All bag Locations/All Moves FAQ

#1notlikeyouPosted 11/12/2008 2:00:21 PMmessage detail
Chapter 0


Bag 1 -- Always a given, as you toss this bag to Cel. Note that bags you claim
no longer appear when you play again (bags do not appear in Time Trial).

Bag 2 -- After dropping down from the vent, S.D.B. encounters her first set of
enemies. Head up the red staircase. There is a small storage room before
S.D.B. hits the roof (Cel's dialogue about hearing guns and a nosy chopper
should be playing). Check the shelves in that storage room for this bag.

Bag 3 -- Merc will talk about having to fight two enemies on the penultimate
rooftop (before S.D.B. makes the jump to the final rooftop and tosses the bag
to Cel). Where you fight those two pistol wielding badguys, there is a bag
under the blue catwalk. S.D.B. needs to crouch and explore the area.


Chapter 1


Bag 1 -- After going past the electrical fences (shortly after starting),
S.D.B. will shut off the electricity to the fences by turning off a switch.
Explore this area for a high building with the runner's mark. Use the boxes in
the building's corner to reach the bag on the roof.

Bag 2 -- After finding Pope's dead body, escape the building interior, slide
on the roof, and get harassed by the police chopper. Eventually, S.D.B. will
find a set of blue fire escape stairs going up to her escape. Near that fire
escape, there should be a shorter building with a runner's mark clearly
visible if you're looking out for it.

Bag 3 -- S.D.B. will pass through the subway station and then enter a plaza
where Merc will say something about engaging enemies one at a time. Take out
the two pistol badguys and the one machinegun dude. In that plaza, S.D.B.
needs to go up to reach the train tracks. Instead, head under the stairs
leading out of the plaza to find a street-sweeping machine; there should be a
fenced off area near the street sweeper with the runner's mark indicating
where the bag is. Check out the dark areas.


Chapter 2


Bag 1 -- In the middle of the canal, check the left side of the bank as S.D.B.
flees towards the exit. The bag is one turnout down from where you find the
runner's mark (same side).

Bag 2 -- After going into the storm drain, S.D.B. goes up into a large central
room where the sewage tunnels meet up. Take out all the snipers (all 5) in the
room before hitting the exit (which triggers the four guards on the ground).
The bag is where there are two snipers on a catwalk furthest from the room's
exit. You do have to have S.D.B. reach the top of the room (the concrete
pedastels) before she has the height to reach the area with the bag.

Bag 3 -- Coming up from the storm drain, S.D.B. (and you) should see the mark
clearly on a board or container. The bag is behind the forklift. Be sure to
get it before going on; the five shotgun cops are a nuisance, but easily
avoidable if you're quick.


Chapter 3


Bag 1 -- After dropping through the vent into the first building interior,
there is a clearly indicated runner's mark on a barrel. The bag is behind some
boxes nearby.

Bag 2 -- Escape from Ropeburn's office. Fight three machinegun using goons and
head to the next rooftop after. Before entering the interior (and riding the
elevator), look around that roof for the mark and bag.

Bag 3 -- After jumping from the top of the first crane to the tarpulin, jump
to the ladder of the second crane. The bag is on the second crane. If S.D.B.
falls off the tarpulin block, she can WR back and get the bag. Just note that
the chopper will return to fire on S.D.B. if she loiters.


DO NOT POST!


#2notlikeyou(Topic Creator)Posted 11/12/2008 2:01:27 PMmessage detail
Chapter 5


Bag 1 -- S.D.B. will be chased by a police chopper on this set of rooftops.
During this chase, there is a building marked with the runner's mark near some
chain linked fences (forgot if they are topped with barbed wire). The bag is
in between some air vent structures. If you reach the checkpoint where you
fight the machinegun badguys, you've gone too far (S.D.B. cannot go back to
the previous rooftop because it is too high).

Bag 2 -- Escape the police chopper to the shopping mall. Merc will remark that
the chopper is bugging out. Soon after, S.D.B. will encounter a runner's mark
near some obstacles she will be forced to slide under. The bag is on top of
the ventilation machines (or water tanks). Use a WR-Jump to reach the bag.

Bag 3 -- Inside the mall's loading dock/stock room, there is a bag on top of
the cargo truck.


Chapter 6


Bag Unknown -- Missing Bag.

Bag 1 -- From where S.D.B. starts, go down one flight of stairs. WR to the
vents and the next rooftop for this bag.

Bag 2 -- After falling down the winched cargo, S.D.B. opens a door into a
warehouse full of enemies. The bag is inside that warehouse's office, on a
storage shelf. The runner's mark is visible inside the same office.

** Note the missing bag may re-arrange the order of these found bags.

DO NOT POST YET



#3notlikeyou(Topic Creator)Posted 11/12/2008 2:04:14 PMmessage detail
Chapter 4 Sorry I missed this one


Bag 1 -- Shut off the electrical fence, then hop to the next building. Before
going down the pipe to the exit door, wall run the yellow wall for the bag
amid the rooftop debris. A runner's mark is visible if you choose to explore.

Bag 2 -- Disarm Ropeburn and ride the elevator until it crashes. Wait for the
other elevator door to open up with the enemy soldier. Defeat him and take the
bag in the enemy spawn chamber.

Bag 3 -- Escape into the subway station. The game will load a new map after
going past two security gates (at least on the 360 not sure about PS3). SD.B.
will have to fight five or six enemies on the subway platform; go past this
section and climb the ladder. After ducking through the vent, notice there
are three suspicious looking bars that seems to lead off somewhere? S.D.B.
needs to swing on all three of the bars (cannot miss), otherwise, you need to
re-do the whole chapter (the checkpoint prevents you or the S.D.B. from
reaching the bars by dying). Swing across the gap and look for the runners'
mark in the crawlspace. Mantle next to the mark for an easy haul to the bag.




Chapter 7


Bag 1 -- After starting the chapter, head down to the street and check the
forklift in the alley. If S.D.B. goes into the truck to the ship, she cannot
go back.

Bag 2 -- In the parking lot after the truck ride, go up into the celing. The
mark is no where near the bag, which is in a corner of the ceiling which
requires S.D.B. to cross over the garage below using one of the vents.

Bag 3 -- After going through the ship's interior, S.D.B. fights the assassin
on the ship's open deck. There is a dark room to the right of S.D.B.'s
checkpoint on the ship deck. Check the dark room for the bag.


Chapter 8


Bag 1 -- In the hallway with the first elevator. S.D.B. is earnestly stupid if
she can't recognize the mark.

Bag 2 -- At the bottom of the aviary. From the aviary's checkpoint on its
lowest floor, there is a runner's mark on some building materials. Mantle up
for the bag.

Bag 3 -- The vent from the aviary to the sniper's nest has this bag. Check the
dead end.


DO NOT POST


#4notlikeyou(Topic Creator)Posted 11/12/2008 2:04:43 PMmessage detail
Chapter 9


Bag 1 -- In the hallway with the sparking exit door, S.D.B. needs to turn on
the gas to make a big ass explosion. Check the ceiling for this bag in that
hall, before or after you toast it.

Bag 2 -- After meeting Miller, there is a large lobby shoot-out. The bag is on
a 2F ledge to S.D.B.'s right when she enters the lobby. If you take out all
the enemies to explore, that's fine. Just don't call the elevator. That spawns
more enemies in earlier.

Bag 3 -- In the orange lit air vent after escaping the stopped elevator, there
is a runner's mark and bag. If you drop into the rooftops with the snipers,
you went too far (and cant' go back). To get up the place with the bag, use a
WR.


#5notlikeyou(Topic Creator)Posted 11/12/2008 2:06:01 PMmessage detail
S.D.B. has several moves that are somewhat explained in Cel and Merc's
tutorial. However there are a set of advance moves you need to familiarize
yourself with so she can fluidly go from point A to B as fast as the master
himself, David Belle.

Wall-Run (WR) -- This is the Prince of Persia's move (Ryu Hayabusa copied Amir
Aalam in his own game). Essentially, hold the Up Action button while running
slightly against a smooth wall.

WR-Jump -- S.D.B. can jump from a wall-run (transferring from wall to platform
or other element) by releasing Up Action and then pressing it again. Note if
the quick turn button wasn't used, her angle of jump is far shallower than
with quick turn (which essentially aims away from the surface she is wall-
running against).

WR-Flip -- S.D.B., using the Quick Turn action, can quickly bounce/kick jump
from a wall and grab onto mantle-possible surfaces when turned around.
Otherwise identical to the WRJ, save for the addition of Quick Turn.

WR-Kick -- A martial arts attack that places S.D.B. on a wall run, then hit
Attack to kick out. If Quick Turn is used before attack, the attack will be a
standard jump kick.

Mantle -- From Garrett the thief. S.D.B. can mantle up onto surfaces and
fences. A version of this (vault) is done on low, waist-high objects (like
hurdles).

Slide -- When running forward, S.D.B. can slide by holding Down Action. During
a slide, S.D.B. can attack with a kick. If she lacks the momentum, she will
instead, crotch-punch the enemy.

Drop Attack -- Only found this out because of the achievements list. From a
high height, drop/jump onto an enemy and as S.D.B.'s sneakers touch the enemy,
hit Attack to see why crazy women martial artists should not be dated then
dumped in the same week -- especially if she knows where you live and work.

Skill Roll -- When S.D.B. comes in for a landing, pressing Down Action as she
touches the ground will let her do a safety roll. Unlike Lara Croft's safety
roll in her previous adventures, this move will negate some falling damage.
Lara Croft is also an S.D.B.

Disarm -- Disarm an enemy by pressing the Gold/Triangle button when the weapon
flashes red. Even if runner vision is turned off, the weapon should still glow
red when the disarm opportunity arises. If disarm is done from behind an enemy
(i.e., after a WR-Kick), the disarm is always successful and the weapon may
sometimes not glow at all.

#6notlikeyou(Topic Creator)Posted 11/12/2008 2:06:36 PMmessage detail
Feel Free to post, please bump/ request for sticky!
#7duckdude64Posted 11/12/2008 2:09:44 PMmessage detail

awsome thought this would take a few days

#8google_monkeyPosted 11/12/2008 3:27:27 PMmessage detail
bump
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#9SynNepheshPosted 11/12/2008 3:35:20 PMmessage detail
Found a "move" that can be added to the list. If you slide by a gun and tap Y, assuming it's on the ground, you can actually pick it up. It's a nice device to run and get some kind've armament at the same time.
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#10phaded001Posted 11/12/2008 4:08:55 PMmessage detail
wow, excellent. thank you.

looks like i missed a couple in the prologue. ah well.
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