_ _________ __ _______ __ _______ (_)___ / ____/ | / |/ / __ \/ / / / ___/ / / __ \/ /_ / /| | / /|_/ / / / / / / /\__ \ / / / / / __/ / ___ |/ / / / /_/ / /_/ /___/ / /_/_/ /_/_/ /_/ |_/_/ /_/\____/\____//____/ UNOFFICIAL STRATEGY GUIDE v0.75 2009-06-09 Copyright 2009 by Barry Scott Will ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ CONTACT INFORMATION ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ To contact me about the guide, send email to: barry@papagamer.com Please include "inFAMOUS FAQ" in your subject line so I don't auto-discard the message. Also, please read the FAQ carefully prior to asking for help on any part of the game. If you send me additional suggestions or hints for the game and I find them useful, you will be acknowledged in the Credits. Additional guides, including premium guides with screenshots & maps can be found at my Web site: http://www.papagamer.com/ Thank you, and enjoy the guide! ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ TABLE OF CONTENTS ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ Overview....................................1.00 Controls..................................1.01 Menus.....................................1.02 The Basics................................1.03 Enemies...................................1.04 Hints & Tips..............................1.05 Main Story Mission Walkthrough..............2.00 Genesis...................................2.01 First Glimpse.............................2.02 The Escape................................2.03 Blood Trail...............................2.04 Mysterious Signals........................2.05 Medical Emergency.........................2.06 High Ground...............................2.07 Mind Games................................2.08 The Good Stuff............................2.09 The Rescue................................2.10 Nemesis Revealed..........................2.11 No Protection.............................2.12 Trish Reaches Out.........................2.13 Dinner with Sasha.........................2.14 Stranded..................................2.15 An Old Friend.............................2.16 Zeke's Request............................2.17 Playing Hero..............................2.18 Standard Protocol.........................2.19 Side Mission Walkthrough....................3.00 Good Missions.............................3.01 Evil Missions.............................3.02 Neutral Missions..........................3.03 Powers......................................4.00 Menu Powers...............................4.01 Non-Menu Powers...........................4.02 Item Collection.............................5.00 Blast Shards..............................5.01 Dead Drops................................5.02 Stunts....................................5.03 Trophies..................................5.04 Version History and Credits.................6.00 Philosophy of Gaming and Legal..............7.00 To quickly find a section, in your browser, press CTRL-F and type in the section number. ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ OVERVIEW [1.00] ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ Controls..................................1.01 X -> Jump/Shockwave Circle -> Take Cover/Arc Restraint/Dive Roll Square -> Melee Attack/Bio Leech/Thunder Drop/Shock Grenade Triangle -> Use Object/Heal/Point of Interest/Megawatt Hammer L1 -> Aiming Mode (hold) L2 -> Electric Drain (hold) R1 -> Fire Lightning Bolt/Lock On (hold) R2 -> Overload Burst (hold)/Arc Lightning/ (hold)/Polarity Wall (hold) L3 -> Radar Pulse R3 -> Switch Reticle Side (change hand that is firing) D-Pad Down -> Lightning Storm D-Pad Left -> Karmic Overload D-Pad Up -> Precision (hold) D-Pad Right -> Gigawatt Blades (pre-order bonus content) Left Stick -> Move Cole Right Stick -> Move camera Select -> Map Start -> Game Menu Specific controls are explained in more detail in the story mission walkthrough and under the appropriate Powers. Menus.....................................1.02 The game does not have a launch menu. The first time you start it up, it jumps you straight into the opening cinematics and missions. On subsequent playing, the game automatically loads your most recent save. Once in the game, press START to access the game menu. Some menu items are not available until you have completed some of the game. At the bottom of the game menu is a suggestion for your next stunt. You do not have to perform that particular stunt in order to continue earning stunts. GAME MENU =========== * Powers -> Opens the menu where you can buy upgrades for your powers. Use the D-Pad or Left Stick and L1/R1 to navigate through this menu. * Controls -> Shows you all the controls for the game. The controls are not customizable. * Options -> Brings up the options menu, which is quite limited: - Camera Horizontal Control -> Normal/Inverted - Camera Vertical Control -> Normal/Inverted - Camera Pan Speed -> Normal/Faster/Fastest - Heads-Up Display -> Translucent/Faint/Opaque - Subtitles -> Off/On - Difficulty -> Easy/Medium/Hard Use the D-Pad or Left Stick up/down to switch options and the D-Pad or Left Stick left/right (or X button) to change option settings. Press Circle to return to the Game Menu. * Watch Movies -> Watch any of the cinematics you've already played through * Dead Drops -> Listen to any collected Dead Drops * Abandon Mission -> only available when you're performing a mission, this allows you to quit the mission (and come back later if you wish). * Saved Data -> Save or load a game or start a new game. You can only have ten saved games (including the autosave). The Basics................................1.03 inFamous is half platformer, half third-person shooter. The platforming elements are a bit more subtle above-ground, since they are (sort of) optional. Once you go down into the sewers to re-energize parts of the city, the platforming is pronounced. Combat makes up the primary action in the game and there's plenty of it. You'll face off against three gangs: the Reapers in the Neon (first island); the Dustmen in the Warren (second island); and, the First Sons in the Historic District (third island). Each gang has similar types of members, as outlined under enemies below. The gangs get tougher as you reach new islands; fortunately, so do you. You'll constantly earn new powers and be able to upgrade those powers as you play. Also, as you play you'll reach Karma Moments. These decisions affect whether you are considered Good (Heroic) or Evil (Infamous). The game changes a little bit depending on your path; but, not much. The biggest change is the types of Powers and upgrades you receive. Contrary to many of the reviews, the moral choices are not subtle or powerful or anything other than the typical black & white choices common in most games. You should be able to easily figure out which is the Good option and which the Evil since the Evil option always involves other people getting hurt. Enemies...................................1.04 You face three different gangs in Empire City: the Reapers in the Neon (first island); the Dustmen in the Warren (second island); and, the First Sons in the Historic District (third island). While the gangs get tougher as you progress, the gang members are all roughly the same types... SHARPSHOOTER ============== The average gang member is equipped with a rifle and is a crack shot. Really. These guys must all be ex-military snipers. They can hit you from two or three city blocks distance--further than you can actually see them. It's pretty irritating. When bullets start flying, press L3 to try to see a flash of red that will indicate where the rifleman is, and then take cover and try to snipe him back. About halfway through the game, you get your own sniping Power (called Precision) that will put you on a more even footing. BOMBER ======== These gang members, in addition to shooting at you, will throw dynamite. It takes them a second or two to light up a stick, which gives you a chance to shoot them before they throw it. You can also use Shockwave to deflect the dynamite back at them. MACHINE GUNNER ================ Machine gunners come in three types: foot soldiers, carrying a machine gun; turret gunners stationed at a stationary turret with shielding; and, turret trucks, which are a flatbed truck with a turret on the back. Whenever bullets start flying at insane speeds, find cover fast and identify the turret. Once you have the Precision Power, taking out a machine gunner involves finding a good line-of-sight and using Precision to head shock the gunner. Prior to that, your best bet is to run for high ground and try taking out the gunner from above with Shock Grenades or Thunder Drop or just raining Lightning Bolts down. For turret trucks, you can also target the truck itself and blow it up. BAZOOKA ========= Instead of a rifle, bazookas carry a--you guessed it--bazooka and fire rockets at you. Deflect the rockets with Shockwave and shoot the bums. Bazookas are generally larger and slower than regular gang members, making them easy to pick out of the crowd. Always take them out first (unless you're dealing with a kamikaze or Conduit--see below). KAMIKAZE ========== These bozos light up a bunch of dynamite and then run at you. Shoot them or Shockwave them before they get close or you're a goner. CONDUIT ========= Conduits are super-powered gang members. Each gang has its own type of Conduit. 1) Reaper -> The Reaper Conduit has two basic abilities: teleportation and shockwave. They can zip around the battlefield unless you keep them off- balance, and they can release a shockwave that tears up the ground in front of them. Fortunately, you can see and hear the shockwave coming, giving you a chance to roll out of the way. Try to Shockwave these Conduits to stun them, and then fill them with Lightning Bolts. 2) Dustmen -> The Dustmen Conduit is a guy wearing a suit of trash. He carries an RPG (rocket propelled grenade launcher) and spawns spider robots made of trash. The spiders aren't much trouble; though, they can hurt you if they gang up on you. The grenades definitely are trouble. Use Shockwave to deflect grenades and maintain a steady fire on the Conduit. Use Megawatt Hammers or Grenades if you can as they will also destroy his spider bots. 3) First Sons -> Hints & Tips..............................1.05 * Melee attacks are next to useless. The gang members you fight are all ranged attackers and they're crack shots. (The exceptions are the kamikaze bombers that blow up when you touch them. Don't want to melee those guys.) You'll rely heavily on your standard Lightning Bolt attack since it has unlimited ammo. * Keep to the rooftops. Once you get Grinding and Thrusters powers, the rooftops are much faster. Also, on the street, you're a sitting duck for all the gang snipers that hang out on the roofs. * Don't forget the Thunder Drop. If gang members are congregating below you, drop on them like a bomb. (Which, when you think about it, is what you are.) * Utilize cover. You can aim and fire while crouched behind objects (press Circle when near objects you can use as cover, such as low walls, columns, etc.). You can also aim and fire while hanging off walls, cargo boxes, trains, etc. * Keep an eye and ear out for special opponents (Conduits, machine gunners, etc.) Take them out quickly before turning your attention to the regular mobs. * Clear territories by doing side missions and then going on Blast Shard hunts through the cleared areas. You're going to need those extra Battery Cores as the game progresses. * If you save your game while on a mission, you will reload with the mission not started. It's like abandoning the mission. Don't start any missions unless you have time to finish them. * Don't worry much about collateral damage, even if playing Hero. Civilians are very, very good about getting in the way during firefights and there's no way to avoid killing some of them. Even though the Heroic path emphasizes precision and avoiding pedestrian deaths, you won't lose too many Karma points and you can make those up easily by going around the healing the injured after the battle. ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ STORY MISSION WALKTHROUGH [2.00] ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ This walkthrough attempts--as much as is possible--to avoid spoilers. Feel free to read through without having important story points revealed to you. Most directions are given in cardinal points based on the compass of the mini- map. While the mini-map rotates with the camera, there's an arrow on the outer ring that shows north. You can calculate cardinal directions from that compass point. Story missions are worth 500XP. Story missions that take you into the sewers to re-establish power will also earn you additional powers. Most story missions have a Karma Moment that gives you a big boost to your positive or negative karma. Story missions begin as soon as you walk into the marker. Genesis...................................2.01 This is the first of three story missions that serve as a gameplay tutorial. After you press the START button and the city goes to...you know where...follow the prompts to look up at the chopper and then left to the parking garage. As soon as you have control of Cole, head down the path straight in front of you. Keep advancing, going up a ramp and jumping across to a bus. After the bus, go through the arch into the parking garage where you get a short cutscene. Go around to your left and watch out for exploding cars. They can't actually hurt you; but, they will throw you back. A ramp leads off to your right; but, blows up as you approach. Look left and find a fallen yellow-and-red-striped column to cross the gap. After the column, look for a sparking blue wire to your right. As you approach, a short cutscene sets up a ramp to take you down to street level. At ground level, head right toward the road and the emergency vehicles. Run past the police and watch the cutscene. When told to run for the bridge, follow the yellow-brick road (well, run along the bronze-colored path) across the bridge. First Glimpse.............................2.02 Now begins a more thorough introduction to your powers. The first thing you have to do is charge up the batteries that run Zeke's TV. One is on the south side of the roof (to your right as you face the TV). The other two are on the north side of the roof--one on each side of the fence that divides the roof in two. Hold L1 to enter aiming mode, target the red-flashing control panels of the batteries and let them have a couple of bolts of lightning (R1). After, use your lightning bolt to target some of the dummies until the TV announcer talks about a food drop. (You don't actually have to do anything, just wait until the food announcement is made.) After talking about the food with Zeke, jump off the north side of the building through the gap in the fence. Follow Zeke a few blocks to a parking lot. When he complains about trying to find the gun under the cars, stand to the right of the line of cars and use your Shockwave (L1 + X). The power will injure you (screen will dim and blood will splash around the edges), so press L3 (left control stick button) to start a radar pulse and look for sources of electrical power. Sources will show on the mini-map as light-blue lightning bolts and will also flash blue electricity on the object itself. Approach a source (like the panel next to Zeke) and press-and-hold L2 to drain the electricity and recharge your Battery Cores (as well as heal you). Follow Zeke to Archer Square. The food crate is caught on a tower. Climb a light pole around the tower and jump over to the top of the square base of the tower. On the south corner of the structure is a twisted piece of conduit going up, so climb it. Run along the ring at the top of the structure until you reach the stuck food crate. Target the hook holding the crate to the parachute and zap it. Reapers (gang members of the Neon District) approach. If you don't mind some collateral damage, you can wait for the first wave of Reapers to approach and take them out with a Thunder Drop (jump from the tower and press Square on the way down). There are two more waves of two or three Reapers. You can either run-and-gun (and possibly melee them), or utilize all the excellent cover located around the park and trade shots until they're down. KARMA MOMENT: Let the pedestrians take the food, or shoot them and keep it all for yourself. If playing the good path, just stand and wait a moment. If playing evil, start sniping the civvies. Either way, this ends your second mission. The Escape................................2.03 Even if you feed the populace, the ungrateful louts begin pelting you with garbage, so run away and wait for Zeke to call you. A story mission waypoint (light blue exclamation mark in a circle) appears on the southern edge of the map. Now it's time to learn how to travel around the city: over the rooftops. Climb a building and look for wires leading to other buildings in the general direction in which you want to travel. If no wires lead off the current building, look for a tower on the roof with a flashing red light at the base. Target the base of the tower and blast it to knock down the tower and for a bridge. Of course, in some cases, you'll just have to jump to a nearby building and keep going. Sticking to the rooftops is quicker and safer than traveling the streets. (Plus, a little later, you'll get powers that make traveling the upper pathways a lot faster than hoofing it.) You'll also have to fight with Reapers as you travel. Since these guys are mostly stationed on the roofs, you'll be on equal footing. Remember you can aim and fire even when traveling over a wire or hanging from a building. Use the HVAC ducts, towers and other paraphernalia scattered on the tops of buildings as cover (press Circle when near a low wall, crate or similar object). When you reach the marker, you'll see, at street level, a blue icon over a blue cone of light. Walk into the light to start the mission. Run after Zeke up to the police standing guard at the bridge entrance. KARMA MOMENT: Attack the police on your own, or fire at them from inside the crowd and start a riot. To play the hero, run up close to the guards until you are told you have made the good choice. The guards will then begin attacking you. Use Shockwave to force them back; then, pick them off with lightning bolts. To play the anti- hero, stand back in the crowd and zap the police. Once the police are down, run up to the gate and charge the control panel to the left (zap it). Run through and take cover behind a concrete barricade and pick off the police on top of the crates. Move up to the crates and climb up the left side. Run across and jump down and take out the machine gun (it can't reach you if you stay on the left side of the bridge). Just beyond that are two machine guns, one on each side of the bridge. Just in front of the guns and in the center of the bridge is a stack of crates. Stay in the center of the bridge to avoid the line-of-fire of the guns and take out any police. Once the police are down, climb to the top of the crates and take cover behind a metal slab at the top. From there you can snipe the machine gunners and any other police in the area. Charge up the next gate and head through. Stay in the center and jump to grab the to of the metal crate. Do not climb on top; but, hang from the edge and snipe all police you can see. Remember you can press R3 (the right stick button) to change your aiming hand. Don't forget police at ground level. There are machine guns covering the sides of the bridge, so go over the top of the container and climb the stack of crates to your right. From the top crate, run forward and Thunder Drop on top of the right machine gun. Then, go back and mop up the other machine gun from behind. Ahead you'll see two crates stacked on top of each other such that you can't climb them. Go around to your left and the go right and stay close to the right side of the bridge. You'll see a machine gun positioned on top of a container. It can't reach you at ground level, so advance until you can zap the gunner. Now go back and over to the left side of the bridge. Climb over a crate and take out the other machine gun from behind. Open the next gate and watch the cutscenes. After the movie, you're under the bridge and have to make your way back to the city. Target the hooks holding the orange lights and shoot them to create poles you can leap across to reach the next platform. Shoot down some more lights and jump across to the pipes and then to more poles and then some more pipes, etc., etc., etc. Falling into the water is instant death, so don't do it. You will soon come under fire from a couple of Reapers, so take them out. (Try hanging from a pipe and shooting them.) When you reach their platform blocked by a chain-link fence, go left and edge around the bridge pylon, avoiding the steam jets that will cook you extremely quickly. Along the way you collect your first Blast Shard and learn some more about them. At the end of the pipe on the pylon, jump to the wire and hand-over-hand your way down to the next platform. From here, most of the pipes will not hold your weight for more than a few seconds, so make sure you knock down as many light pole as possible from stable platforms like the one you're on now. Jump to a few light poles and then take out the Reapers ahead of you while hanging from one of the poles. Keep going, making sure you get all the light poles down before jumping onto a pipe. Once you reach a platform, you have nothing but pipes in front of you. Quickly run along the pipes to reach shore. After a conversation with Zeke, you get a call from Moya and three story missions pop up on your map. Two of these (Mysterious Signals and Medical Emergency) introduce new concepts (Dead Drops and Cleared Areas). The other, Blood Trail, continues the story. You can do these missions in any order; however, you must finish all three to move on with the game. Blood Trail...............................2.04 Your first objective is marked on your mini-map as a light blue dot. Head toward it and find the body of a woman. Press Triangle to pick up the echoes of past events. You then have to follow a "ghost" across town; don't worry if you lose it, just press L3 to bring it back. Watch out for a new type of Reaper, the Conduit. This electrically-charged enemy wears a long white trenchcoat and can teleport short distances as well as create an electrical shockwave that tears up the ground (and you). You'll run through a few alleys and then approach a wide street. Back up because there is a whole mob of Reapers waiting for you. Duck back down the alley, take cover and wait for the Reapers to come to you so you can pick them off one-by-one. Follow the ghost down a few more alleys and across another street before approaching a large electrical station. Again, back up and use caution because a large group of Reapers awaits you. The station is full of explosive junk, so start blowing stuff up. You'll probably take a few Reapers out in the process; and, you'll make the large generators safe for you to take cover behind. Beyond the station watch the cutscene and notice how there is now very little left in the way of electrical sources to draw energy from. And, oh yeah, you have no power left for anything other than your basic lightning bolt. Fortunately, you don't need to fight anything just yet. Use L3 and follow the ghost out into the street to a manhole cover. Press Triangle to enter the sewers and do a bit of platforming over to a partially lit power transformer. Step up to it and press Triangle to re-establish the circuit. Oh, look! You just learned the touch-based powers (Pulse Heal, Arc Restraint and Bio Leech). Follow the cries for help and heal the guy over on the platform. His partner opens the gate for you and you can continue through the sewers. Jump over a few bridges to a large platform with a number of injured Reapers. Use Arc Restraint to secure two and Bio Leech the other two. (If it makes you feel bad sucking the life from the Reapers, go heal some of the civvies as atonement.) Continue on, jumping to bridges and pipes, etc. until you get to a gathering of Reapers. There's a large column you can use for cover right before getting to the Reapers' platform. Also note if you kock a Reaper into the water, you can electrify the water and take out the Reaper. Keep going until you find the missing electrician. KARMA MOMENT: Tell Brandon his wife is dead, or shoot him. To play the good guy, step up to the gate and press Triangle to give Brandon the bad news. Otherwise, just fry the guy. Go through the now open gate and platform your way over to the substation. Zap the panel with the red, flashing light and you'll light up a whole area of the city. Mysterious Signals........................2.05 This one is the closest to your hangout in the NE quadrant of the Neon District. Walk into the blue light and listen to Moya describe some strange signals she's picking up near you. Look on your mini-map and find the blue triangle that pinpoints your objective; it is just on the next building on top of a round structure. Head over and climb the tower. You'll have to circle around to find the ledges that allow you to climb up. At the top of the tower is a satellite dish. Approach the dish and press Triangle to collect the Dead Drop. It's an encrypted audio recording; Moya needs more of them to break the encryption. Press L3 to activate a Radar Pulse and watch your mini-map. A gray circle will surround the map and gradually fade out. The last section of the ring to fade indicates the direction of another Dead Drop. From the tower where you got your first Dead Drop, the map points south. Of course, there are Reapers in your way. You'll have to make your way across the square to a trapezoidal building near the bend in the railroad tracks. Climb to the top, take out the Reapers and find the small satellite dish on top of a structure on the building. Press Triangle to collect the Dead Drop and then press L3 to search for another. The trail points SE. From the building you are on, find the wire at the SE corner and run across, possibly taking out a Reaper on the other roof. As you cross the roof, you'll see this next Dead Drop is guarded by a whole passel of Reapers, some with shields. Oh goody. You'll need to trade shots from this roof. There's plenty of cover if you need it and an electrical source for healing. It's difficult with your limited powers; but, try to get head shots on the Reapers with shields. Once the Reapers are down, jump across and climb up to the satellite. Collect the Dead Drop and your mission is over. Well, except there are 29 more Dead Drops in the city if you want to spend time hunting them down. Medical Emergency.........................2.06 When you start this mission, you'll be shown a yellow objective waypoint on your map. This waypoint is at the southern edge of the Neon and not far away from your start point. When you find the EMT, make sure you're at full strength before approaching him and pressing Triangle to start the mission. This is a simple kill-or-be-killed mission (of which there are many in the game). Don't go running down the street, though. A few Reapers are forted up on top of a roof (where the clinic is located). Stay back and take out the Reapers running at you down the street, then sidle along the building next to the clinic and take out the Reapers on the roof from some cover. Alternately, you can climb that building and Thunder Drop on them from above. This opens a clinic (alternate respawn point) and opens up your first sets of side missions (including Good and Evil side missions). High Ground...............................2.07 This mission starts in the south central portion of the Neon. Your first task is to recharge a cell phone tower in the blacked-out area of town just west of you. Find the tower on the roof where you're starting and knock it down; cross the tower to the wire and then up to the roof with your objective. Charge up the cell tower. Follow your objective marker across to the next roof and an emergency generator you can use to charge up. Cross back over to the previous building and find the long wire that leads from the west side of the building to a high building a block away. Go to the corner of the roof and find the turret truck on the train tracks. Rain lightning bolts on it until it blows up; then, take out the Reaper who had been manning it. You can then jump down to the beam running over the track and cross quickly (under heavy fire) and leap to a roof where you'll find another generator. You'll need to move carefully around to the objective marker on the west side of the island. The streets are crawling with Reapers and there's another turret truck on the street that borders the water. Your objective is a manhole in the middle of a street. If you wait around on a building, taking the occasional shot at a Reaper below, eventually the whole mob will gather below you. Thunder Drop on them and then make a run for the manhole. If you're taking too many hits, look for the gas station at the intersection west of the manhole. If you lure a few there and then turn and blow the place up, you can rid yourself of a lot of heat very quickly. (Well, there will be a different kind of heat from the fires, but you get the point.) It's time for another sewer run, pretty much just like the last one. The platforming elements are a little more stringent this time around; but, nothing you can't handle. (They don't get really hard until later.) You won't encounter any Reapers until after you re-energize the transformer and learn the Shock Grenade power. Woot! Keep going, blowing up the boards blocking your way when asked. Keep an eye out for circuit breakers and other sources of electrical energy to recharge your meter. After the wall you blow up, you'll see a group of Reapers sitting around a campfire. Throw a grenade from a long distance away (before they see you) and you can probably take them all down with one shot. (They shouldn't be playing with gas.) The next trap is three machine guns--one in front and one to each side. There are generators near the intersection, so run up to them and take cover behind one. It will keep you charged up while you lob grenades at the turrets. Once all are out, advance, keeping an eye out for the two kamikaze bombers that will run at you right in front of the substation. Take them down from a distance or you're going to be starting over from the last checkpoint. Energize the substation and pat yourself on the back for lighting up more of the city. Mind Games................................2.08 This is a particularly nasty mission. You're tasked with cleaning up the water supply, which is being poisoned by Reapers. You have to close three valves to prevent the tar from entering the water supply. Each time you do so, some of the tar gets on you, temporarily reducing your Battery Cores and leaving you disoriented. The mission begins at the south end of the park in the Neon. Your first objective is a fountain at the southeast corner of the park. Behind the fountain, you'll have a little talk and then be pointed to the first valve. Step up and press Triangle to close it. You then have to try to follow Trish while disoriented; but, there won't be any enemies to fight...yet. Ignore the giant Reapers that appear in front of you. After Trish helps you, head toward the other valves, which are located at the north end of the park. Take care of any Reapers in the area and then make sure you're in full health by draining a light. Turn one of the valves. Reapers will spawn in front of you, so run away until the dizziness wears off and you can turn and fight. Try not to go charging in the direction of the other valve; or, you will trigger even more Reapers. Once you've cleared the area, approach the second valve... KARMA MOMENT: Close the valve yourself, or hurt the pedestrian until he closes it for you. Once again, the choice is obvious. Good players will take the shot of tar to the face, while evil players will torture a civvie into doing it for them. There won't be any Reapers coming after you this time; but, you won't lose the effects of the tar until the end of the mission. Recharge yourself and head toward the tunnel. As you near the tunnel, you'll be dizzy again. Quickly step to the side so you won't be a sitting duck for the Reapers at the tunnel entrance. They won't come out after you; so, wait for the dizziness to end and then step to the entrance and blast them. The buses in the tunnel do not explode and work great for the trick where you create your own recharging station. Just pump them with Lighting Bolts until they crackle; then, drain them. Use the buses as cover as you make your way down the tunnel, taking out all the Reapers. This time, when you have a dizzy spell and giant Reapers appear in front of you, start blowing stuff up. Target the cars lying around and take out the phantasms. Keep an eye out for electrical sources along the walls and keep yourself recharged. At the end of the tunnel is a tanker truck guarded by a large number of Reapers. Shockwave the cars into them and blow the cars up; then, overload the truck with grenades and Lightning Bolts. Your story mission now is to return to Zeke's Roof. Since that's fairly simple, no walkthrough is provided. :-) The Good Stuff............................2.09 Another platforming adventure into the sewers. This mission is most notable for the difficulty in getting into the sewer. There are mobs of Reapers around the objective, including a turret truck that has the manhole in its sights. Your best bet is to enter the area on top of the train tracks. Keep moving to avoid fire from the rooftops and take out the few Reapers that are on the tracks. When you get over top of the turret truck, you can fire on the exposed hood without exposing yourself to the machine gun. After you blow up the truck, jump down and hurry into the sewer. Once in the sewer, the transformer is only a few hops away and, after re- energizing it, you get the Induction Grind ability, which allows you to grind power cables (in areas of the city where power has been restored) and ride the rails (grind the train tracks). You'll put your new-found ability to instant use, grinding over cables and taking down a few Reapers along the way. Try to pick off the Reapers from long range rather than grinding directly into them. After a few twists and turns (there's only ever one way to go down here), you'll reach the substation and empower another section of the city. The Rescue................................2.10 This mission starts only a brief climb from where you're located coming out of the sewers. From your vantage point, look down on the tracks and find the Reapers patrolling alongside the train. Pick them off; then, jump down to the tracks, run to the front of the train and Shockwave the cars off the tracks. Climb on top of the lead train car and ride it until it stops. Drop to the street and find the feeder box mounted on the bottom of the tracks. You're looking for the standard light panel that has a row of unlit green lights and one large, lit red light. If you're having trouble spotting it, use the objective marker on your mini-map. The feeder boxes are all mounted in the center of the tracks on the cross supports running underneath. Zap it until all green lights are lit. Climb back up to the train and ride the lead car again. Notice the many red dots in front of you on the mini-map. You're going to pull into a station infested with Reapers. Throw a few grenades ahead of you and use the cars as cover (hang off the side) if necessary. When the Reapers in the station are down, you'll drop to the street, take out more Reapers and then recharge another feeder box. Recharge your own batteries before riding the train some more. You'll quickly be introduced to a bazooka Reaper. Deflect the rockets with Shockwave and pepper the bazooka with Lightning Bolts. If you're having trouble, jump off the train and climb the building behind the bazooka and let him have it from there. Continue riding the train, lobbing grenades at the Reapers that pop up along your way. When the train stops, fight off the Reapers (including at least one Conduit), recharge the feeder box and yourself and continue on your way. You won't get far before being beset by Reapers again. Use the cars as cover to pick off the Reapers on the roof, then drop to the street. Watch for kamikazes coming from a nearby alley. Shoot them, or blow up the cars between you before they can reach you or you're in for a world of hurt. Recharge the feeder box and yourself and keep going. As you round the bend, notice the big pile of autos in front of you. Start blowing them up now. As you get closer, drop off the right side of the lead car, and keep blowing up automobiles. There's a machine gun over on the left side of the tracks; try dropping so you're hanging off the right side of the tracks, then creeping forward until you have a shot at the gunner. Also watch out for a Conduit who will make your life unpleasant. Once the Reapers are finished, clear all the cars from the tracks (Shockwave) and recharge the feeder box and yourself. This is your last stop before the mission finale. Just keep yourself alive by shooting at the Reapers that pop up along your path. From now on, the trains will be running in the Neon. When riding the rails yourself, remember the inner trains run clockwise and the outer trains run counter-clockwise. Nemesis Revealed..........................2.11 It's another tar-cleaning mission. This time, you have to clear Reapers off the rooftops and then blow up their kegs of tar on the water towers. Find the first infected water tower just south of your starting point. If you circle around to the west and climb the building next door, you can get a height advantage. Once the Reapers are down, recharge yourself and climb the water tower. Use Shockwave to destroy the keg and dose yourself with tar; then, prepare to run and fight as best you can because more Reapers are coming. As you play this mission, you'll notice sick civvies on the roofs. If you heal them, they will start attacking you. The don't do a lot of damage; but, they can interfere while you're trying to shoot it out with Reapers; and, if you get several together on the same roof they can gang up on you pretty effectively. In short, leave the sick pedestrians alone. Find the second tower, which is not quite as closely guarded as the first. This time, you get a... KARMA MOMENT: Force the tar keg's pump to implode by overcharging it, or destroy the tar keg with Shockwave. Heroes will use Shockwave and take the hit themselves. Infamous players will overcharge the keg, which renders it useless; but, poisons the people using the tower. The third tower is right next door to the second; and, is only guarded by a couple of Reapers. Tower #4 is across the train tracks to the west. First, you need to dispose of the bazooka on the roof directly across the tracks. Use Shockwave to deflect the rockets and shoot him in between. Once he's gone, do not cross to this roof. Instead, look to the higher building to the left. Jump down to one of the beams crossing the track and run over to that building. Climb to the top and hang off the edge. Shimmy over to the left and take out the Reapers to the south. You can then get up on the roof and use the cover up there to trade shots with the Reapers to the north, on top of your target building. Look for a propane tank at the corner of the building. Blow it up and you can probably get one or two Reapers in the blast. The fifth tar keg is to the south and appears to be lightly guarded. Do not let appearance deceive you. Take out the lone Reaper running around on the roof; but, do not just jump up on the roof. There's a machine gun up there. Make sure you're as charged as you can get, then climb to the roof's edge and lob Shock Grenades at the turret. When it's disabled, look for a generator near the turret to recharge; then, take out the keg. After the cutscene, congratulate yourself on a job well done. You'll soon begin seeing Dark Water side missions crop up. These side missions have the same objective; though, only one keg has to be destroyed. You also get the same Karma Moment. For now, the story sends you back to Zeke's roof for some conspiracy theory chit-chat. Going back to Zeke's pad will automatically send you into the next story mission; so, don't go if you still want to do some side missions. No Protection.............................2.12 It's time to power up the rest of the Neon. From Zeke's place, jump down to the tracks and ride them to the west side of the island. As the tracks turn south, there's a building you can jump to and, from it's roof, Thunder Drop on the Reaper near your manhole objective. The platforming in the sewers starts to get tougher now. You'll have to jump from vertical pipe to vertical pipe--climb near the top of each pipe before you jump as you will slip down when you grab the next pipe and you don't want to touch the water. You'll soon arrive at a waystation with a charge box. Charge it up to start an arm moving, then jump to the arm and ride it to more pipe jumping. Again, you reach the transformer with no opposition. Re-connect the circuit and learn the Precision Power. Precision allows you to zoom in on targets and slow down time so you can make super-accurate shots. Press-and-hold D-Pad Up to enter Precision mode and press R1 to fire. Using Precision uses up your energy. Use it now to energize the panel behind the fan. Re-charge yourself before continuing by riding the arm that starts moving. The next section of bridge has four kamikazes on it, so move forward slowly with Lightning Bolts at the ready. Just beyond is a platform with a generator and three Reapers over to the left. Two Reapers are behind shields and the third is manning a machine gun. Take cover behind the generator and use Precision to target the Reapers' heads and take them out. Continue your journey heading away from the recently dispatched Reapers. After some pole vaulting, there's another generator you can use as cover to take out the Reapers in front of you. Now use Precision to charge the panel behind the fan in the lower right corner. Ride the arm around to a platform and use Precision on another charge box behind another fan (to your lower right). Recharge yourself at the next platform before moving on. There are no more Reapers, just a bit of pole hopping to reach the substation and finish the mission. The street will be crawling with Reapers when you leave the sewers, so make sure you are fully charged before you charge the substation. Trish Reaches Out.........................2.13 This is a defense mission, probably one of the most irritating types of mission in the game. You're asked to protect a crate of medical supplies. The crate is located in a construction yard, surrounded by chain link fence. (If you haven't figured it out yet, Cole, the king of parkour, cannot climb chain link fences nor can he shoot through them. Gang members, on the other hand, can shoot through fences just fine, thank you.) There are several waves of enemies you have to beat back, each tougher than the last. You cannot let the crate be destroyed (damaged is OK). There are limited recharging sources in the construction yard. Beauty, mate. The first "wave" is two Reapers who you have to reach from your starting point. Once they are down, a group of gunners comes from the north. You'll probably have to run out of the yard to get them; but, don't go far. As soon as they're gone, another group comes from the west and this group includes kamikazes. You'll have to quickly run back to the medical crate and blow up the kamikazes before they can reach it (or you). Now a machine gunner appears on the roof to the south; and, after the cutscene, you're left as a sitting duck. Run quickly toward the roof to cut off his line of sight and then use Precision to head shock him. Now two groups come from the south and then the north, possibly including bazookas. Next comes a group from the south, with a machine gunner in their midst. A few grenades lobbed out the south end of the yard will help slow them down. And, then, it is time for the grand finale. A series of three--yes, count them, THREE--turret trucks will come down side alleys, escorted by Reapers. After the cutscene introducing the first turret truck, run quickly to your right and scale the building. From here you can rain electricity down on the trucks and Reapers from relative safety. Dinner with Sasha.........................2.14 This is the boss battle the finishes the Neon district (except for side missions) and opens the Warren (second island). The mission start is just around the corner from the construction yard where you were protecting the medical supplies; so, it's a pretty easy decision to just get on with it. Or, is it? You'll be stuck in the Warren for a couple of missions before you are able to get back to the Neon; so, now might be the time to clean up this part of town. Your choice. From the starting point of this mission, jump down to the street and charge the panel on the left side of the compound gate. Be ready, there are Reapers awaiting you inside. Run down to a ladder and climb up to the next level. There are Reapers here and more--with machine guns--on the higher levels. Stay behind cover and take out the Reaper in the tower close by; then, wait for another Reaper wandering around down here to come to you. Once they are out, you can use the large containers as cover and Precision to take out the machine gunners. There's a generator in the back of the area you can use to recharge; but, be careful, it's open to fire so you'll have to clear the machine guns before you can really access it. Take out the machine gunners first, recharge, then take out the tower guards. You may be able to get the tower guys with regular Lightning Bolts--just blow away their protection first. Make your way up to the right-hand tower and then across to the other tower and press Triangle to open the gate to the Jefferson Tunnel. Some Reapers come out of the tunnel, so Thunder Drop them. Getting down the Jefferson Tunnel is just like the tunnel under the park you cleared earlier. Use the buses for cover (and to recharge by pumping them full of Lightning Bolts). Try blowing up the cars lying around the tunnel; and, keep an eye out for a machine gun turret. You will soon reach a prison. For extra XP, you can free the prisoners by zapping the rusted locks on their cages. Just beyond the prison is a pit you can jump in to and a boss battle with Sasha. As you walk in Sasha's underground lair, she will jump down and grab you. Rapidly tap the X button while trying to move the glowing blue dot (your hand) over the clear target circle (a part of Sasha's body). Do this successfully and Cole will hurt Sasha. If you don't succeed, you get hurt. Simple enough and a mini-game you will have to repeat three times. The main part of the battle, aside from the mini-game, is a number of different attacks you have to counter. For each attack, the primary objective is to locate Sasha and zap her--that will cause her to cease one attack and move on to another. Also, getting hit with Lightning Bolts will also, eventually, hurt her enough that she falls down and is covered with a glowing green dome--this is your cue to jump over to her and start the grabbing mini- game again. Your primary weapons here are Lightning Bolts and Shockwave. Use Lightning Bolts to hurt Sasha and deal with the Reaper phantasms she summons. You can also use Bolts to hit the tentacles that rise up out of the ooze. You need to hit those tentacles before they start lobbing fireballs at you. Sasha also releases a shockwave similar to the Reaper Conduits; dodge those. Try and stay out of the ooze; but, don't worry too much about it--it doesn't hurt that much. There are lamps and fuse boxes around the arena where you can get a quick recharge. The battle is long and somewhat tedious; but, not overly hard. The trickiest part is the mini-game where you have to try to rip her apart. Remember, you're trying to move the blue circle into the clear circle. When Sasha is finally sent packing, you have to escape out of the tunnel into the Warren. At the tunnel's end, you will meet a large number of Dustmen--the resident gangsters in the Warren. These guys are much tougher than Reapers, but, be careful about using up your energy. The Warren is dark and you can't get an easy recharge. Once you actually get out of the tunnel and have some breathing room, you only have one option--get some power back to parts of the Warren. Stranded..................................2.15 This is another sewer mission; and, it begins as soon as Dinner with Sasha is finished. Once you get past the Dustmen at the tunnel exit; make a run for your objective marker. Don't worry about the Dustmen, you don't have the power to deal with them right now. Just run for the waypoint and step into the blue circle to enter the sewers. Again, your initial run to the transformer is unopposed; though, you will have a little trickier platforming to get there. The power you learn for re- energizing the transformer is Static Thrusters. Static Thrusters allows you to glide (not really fly) over short distances. In the air, press-and-hold R1 to glide slowly down. No energy is consumed by Static Thrusters. Obviously, you'll have to use your Thrusters frequently to get through the platforming beyond the transformer. First up, after a couple of glides from bridge to bridge, is a wall that has to be blown up with a Shock Grenade. Stand on the bridge right before the platform to toss your grenade and be prepared to take fire from the Dustmen just beyond. Jump over to the platform and use the doorway as cover to take out the mobs. You'll have to advance cautiously, as the Dustmen like to get down in the water and shoot up at you. You can electrify the water and take them down in bunches. A couple of platforms past this first group are some Dustmen with shields. Get rid of the front line, advance a platform or two and use Precision on the shielded Dustmen. Once past these guys, you have some free platforming for a bit. Jump and glide to the next few bridges until you reach a high wall. Get a good running jump and glide to the column below you. You're not going to quite make it, so aim for the ladder and grab it to avoid the water. If you do hit the water, quickly jump to the ladder and climb up. If you've taken damage, take a breather on top of the column to heal up. Now you need to glide down to the platform with the fire. Again, you probably won't quite make it, but jump quickly out of the water. Glide to the next doorway and get a whiff of electricity from the fuse box. The next room has a bit of pole jumping, and then you'll reach another high wall. There are three Dustmen below, one with a bazooka. Take them out from on high and then glide down. Jump and glide to the next room and get up on the pipe before gliding to the swing arm. Glide from the swing arm to the ladder on the column and climb up to the ring. Walk around to the other side of the column and climb the second ladder to the top. Get a running start and glide to the next column and climb it to the top. If you miss the ring and fall in the water, there's a ladder on the back side of the column--if you can swim fast enough. Next is a tricky it where you have to glide to two swing arms, one after the other. Once you've reached the next bridge, you're home free. Charge up the substation and exit into the Warren. You'll get a call from Zeke and one from Trish that set up your next two story missions. The call from Trish sets up "An Old Friend" and that will open the way back to the Neon. You'll also see a few side missions crop up--doing some of those will take some of the heat off you as the Dustmen as thick as fleas around here. An Old Friend.............................2.16 This is a multi-part quest to get the bridge open to the Neon. Your first objective is in the small park right below you. An engineer is guarded by two Dustmen. You have to take both out with a Precision head shock and you'll have to get the second within a few seconds after the first; or, he'll kill the engineer. The first Dustman will be easy as they're just walking around. The second will be harder as he will start running as soon as you take out the first. Your best bet is to hit the one patrolling on the inside of the park first; then, get a lead on the second one as he runs around the outside of the fence and let him have it as his head comes into range. Next, you have to escort the engineer to the bridge controls. Lead him south along the east side of the canal and keep an eye on your mini-map for red dots spawning on the side streets. You'll be hit at least once, possibly twice on your way to the bridge. Use Shockwaves and Grenades to keep the Dustmen away and stunned while you pepper them with Lightning Bolts. When you reach the bridge, you'll have to fend off two waves of Dustmen. Recharge quickly before the first wave comes into view. The first comes from the east and has a machine gunner. The Dustmen come in two columns, one to your left and one to your right as you look up the street. The machine gunner will be to your right. Run toward the Dustmen and throw a bunch of grenades down the right side of the street and then turn and deal with the left column. If you start to get hit by machine gun fire, throw some more grenades and then run back toward the engineer and take care of any Dustmen that got through your first attack. If the engineer is down; but, not dead, heal him. When the first wave is done, turn quickly to the west as the second wave is led by a bunch of kamikazes. If you have any energy left, throw some grenades. You can also start blowing up cars. Keep the kamikazes away from the engineer or you get to start over. Once the kamikazes are out (there are about four or five of them), you'll have a short breather to recharge before the rest of the Dustmen come in. There won't be many more and then the bridge is fixed. Or not. You'll have to jump/glide over the partially closed bridge and repeat this performance on the other side. Find the engineer in the park; Precision head shock the two Reapers and then lead the engineer back to the bridge. If you've cleared out a large portion of the Neon, you may be able to get to the bridge uncontested. Once at the bridge, defend the engineer against two waves of Reapers. After the Dustmen, this will seem like a picnic. The worst you will probably face is a bazooka. After the second wave, the engineer on the other side of the bridge calls for help, so run over and fight off another group of Dustmen. This is a small group; and, when they're done, you have to run back to the other side of the bridge and kill more Reapers--a couple will be sniping from the rooftops. Finally! All the gang members are out and you just have to recharge the two bridge control panels. The bridge is down and the Neon is easily accessible. Now would be a good time to clear out the Neon and go on a hunt for Blast Shards. When you're ready, continue with Zeke's Request. Zeke's Request............................2.17 As the mission starts, approach Dwight's body and read his memories. Follow the bulbous shape down the street. You'll soon meet an artist hanging posters. KARMA MOMENT: Choose the LOVED poster (Good) or FEARED poster (Evil) Continue following the electrical signature of what is a Dustmen Conduit. Around the corner you'll run into the Conduit's spider spawn. They're easy enough to take care of; just use Lightning Bolts or melee attacks. The Dustmen that come behind, on the other hand, are a different matter. Spray them with grenades. Around the next corner is a machine gun turret. Cower behind the wall and use Precision to take out the gunner. Continue after the Conduit ghost (use L3 if you've lost it). As you go down the street, keep an eye on the mini-map for red dots. A wave of kamikazes backed by a bazooka is coming. After you cross the canal, you'll be hit by more kamikazes. You'll then thread through some alleys--recharge at the nearest source--in the street beyond the Conduit with his RPG (rocket propelled grenade) and more spider spawn is waiting for you. Ignore the spiders and use Shockwave to deflect the grenades while peppering the Conduit with Lightning Bolts. Throw in a grenade or two to finish him off (and take out the spiders). The important thing is not to let the grenades hit you--other than that, this guy's a piece of cake. Afterwards, return to Zeke's "apartment" to continue the story. Playing Hero..............................2.18 After going ALL THE WAY BACK to Zeke's pad, you have to make a long run through a dark area to your objective manhole in the NW section of the Warren. Travel up the east side of the canal and take to the rooftops as you enter the darkened area of the district. Go north around the west side of a large round tower and turn west toward your objective. When you reach a street too wide to get across, wait for the Dustmen to gather below you; Thunder Drop on them; then, make a run for the manhole. The transformer is right in front of you; just a few short glides away. Re- establish the circuit and learn the Megawatt Hammer Power. This is, basically, a guided rocket. Press Triangle while aiming to fire the Hammer. Immediately use two Hammers to take out the Dustmen in the tunnel ahead; recharge from the transformer and continue on your way. There are four more Dustmen just beyond the tunnel exit. Use the Hammer on them; then, recharge on the fuse box in the tunnel. At the end of the next bridge, use Precision to take out the two shielded Dustmen far away on towers. Recharge from the fuse box to your left. Carefully jump your way across to the towers where you shot the shield mobs and take out the gunner away to your left (Hammer or Precision). As you jump closer to the next tunnel, another gunner must be dispatched. Down the next tunnel, get a recharge and approach the exit carefully. There are two Dustmen behind chain link fences ahead. As you know, Cole cannot shoot through a chain link fence; but, a Hammer blast hitting the fence will take out the Dustman behind it. Jump around toward the next tunnel and take out two Dustmen inside. Jump to the tunnel and quickly take cover behind the sandbags at the far end. There's a bazooka behind a similar sandbag wall ahead of you. Take him out with Precision or bombard him with Hammers before he eats away your cover with his rockets. The Dustmen at the far end of that next tunnel are clever enough to dodge your Hammers; so, dose them with a few grenades and finish them off with Bolts. You're now at the substation and can finish this mission. You have your choice of three story missions now. You can do them in any order. Standard Protocol.........................2.19 Take out the Dustmen on the roof directly across the street; then, climb the building they were on. Move quickly before more Dustmen flood the street. Avoid placing yourself in sight of the gun turrets to the sides of that building. From the roof, take out the Dustmen and board the first ship. Go to the back and zap the engine and free the prisoners. Go swiftly west to the second boat. Resist the temptation to ride the rails, you will come under heavy fire. Go across the buildings on the opposite side of the tracks until you are opposite the pier. If you approached quietly enough, you will not stir up the Dustmen on the pier and you can glide across to the roof of the warehouse and take them down from there. Otherwise, you have a nice vantage point from the opposite side of the tracks to lob Grenades and Hammers at them. Once again, free the hostages and zap the engine. Now ride the rails counter- clockwise to quickly reach the third pier. When you reach the train station right before the pier, stop and take care of any Dustmen that spawn in the station. The tracks are covered by machine guns on the roof of the warehouse, so take them out (Hammer or Precision) before going any further. With the turrets quiet, you can jump to the roof of the warehouse and deal with any opposition on the ground. Then, get on the ship and disable the engine and free the hostages. Yippee! There's another boat and it's clear on the other side of the district! The shortest route takes you through a dark area; but, the other way is just too long to take the train. Either ride the rails counter-clockwise or go over the rooftops. There's a machine gun in the dark area of the tracks; but, you can get through if you just keep moving. There's no easy way to do this. Your approach to the fourth pier has to be out in the open. So make sure you have plenty of energy for Hammers to throw at the bazookas on the roof of the warehouse. Shockwave any rockets that get thrown at you and try to knock the Dustmen off the warehouse as quickly as possible. This is really it, so free the hostages and then destroy the engine to end the mission. ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ SIDE MISSION WALKTHROUGH [2.00] ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ Side missions come in three types: GOOD: There are 15 side missions only available to players with Heroic Karma. EVIL: There are 15 side missions only available to players with Infamous Karma. NEUTRAL: There are a lot of generic side missions available to all players. All side missions clear a small area of the district they are in. Once a territory is clear, enemies will not randomly spawn in it. Contrary to what the game tells you, enemies WILL ENTER a cleared area if they are chasing you. Plus, enemies stationed across the "line" in an uncleared area will shoot at you in the cleared area. Also, enemies already spawned in the territory will not disappear and if you are on a mission that takes you into cleared territory, enemies will still spawn to oppose you. Side missions are worth 100XP. Good and Evil side missions are also used to purchase Good or Evil powers. Good Missions.............................3.01 WALK THE DOGS =============== On these missions, you'll be tasked with escorting a group of gang members to a nearby prison. At least one prisoner has to survive the trip. To get the gang moving, shock one of them. They will walk very slowly, so give them one more shock to get them trotting a little faster. Along the way, you will run into three situations... 1) One or more of the gang members will turn and attack you. Punch or shock them; just be careful not to kill them. When the rowdy ones are subdued, they will form back together and continue on their way. 2) One or more of the gang members will try to run away. Quickly shock the runners into submission and they will reform and continue. 3) You will be attacked by other gang members attempting to free the prisoners. Ignore the prisoners (they will kneel down and stay put) and take care of the attackers. Then return to the prisoners and herd them on toward the police station. TOUGH COLLAR ============== A "simple" task: capture a Conduit (super-powered gang member). What's not so simple is keeping the Conduit alive while you're dealing with all the other gang members surrounding the Conduit. You'll want to use Shockwave to keep the gang off-balance and blast with Lightning Bolt. Just be sure you don't hit the Conduit too many times. TIED DOWN =========== A very simple capture quest. You must take down four gang members and capture them (use Arc Restraint on them). There should be plenty mobs around, unless you've gone and cleared the rest of the district. OFFICER DOWN ============== Follow the bio-electric memory of the slain cop to a group of cops engaged with some Reapers. Take out the Reapers without losing all the police and this mission is done. FAN CLUB ========== A parade has organized near the park in the Neon. You are asked to protect the parade. Run to the north corner of the park and ride the wire there across the street. You should see the parade below you. Ride a wire south over one building to the corner building at the next intersection. Watch below as a bazooka Reaper comes out. Quickly waste him, then start taking out the Reapers that come in from the Park. Some more Reapers will come in from alley below you. Thunder Drop them and take them out. Then, join the cops in mopping up what's left in the street. CONTAINMENT ============= A group of Dustment has broken out of prison and is making a stand on the roof. Climb up a nearby lamp and jump over to the lower level of the prison. Head to your right around the corner to find some windows you can climb. You'll eventually reach a lower roof with some Dustmen. Take them out; then, jump to a lower roof and take out another Dustman. Run along the east side of the prison to find a pipe you can climb to some windows that will let you reach a tower roof. From here, you can take out a number of Dustmen as you sidle around the upper windows. As soon as you have taken out a few, use a corner to jump up to the roof and take out the rest of the Dustmen. RAT'S NEST ============ Now it's time to clean out a building full of Dustmen. Your first objective is to climb the marked building and destroy the AC unit. Don't climb the actual target building, run across the street and climb the building next to it. You can then survey the scene before dropping to the roof. When all is clear, drop down and press Triangle to sabotage the air conditioning. Dustmen will spew into the street. 25 Dustmen to be exact. Compounding your problems, smoke will be billowing out from the building, affecting your view. One or two Dustmen will end up on nearby roofs, so take them out first. Then start lobbing grenades into the street. There's a fuse box on top of the warehouse that you can use to recharge. Just use your mini-map and throw the grenades at the largest clusters of red dots. Once you've put 15 or so down, Thunder Drop on the largest remaining cluster and pick off the survivors. Collateral damage is a foregone conclusion; so, spend some time healing civvies after the battle is over. Evil Missions.............................3.02 DIRTY JOB =========== NO FORGIVENESS ================ RAMPAGE ========= ANGRY MOB =========== HIT SQUAD =========== NEW FRIENDS ============= Neutral Missions..........................3.03 Even though there are a lot of neutral side missions, there are a limited number of types. As you progress through the game, these become more difficult; but, the basic design is the same. COUNTER-SURVEILLANCE ====================== You'll be asked to destroy 12 security cameras planted on a nearby building by the local gang. The building will be marked on the map with a yellow circle. These cameras are planted on the outside of the building and have flashing red lights. Clear enemies from the area; then, at street level, examine the walls of the building. Stand still for a bit and look for flashes of red; you should then be able to easily see the black housing of the cameras. Climb up near the cameras and press Triangle to zap them. ABDUCTION =========== Gang members are rounding up civvies! Head toward the objective marker and kill the gang. At least one of the hostages has to be upright once the gang is defeated. DARK WATER ============ The local gang is poisoning the water by pouring tar into a water tower on top of a building. You'll immediately be able to pick out the building by the large number of red dots that spawn on it. Scan for nearby buildings that are higher and scale one. From your vantage point, rain electric death down on the gang. One good tactic is to show yourself and trade potshots with the gang, and then step back and wait. The gang will cluster on the nearest roof and you can then Thunder Drop into their midst. Once all the gang members are down, you must disable the tar keg on the water tower, so climb up to it. This is a Karma Moment. For Good Karma, use Shockwave to destroy the keg. This will coat you with tar, disorienting you and temporarily removing some of your Battery Cores, and damages you--so don't take this route unless you're at full health. For Evil Karma, overload the keg with Lightning, which destroys the keg's functionality, but drains the tar into the water supply. This option does not damage Cole in any way. MOBILE POISON =============== Local gang members are moving a tanker truck full of tar through the city. Chase it down and destroy it. These side missions are quite difficult because of the number of constantly respawning gang members; and, you can be assured there will be plenty of Conduits and kamikazes mixed in. Your best bet is to stick to the upper pathways and try to get ahead of the Reapers. Wait for the truck to come under you and Thunder Drop it, then stick it with grenades. SPY GAMES =========== A "stealth" mini-game, of sorts. A kamikaze courier needs to be followed, and you have to avoid detection. Stay above him; whenever he stops, take cover. (For some reason, he can see you even if you're 10 stories above him, if you just stand in the open.) Alternately, you can follow him at street level--just stay far behind and keep under cover whenever he stops. When he makes his drop, run forward and pick up the package, which is five Blast Shards. THE IMPOSTOR ============== A nearby gang member has disguised himself as a civvie. Track him down using your radar pulse (L3 button). The impostor will show as a red dot on your mini-map, and then flash red when you're nearby. Take him out as quickly as possible, so it doesn't become a contested run-and-shoot. HIDDEN PACKAGE ================ Cole has the ability to read the left-over electrical impulses in a dead person's brain. Occasionally, you will kill a gang member and a side mission marker will appear over the body. Go over and press Triangle to get a picture of a hidden stash. The general area of the stash will show on the mini-map as a large yellow circle. Go within that area and try to pinpoint the location of the package by comparing landmarks in the picture from the dead guy's mind. (Press Triangle at any time to take another look at the picture.) When you find the package, the mission is over and you score five Blast Shards. SATELLITE UPLINKS =================== These missions are races against the clock. You'll start the mission being shown a satellite uplink. Climb up to it and drain the charge, you then need to run past a series of other uplinks (you don't have to drain them, just run past them) to reset all of them. There is a time limit for reaching each uplink in the series, and this limit is extended each time you run past an uplink. Uplinks show on your mini-map and can be identified by the beam of light they shoot in the air. You will probably have to run each course two or three times as you figure out the fastest way between uplinks. As the game progresses, you will have to use wire grinding and Static Thrusters to reach each uplink in time, so practice, practice, practice! PHOTOGRAPHER ============== This starts as an interesting, if routine, request. A civvie wants to take some pictures of you doing interesting things. Fulfill each request, trying not to harm anyone in the process. Requests may include healing someone, punching a gang member (who will, of course, be shooting you), blowing up a car, etc. THE INFORMANT =============== Pretty much as soon as you get asked to perform this mission, you will be attacked. The person asking for help has information on the local gang and he's a marked man (or she's a marked woman). Immediately, gang members spawn nearby and start shooting. You've got to take them out while keeping the informant alive. PLAYING DOCTOR ================ KARMA MOMENT: Heal the injured cops, or steal the Blast Shards. For Good Karma, go to the marked place on your map and heal the injured cops. You'll then have to run back to the mission-giver and fight off some Reapers. Afterwards, you can pick up your reward: five Blast Shards. For Evil Karma, just attack the police and take the Blast Shards. BYSTANDER =========== KARMA MOMENT: Help the police, or do nothing and let them fend for themselves. A police station is under attack. If playing the Evil path, just left the cops and gang fight it out and deal with gang survivors (if any). Heroes will, of course, jump in and take some lumps on behalf of the police. GRAVE DANGER ============== This one is an ambush. The quest-giver turns into a gang member and all of a sudden you are surrounded. Don't take this mission unless you are fully charged and be prepared to let loose with a lot of Shockwaves and run for the nearest high point. DRUG RUNNERS ============== Reapers have run off with a clinic's drug supplies. Chase down the marked Reapers, take them down and pick up the packages they were carrying. Return to the EMT and the mission is complete and a clinic is opened. EXPLOSIVE CHOICES =================== Reapers have planted a bomb on the police station. For Good Karma, go to the police station and drain the bomb. For Evil Karma, just wait around until the bomb goes off. GANG WARS =========== Reapers and Dustmen are mixing it up and your job is to jump in with them. Good luck! Even if you haven't finished "Zeke's Request" and encountered a Dustmen Conduit, you'll meet them in this mission. Several. There are a couple dozen Reapers and Dustmen with Conduits on both sides getting at each other. First things first: blow up the gas station. That will take out a few mobs. Stay back and concentrate on Shockwaving the cars into the mobs that come running at you. Duck in an alley if you need a recharge. Another option is to get up on a roof and lob grenades down into the mix. Whatever you do, watch out for the grenades and rockets that get sent your way and use Shockwave to deflect them. There will be two Reaper bazookas up on a roof--use Precision to bring them down. SPLIT DECISION ================ Dustmen have kidnapped a woman's brother and stolen their Blast Shards. For Evil Karma and the Shards, go after the Dustmen with the Shards. For Good Karma; but, alas, no Shards, rescue the woman's brother. ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ POWERS [4.00] ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ Once you get through the first couple of missions, you will have a few very basic powers. You learn more powers as you play through the game, typically one Power each time you re-establish the circuit on a transformer during one of the sewer missions. Most Powers can be viewed by bringing up the game menu (Start button) and selecting Powers. POWERS EARNED =============== A quick reference list of what powers are available when: * Beginning of game: Lightning Bolt, Shockwave, Thunder Drop, Reduce Damage, Melee, Electric Drain, Gigawatt Blades (pre-order bonus only) * First transformer: Pulse Heal, Bio Leech, Arc Restraint * First Good/Evil mission: Overload Burst or Arc Lightning * Second transformer: Shock Grenade * Third transformer: Induction Grind * Fourth transformer: Precision * Fifth transformer: Static Thrusters Menu Powers...............................4.01 These are the Powers that show on your Powers menu. Some powers and their upgrades are influenced by your Karma; others are neutral. There are three ranks of Karma for both Good and Evil: Good Karma: Guardian, Champion, Hero Evil Karma: Thug, Outlaw, Infamous To purchase upgrades for most powers, you will need to spend experience points (XP). The powers are listed below in the order they appear in the Powers Menu from left to right. Powers are either available from the beginning of the main game (i.e. after you have completed all the mandatory opening missions); or, they are learned after restoring X number of power transformers. LIGHTNING BOLT ================ Cole's basic attack is a bolt of lightning from his fingertips. This attack uses no energy (unlimited ammo) and is very effective. Hold L1 to enter aiming mode and then press R1 to fire. Good characters, especially, will love Lightning Bolt and you can recharge yourself at Hero level just by shooting bad guys. * Available: From the beginning of the game * Good Upgrades: - Guardian (400XP) - Righteous Blow: Restores a moderate amount of energy each time you successfully hit an enemy - Champion (2900XP) - Righteous Shot: Head shots chain electricity to nearby enemies - Hero (12000XP) - Righteous Strike: Restores a significant amount of energy each time you hit an enemy. Head shots also restore health. * Evil Upgrades: - Thug (400XP) - Sadistic Blow: Defeated enemies have a chance of triggering an electric explosion before dying - Outlaw (2900XP) - Sadistic Shot: Increases the radius of the electric explosion - Infamous (12000XP) - Sadistic Strike: Head shots automatically trigger and electric explosion. SHOCKWAVE =========== The Shockwave is a basic method of crowd control and object manipulation. To use Shockwave, hold L1 to enter aiming mode and then press X. Each Shockwave uses energy. Shockwaves pulse out and physically push or throw objects away from Cole. Used against vehicles, it can move cars and other obstacles from your path. Used against people, it can temporarily (or permanently) incapacitate others. * Available: From the beginning of the game * Good Upgrades: - Guardian (800XP) - Reverse Magnetism: People caught in the core of the blast temporarily float in the air - Champion (1800XP) - Increases blast force - Hero (2800XP) - Increases blast range * Evil Upgrades: - Thug (800XP) - People or objects caught in the core of the blast are electrified - Outlaw (1800XP) - Increases blast force and range - Infamous (2800XP) - Cars hit by blast explode OVERLOAD BURST ================ Overload Burst is a highly charged beam of energy that chains off conductive surfaces and can strike enemies using metal objects (such as cars or heating ducts) for cover. To use the power, hold L1 to enter aiming mode and then press-and-hold R2. A second aiming reticle appears. Wait until the two reticles are aligned and then release to fire the burst. Overload Burst is only available to players with positive Karma and you must complete a certain number of Good side missions for each level of the power. * Available: After you finish the first Good or Evil mission * Upgrades: - Guardian (5 Good side missions) - You must purchase this level to use the power - Champion (10 Good side missions) - Doubles the damage - Hero (15 Good side missions) - Increases damage and reduces charging time ARC LIGHTNING =============== Releases a continuous stream of lightning. To use this power, hold L1 to enter aiming mode and then hold R2 as long as you want to stream the lightning. Arc Lightning uses energy and is only available to players with negative Karma. You must complete a certain number of Evil side missions for each level of the power. * Available: After you finish the first Good or Evil mission * Upgrades: - Thug (5 Evil side missions) - You must purchase this level to use the power - Outlaw (10 Evil side missions) - Unlimited branching and increases damage - Infamous (15 Evil side missions) - Weakened enemies explode SHOCK GRENADE =============== Just as the name implies, Cole throws a grenade made of electricity. The grenade does take a few seconds to detonate and enemies will run from it; however, if your aim is good, you can stick a grenade to an opponent or object (such as a vehicle). Grenades use energy. To throw a grenade, hold L1 to enter aiming mode and press Square. To throw your grenades farther, aim higher up to lob them at your enemies. * Available: After second transformer is online * Good Upgrades: - Guardian (800XP) - Increases knockdown time - Champion (1900XP) - Increases blast radius and damage - Hero (5500XP) - Increases damage and weakened enemies are automatically restrained * Evil Upgrades: - Thug (800XP) - Grenadelets: cluster of three Shock Grenades that separate on impact and cause splash damage - Outlaw (1900XP) - Grenadelets: cluster of five Shock Grenades - Infamous (5500XP) - Grenadelets: cluster of seven Shock Grenades MEGAWATT HAMMER ================= Basically, a guided rocket. Hold L1 to aim, then press Triangle to fire the rocket. Rockets do a LOT more damage than your Lightning Bolts; but, they do require energy. * Available: After the sixth transformer is back online * Good Upgrades: - Guardian (800XP) - Redirect a rocket by firing a Lightning Bolt (R1) at the target you want to hit - Champion (2500XP) - Enemies caught in the blast temporarily float in the air - Hero (5300XP) - Increases blast radius of rocket * Evil Upgrades: - Thug (800XP) - Adds a pair of smaller rockets that attack to their targets before exploding - Outlaw (2500XP) - Adds four smaller rockets - Infamous (5300XP) - Adds six smaller rockets THUNDER DROP ============== Cole causes an explosion when he hits the ground. To use Thunder Drop, just jump from a high object and press Square on the way down. This is a neutral power; and, a very good one. Shooting at enemies from above and luring them under you is an effective tactic. You can also use Thunder Drop to help take out turrets and turret trucks. * Available: From the beginning of the game * Level 1 - 800XP: Increases blast range * Level 2 - 1300XP: People and objects in the epicenter of the blast get electrified * Level 3 - 3200XP: Increases blast force REDUCE DAMAGE =============== This is a neutral power that is always active. Each level purchased decreases damage done to Cole. A good power to purchase, especially in Medium or Hard difficulty as you will take a lot of shots. * Available: From the beginning of the game * Level 1 - 600XP * Level 2 - 1800XP * Level 3 - 2600XP MELEE ======= This is a neutral power that is always active. Each level purchased increases melee damage. Considering how useless melee attacks are, you can probably ignore these upgrades. * Available: From the beginning of the game * Level 1 - 600XP * Level 2 - 1000XP * Level 3 - 1500XP ELECTRIC DRAIN ================ This is a neutral power that is always active. Each level purchased increases the rate at which Cole drains energy from objects (thus restoring his energy and health). Probably a good purchase especially at Hard difficulty; you'll have less time to heal up when constantly under fire. * Available: From the beginning of the game * Level 1 - 800XP * Level 2 - 1400XP: automatically recharge when grinding on electrified wires or rails * Level 3 - 2000XP & Hero/Infamous rank: Enables Karmic Overload--once your Karma meter is at full Good or Evil, press D-Pad Left to have unlimited energy for a short period of time ? PULSE HEAL ============ This is a touch-based power gained after the first transformer. To heal someone, stand next to the person, press-and-hold R1 to lock on and then press-and-hold Triangle until you administer shock therapy. There are no upgrades for this power. Using Pulse Heal earns positive Karma points. * Available: After the first transformer is online BIO LEECH =========== This is a touch-based power gained after the first transformer. You can leech energy and health from downed opponents or pedestrians. To leech energy, stand next to the person, press-and-hold R1 to lock on and then rapidly tap Square to fight the person for their energy. There are no upgrades for this power. Using Bio Leech earns negative Karma points. * Available: After the first transformer is online ARC RESTRAINT =============== This is a touch-based power gained after the first transformer. You can restrain downed opponents or pedestrians. To restrain someone, stand next to the person, press-and-hold R1 to lock on and then press Circle. There are no upgrades for this power. Using Arc Restraint is a neutral action; though, it is sometimes required to complete certain missions. * Available: After the first transformer is online PRECISION =========== This is an enhancement to your lightning bolt gained after the fourth power transformer is online. Precision mode allows you to slow down time and zoom in on distant opponents. Shots taken using Precision mode use energy, so make sure your aim is good. To use Precision, press-and-hold D-Pad Up and then press R1 to fire. There are no upgrades to this power. * Available: After the fourth transformer is online ? GIGAWATT BLADES ================= Gigawatt Blades are a neutral melee upgrade only available as add-on content from the Playstation Store. The Blades are a pre-order bonus given by some retailers and not (currently) available to all players. Gigawatt Blades are, essentially, one-hit kills when activated; however, activating them requires energy. To activate the Blades, press D-Pad Right; the blades last for a limited time. You must purchase at least Level 1 Blades to use them at all. * Available: From the beginning of the game if you have a pre-order code * Level 1 - 600XP * Level 2 - 1000XP * Level 3 - 2000XP Non-Menu Powers...........................4.02 These Powers are learned by re-energizing transformers; however, they don't show on your Powers menu and don't have any upgrades. INDUCTION GRIND ================= You learn this ability after re-energizing the third transformer. You'll then be able to quickly traverse any wires in lit-up areas of town as well as "ride the rails" (grind on railroad tracks) once the tracks are re-energized. When riding the rails, remember the trains on the inside tracks run clockwise and the trains on the outer tracks run counter-clockwise; so, grind in the same direction as the trains. Also, the Level 2 Electric Drain Power allows you to recharge yourself as you grind wires or rails. STATIC THRUSTERS ================== This is a "flying" ability learned after the fifth transformer (first in the Warren) is re-energized. While in the air, press-and-hold R1 to glide slowly downward. You can use this Power to more quickly traverse the rooftops of the city as you will be able to cover some of the larger gaps between buildings where no wire is available. Using Static Thrusters consumes no energy. When gliding, you have limited lateral movement. You CANNOT turn around and glide back the way you came. Static Thrusters are mainly useful for covering wide gaps. ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ ITEM COLLECTION [5.00] ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ Blast Shards..............................5.01 Blast Shards are radioactive pieces from the epicenter of the explosion that started all this. Collecting Blast Shards gives you new Battery Cores, increasing your energy meter. Blast Shards are given as rewards for some side missions, and are also scattered around the game world. You can search for Blast Shards by pressing L3 for a radar pulse. Blast Shards show up as dark blue circles on your mini-map. There are 350 Blast Shards scattered around the map; plus the ones you earn for completing certain missions. NEW BATTERY CORES ================== A list of how many Shards you need to collect to get a new Battery Core: 5 Shards 15 Shards 20 Shards 30 Shards 30 Shardss A map of Blast Shard locations is available here: http://www.gamefaqs.com/console/ps3/file/942025/56681 Dead Drops................................5.02 Dead Drops are audio recordings left by a government agent on the inside of one of the gangs. There are 32 Dead Drops in the game. You have to collect three for an early quest. The rest are optional and serve only to fill in further details of the story and earn a few trophies (see trophy list following). You can search for Dead Drops using your radar pulse. Press L3 and watch the mini-map. If you are close enough to a Dead Drop, a gray ring will flash in a circle around the mini-map; or, if you are very close, a light gray ring will flash around Cole's icon (the white triangle). As the gray ring disappears, the final segment showing indicates the direction of the Dead Drop. All Dead Drops are located inside small satellite dishes. A map of Dead Drop locations is available here: http://www.gamefaqs.com/console/ps3/file/942025/56681 Stunts....................................5.03 Stunts are special attacks. There are 21 stunts in the list; but, they are not earned in any specific order. Performing stunts only earns you trophies (a total of three--see trophy list following) and some additional XP. Many of these stunts will happen naturally as you play the game; a few take extra work (and lots of practice). 1) Melee Finisher: Use a melee finisher to take down an enemy Best done near the beginning of the game. This is simply melee an enemy and take him down with a finishing attack (fifth attack?). 2) High Fall: Take down an enemy by knocking them off a high object You'll get lots of these just shooting gang members off rooftops. 3) Flying Melee: Take down an airborne enemy with a melee attack This is pretty easy to get once you meet the Dustmen Conduits in the Warren. Just kick their spiders around and you'll probably pick this up numerous times. 4) Sticky Bomb: Take down an enemy by sticking a grenade to him If you use grenades frequently, you'll get this one. Just aim right at opponents when you're chucking grenades. 5) Crush: Take down an enemy by crushing him with an object Use Shockwave frequently in combat and you'll probably earn this stunt many times. 6) Ride the Lightning: Take down an enemy using Precision while grinding a wire or rail This is a little harder stunt and one you have to work at deliberately. You'll not often try to use Precision while grinding. 7) Blast and Bolt: Use Shockwave to blast an enemy into the air, then take him down with a Bolt This is easier if you're playing Hero and get the Guardian upgrade to Shockwave. You have to work at this one, flinging enemies into the air and then shooting at them. 8) Enviro Take Down: Take down and enemy using the environment You'll get this one over and over; any time you take out an enemy by blowing up a car or gas tank, etc. 9) Premature Detonation: Take down an enemy by exploding a kamikaze nearby Another easy one and one you will pick up frequently as you fight your way through the game 10) Crowd Control: Take down five enemies at once You'll most likely get this one dropping into a crowd with an upgraded Thunder Drop. You can also pick it up with Thunder Drop or Shock Grenade in a crowd of spider spawn in the Warren. 11) Unquenchable Thirst: Transfer to four different grinds without touching anything in between It is easiest to get this on a track as each of the four rails counts. You'll have to practice jumping from one to the other; but, it's not that hard. Trophies..................................5.04 In order to earn all the trophies, you will have to play through the game as both Good and Evil and you'll have to play at least once on Hard difficulty. (Overall, Good is a bit easier as Hard difficulty because your Good upgrades allow you to re-energize yourself just by shooting bad guys.) Only a few trophies (for Blast Shards, Dead Drops and Stunts) require any additional effort beyond playing the game. Name Trophy Requirement ---------------------------|-----------|------------------------------------- inFamous Platinum Trophy Platinum Collect all other inFamous trophies ---------------------------|-----------|------------------------------------- Good Finish Silver Beat the game as a Hero ---------------------------|-----------|------------------------------------- Evil Finish Silver Beat the game while Infamous ---------------------------|-----------|------------------------------------- Hard Finish Gold Finish the story mode on Hard without changing the difficulty setting ---------------------------|-----------|------------------------------------- Community Organizer Silver Take over all territory in the Neon District ---------------------------|-----------|------------------------------------- Civic Leader Silver Take over all territory in the Warren ---------------------------|-----------|------------------------------------- Urban Designer Silver Take over all territory in the Historic District ---------------------------|-----------|------------------------------------- Just Scratched the Bronze Collect all Dead Drops in the Surface Neon District ---------------------------|-----------|------------------------------------- Further Down the Rabbit Bronze Collect all Dead Drops in the Hole Warren ---------------------------|-----------|------------------------------------- You're so Sly Bronze Collect all Dead Drops in the Historic District ---------------------------|-----------|------------------------------------- Junior Geologist Bronze Find 25% of the Shards ---------------------------|-----------|------------------------------------- Member of the Mineral Bronze Find 50% of the Shards Club ---------------------------|-----------|------------------------------------- Rockhound Bronze Find 100% of the Shards ---------------------------|-----------|------------------------------------- Frequent Flyer Bronze Travel 5 kilometers using Static Thrusters ---------------------------|-----------|------------------------------------- Hotfoot Bronze Travel 25 kilometers while riding the rails ---------------------------|-----------|------------------------------------- Electric Hobo Bronze Ride the train for 2 kilometers ---------------------------|-----------|------------------------------------- Evil to the Core Silver Purchase every negative Karma upgrade for each power ---------------------------|-----------|------------------------------------- True Hero Silver Purchase every positive Karma upgrade for each power ---------------------------|-----------|------------------------------------- Casey Jones Bronze Take down 25 enemies while riding on a moving train ---------------------------|-----------|------------------------------------- Road Kill Bronze Take down 25 enemies while riding on the roof of a moving vehicle ---------------------------|-----------|------------------------------------- Drop Everything Bronze Thunder Drop for a total distance of at least 500 meters ---------------------------|-----------|------------------------------------- AC/DC Bronze Drain 750 megawatts of power from Empire City ---------------------------|-----------|------------------------------------- Get Off My Cloud Bronze Get 100 High Fall take downs ---------------------------|-----------|------------------------------------- Red Baron Bronze Take down 100 enemies while they are airborne ---------------------------|-----------|------------------------------------- Fish in a Barrel Bronze Kill 50 enemies by using water ---------------------------|-----------|------------------------------------- True Potential Bronze Purchase every upgrade for a single power ---------------------------|-----------|------------------------------------- Oh, You’ve Done This Bronze Take down 50 enemies by sticking Before them with a grenade ---------------------------|-----------|------------------------------------- The Hunger Bronze Bio Leech 100 enemies ---------------------------|-----------|------------------------------------- Doctor Cole Bronze Heal 250 pedestrians ---------------------------|-----------|------------------------------------- Goody Two Shoes Silver Reach full positive Karma ---------------------------|-----------|------------------------------------- Truly Infamous Silver Reach full negative Karma ---------------------------|-----------|------------------------------------- Good Eats Bronze Good guys feed the needy ---------------------------|-----------|------------------------------------- Evil Eats Bronze Bad guys never share their food ---------------------------|-----------|------------------------------------- Good Riot Bronze Good guys stand up and take the heat ---------------------------|-----------|------------------------------------- Evil Riot Bronze Bad guys love starting riots ---------------------------|-----------|------------------------------------- Good Train Bronze Good guys proactively facilitate transportation solutions ---------------------------|-----------|------------------------------------- Evil Train Bronze Bad guys make it clear who the boss is ---------------------------|-----------|------------------------------------- Good Exposure Bronze Good guys are heroes to others ---------------------------|-----------|------------------------------------- Evil Exposure Bronze Bad guys love to be seen ---------------------------|-----------|------------------------------------- Good Sphere Bronze Good guys put a stop to the madness ---------------------------|-----------|------------------------------------- Evil Sphere Bronze Bad guys always want more power ---------------------------|-----------|------------------------------------- Good Intentions Bronze Good guys work for the greater good ---------------------------|-----------|------------------------------------- Evil Intentions Bronze Bad guys can't say goodbye ---------------------------|-----------|------------------------------------- ??? ---------------------------|-----------|------------------------------------- ??? ---------------------------|-----------|------------------------------------- Clean Up Your Act Silver Defeat Sasha ---------------------------|-----------|------------------------------------- ??? ---------------------------|-----------|------------------------------------- Stunt Man Bronze Complete any one stunt from the stunt list ---------------------------|-----------|------------------------------------- Stunt Coordinator Bronze Complete 10 of the stunts on the stunt list ---------------------------|-----------|------------------------------------- Stunt Master Silver Complete all of the stunts on the stunt list ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ VERSION HISTORY AND CREDITS [6.00] ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ v0.75 2009-06-09 - Added four more story missions - Added more side missions - Filled out more Powers and Stunts v0.70 2009-06-08 - Added four more story missions - Added more side missions v0.60 2009-06-04 - Added three more story missions - Added more side missions - Added additional stunts, enemy info and miscellaneous items v0.50 2009-06-03 - First published version - First eight story missions complete - Several side missions complete - Powers list about 75% complete ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ PHILOSOPHY OF GAMING AND LEGAL [7.00] ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~ I play games to have fun; and, I just don't have fun playing the bad guy. Therefore, I have decided not to play through games as the bad guy, which means my strategy guides will not have all the details of the evil options available in the game. I'm fine with this; and, I think most of my readers won't miss anything. Written & Copyright 2009 by Barry Scott Will Trademarks and other marks are reserved to their original owners. This guide is not endorsed or authorized by Sony Computer Entertainment America or Sucker Punch Productions. This guide is for informational purposes only and no explicit or implicit warranty is made with regards to the suitability of this information. The reader agrees to indemnify and hold harmless the author, Barry Scott Will, from any consequences of using this information. This work is licensed under the Creative Commons Attribution-Share Alike 3.0 United States License. To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/3.0/us/ or send a letter to Creative Commons 543 Howard Street 5th Floor San Francisco, California, 94105 USA