for you, so go show them what they're up against. Head towards the marker and climb up one of the nearby rooftops. When the SWAT team comes through the area, blast them all to hell with shock grenades before jumping down to finish anyone else off. 004.1304 - No Forgiveness The police trick Cole into walking into a trap, so there's only one way to properly punish them. Retreat for the moment to get away from the main action, and then use grenades to take them out. 004.1305 - Rampage You need to draw the cops into attacking you, so find a heavily trafficked area and begin murdering pedestrians and destroying cars. When the meter reaches "Crazy" the cops will show up, so eliminate them all to complete the mission. 004.2 - Warren District 004.21 - Neutral Missions Neutral mission icons are yellow on your radar and can be completed by both Good and Evil characters without affecting your Karma status. There are twenty-four Neutral side missions in the Warren District. 004.2101 - Brother's Keeper 004.2102 - Chasing Echoes 004.2103 - Counter-Surveillance 004.2104 - El Train 004.2105 - Hidden Package 004.2106 - Infestation 004.2107 - Photographer 004.2108 - Satellite Uplinks 004.2109 - Split Decision 004.2110 - Stolen Prescriptions 004.2111 - Street Fight 004.2112 - Surgical Operation 004.2113 - Terror Bus 004.2114 - The Informant 004.2115 - Ulterior Motives 004.2101 - Brother's Keeper When you talk to the medic, he tells you that the Dust Men have taken his brother hostage and are forcing him to patrol with them. The brother is wearing a distinct square hood in contrast to the other Dust Men's round hoods, so as long as you take the time to check you should be able to figure out who's who. At the beginning, run down to the corner of the block where the Dust Men are coming up and go into Precision Mode. Spot the brother, and then use three quick precision shots to take out the others. If you run out energy, you can either charge back up from a nearby car or streetlight, or just run up and finish off the remaining Dust Man with melee attacks or a lightning bolt. Of course, just be sure to double-check who you're attacking again. When the brother is the only Dust Man left he'll drop to his knees, so go over and press Triangle to help him up. The medic will arrive to thank you and take his brother away to safety. 004.2102 - Chasing Echoes When the mission begins, the Dust Crab's echo will run away, so follow after it through the maze of storage containers. You'll run into some light resistance composed of groups of Crabs, but they're nothing that a shock grenade and some lightning bolts can't handle. The echo will take you to a trio of Dust Men Conduits standing around a fire, and the new objective is to hunt down the three Conduits themselves. Instead of searching through the maze, climb up the nearby ladder and stand on the top of the stacked storage containers. From up here, search for the Conduits and eliminate them with shock grenades and lightning bolts when you find each one. Once all three have been killed, the gate at the entrance will open, allowing you to leave. 004.2103 - Counter-Surveillance Number of Counter-Surveillance missions in the Warren District: 3 In Counter-Surveillance, your job is to destroy surveillance equipment planted by the Dust Men on a specific building. The devices are only planted on the walls of the building, and they have a blinking red light that makes them stand out and easier to locate. Additionally, you can find a shaded circle on your map and radar that displays the area where the devices are located. As you destroy the surveillance devices, the circle will become smaller, allowing you to focus on specific areas to search. To make things easier, you'll want to try and be pretty methodical here. Start on the roof of one side and position the camera so it's looking straight down. Wait a few moments for any surveillance devices to blink and then drop down and destroy them. If you're having trouble finding the last few devices, jump down to the street and step back for a second look at a different angle. If any Dust Men decide to attack you, deal with them first so you aren't distracted while you search. 004.2104 - El Train This mission is reminiscent of the main story mission The Rescue, and in reality it's essentially a watered down version. When you reach the train station, climb up onto the lead car to get it moving. As you enter the tunnel, the train will stop moving and you'll be ambushed by a group of Dust Men. Use megawatt hammers and shock grenades to quickly reduce their numbers and get through any of the Dust Men carrying protective shields. With the coast clear, run to the opposite end of the tunnel and jump down to the streets to find the control panel located on the track's support beams above you. Charge it up and get back to the train - some more Dust Men have arrived, but you can easily repeat the same grenade strategy to wipe them out. Power the train again by standing on the lead car, and once it exits the tunnel you'll have completed the mission. Additionally, from now on all of the trains in the Warren will be running again. 004.2105 - Hidden Package Number of Hidden Package missions in the Warren District: 3 Hidden Package missions do not show up on your radar or map until you kill a specific gang member wandering around the area. There's nothing unique about this gang member to make them stand out, so the only thing you can do is blast as many of them as you can find. When the correct thug is killed, his body will have a yellow aura around him and you'll be able to begin the mission. You'll receive a photograph of a glowing blue package hidden nearby, so it's up to you to find it based on the surrounding landmarks from the photo. Additionally, a shaded ring will appear on your map signifying the range where you should look for the package. - Hidden Package 1 - You'll find the Dust Man with this package located in the most northern point of the Warren District, near the tip of the peninsula. The package itself is located near the north edge of the water by a fence underneath a partially ruined building. This is one of the easier packages to find. - Hidden Package 2 - The area where this mission takes place is the northeastern side of Warren, just before the peninsula to the northeast. The picture displays the package on the top level of a fire escape with gargoyle on the next building over and some smokestacks in the background. The key is to find the smokestacks, and then face the opposite direction and search for the gargoyle next to a row of fire escapes. - Hidden Package 3 - The Dust Man that triggers this side mission can be found roaming the southwest area of the Warren, near the cranes. If you look at the image, you'll see the package overlooking the south side of the Warren streets and two cranes, one on the same dock and the other on the opposite dock. You can certainly find this by simple trial and error, but it isn't too difficult to figure out that the package is located on the southeast-most crane. Climb up to the top and find the hidden package located above the control panel. 004.2106 - Infestation The area is heavily defended by Dust Men Conduits, mounted turrets, and plenty of foot soldiers to give you trouble. You'll want to take down the enemies in order of how much of a threat they pose, and the roof of the next building provides a nice vantage point to take out the Conduit and gunners. Use shock grenades to take out the gunners and a few Dust Men thugs, and then finish the rest off with precision shots. 004.2107 - Photographer Another photographer wants to capture Cole in action, so follow his instructions so he can get his photos. First, find and kill an enemy using any means, and then use the nearby cars to drain electricity for the second requirement. Finally, show off your moves with Thunder Drops and Induction Grinds to finish the mission. 004.2108 - Satellite Uplinks Number of Satellite Uplink missions in the Warren District: 4 This mission tests your ability to navigate across rooftops while on a time limit - a skill that comes in handy during some of the main story missions. When you reach the first satellite, drain its power to align it, and then you'll have to race by the remaining satellites in the area to align them as well. Every satellite is connected to the ones before and after it by power lines, though it's not always completely obvious at first glance. It make take a few tries, but if you can't reach one of the satellites in time it's likely because you aren't taking the most efficient route. If that's the case, look around for another power line that will get you there more directly. For obvious reasons, the induction grind power is vital here. 004.2109 - Split Decision The woman who hires you tells you that her brother was transporting Blast Shards when Dust Men attacked him. When she shows you in person, you'll see two groups of Dust Men carrying the brother and Blast Shards away in different directions. - Karma Moment - It would be downright mean to leave the brother to die, particularly since you wouldn't even have known about those Blast Shards if his sister hadn't asked you to help her. Of course, Blast Shards will make you more powerful, and you can never be too powerful. A hero will save the brother while a villain will ignore him and go for the Blast Shards. Once you've made your decision, there are only a few Dust Men goons in either group. Defeat them to complete the mission. 004.2110 - Stolen Prescriptions This mission is similar to the Drug Runners side mission in the Neon District, as both involve chasing down gang members who have stolen medical supplies from a medic. The Dust Men are hanging around the rooftops of nearby buildings, and besides the usual group of thugs you'll find two mounted turrets on the two buildings to the north. Obviously, approach the turrets from behind to make sure you avoid getting caught in its range. Without the turret, the Dust Men don't really stand a chance. Collect the medical supplies and return them to the medic to unlock that clinic. 004.2111 - Street Fight The Reapers and the Dust Men are waging war each other, and a lot of innocent civilians will be killed if you let the two gangs wreck havoc. You'll want to be careful here, though, since both sides are armed to the teeth. If you draw fire from both sides you run the risk of getting multiple rockets being launched at you all at once, so make sure you're a bit sneakier here. You can try climbing up the back of the building where the Reapers are attacking, wipe out the Reapers, and then just deal with the Dust Men on the street below. From there you can bomb the gas station and catch a few of them in the blast to reduce their numbers even more, and being on the rooftop will keep you relatively protected. You can also hang back for a while and let them duke it out themselves, making it a bit easier for you to go in and clean up whatever's left. 004.2112 - Surgical Operation Five Dust Men are holding a medic hostage at the end of a pier. Only two of them are actually guarding the medic, but if they catch wind of any danger they'll execute their hostage so they have to be taken out first. Climb up the building on the dock and use the rooftop as a sniping position, and use a pair of precision shots to eliminate them. When the medic is safe, jump down and finish off the remaining Dust Men to complete the mission and unlock the clinic. 004.2113 - Terror Bus 4 Number of Terror Bus missions in the Warren District: 4 All of these missions are identical to the Terror Streets mission, except they only involve tracking down a single bus. As with the main story mission, find a nearby rooftop and use your Static Thrusters to glide over the bus before dropping down without having to deal with its deadly machine guns. Overload the control panel to destroy the bus and complete the mission. 004.2114 - The Informant The informant tells you he has important information that will help you against the Dust Man, but before he can explain himself a group of Dust Men appear from inside one of the storage containers and murder him. You're stuck in a bad place here, so run around the corner and allow the Dust Men to come to you. Figure out who's left and where they're hiding based on their radar and hunt them down to complete the mission. 004.2115 - Ulterior Motives A civilian will hire you to protect him as he goes to his locker, so follow after him and attack the small groups of Dust Men that attack. Fortunately, the Dust Men are only armed with standard weapons and don't attack the civilian, so you shouldn't have any problem getting to the locker. When you do, you'll face a Karma Moment. - Karma Moment - The civilian offers you a single Blast Shard as a reward, but you'll notice that he has five Shards in his locker. If you're good, accept the single Shard, otherwise kill him and take all five. 004.22 - Good Missions Good mission icons are green on your radar and, as the name implies, should only be completed by Good characters since you gain Good Karma for completing them. There are five Good side missions in the Warren District. 004.2201 - Cops and Robbers 004.2202 - Containment 004.2203 - Rat's Nest 004.2204 - Walk the Dogs 004.2201 - Cops and Robbers The Dust Men are attacking a local police station, so run over and check out the scene. You'll see a large army of Dust Men fighting the cops, and as you get closers and Dust Golem will appear to cause even more trouble. You'll want to destroy the Golem first, so run around the back and blast it with megawatt hammers. Try to ignore any Dust Men that pick a fight while you're focusing on the Golem, but feel free to stop and deal with them if they're too much of a distraction. With the Golem out of the picture, sneak up behind any of the surviving Dust Men and eliminate them. Without the Dust Golem as their ace in the hole, the gang doesn't stand much of a chance. 004.2202 - Containment In terms of combat, this mission is a breeze. Unfortunately, actually making it to the party can give you some problems. The prison itself is several stories high and forces you to take several indirect paths, so you'll want to take your time and make sure you're going in the right direction. From the streets, climb up the streetlight and jump over to the prison wall. Use the windows above you to continue up to reach the roof, where you'll find a pair of Dust Men fighting some cops. Take them out and run over to the area behind them, where you'll find a partially destroyed staircase near some more windows. Climb up to the next level, and then head over around the side of the building to find some debris you can climb up. At the top you'll confront the remaining Dust Men, so kill them to complete the mission. 004.2203 - Rat's Nest Harms informs you of a Dust Man hideout, and suggests that you destroy their air conditioning unit to smoke them out. The rooftop where the unit is located is guarded by several Dust Men, so climb to the roof of an adjacent building to wipe them out first. Afterward, find the A/C unit and disable it by pressing Triangle while standing in front of it. The Dust Men will pour of from the building, but the smoke makes it difficult to spot them from up on the roof. However, you can find them and more Dust Men will appear to replace the ones that are killed, so spam your shock grenades and use your radar to spot them. 004.2204 - Walk the Dogs Number of Walk the Dogs missions in the Warren District: 2 With the police undermanned, Harms requests that you escort four Dust Men to the police station. The Dust Men are restrained and unarmed, so they shouldn't give you any problems. Yeah, sure... Zap one of the Dust Men to get them moving, and hit another one with a lightning bolt to make them move faster. Eventually, two of the Dust Men will find the courage to attack you by picking up rocks and throwing them at you, but their pitiful attacks are nothing compared to your own powers. Hit them with a blast of electricity to put them back in their place, and then continue leading the group through the city. Don't worry about the other two Dust Men, they'll just drop to the ground and wait for you to finish dealing with their comrades. Later on, another pair will attempt to make a break for it and escape. As before, the remaining Dust Men will be fine, so chase the others down and zap them into submission. Once they give in, the other two will waddle over and the group will head towards the police station again. The new addition to these Walk the Dogs missions is that after the first sign of defiance, a group of Dust Men will ambush you in an attempt to rescue their captured comrades. Don't stand around in the street looking for them, the four prisoners will sit down and wait for one side to win, so find some cover and get up to the nearest rooftop to even the odds. You'll find three or four Dust Men on the surrounding rooftops trying to snipe you, but now that you know where they are you can easily take them out. Afterward, jump back down and get your boys moving again. Two of the Dust Men will likely try one of those strategies again, but you should have no problem keeping them in line. Remember to zap them each time they reform to get them to pick up the pace again. 004.23 - Evil Missions Evil mission icons are red on your radar and, as the name implies, should only be completed by Evil characters since you gain Evil Karma for completing them. There are five Evil side missions in the Warren District. 004.2301 - Death March 004.2302 - New Friends 004.2303 - Night On The Town 004.2304 - Minions 004.2305 - Stick It To The Man 004.2301 - Death March This mission is essentially the Evil counterpart of the Good side mission Walk the Dogs. When you reach the marker, you'll find four Dust Men that you must lead to the waterfront. Zap one of the Dust Men to get them moving, and hit another one with a lightning bolt to make them move faster. Eventually, two of the Dust Men will find the courage to attack you by picking up rocks and throwing them at you, but their pitiful attacks are nothing compared to your own powers. Hit them with a blast of electricity to put them back in their place, and then continue leading the group through the city. Don't worry about the other two Dust Men, they'll just drop to the ground and wait for you to finish dealing with their comrades. Later on, another pair will attempt to make a break for it and escape. As before, the remaining Dust Men will be fine, so chase the others down and zap them into submission. Once they give in, the other two will waddle over and the group will head towards the waterfront again. When you reach your destination, all that's left to do is murder them, and if you use a shockwave you can knock all four into tthe water, which will prevent them from escaping. 004.2302 - New Friends Some Reapers are being held in the prison, and despite all the misery they've brought you in the past it's your job to set them free. From the street, climb up the lamp post to grab onto the prison wall, and then shimmy across the ledge to reach the windows, which you can use to get up to the roof. There are some prison guards patrolling around here, so kill them and continue to the other end of the roof. Use the crank to raise the catwalk, which you can then use to reach the platform above. From here, climb up some more windows and use the girder sticking out to glide to the partially destroyed wall. Climb up to the roof and fight a few more prison guards. Enter the transformer room and drain the power from the two generators to disable the prison security and complete the mission. 004.2303 - Night On The Town The Conduits will lead you across town to the Dust Men gathering. From here, use shock grenades and megawatts to obliterate any Dust Men unfortunate enough to be in the area. When the coast is clear, the Conduits will lead you to the next Dust Men gathering, so repeat the same strategy to complete the mission. 004.2304 - Minions At Sasha's request, cover the civilians in the mind tar by turning the valve near their cage. Set them free by shooting the locks on the doors, and then wait for the Dust Men to arrive. When they do, stay back and pick them off as they come within range, using grenades to wipe out any large clusters that decide to stick together. 004.2305 - Stick It To The Man Your mission is to destroy a police station, but you'll have some Conduits helping you out. Stick to the roofs to avoid getting involved in the firefight, and pound the police station door with megawatt hammers. There's a turret nearby, but you can either ignore him or try and land a grenade behind him. Either way, after enough abuse the police station will go down in flames. 004.3 - Historic District 004.31 - Neutral Missions Neutral mission icons are yellow on your radar and can be completed by both Good and Evil characters without affecting your Karma status. There are thirteen Neutral side missions in the Historic District. 004.3101 - Counter-Surveillance 004.3102 - Drug Runners 004.3103 - El Train 004.3104 - Hidden Package 3 004.3105 - Med Drop 004.3106 - Mobile Poison 004.3107 - Paranoia 004.3108 - Photographer 004.3109 - Private Property 004.3110 - Satellite Uplinks 004.3111 - Supply Run 004.3101 - Counter-Surveillance In Counter-Surveillance, your job is to destroy surveillance equipment planted by the First Sons on a specific building. The devices are only planted on the walls of the building, and they have a blinking red light that makes them stand out and easier to locate. Additionally, you can find a shaded circle on your map and radar that displays the area where the devices are located. As you destroy the surveillance devices, the circle will become smaller, allowing you to focus on specific areas to search. To make things easier, you'll want to try and be pretty methodical here. Start on the roof of one side and position the camera so it's looking straight down. Wait a few moments for any surveillance devices to blink and then drop down and destroy them. If you're having trouble finding the last few devices, jump down to the street and step back for a second look at a different angle. If any First Sons decide to attack you, deal with them first so you aren't distracted while you search. 004.3102 - Drug Runners As with the previous Drug Runners missions, a couple of First Sons have stolen medical supplies from the local clinic, so it's up to Cole to retrieve them. Besides the usual group of thugs, you'll run into one of the Giant Conduit First Sons, and another has a group of Invisible Conduits protecting him. Attack the Conduits first and only at a distance before worrying about collecting the medical supplies - you don't want to get shot in the back by one of the Invisible Conduits, after all. When all of the packages have been collected, return to the medic to complete the mission and unlock the clinic. 004.3103 - El Train As before, you'll have to get the train to the other side of the island before the trains begin running regularly again. Power the lead car to get things moving, and take out any First Sons you can see hanging around the rooftops. While this is going on, though, keep an eye on your right side, as a UAV drone will show up and occasionally fire a missile at you. Use a shockwave to deflect it away, and then destroy the UAV with a precision shot. Up ahead you'll see a blockade and a parking garage on the left. Don't wait for the train to stop by itself, just jump off the side and run inside the lower level of the garage. Above you, a turret truck is parked and the gunner will mow you down if you try to get in close, and there are a half-dozen First Drones flying around. Fortunately there's only one entrance to this level of the parking garage, so you're relatively safe here. As the Drones fly in to attack you, blast them with lightning bolts to destroy them - if they stay outside, peek out to find them but don't expose yourself too much. When all of the Drones are destroyed, throw a few shock grenades onto the level above you to destroy the truck. When the Drones and truck are destroyed, use a few shockwaves to push the cars off the track and clear a path. Jump onto the train again and ride it around the bend to complete the mission. 004.3104 - Hidden Package Number of Hidden Package missions in the Historic District: 3 Hidden Package missions do not show up on your radar or map until you kill a specific gang member wandering around the area. There's nothing unique about this gang member to make them stand out, so the only thing you can do is blast as many of them as you can find. When the correct thug is killed, his body will have a yellow aura around him and you'll be able to begin the mission. You'll receive a photograph of a glowing blue package hidden nearby, so it's up to you to find it based on the surrounding landmarks from the photo. Additionally, a shaded ring will appear on your map signifying the range where you should look for the package. - Hidden Package 1 - This package is located just north of ground zero, and the photo depicts the roof of a tall building with gilded edges overlooking the blast area. There's only one standing skyscraper near the blast zone, so climb up and search the southern area near the very top to find the package. - Hidden Package 2 - The First Son carrying this mission can be found in the southwest corner of ground zero, and when you kill him you'll obtain a photo of a parking garage. Finding the garage is easy, but it's a little tricky to narrow down exactly where it is without just doing a sweep of every level to find any matching landmarks. The package is actually located on the third floor in the southwest side of the garage, so climb up the debris to reach it. - Hidden Package 3 - You'll find this mission around what remains of the bridge that connects central Warren and the central Historic District. You'll see the beginning of the bridge, the train tracks, a lot of water, and the package itself hidden among some rocks. Jump over the railings on the south side of the bridge and search the rocky area near the water to find the last package. 004.3105 - Med Drop The government has airdropped some more medical supplies, but they've all landed on the rooftops, making them inaccessible by the medics who can put them to use. Cole's job is to use a shockwave to push them off the rooftops, but they don't actually have to land in the streets so don't get crazy if they fly off and get stuck somewhere else. All of the crates are marked on your radar and are, unfortunately, a bit spread out. Pick the closest one and climb up an adjacent building to avoid walking into a firefight. Each crate is protected by a group of First Sons, and although there aren't any Conduits or goons with rocket launchers, they can still give you some trouble, particularly if the First Sons guarding a different crate on the next building over are shooting at you as well. Just take your time and make sure you're killing everyone, and use precision shots to snipe the ones farther away. Additionally, all of the buildings have mines planted on them, so listen for its beeping and watch out for the blinking red light. 004.3106 - Mobile Poison Another tar truck is driving around, so go ahead and destroy it before it can start polluting the water supply again. At this point, you should be powerful enough to wipe out the First Son foot soldiers following after it, and once they're out of the picture the truck will go down in flames shortly after. 004.3107 - Paranoia A woman in the park tells you that invisible First Sons are roaming around the park, and as soon as she finishes talking you're conveniently ambushed by three of them. Fortunately, they aren't completely invisible, as they create a blurry outline that stands out if you look closely. The three Invisible Conduits are pretty tough, though, and they're all equipped with shotguns that will make short work of you at close range. To avoid getting mangled, run away from the gazebo area and wait for the Conduits to follow after you. Use megawatt hammers to kill them if they stay close together, otherwise you can just take them out with lightning bolts. 004.3108 - Photographer Another photographer wants to snap some photos of Cole showing off, so follow his instructions to let him get his shots. First, climb up the marked building, and then use your Static Thrusters to glide back down. Finally, use a lightning storm to finish the mission. 004.3109 - Private Property A woman tells you about a wounded civilian who managed to fight off some First Sons who tried to rob him. When you arrive at the scene you'll trigger a Karma Moment. - Karma Moment - The First Sons were attempting to rob the man because he has five Blast Shards in his locker. You could heal him, and he might reward you with one of his Shards. Alternatively, you could pick up where the First Sons left off and just grab all five. For once, being Good finally pays off here. If you heal the man, not only will you get Good Karma but also the man will be so grateful that he'll give you all five Blast Shards anyway. If you attempt to steal them, you'll discover that the locker was rigged with a bomb. Enjoy your Evil Karma. 004.3110 - Satellite Uplinks This mission tests your ability to navigate across rooftops while on a time limit - a skill that comes in handy during some of the main story missions. When you reach the first satellite, drain its power to align it, and then you'll have to race by the remaining satellites in the area to align them as well. Every satellite is connected to the ones before and after it by power lines, though it's not always completely obvious at first glance. It make take a few tries, but if you can't reach one of the satellites in time it's likely because you aren't taking the most efficient route. If that's the case, look around for another power line that will get you there more directly. For obvious reasons, the induction grind power is vital here. 004.3111 - Supply Run This side mission is a watered down version of the mission Anything For Trish, and compared to that you can get through this in your sleep. The bus is once again rigged with an electric grid on the roof that's constantly supplying you with power, but none of the First Sons are equipped with rocket launchers so you shouldn't have a problem keeping the bus in one piece. You may be tempted to use lightning storms to obliterate anything that is unfortunate enough to be in the area, but keep in mind that you'll inflict damage on the bus as well so don't bother. Instead, simply fire as many megawatt hammers as you possibly can in all directions to cut down on all of the First Sons. Remember that you can drain power from the bus to replenish your life if you have to, and as long as you don't just sit around staring at the sky the bus should reach the clinic relatively unscathed. 004.32 - Good Missions Good mission icons are green on your radar and, as the name implies, should only be completed by Good characters since you gain Good Karma for completing them. There are five Good side missions in the Historic District. 004.3201 - Fan Club 004.3202 - Rat's Nest 004.3203 - Tied Down 004.3204 - Titanic Justice 004.3205 - Walking Wounded 004.3201 - Fan Club A group of civilians are marching through the streets to show their support for you, so you'll want to protect these guys. As with the previous Fan Club mission, climb up the tallest building you can find on the street where they're marching and wait for the First Sons to attack. When they do, use precision shots to kill as many First Sons as you can find. Use the power supplies on that and any surrounding buildings to recharge, and finish off the remaining First Sons in the area. After the coast is clear, the marchers will regroup and begin down the street again. The mission will end when they reach the el tracks. 004.3202 - Rat's Nest Just like the last Rat's Nest mission, climb up onto the First Sons' hideout and disable the air conditioning unit to force the First Sons out into the streets. You have to kill twenty-five of them, but there will be many more than that that who will show up so don't worry about killing every single one. You may be tempted to jump down to the street and fight the First Sons there since the smoke blocks your view, but don't bother. Use the radar to find group of enemies instead, and use shock grenades and megawatt hammers to take out any groups you can locate. If you get frustrated and want to wipe out a bunch all at once, use a lightning storm to kill anything in the area. 004.3203 - Tied Down This mission is very straightforward - just restrain any five First Sons. Wander the streets until you locate one, and then use a few lightning bolts to knock them to the ground. When they drop to the ground, run up and use the Arc Restraint to capture them, and then move onto the next First Son. Alternatively, if you've obtained the third upgrade for the shock grenades, enemies will be automatically restrained if they get caught in the blast. 004.3204 - Titanic Justice Two Dust Golems are battling the First Sons in the blast zone, and as always the risk of collateral damage means that you have to put a stop to it. Let them battle it out while you head around the side so that the entire group is in a straight line in front of you, and then use a lightning storm to take out as many of them as you can in a single blow. The Golems are really the only enemies that will give you problems, but the lightning storm should weaken them enough that a barrage of megawatt hammers will bring them down. When they're out of action, clean up any remaining enemies to finish the mission. 004.3205 - Walking Wounded Harms needs you to protect a group of fifteen wounded civilians as they head towards a clinic. Occasionally the civilians will randomly collapse and lie on the streets, so keep an eye on your radar to see if anyone's falling behind and use Pulse Heal to revive them. Similarly, make sure no one gets stuck in a corner or something otherwise you'll lose them as well. At the clinic, you'll find all of the medics have been killed and a group of First Drones are waiting for you. Take them out, and Harms will tell you to bring them somewhere else. On the way there, a Giant Conduit will attack you, but he only attacks Cole so the civilians will have no problem staying alive. When the Conduit's dead, continue towards the marker, but stick to the main streets to avoid getting the civilians stuck in the tight spaces. When you reach the marker the cops will take them in and the mission will end. 004.33 - Evil Missions Evil mission icons are red on your radar and, as the name implies, should only be completed by Evil characters since you gain Evil Karma for completing them. There are five Evil side missions in the Historic District. 004.3301 - Angry Mob 004.3302 - Death March 004.3303 - Minions 004.3304 - Rampage 004.3305 - Titanic Beatdown 004.3301 - Angry Mob A group of protesters are out on the streets to display their disgust with how you've abused your powers, and they have a group of police officers stationed on the streets and on the rooftops to protect them. From the roof of the building you're on, use megawatt hammers and precision shots to wipe out the police on the rooftops, and then deal with the ones on the street. Without the cops to protect them, the protesters are sitting ducks, so use more megawatt hammers or a lightning storm to take them all out. 004.3302 - Death March This mission is essentially the Evil counterpart of the Good side mission Walk the Dogs. When you reach the marker, you'll find a group of First Sons that you must lead to the park. Zap one of the First Sons to get them moving, and hit another one with a lightning bolt to make them move faster. Eventually, two of them will find the courage to attack you by picking up rocks and throwing them at you, but their pitiful attacks are nothing compared to your own powers. Hit them with a blast of electricity to put them back in their place, and then continue leading the group through the city. Don't worry about the other two First Sons, they'll just drop to the ground and wait for you to finish dealing with their comrades. Later on, another pair will attempt to make a break for it and escape. As before, the remaining First Sons will be fine, so chase the others down and zap them into submission. Once they give in, the other two will waddle over and the group will head towards the park again. When you reach your destination, all that's left to do is murder them. Be quick and ruthless here, a megawatt hammer or lightning storm will wipe them out without a problem. 004.3303 - Minions Sasha will present you will a group of civilians that have been doused in the mind-altering tar, and with their help you must kill a dozen First Sons. Obviously you're going to be doing most of the fighting, but the civilians do make a nice distraction, allowing you to lob grenades without drawing all of the attention. When they're all dead the mission will end. 004.3304 - Rampage The name of the mission is "Rampage", so feel free to go crazy here. Kill pedestrians and destroy cars to boost your chaos meter. When it becomes full, a group of First Sons will show up, so kill them as well to complete the mission. 004.3305 - Titanic Beatdown This is essentially the same mission as Titanic Justice, but not you're killing the Dust Men and First Sons for the sake of killing something. Let them battle it out while you head around the side so that the entire group is in a straight line in front of you, and then use a lightning storm to take out as many of them as you can in a single blow. The Golems are really the only enemies that will give you problems, but the lightning storm should weaken them enough that a barrage of megawatt hammers will bring them down. When they're out of action, clean up any remaining enemies to finish the mission.