_       _________    __  _______  __  _______
                (_)___  / ____/   |  /  |/  / __ \/ / / / ___/
               / / __ \/ /_  / /| | / /|_/ / / / / / / /\__ \ 
              / / / / / __/ / ___ |/ /  / / /_/ / /_/ /___/ / 
             /_/_/ /_/_/   /_/  |_/_/  /_/\____/\____//____/  

                        UNOFFICIAL STRATEGY GUIDE
                            V1.20 2009-07-17
                       (c)2009 by Barry Scott Will

A premium version of this guide is available. Please visit

http://www.papagamer.com/

for more information.



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 CONTACT INFORMATION
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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!




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 TABLE OF CONTENTS
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              Overview....................................1.00
                Controls..................................1.01
                Menus.....................................1.02
                The Basics................................1.03
                Enemies...................................1.04
                Hints & Tips..............................1.05
                Frequently Asked Questions................1.06

              Main Story Mission Walkthrough..............2.00
                Genesis...................................2.01
                First Glimpse.............................2.02
                The Escape................................2.03
                Blood Trail...............................2.04
                Mysterious Signals........................2.05
                Medical Emergency.........................2.06
                High Ground...............................2.07
                Mind Games................................2.08
                The Good Stuff............................2.09
                The Rescue................................2.10
                Nemesis Revealed..........................2.11
                No Protection.............................2.12
                Trish Reaches Out.........................2.13
                Dinner with Sasha.........................2.14
                Stranded..................................2.15
                An Old Friend.............................2.16
                Zeke's Request............................2.17
                Playing Hero..............................2.18
                Standard Protocol.........................2.19
                Spy Drones................................2.20
                Alden Strikes.............................2.21
                Anything for Trish........................2.22
                The Arrest................................2.23
                Terrorized Streets........................2.24
                Alden in Chains...........................2.25
                Light in the Tunnel.......................2.26
                Secrets Revealed..........................2.27
                The Ray Sphere............................2.28
                Alden's Rampage...........................2.29
                The Price.................................2.30
                Vengeance.................................2.31
                Against the World.........................2.32
                Hunt for the Ray Sphere...................2.33
                End of the Road...........................2.34
                The Truth.................................2.35

              Side Mission Walkthrough....................3.00
                Good Missions.............................3.01
                Evil Missions.............................3.02
                Neutral Missions..........................3.03

              Powers......................................4.00
                Menu Powers...............................4.01
                Non-Menu Powers...........................4.02

              Item Collection.............................5.00
                Blast Shards..............................5.01
                Dead Drops................................5.02
                Stunts....................................5.03
                Trophies..................................5.04

              Version History and Credits.................6.00

              Legal.......................................7.00

To quickly find a section, in your browser, press CTRL-F and type in the 
section number.




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 OVERVIEW [1.00]
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                Controls..................................1.01

* X -> Jump/Shockwave
* Circle -> Take Cover/Arc Restraint/Dive Roll
* Square -> Melee Attack/Bio Leech/Thunder Drop/Shock Grenade
* Triangle -> Use Object/Heal/Point of Interest/Megawatt Hammer
* L1 -> Aiming Mode (hold)
* L2 -> Electric Drain (hold)
* R1 -> Fire Lightning Bolt/Lock On (hold)
* R2 -> Overload Burst (hold)/Arc Lightning (hold)/Polarity Wall (hold)
* L3 -> Radar Pulse
* R3 -> Switch Reticule Side (change hand that is firing)
* D-Pad Down -> Lightning Storm
* D-Pad Left -> Karmic Overload
* D-Pad Up -> Precision (hold)
* D-Pad Right -> Gigawatt Blades (pre-order bonus content)
* Left Stick -> Move Cole
* Right Stick -> Move camera
* Select -> Map
* Start -> Game Menu

Specific controls are explained in more detail in the story mission 
walkthrough and under the appropriate Powers.



                Menus.....................................1.02

The game does not have a launch menu. Whenever you begin a new game you jump 
straight into the opening cinematic and missions. On subsequent playing, the 
game automatically loads your most recent save. Once in the game, press START 
to access the game menu. Some menu items are not available until you have 
completed some of the game. At the bottom of the game menu is a suggestion for 
your next stunt. You do not have to perform that particular stunt in order to 
continue earning stunts.

 GAME MENU
===========

* Powers -> Opens the menu where you can buy upgrades for your powers. Use the 
D-Pad or Left Stick and L1/R1 to navigate through this menu.

* Controls -> Shows you all the controls for the game. The controls are not 
customizable.

* Options -> Brings up the options menu, which is quite limited:
  * Camera Horizontal Control -> Normal/Inverted
  * Camera Vertical Control -> Normal/Inverted
  * Camera Pan Speed -> Normal/Faster/Fastest
  * Heads-Up Display -> Translucent/Faint/Opaque
  * Subtitles -> Off/On
  * Difficulty -> Easy/Medium/Hard

Use the D-Pad or Left Stick up/down to switch options and the D-Pad or Left 
Stick left/right (or X button) to change option settings. Press Circle to 
return to the Game Menu.

* Watch Movies -> Watch any of the cinematics you've already played through

* Dead Drops -> Listen to any collected Dead Drops

* Abandon Mission -> only available when you're performing a mission, this 
allows you to quit the mission (and come back later if you wish).

* Saved Data -> Save or load a game or start a new game. You can only have ten 
saved games (including the auto save).



                The Basics................................1.03

inFamous is half platformer, half third-person shooter. Platforming through 
the city consists of running or grinding across wires and gliding through the 
air. There are many missions where you will have to race through the city in 
timed sequences; so, you must learn to use the wires and gliding to your best 
advantage. There are also missions in the sewers where you will have to do 
some more traditional platforming, jumping from platform to platform or pole 
to pole--in some cases, you'll have to jump to moving objects or jump to 
platforms that fall away, forcing you to make your next jump quickly.

Combat makes up the primary action in the game and there's plenty of it. 
You'll face off against three gangs: the Reapers in the Neon (first island); 
the Dust Men in the Warren (second island); and, the First Sons in the 
Historic District (third island). Each gang has similar types of members, as 
outlined under enemies below.

The gangs get tougher as you reach new islands; fortunately, so do you. You'll 
constantly earn new powers and be able to upgrade those powers as you play. 
Also, as you play you'll reach Karma Moments. These decisions affect whether 
you are considered Good (Heroic) or Evil (Infamous). The game changes a little 
bit depending on your path; but, not much. The biggest change is the types of 
Powers and upgrades you receive.

Contrary to many of the reviews, the moral choices are not subtle or powerful 
or anything other than the typical black & white choices common in most games 
(with one exception). You should be able to easily figure out which is the 
Good option and which the Evil since the Evil option almost always involves 
other people getting hurt.

There are three difficulty levels in inFamous: Easy, Medium and Hard. Easy and 
Medium difficulties vary mostly in the number and frequency of random enemy 
spawns. On Hard difficulty, not only do random spawns increase; but, the mobs 
are harder to take down and you earn less XP from each take down and stunt. 
(You still get the same amount of XP from completing missions.) Here's a 
comparison of the difficulty levels from the Neon:

                                 Easy/Medium      Hard
-------------------------------|-------------|-------------|
 Number of Bolts to take
 down a basic Reaper                 3              4
-------------------------------|-------------|-------------|
 XP for each Reaper taken down   Gunner   5    Gunner   3
                                 RPG     15    RPG     10
                                 Conduit 25    Conduit 17
-------------------------------|-------------|-------------|

The game features a mix of both story missions--marked on your map with a blue 
exclamation mark in a blue circle--and side missions--marked on your map with 
a yellow exclamation mark in a yellow circle. There are a total of 99 side 
missions in the game. Sixty-nine missions are neutral and can be completed by 
any player. Thirty missions are split between Good and Evil side missions (15 
each) and can only be completed by a player with the same Karma. The Good side 
missions are marked by having the yellow circle filled with blue; the Evil 
side missions are filled with red.

When you complete side missions, you clear territory. The game will tell you 
enemies will not return to the cleared territory. The game lies. Random enemy 
spawns will drastically decrease in cleared territory; but, they will still 
occur. You can clear every territory (there are 84 total) in every district 
and still encounter random mobs.

inFamous uses a no-penalty system for dying, which is good because you will 
die a lot. If you die while on a mission, you will restart at the last 
checkpoint. Checkpoints are not noted while you play; but, they are plentiful, 
so you never have to replay a huge amount of the mission again. If you die 
outside a mission, you will respawn at the closest clinic or other safe spot 
(e.g. Zeke's pad).

When you load a game, you always start back at the closest clinic or safe spot 
to the point where you last saved your game. This is also the case if you save 
your game in the middle of a mission and the mission will have to be started 
all over again. inFamous auto saves your game after each mission; so, you'll 
never lose hours of game time from not saving--unless it takes you hours to do 
a mission, which should never be the case.



                Enemies...................................1.04

You face three different gangs in Empire City: the Reapers in the Neon (first 
island); the Dust Men in the Warren (second island); and, the First Sons in 
the Historic District (third island). While the gangs get tougher as you 
progress, the gang members are all roughly the same types...

 GUNNER
========
The average gang member is equipped with a rifle and is a crack shot. Really. 
These guys must all be ex-military snipers. They can hit you from two or three 
city blocks distance--further than you can actually see them. It's pretty 
irritating. When bullets start flying, press L3 to try to see a flash of red 
that will indicate where the rifleman is, and then take cover and try to snipe 
him back. About halfway through the game, you get your own sniping Power 
(called Precision) that will put you on a more even footing.

 BOMBER
========
These gang members, in addition to shooting at you, will throw dynamite. It 
takes them a second or two to light up a stick, which gives you a chance to 
shoot them before they throw it. You can also use Shockwave to deflect the 
dynamite back at them.

 MACHINE GUNNER
================
Machine gunners come in three types: foot soldiers, carrying a machine gun; 
turret gunners stationed at a stationary turret with shielding; and, turret 
trucks, which are a flatbed truck with a turret on the back. Whenever bullets 
start flying at insane speeds, find cover fast and identify the turret. Once 
you have the Precision Power, taking out a machine gunner involves finding a 
good line-of-sight and using Precision to head shock the gunner. Prior to 
that, your best bet is to run for high ground and try taking out the gunner 
from above with Shock Grenades or Thunder Drop or just raining Lightning Bolts 
down. For turret trucks, you can also target the truck itself and blow it up.

 RPG
=====
Instead of a rifle, RPGs carry a rocket propelled grenade launcher. Deflect 
the grenades with Shockwave and shoot the bums. RPGs are generally larger and 
slower than regular gang members, making them easy to pick out of the crowd. 
Always take them out first (unless you're dealing with a kamikaze or Conduit--
see below).

 KAMIKAZE
==========
These bozos light up a bunch of dynamite and then run at you. Shoot them or 
Shockwave them before they get close or you're a goner.

 CONDUIT
=========
Conduits are super-powered gang members. Each gang has its own type of 
Conduit.

1. Reaper -> The Reaper Conduit has two basic abilities: teleportation and 
shockwave. They can zip around the battlefield unless you keep them off-
balance, and they can release a shockwave that tears up the ground in front of 
them. Fortunately, you can see and hear the shockwave coming, giving you a 
chance to roll out of the way. Try to Shockwave these Conduits to stun them, 
and then fill them with Lightning Bolts.

2. Dust Men -> There are two types of Dust Men Conduits.

First you'll meet a guy wearing a suit of trash. He carries an RPG (rocket 
propelled grenade launcher) and spawns scorpion robots made of trash. The 
scorpions aren't much trouble; though, they can hurt you if they gang up on 
you. The grenades definitely are trouble. Use Shockwave to deflect grenades 
and maintain a steady fire on the Conduit. Use Megawatt Hammers or Grenades if 
you can as they will also destroy his scorpion bots.

Second is a giant trashbot. This thing shoots a machine gun, uses a shockwave 
and blasts you with meteors made of trash. You first fight one as part of a 
story mission; thereafter, you'll meet them with regularity. Take their arms 
off with Lightning Bolts and then fill them with Grenades. They are much 
easier once you have Polarity Wall; until then, you have to run in circles to 
avoid the machine guns.

3. First Sons -> First Son Conduits also come in two types; one is 
particularly nasty.

The first First Son Conduit you meet turns into a large, neon-purple, semi-
transparent giant. These massive Conduits can do a lot of damage; but, they 
only have melee ability and they're slow. Fill them with Bolts until they 
revert to normal size and then take them down.

The second First Son Conduit is quite a bit worse. They are invisible warriors 
who will momentarily become visible in order to shoot you with a shotgun. They 
typically materialize right next to you and they almost can't miss. Usually, 
an encounter with these guys ends in death the first time you run into them on 
a mission. Once you know where they're going to start hitting you, you can 
pepper the area with Grenades and wait for them to be shocked into visibility. 
Then you can shoot them.



                Hints & Tips..............................1.05

* Melee attacks are next to useless. The gang members you fight are all ranged 
attackers and they're crack shots. (The exceptions are the kamikaze bombers 
that blow up when you touch them. Don't want to melee those guys.) You'll rely 
heavily on your standard Lightning Bolt attack since it has unlimited ammo.

* Keep to the rooftops. Once you get Grinding and Thrusters powers, the 
rooftops are much faster. Also, on the street, you're a sitting duck for all 
the gang snipers that hang out on the roofs. The streets are also where the 
heaviest concentration of random gangs are; so, staying on the rooftops gives 
you the ability to get the drop on them...

* Don't forget Thunder Drop. If gang members are congregating below you, drop 
on them like a bomb. (Which, when you think about it, is what you are.)

* Utilize cover. You can aim and fire while crouched behind objects (press 
Circle when near objects you can use as cover, such as low walls, columns, 
etc.). You can also aim and fire while hanging off walls, cargo boxes, trains, 
etc.

* You can create your own energy source by filling a metal object with 
electricity from your Lightning Bolts (which never run out) and then sucking 
that energy back out to heal and recharge your meter. Objects that work well 
for this are buses, HVAC units, already blown-out cars, etc. Basically, if 
something starts sparking when you shoot it, you can unload your own 
electrical power on it and then use it to restore your electrical power. Neat, 
huh?

* Oh, and remember that sucking electricity heals you as well as recharges 
your Battery Cores. So, even if your energy meter is full, it can be a good 
idea to suck some electricity if your health is running low.

* Keep an eye and ear out for special opponents (Conduits, machine gunners, 
etc.) Take them out quickly before turning your attention to the regular mobs.

* Clear territories by doing side missions and then going on Blast Shard hunts 
through the cleared areas. You're going to need those extra Battery Cores as 
the game progresses.

* If you save your game while on a mission, you will reload with the mission 
not started. It's like abandoning the mission. Don't start any missions unless 
you have time to finish them.

* Don't worry much about collateral damage, even if playing Hero. Civilians 
are very, very good about getting in the way during firefights and there's no 
way to avoid killing some of them. Even though the Heroic path emphasizes 
precision and avoiding pedestrian deaths, you won't lose too many Karma points 
and you can make those up easily by going around healing the injured after the 
battle.

* There are several missions where you are given unlimited energy and you have 
to defend something (a bus, a helicopter, a prison, etc.). During these 
missions, you will face wave after wave of enemies and rack up lots of 
experience points. If you are killed, you keep all earned XP; but, you have to 
go back and fight a lot of the same enemies again.

Harvest time!

Blow up a bunch of bad guys; then, kill yourself by planting a Grenade at your 
feet. Start over from the last checkpoint and earn all that XP again. The 
cheapest way to do this is on the final substation run, "Vengeance." During 
that mission you have to power up three substations above-ground and you have 
just been given the Lightning Storm power. When you reach the last substation, 
blast the first two waves of First Sons and part of the third wave and then 
suicide. Rinse and repeat until you have all the XP you want. On Hard mode, 
you can earn about 500XP each time; or, get about 800XP on Medium or Easy 
mode.



                Frequently Asked Questions................1.06

Q. I'm missing one Blast Shard and I just can't find it! Did I miss one that I 
can't get back to?

A. The only Shard you can't go back and get is the first one you find under 
the bridge during "The Escape." You would have to work really hard to miss 
that one. There are two Blast Shards people commonly miss because they don't 
show up on your radar. One is on a broken pier piling on the east side of the 
Neon. It is far out over the water and won't show up on radar from land. The 
second is on top of the broken skyscraper next to the ground zero blast 
crater. It is so high up, it won't show on radar unless you're already two-
thirds of the way up the building.

If you're certain you have those two; then, other places to look are on the 
Historic District side of the bridge where you fight Alden. You can still go 
partway back along that bridge from the Historic District and there's a Shard 
on the second section of the bridge. There are also a lot of Shards located 
over water--especially in the Warren along the canal--that are hard to see 
because the blue spot on your radar blends into the blue water background. Use 
this map:

http://www.gamefaqs.com/console/ps3/file/942025/56681

Check every shard location on that map and mark them off as you verify you 
have found them. Getting all 350 Shards is a tedious task; but, if you insist 
on having the Platinum trophy, you'll have to go through the process.


Q. I chose the Good choice in a mission but I got Evil Karma? I just finished 
a Good mission and didn't get any Good Karma. What's up?

A. Missions do not change your Karma. The only Karma changes come from Karma 
Moments and from certain actions. For example, healing a civilian gives you 
Good Karma. If you heal some civilians while you are doing a mission, you can 
end up getting Good Karma for the mission--even if it's an Evil side mission. 
Likewise, killing civilians gives you Evil Karma; so, you can end up with Evil 
Karma while doing a Good mission because you accidentally killed some civvies 
while completing the mission. Not to worry though, the big Karma changes come 
from the Karma Moments; and, it's always easy to rack up Good or Evil Karma 
just by going around healing or killing pedestrians.


Q. Is there a new game plus mode?

A. No. Once you finish the story missions you can wander around the city 
killing random bad guys, finishing side missions and hunting down Blast Shards 
and Dead Drops. If you want to start a new game, you start on a new file with 
zero experience and all your Powers reset to the beginning of the game level.


Q. I'm doing Good things; but, I can't get to Hero?

A. You can't achieve Hero or Infamous Karma rank until you have completed one 
of the three story missions in the Warren: Alden Strikes, Spy Drones or 
Standard Protocol.


Q. I've finished the game and all the side missions on the map; but, some 
areas still aren't clear. What gives?

A. Those are Hidden Package side missions. Hidden Packages only show up after 
you kill a gang member in the general vicinity of the territory that's not 
clear. Roam the area looking for Reapers/Dust Men/First Sons and make sure you 
kill any you find (not just take them down). The side mission should appear 
over one of the bodies.


Q. Can you help me get a specific stunt?

A. Strategies on getting all the stunts, including certain missions where 
getting the stunt is easier, are covered in the Stunts section under Item 
Collection. Since there are always enemies running around, even after you 
clear all territories, you can work on stunts even when you've finished the 
game (though some are harder once you've finished). If you're still having 
trouble, contact me at the email listed at the beginning of this guide and 
I'll try to offer some other suggestions.


Q. Who's the Beast?

A. Your guess is as good as mine.




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 STORY MISSION WALKTHROUGH [2.00]
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This walkthrough attempts--as much as is possible--to avoid spoilers. Feel 
free to read through without having important story points revealed to you.
Most directions are given in cardinal points based on the compass of the mini-
map. While the mini-map rotates with the camera, there's an arrow on the outer 
ring that shows north. You can calculate cardinal directions from that compass 
point.

Story missions are worth 500XP. Story missions that take you into the sewers 
to re-establish power will also earn you additional powers. Most story 
missions have a Karma Moment that gives you a big boost to your positive or 
negative karma. Story missions begin as soon as you walk into the marker.



                Genesis...................................2.01

This is the first of three story missions that serve as a gameplay tutorial. 
After you press the START button and the city goes to...you know 
where...follow the prompts to look up at the chopper and then left to the 
parking garage. As soon as you have control of Cole, head down the path 
straight in front of you.

Keep advancing, going up a ramp and jumping across to a bus. After the bus, go 
through the arch into the parking garage where you get a short cutscene. Go 
around to your left and watch out for exploding cars. They can't actually hurt 
you; but, they will throw you back. A ramp leads off to your right; but, blows 
up as you approach. Look left and find a fallen yellow-and-red-striped column 
to cross the gap.

After you have crossed the column, look for a sparking blue wire to your 
right. As you approach, a short cutscene sets up a ramp to take you down to 
street level. At ground level, head right toward the road and the emergency 
vehicles. Run past the police and watch the cutscene. When told to run for the 
bridge, follow the yellow-brick road (well, run along the bronze-colored path) 
across the bridge.



                First Glimpse.............................2.02

Now begins a more thorough introduction to your powers. The first thing you 
have to do is charge up the batteries that run Zeke's TV. One is on the south 
side of the roof (to your right as you face the TV). The other two are on the 
north side of the roof--one on each side of the fence that divides the roof in 
two. Hold L1 to enter aiming mode, target the red-flashing control panels of 
the batteries and let them have a couple of bolts of lightning (R1).

After, use your lightning bolt to target some of the dummies until the TV 
announcer talks about a food drop. (You don't actually have to do anything; 
just wait until the food announcement is made.) After talking about the food 
with Zeke, jump off the north side of the building through the gap in the 
fence.

Follow Zeke a few blocks to a parking lot. Zeke will complain about finding 
the gun under the cars. Stand to the right of the line of cars and use your 
Shockwave (L1 + X). The power will injure you (screen will dim and blood will 
splash around the edges), so press L3 (left control stick button) to start a 
radar pulse and look for sources of electrical power. Sources will show on the 
mini-map as light-blue lightning bolts and will also flash blue electricity on 
the object itself. Approach a source (like the panel next to Zeke) and press-
and-hold L2 to drain the electricity and recharge your Battery Cores (as well 
as heal you).

Follow Zeke to Archer Square. The food crate is caught on a tower. Climb a 
light pole around the tower and jump over to the top of the square base of the 
tower. On the south corner of the structure is a twisted piece of conduit 
going up, so climb it. Run along the ring at the top of the structure until 
you reach the stuck food crate. Target the hook holding the crate to the 
parachute and zap it.

Reapers (gang members of the Neon District) approach. The game asks you to 
Thunder Drop on the first wave of Reapers; so, jump and press Square on the 
way down to make a big splash. There are two more waves of two or three 
Reapers. You can either run-and-gun (and possibly melee them), or utilize all 
the excellent cover located around the park and trade shots until they're 
down.

KARMA MOMENT: Let the pedestrians take the food, or shoot them and keep it all 
for yourself.

If playing the good path, just stand and wait a moment. If playing evil, start 
sniping the civvies. Either way, this ends your second mission.



                The Escape................................2.03

Even if you feed the populace, the ungrateful louts begin pelting you with 
garbage, so run away and wait for Zeke to call you. A story mission waypoint 
(light blue exclamation mark in a circle) appears on the southern edge of the 
map. Now it's time to learn how to travel around the city: over the rooftops.

Climb a building and look for wires leading to other buildings in the general 
direction in which you want to travel. If no wires lead off the current 
building, look for a tower on the roof with a flashing red light at the base. 
Target the base of the tower and blast it to knock down the tower and for a 
bridge. Of course, in some cases, you'll just have to jump to a nearby 
building and keep going. Sticking to the rooftops is quicker and safer than 
traveling the streets. (Plus, a little later, you'll get powers that make 
traveling the upper pathways a lot faster than hoofing it.)

You'll also have to fight with Reapers as you travel. Since these guys are 
mostly stationed on the roofs, you'll be on equal footing. Remember you can 
aim and fire even when traveling over a wire or hanging from a building. Use 
the HVAC ducts, towers and other paraphernalia scattered on the tops of 
buildings as cover (press Circle when near a low wall, crate or similar 
object).

When you reach the marker, you'll see, at street level, a blue icon over a 
blue cone of light. Walk into the light to start the mission. Run after Zeke 
up to the police standing guard at the bridge entrance.

KARMA MOMENT: Attack the police on your own, or fire at them from inside the 
crowd and start a riot.

To play the hero, run up close to the guards until you are told you have made 
the good choice. The guards will then begin attacking you. Use Shockwave to 
force them back; then, pick them off with lightning bolts. To play the anti-
hero, stand back in the crowd and zap the police.

Once the police are down, run up to the gate and charge the control panel to 
the left (zap it). Run through and take cover behind a concrete barricade and 
pick off the police on top of the crates. Move up to the crates and climb up 
the left side. Run across and jump down and take out the machine gun (it can't 
reach you if you stay on the left side of the bridge).

Just beyond that are two machine guns, one on each side of the bridge. Just in 
front of the guns and in the center of the bridge is a stack of crates. Stay 
in the center of the bridge to avoid the line-of-fire of the guns and take out 
any police. Once the police are down, climb to the top of the crates and take 
cover behind a metal slab at the top. From there you can snipe the machine 
gunners and any other police in the area.

Charge up the next gate and head through. Stay in the center and jump to grab 
the top of the metal crate. Do not climb on top; but, hang from the edge and 
snipe all police you can see. Remember you can press R3 (the right stick 
button) to change your aiming hand. Don't forget police at ground level.

There are machine guns covering the sides of the bridge, so go over the top of 
the container and climb the stack of crates to your right. From the top crate, 
run forward and Thunder Drop on top of the right machine gun. Then, go back 
and mop up the other machine gun from behind.

Ahead you'll see two crates stacked on top of each other such that you can't 
climb them. Go around to your left and then go right and stay close to the 
right side of the bridge. You'll see a machine gun positioned on top of a 
container. It can't reach you at ground level, so advance until you can zap 
the gunner. Now go back and over to the left side of the bridge. Climb over a 
crate and take out the other machine gun from behind. Open the next gate and 
watch the cutscenes.

After the movie, you're under the bridge and have to make your way back to the 
city. Target the hooks holding the orange lights and shoot them to create 
poles you can leap across to reach the next platform. Shoot down some more 
lights and jump across to the pipes and then to more poles and then some more 
pipes, etc., etc., etc. Falling into the water is instant death, so don't do 
it.

You will soon come under fire from a couple of Reapers, so take them out. (Try 
hanging from a pipe and shooting them.) When you reach their platform blocked 
by a chain-link fence, go left and edge around the bridge pylon, avoiding the 
steam jets that will cook you extremely quickly. Along the way you collect 
your first Blast Shard and learn some more about them.

After reaching the end of the pipe on the pylon, jump to the wire and hand-
over-hand your way down to the next platform. From here, most of the pipes 
will not hold your weight for more than a few seconds, so make sure you knock 
down as many light poles as possible from stable platforms like the one you're 
on now. Jump to a few light poles and then take out the Reapers ahead of you 
while hanging from one of the poles.

Keep going, making sure you get all the light poles down before jumping onto a 
pipe. Once you reach a platform, you have nothing but pipes in front of you. 
Quickly run along the pipes to reach shore. After a conversation with Zeke, 
you get a call from Moya and three story missions pop up on your map. Two of 
these (Mysterious Signals and Medical Emergency) introduce new concepts (Dead 
Drops and Cleared Areas). The other, Blood Trail, continues the story. You can 
do these missions in any order; however, if you complete Medical Emergency, 
the game will start giving you side missions.



                Blood Trail...............................2.04

Your first objective is marked on your mini-map as a light blue dot. Head 
toward it and find the body of a woman. Press Triangle to pick up the echoes 
of past events. You then have to follow a "ghost" across town; don't worry if 
you lose it, just press L3 to bring it back. Watch out for a new type of 
Reaper, the Conduit. This electrically-charged enemy wears a long white trench 
coat and can teleport short distances as well as create an electrical 
shockwave that tears up the ground (and you).

You'll run through a few alleys and then approach a wide street. Back up 
because there is a whole mob of Reapers is waiting for you. Duck back down the 
alley, take cover and wait for the Reapers to come to you so you can pick them 
off one-by-one.

Follow the ghost down a few more alleys and across another street before 
approaching a large electrical station. Again, back up and use caution because 
a large group of Reapers awaits you. The station is full of explosive junk, so 
start blowing stuff up. You'll probably take a few Reapers out in the process; 
and, you'll make the large generators safe for you to take cover behind.

Beyond the station watch the cutscene and notice how there is now very little 
left in the way of electrical sources to draw energy from. And, oh yeah, you 
have no power left for anything other than your basic lightning bolt.
Fortunately, you don't need to fight anything just yet. Use L3 and follow the 
ghost out into the street to a manhole cover. Press Triangle to enter the 
sewers and do a bit of platforming over to a partially lit power transformer. 
Step up to it and press Triangle to re-establish the circuit.

Oh, look! You just learned the touch-based powers (Pulse Heal, Arc Restraint 
and Bio Leech). Follow the cries for help and heal the guy over on the 
platform. His partner opens the gate for you and you can continue through the 
sewers. Jump over a few bridges to a large platform with a number of injured 
Reapers. Use Arc Restraint to secure two and Bio Leech the other two. (If it 
makes you feel bad sucking the life from the Reapers, go heal some of the 
civvies as atonement.)

Continue on, jumping to bridges and pipes, etc. until you get to a gathering 
of Reapers. There's a large column you can use for cover right before getting 
to the Reapers' platform. Also note if you knock a Reaper into the water, you 
can electrify the water and take out the Reaper. Keep going until you find the 
missing electrician.

KARMA MOMENT: Tell Brandon his wife is dead, or shoot him.
To play the good guy, step up to the gate and press Triangle to give Brandon 
the bad news. Otherwise, just fry the guy. Go through the now open gate and 
platform your way over to the substation. Zap the panel with the red, flashing 
light and you'll light up a whole area of the city.



                Mysterious Signals........................2.05

This one is the closest to your hangout in the NE quadrant of the Neon 
District. Walk into the blue light and listen to Moya describe some strange 
signals she's picking up near you. Look on your mini-map and find the blue 
triangle that pinpoints your objective; it is just on the next building on top 
of a round structure.

Head over and climb the tower. You'll have to circle around to find the ledges 
that allow you to climb up. At the top of the tower is a satellite dish. 
Approach the dish and press Triangle to collect the Dead Drop. It's an 
encrypted audio recording; Moya needs more of them to break the encryption.

Press L3 to activate a Radar Pulse and watch your mini-map. A gray circle will 
surround the map and gradually fade out. The last section of the ring to fade 
indicates the direction of another Dead Drop. From the tower where you got 
your first Dead Drop, the map points south.

Of course, there are Reapers in your way. You'll have to make your way across 
the square to a trapezoidal building near the bend in the railroad tracks. 
Climb to the top, take out the Reapers and find the small satellite dish on 
top of a structure on the building. Press Triangle to collect the Dead Drop 
and then press L3 to search for another.

The trail points SE. From the building you are on, find the wire at the SE 
corner and run across, possibly taking out a Reaper on the other roof. As you 
cross the roof, you'll see this next Dead Drop is guarded by a whole passel of 
Reapers, some with shields.

Oh goody.

You'll need to trade shots from this roof. There's plenty of cover if you need 
it and an electrical source for healing. It's difficult with your limited 
powers; but, try to get head shots on the Reapers with shields. Once the 
Reapers are down, jump across and climb up to the satellite. Collect the Dead 
Drop and your mission is over.

Well, except there are 29 more Dead Drops in the city if you want to spend 
time hunting them down.



                Medical Emergency.........................2.06

When you start this mission, you'll be shown a yellow objective waypoint on 
your map. This waypoint is at the southern edge of the Neon and not far away 
from your start point. When you find the EMT, make sure you're at full 
strength before approaching him and pressing Triangle to start the mission.

This is a simple kill-or-be-killed mission (of which there are many in the 
game). Don't go running down the street, though. A few Reapers are forted up 
on top of a roof (where the clinic is located). Stay back and take out the 
Reapers running at you down the street, then sidle along the building next to 
the clinic and take out the Reapers on the roof from some cover. Alternately, 
you can climb that building and Thunder Drop on them from above.

This opens a clinic (alternate respawn point) and opens up your first sets of 
side missions (including Good and Evil side missions).



                High Ground...............................2.07

This mission starts in the south central portion of the Neon. Your first task 
is to recharge a cell phone tower in the blacked-out area of town just west of 
you. Find the tower on the roof where you're starting and knock it down; cross 
the tower to the wire and then up to the roof with your objective. Charge up 
the cell tower.

Follow your objective marker across to the next roof and an emergency 
generator you can use to charge up. Cross back over to the previous building 
and find the long wire that leads from the west side of the building to a high 
building a block away. Go to the corner of the roof and find the turret truck 
on the train tracks. Rain Lightning Bolts on it until it blows up; then, take 
out the Reaper who had been manning it.

You can then jump down to the beam running over the track and cross quickly 
(under heavy fire) and leap to a roof where you'll find another generator. 
You'll need to move carefully around to the objective marker on the west side 
of the island. The streets are crawling with Reapers and there's another 
turret truck on the street that borders the water.

Your objective is a manhole in the middle of a street. If you wait around on a 
building, taking the occasional shot at a Reaper below, eventually the whole 
mob will gather below you. Thunder Drop on them and then make a run for the 
manhole. If you're taking too many hits, look for the gas station at the 
intersection west of the manhole. If you lure a few there and then turn and 
blow the place up, you can rid yourself of a lot of heat very quickly. (Well, 
there will be a different kind of heat from the fires, but you get the point.)

It's time for another sewer run, pretty much just like the last one. The 
platforming elements are a little more stringent this time around; but, 
nothing you can't handle. (They don't get really hard until later.) You won't 
encounter any Reapers until after you re-energize the transformer and learn 
the Shock Grenade power. Woot!

Keep going, blowing up the boards blocking your way when asked. Keep an eye 
out for circuit breakers and other sources of electrical energy to recharge 
your meter. After the wall you blow up, you'll see a group of Reapers sitting 
around a campfire. Throw a grenade from a long distance away (before they see 
you) and you can probably take them all down with one shot. (They shouldn't be 
playing with gas.)

The next trap is three machine guns--one in front and one to each side. There 
are generators near the intersection, so run up to them and take cover behind 
one. It will keep you charged up while you lob grenades at the turrets. Once 
all are out, advance, keeping an eye out for the two kamikaze bombers that 
will run at you right in front of the substation. Take them down from a 
distance or you're going to be starting over from the last checkpoint.



                Mind Games................................2.08

This is a particularly nasty mission. You're tasked with cleaning up the water 
supply, which is being poisoned by Reapers. You have to close three valves to 
prevent the tar from entering the water supply. Each time you do so, some of 
the tar gets on you, temporarily reducing your Battery Cores and leaving you 
disoriented.

The mission begins at the south end of the park in the Neon. Your first 
objective is a fountain at the southeast corner of the park. Behind the 
fountain, you'll have a little talk and then be pointed to the first valve. 
Step up and press Triangle to close it.

You then have to try to follow Trish while disoriented; but, there won't be 
any enemies to fight...yet. Ignore the giant Reapers that appear in front of 
you. After Trish helps you, head toward the other valves, which are located at 
the north end of the park.

Take care of any Reapers in the area and then make sure you're in full health 
by draining a light. Turn one of the valves. Reapers will spawn in front of 
you, so run away until the dizziness wears off and you can turn and fight. Try 
not to go charging in the direction of the other valve; or, you will trigger 
even more Reapers.

Once you've cleared the area, approach the second valve...

KARMA MOMENT: Close the valve yourself, or hurt the pedestrian until he closes 
it for you.

Once again, the choice is obvious. Good players will take the shot of tar to 
the face, while evil players will torture a civvie into doing it for them. 
There won't be any Reapers coming after you this time; but, you won't lose the 
effects of the tar until the end of the mission. Recharge yourself and head 
toward the tunnel.

As you near the tunnel, you'll be dizzy again. Quickly step to the side so you 
won't be a sitting duck for the Reapers at the tunnel entrance. They won't 
come out after you; so, wait for the dizziness to end and then step to the 
entrance and blast them.

The buses in the tunnel do not explode and work great for the trick where you 
create your own recharging station. Just pump them with Lighting Bolts until 
they crackle; then, drain them. Use the buses as cover as you make your way 
down the tunnel, taking out all the Reapers.

When you have a dizzy spell and giant Reapers appear in front of you, start 
blowing stuff up. Target the cars lying around and take out the phantasms. 
Keep an eye out for electrical sources along the walls and keep yourself 
recharged.

At the end of the tunnel is a tanker truck guarded by a large number of 
Reapers. Shockwave the cars into them and blow the cars up; then, overload the 
truck with grenades and Lightning Bolts. Your story mission now is to return 
to Zeke's Roof. Since that's fairly simple, no walkthrough is provided. :-)



                The Good Stuff............................2.09

This is another platforming adventure into the sewers. This mission is most 
notable for the difficulty in getting into the sewer. There are mobs of 
Reapers around the objective, including a turret truck that has the manhole in 
its sights. Your best bet is to enter the area on top of the train tracks. 
Keep moving to avoid fire from the rooftops and take out the few Reapers that 
are on the tracks. When you get over top of the turret truck, you can fire on 
the exposed hood without exposing yourself to the machine gun. After you blow 
up the truck, jump down and hurry into the sewer.

Once in the sewer, the transformer is only a few hops away and, after re-
energizing it, you get the Induction Grind ability, which allows you to grind 
power cables in areas of the city where power has been restored and ride the 
rails (grind the train tracks).

You'll put your new-found ability to instant use, grinding over cables and 
taking down a few Reapers along the way. Try to pick off the Reapers from long 
range rather than grinding directly into them. After a few twists and turns--
there's only ever one way to go down here--you'll reach the substation and 
empower another section of the city.



                The Rescue................................2.10

This mission starts only a brief climb from where you come out of the sewers 
after "The Good Stuff." From your vantage point, look down on the tracks and 
find the Reapers patrolling alongside the train. Pick them off; then, jump 
down to the tracks, run to the front of the train and Shockwave the cars off 
the tracks. Climb on top of the lead train car and ride it until it stops.

Drop to the street and find the feeder box mounted on the bottom of the 
tracks. You're looking for the standard light panel that has a row of unlit 
green lights and one large, lit red light. If you're having trouble spotting 
it, use the objective marker on your mini-map. The feeder boxes are all 
mounted in the center of the tracks on the cross supports running underneath. 
Zap it until all green lights are lit. Climb back up to the train and ride the 
lead car again.

Notice the many red dots in front of you on the mini-map. You're going to pull 
into a station infested with Reapers. Throw a few grenades ahead of you and 
use the cars as cover (hang off the side) if necessary. Watch out for the 
Reaper on the station roof. When the Reapers in the station are down, drop 
down to the street and take out more Reapers and recharge another feeder box.

Recharge your own batteries before riding the train some more. You'll quickly 
be introduced to an RPG (rocket propelled grenade) Reaper. Deflect the 
grenades with Shockwave and pepper the RPG with Lightning Bolts. If you're 
having trouble, try lobbing a couple grenades behind the RPG's barricade. 
There's a propane tank there and an explosion will send the guy to the ground. 
Continue riding the train, lobbing grenades at the Reapers that pop up along 
your way. When the train stops, fight off the Reapers--including a couple of 
Conduits--recharge the feeder box and continue on your way.

Now is a good time to Abandon this mission and start again if you're working 
on the "Casey Jones" trophy. That trophy is awarded for taking down 25 enemies 
while riding a moving train; and, most of the enemies you meet through the 
rest of this mission will be fought after the train stops.  This is your best 
chance to earn that trophy, so keep doing this first half of the mission over 
until you get the trophy. Three or four runs should be all it takes.

From the fight with the Conduits, you won't go far before being beset by 
Reapers stationed on rooftops. Use the cars as cover to pick them off; then, 
drop to the street. Watch for kamikazes coming from a nearby alley. Shoot 
them, or blow up the cars between you before they can reach you or you're in 
for a world of hurt. Recharge the feeder box and yourself and keep going.

As you round the bend, notice the big pile of autos in front of you. Start 
blowing them up now. As you get closer, drop off the right side of the lead 
car, and keep blowing up automobiles. There's a machine gun over on the left 
side of the tracks; try dropping so you're hanging off the right side of the 
tracks, then creeping forward until you have a shot at the gunner. Also watch 
out for a Conduit who will make your life unpleasant.

Once the Reapers are finished, clear all the cars from the tracks (Shockwave) 
and recharge the feeder box and yourself. This is your last stop before the 
mission finale. Just keep yourself alive by shooting at the Reapers that pop 
up along your path. From now on, the trains will be running in the Neon. When 
riding the rails yourself, remember the inner trains run clockwise and the 
outer trains run counter-clockwise.



                Nemesis Revealed..........................2.11

It's another tar-cleaning mission. This time, you have to clear Reapers off 
the rooftops and then blow up their kegs of tar on the water towers. Find the 
first infected water tower just south of your starting point. If you circle 
around to the west and climb the building next door, you can get a height 
advantage. Once the Reapers are down, recharge yourself and climb the water 
tower. Use Shockwave to destroy the keg and dose yourself with tar; then, 
prepare to run and fight as best you can because more Reapers are coming.

As you play this mission, you'll notice sick civvies on the roofs. If you heal 
them, they will start attacking you. They don't do a lot of damage; but, they 
can interfere while you're trying to shoot it out with Reapers; and, if you 
get several together on the same roof they can gang up on you pretty 
effectively. In short, leave the sick pedestrians alone.

Find the second tower, which is not quite as closely guarded as the first. 
This time, you get a...

KARMA MOMENT: Force the tar keg's pump to implode by overcharging it, or 
destroy the tar keg with Shockwave.

Heroes will use Shockwave and take the hit themselves. Infamous players will 
overcharge the keg, which renders it useless; but, poisons the people using 
the tower. The third tower is right next door to the second; and, is only 
guarded by a couple of Reapers.

Tower #4 is across the train tracks to the west. First, you need to dispose of 
the RPG on the roof directly across the tracks. Use Shockwave to deflect the 
rockets and shoot him in between. Once he's gone, do not cross to this roof. 
Instead, look to the higher building to the left.

Jump down to one of the beams crossing the track and run over to that 
building. Climb to the top and hang off the edge. Shimmy over to the left and 
take out the Reapers to the south. You can then get up on the roof and use the 
cover up there to trade shots with the Reapers to the north, on top of your 
target building. Look for a propane tank at the corner of the building. Blow 
it up and you can probably get one or two Reapers in the blast.

The fifth tar keg is to the south and appears to be lightly guarded. Do not 
let appearance deceive you. Take out the lone Reaper running around on the 
roof; but, do not just jump up on the roof. There's a machine gun up there. As 
you approach from the north; you'll be on a lower building. Shoot the Reapers 
that are in sight; then, knock down the crane at the west end of the target 
building. There's another crane on your roof. Knock it down, cross to the rope 
hanging from the higher crane and climb up. Do not put yourself in full view 
of the turret! Target the propane tank next to the turret and blast it to take 
out the remaining Reaper manning the machine gun. Your way is then clear to 
disable the final tar tank.

After the cutscene, congratulate yourself on a job well done. You'll soon 
begin seeing Dark Water side missions crop up. These side missions have the 
same objective; though, only one keg has to be destroyed. You also get the 
same Karma Moment.

For now, the story sends you back to Zeke's roof for some conspiracy theory 
chit-chat. Going back to Zeke's pad will automatically send you into the next 
story mission; so, don't go if you still want to do some side missions.



                No Protection.............................2.12

It's time to power up the rest of the Neon. From Zeke's place, jump down to 
the tracks and ride them to the west side of the island. As the tracks turn 
south, there's a building you can jump to and, from its roof, Thunder Drop on 
the Reapers near your manhole objective.

The platforming in the sewers starts to get tougher now. You'll have to jump 
from vertical pipe to vertical pipe--climb near the top of each pipe before 
you jump as you will slip down when you grab the next pipe and you don't want 
to touch the water. You'll soon arrive at a way station with a charge box. 
Charge it up to start an arm moving, then jump to the arm and ride it to more 
pipe jumping.

Again, you reach the transformer with no opposition. Re-connect the circuit 
and learn the Precision Power. Precision allows you to zoom in on targets and 
slow down time so you can make super-accurate shots. Press-and-hold D-Pad Up 
to enter Precision mode and press R1 to fire. Using Precision uses up your 
energy. Use it now to energize the panel behind the fan.

Re-charge yourself before continuing by riding the arm that starts moving. The 
next section of bridge has four kamikazes on it, so move forward slowly with 
Lightning Bolts at the ready. Just beyond is a platform with a generator and 
three Reapers over to the left. Two Reapers are behind shields and the third 
is manning a machine gun. Take cover behind the generator and use Precision to 
target the Reapers' heads and take them out.

Continue your journey heading away from the recently dispatched Reapers. After 
some pole vaulting, there's another generator you can use as cover to take out 
the Reapers in front of you. Now use Precision to charge the panel behind the 
fan in the lower right corner. Ride the arm around to a platform and use 
Precision on another charge box behind another fan (to your lower right).

Recharge yourself at the next platform before moving on. There are no more 
Reapers, just a bit of pole hopping to reach the substation and finish the 
mission. The street will be crawling with Reapers when you leave the sewers, 
so make sure you are fully charged before you charge the substation.



                Trish Reaches Out.........................2.13

This is a defense mission, probably one of the most irritating types of 
mission in the game. You're asked to protect a crate of medical supplies. The 
crate is located in a construction yard, surrounded by chain link fence. (If 
you haven't figured it out yet, Cole, the king of parkour, cannot climb chain 
link fences nor can he shoot through them. Gang members, on the other hand, 
can shoot through fences just fine, thank you.)

There are several waves of enemies you have to beat back, each tougher than 
the last. You cannot let the crate be destroyed (damaged is OK). There are 
limited recharging sources in the construction yard.

Beauty, mate.

The first "wave" is two Reapers who you have to reach from your starting 
point. Once they are down, a group of gunners comes from the north. You'll 
probably have to run out of the yard to get them; but, don't go far. As soon 
as they're gone, another group comes from the west and this group includes 
kamikazes. You'll have to quickly run back to the medical crate and blow up 
the kamikazes before they can reach it (or you).

Now a machine gunner appears on the roof to the south; and, after the 
cutscene, you're left as a sitting duck. Run quickly toward the roof to cut 
off his line of sight and then use Precision to head shock him. Now two groups 
come from the south and then the north, possibly including RPGs.

Next comes a group from the south, with a machine gunner in their midst. A few 
grenades lobbed out the south end of the yard will help slow them down. And, 
then, it is time for the grand finale. A series of three--yes, count them, 
THREE--turret trucks will come down side alleys, escorted by Reapers.

After the cutscene introducing the first turret truck, run quickly to your 
right and scale the building. From here you can rain electricity down on the 
trucks and Reapers from relative safety.



                Dinner with Sasha.........................2.14

This is the boss battle that finishes the Neon district (except for side 
missions) and opens the Warren (second island). The mission start is just 
around the corner from the construction yard where you were protecting the 
medical supplies; so, it's a pretty easy decision to just get on with it.
Or, is it? You'll be stuck in the Warren for a couple of missions before you 
are able to get back to the Neon; so, now might be the time to clean up this 
part of town. Your choice.

From the starting point of this mission, jump down to the street and charge 
the panel on the left side of the compound gate. Be ready, there is a kamikaze 
(THREE! on Hard mode) awaiting you inside. Run to a ladder and climb up to the 
next level. There are Reapers here and more--with machine guns--on the higher 
levels.

Stay behind cover and take out the Reaper in the tower close by; then, wait 
for another Reaper wandering around down here to come to you. Once they are 
out, you can use the large containers as cover and Precision to take out the 
machine gunners. You can use the cargo containers as rechargers; just pump 
them full of juice and take a hit while they're crackling. Take out the 
machine gunners first, recharge, and then take out the tower guards. You may 
be able to get the tower guys with regular Lightning Bolts--just blow away 
their protection first.

Make your way up to the right-hand tower and then across to the other tower 
and press Triangle to open the gate to the Jefferson Tunnel. Some Reapers come 
out of the tunnel, so Thunder Drop them.

Getting down the Jefferson Tunnel is just like the tunnel under the park you 
cleared earlier. Use the buses for cover (and to recharge by pumping them full 
of Lightning Bolts). Try blowing up the cars lying around the tunnel; and, 
keep an eye out for a machine gun turret. After the turret you'll have to 
fight off a wave of kamikazes and Conduits. Lobbing lots of grenades is 
recommended.

You will soon reach a prison. For extra XP, you can free the prisoners by 
zapping the rusted locks on their cages. Just beyond the prison is a pit you 
can jump into and a boss battle with Sasha.

As you walk in Sasha's underground lair, she will jump down and grab you. 
Rapidly tap the X button while trying to move the glowing blue (Good) or red 
(Evil) dot (your hand) over the clear target circle (a part of Sasha's body). 
Do this successfully and Cole will hurt Sasha. If you don't succeed, you get 
hurt. Simple enough and a mini-game you will have to repeat three times.

The main part of the battle, aside from the mini-game, is a number of 
different attacks you have to counter. For each attack, the primary objective 
is to locate Sasha and zap her--that will cause her to cease one attack and 
move on to another. Also, getting hit with Lightning Bolts will also, 
eventually, hurt her enough that she falls down and is covered with a glowing 
green dome--this is your cue to jump over to her and start the grabbing mini-
game again. This time, you have to win the mini-game twice in a row to pull 
part of Sasha's innards out.

Nice.

Your primary weapons here are Lightning Bolts and Shockwave. Use Lightning 
Bolts to hurt Sasha and deal with the Reaper phantasms she summons. You can 
also use Bolts to hit the tentacles that rise up out of the ooze. You need to 
hit those tentacles before they start lobbing fireballs at you. Sasha also 
releases a shockwave similar to the Reaper Conduits; dodge those.

Try and stay out of the ooze; but, don't worry too much about it--it doesn't 
hurt that much. There are lamps and fuse boxes around the arena where you can 
get a quick recharge. The battle is long and somewhat tedious; but, not overly 
hard. The trickiest part is the mini-game where you have to try to rip her 
apart. Remember, you're trying to move the blue circle into the clear circle.

When Sasha is finally sent packing, you have to escape out of the tunnel into 
the Warren. At the tunnel's end, you will meet a large number of Dust Men--the 
resident gangsters in the Warren. These guys are much tougher than Reapers, 
but, be careful about using up your energy. The Warren is dark and you can't 
get an easy recharge. Once you actually get out of the tunnel and have some 
breathing room, you only have one option--get some power back to parts of the 
Warren.



                Stranded..................................2.15

This is another sewer mission; and, it begins as soon as Dinner with Sasha is 
finished. Once you get past the Dust Men at the tunnel exit; make a run for 
your objective marker. Don't worry about the Dust Men; you don't have the 
power to deal with them right now. Just run for the waypoint and step into the 
blue circle to enter the sewers.

Again, your initial run to the transformer is unopposed; though, you will have 
a little trickier platforming to get there. The power you learn for re-
energizing the transformer is Static Thrusters. Static Thrusters allows you to 
glide (not really fly) over short distances--in the air, press-and-hold R1 to 
glide slowly down. No energy is consumed by Static Thrusters.

Obviously, you'll have to use your Thrusters frequently to get through the 
platforming beyond the transformer. After a couple of glides from bridge to 
bridge, is a wall that has to be blown up with a Shock Grenade. Stand on the 
bridge right before the platform to toss your grenade and be prepared to take 
fire from the Dust Men just beyond. Jump over to the platform and use the 
doorway as cover to take out the mobs.

You'll have to advance cautiously, as the Dust Men like to get down in the 
water and shoot up at you. You can electrify the water and take them down in 
bunches. A couple of platforms past this first group are some Dust Men with 
shields. Get rid of the front line, advance a platform or two and use 
Precision on the shielded Dust Men.

Once past these guys, you have some free platforming for a bit. Jump and glide 
to the next few bridges until you reach a high wall. Get a good running jump 
and glide to the column below you. You're not going to quite make it, so aim 
for the ladder and grab it to avoid the water. If you do hit the water, 
quickly jump to the ladder and climb up. If you've taken damage, take a 
breather on top of the column to heal up.

Now you need to glide down to the platform with the fire. Again, you probably 
won't quite make it, but jump quickly out of the water. Glide to the next 
doorway and get a whiff of electricity from the fuse box.

The next room has a bit of pole jumping, and then you'll reach another high 
wall. There are three Dust Men below, one with an RPG. Take them out from on 
high and then glide down. Jump and glide to the next room and get up on the 
pipe before gliding to the swing arm.

Glide from the swing arm to the ladder on the column and climb up to the ring. 
Walk around to the other side of the column and climb the second ladder to the 
top. Get a running start and glide to the next column and climb it to the top. 
If you miss the ring and fall in the water, there's a ladder on the back side 
of the column--if you can swim fast enough.

Next is a tricky bit where you have to glide to two swing arms, one after the 
other. Once you've reached the next bridge, you're home free. Charge up the 
substation and exit into the Warren. You'll get a call from Zeke and one from 
Trish that set up your next two story missions. The call from Trish sets up 
"An Old Friend" and that will open the way back to the Neon. You'll also see a 
few side missions crop up--doing some of those will take some of the heat off 
you as the Dust Men as thick as fleas around here.



                An Old Friend.............................2.16

This is a multi-part quest to get the bridge open to the Neon. Your first 
objective is in the small park right below you. An engineer is guarded by two 
Dust Men. You have to take both out with a Precision head shock and you'll 
have to get the second within a few seconds after the first; or, he'll kill 
the engineer.

The first Dust Man will be easy as they're just walking around. The second 
will be harder as he will start running as soon as you take out the first. 
Your best bet is to hit the one patrolling on the inside of the park first; 
then, get a lead on the second one as he runs around the outside of the fence 
and let him have it as his head comes into range.

Next, you have to escort the engineer to the bridge controls. Lead him south 
along the east side of the canal and watch your mini-map for red dots spawning 
on the side streets. You'll be hit at least once, possibly twice on your way 
to the bridge. Use Shockwaves and Grenades to keep the Dust Men away and 
stunned while you pepper them with Lightning Bolts.

When you reach the bridge, you'll have to fend off two waves of Dust Men. 
Recharge quickly before the first wave comes into view. The first comes from 
the east and has a machine gunner. The Dust Men come in two columns, one to 
your left and one to your right as you look up the street. The machine gunner 
will be to your right. Run toward the Dust Men and throw a bunch of grenades 
down the right side of the street and then turn and deal with the left column. 
If you start to get hit by machine gun fire, throw some more grenades and then 
run back toward the engineer and take care of any Dust Men that got through 
your first attack. If the engineer is down; but, not dead, heal him.

When the first wave is done, turn quickly to the west as the second wave is 
led by a bunch of kamikazes. If you have any energy left, throw some grenades. 
You can also start blowing up cars. Keep the kamikazes away from the engineer 
or you get to start over. Once the kamikazes are out (there are about four or 
five of them), you'll have a short breather to recharge before the rest of the 
Dust Men come in. There won't be many more and then the bridge is fixed.

Or not.

You'll have to jump/glide over the partially closed bridge and repeat this 
performance on the other side. Find the engineer in the park; Precision head 
shock the two Reapers (three on Hard mode) and then lead the engineer back to 
the bridge. If you've cleared out a large portion of the Neon, you may be able 
to get to the bridge uncontested.

Once at the bridge, defend the engineer against two waves of Reapers. After 
the Dust Men, this will seem like a picnic. The worst you will probably face 
is an RPG. After the second wave, the engineer on the other side of the bridge 
calls for help, so run over and fight off another group of Dust Men. This is a 
small group; and, when they're done, you have to run back to the other side of 
the bridge and kill more Reapers--a couple will be sniping from the rooftops.

Finally! All the gang members are out and you just have to recharge the two 
bridge control panels. The bridge is down and the Neon is easily accessible. 
Now would be a good time to clear out the Neon and go on a hunt for Blast 
Shards. When you're ready, continue with Zeke's Request.



                Zeke's Request............................2.17

As the mission starts, approach Dwight's body and read his memories. Follow 
the bulbous shape down the street. You'll soon meet an artist hanging posters.

KARMA MOMENT: Choose the LOVED poster (Good) or FEARED poster (Evil).

Continue following the electrical signature of what is a Dust Men Conduit. 
Around the corner you'll run into the Conduit's scorpion spawn. They're easy 
enough to take care of; just use Lightning Bolts or melee attacks. The Dust 
Men that come behind, on the other hand, are a different matter. Spray them 
with grenades. Around the next corner is a machine gun turret. Take this 
opportunity to get up to the roof and throw Grenades down on the turret.

Continue after the Conduit ghost (use L3 if you've lost it). As you go down 
the street, keep an eye on the mini-map for red dots. A wave of kamikazes 
backed by an RPG is coming. After you cross the canal, you'll be hit by more 
kamikazes. You'll then thread through some alleys--recharge at the nearest 
source--in the street beyond the Conduit with his RPG (rocket propelled 
grenade) and more scorpion spawn is waiting for you.

Ignore the scorpions and use Shockwave to deflect the grenades while peppering 
the Conduit with Lightning Bolts. Throw in a grenade or two to finish him off 
(and take out the scorpions). The important thing is not to let the grenades 
hit you--other than that, this guy's a piece of cake. Afterwards, return to 
Zeke's "apartment" to continue the story.



                Playing Hero..............................2.18

After going ALL THE WAY BACK to Zeke's pad, you have to make a long run 
through a dark area to your objective manhole in the NW section of the Warren. 
Travel up the east side of the canal and take to the rooftops as you enter the 
darkened area of the district. Go north around the west side of a large round 
tower and turn west toward your objective. When you reach a street too wide to 
get across, wait for the Dust Men to gather below you; Thunder Drop on them; 
then, make a run for the manhole.

The transformer is right in front of you; just a few short glides away. Re-
establish the circuit and learn the Megawatt Hammer Power. This is, basically, 
a guided rocket. Press Triangle while aiming to fire the Hammer.

Immediately use two Hammers to take out the Dust Men in the tunnel ahead; 
recharge from the transformer and continue on your way. There are four more 
Dust Men just beyond the tunnel exit. Use the Hammer on them; then, recharge 
on the fuse box in the tunnel.

At the end of the next bridge, use Precision to take out the two shielded Dust 
Men far away on towers. Recharge from the fuse box to your left. Carefully 
jump your way across to the towers where you shot the shield mobs and take out 
the gunner away to your left (Hammer or Precision). As you jump closer to the 
next tunnel, another gunner must be dispatched.

Down the next tunnel, get a recharge and approach the exit carefully. There 
are two Dust Men behind chain link fences ahead. As you know, Cole cannot 
shoot through a chain link fence; but, a Hammer blast hitting the fence will 
take out the Dust Man behind it. Jump around toward the next tunnel and take 
out two Dust Men inside. Jump to the tunnel and quickly take cover behind the 
sandbags at the far end.

There's an RPG behind a similar sandbag wall ahead of you. Take him out with 
Precision or bombard him with Hammers before he eats away your cover with his 
rockets. The Dust Men at the far end of that next tunnel are clever enough to 
dodge your Hammers; so, dose them with a few grenades and finish them off with 
Bolts. You're now at the substation and can finish this mission.

You have your choice of three story missions now. You can do them in any 
order.



                Standard Protocol.........................2.19

Take out the Dust Men on the roof directly across the street; then, climb the 
building they were on. Move quickly before more Dust Men flood the street. 
Avoid placing yourself in sight of the gun turrets to the sides of that 
building.

From the roof, take out the Dust Men and board the first ship. Go to the back 
and zap the engine and free the prisoners. Go swiftly west to the second boat. 
Resist the temptation to ride the rails; you will come under heavy fire. Go 
across the buildings on the opposite side of the tracks until you are opposite 
the pier. If you approached quietly enough, you will not stir up the Dust Men 
on the pier and you can glide across to the roof of the warehouse and take 
them down from there. Otherwise, you have a nice vantage point from the 
opposite side of the tracks to lob Grenades and Hammers at them.

Once again, free the hostages and zap the engine. Now ride the rails counter-
clockwise to quickly reach the third pier. When you reach the train station 
right before the pier, stop and take care of any Dust Men that spawn in the 
station. The tracks are covered by machine guns on the roof of the warehouse, 
so take them out (Hammer or Precision) before going any further.

With the turrets quiet, you can jump to the roof of the warehouse and deal 
with any opposition on the ground. Then, get on the ship and disable the 
engine and free the hostages.

Yippee! There's another boat and it's clear on the other side of the district! 
The shortest route takes you through a dark area; but, the other way is just 
too long to take the train. Either ride the rails counter-clockwise or go over 
the rooftops. There's a machine gun in the dark area of the tracks; but, you 
can get through if you just keep moving.

There's no easy way to do this. Your approach to the fourth pier has to be out 
in the open. So make sure you have plenty of energy for Hammers to throw at 
the RPGs on the roof of the warehouse. Shockwave any rockets that get thrown 
at you and try to knock the Dust Men off the warehouse as quickly as possible. 
This is really it, so free the hostages and then destroy the engine to end the 
mission.



                Spy Drones................................2.20

Someone is flying drone surveillance aircraft around Empire City. One of them 
has come down near you and Moya asks you to investigate. Run to the wreckage 
on the pier and press Triangle to transmit the codes to Moya. She'll then 
pinpoint four other UAVs that are still in the air.

The shipping crane over the wreckage of the downed UAV makes a great first 
platform to take down one of the drones still in the air. Climb to the top and 
shoot at anything that comes close. When one goes down, a single objective 
marker will show on your map. Get there as quickly as possible, approach the 
wreckage and press Triangle to collect the flight recorder. If the UAV goes 
down in the water OR you don't get to the UAV in a certain time limit (which 
is never displayed), the wreckage disappears and another UAV appears in the 
sky in the same flight path.

Repeat this performance for the other three UAVs. You'll need to find a tall 
building roughly in the flight path of each UAV, shoot it down (use Precision 
to make sure you get a good, clean shot) and chase down the wreckage. Once you 
have all four flight recorders, you have to find a satellite uplink to send 
the data to Moya.

You're directed to a satellite on top of the tall round tower in the north 
central part of the Warren. Of course, the place is now crawling with Dust 
Men. Find a tall building on the perimeter and take out the Dust Men on the 
tower; then, glide across and climb to the satellite.



                Alden Strikes.............................2.21

The Dust Men have kidnapped Zeke and are holding him in the middle of their 
fortress on the pier in the southwestern section of the Warren. The fortress 
inside all the shipping containers will be opened up and you have to work your 
way through a maze with Dust Men around every corner.

After your first couple of encounters, you'll see steam jetting out from the 
wall in front of you. Step in front of the red pipes and press Triangle to 
turn the valve and move the steam jets higher so you can get under them. Run 
down to the other valve and note the ladder to your left. Turn the second 
valve; then, run and climb the ladder as fast as you can before the steam 
starts jetting out again.

From the ladder, jump to the wire and cross over the steam. Around the next 
corner is a bomber; deflect the grenades with Shockwave and shoot the guy off 
the bridge. Past him, as you twist around through the maze, you'll have to 
take out a machine gun turret. Dodge behind the shipping container and use it 
for cover while you Precision head shock the gunner.

Above the gunner is a bomber; but, you may not be able to reach him until you 
pass through the small tunnel. Just watch out for his grenades and dodge them 
or Shockwave them away. As you walk down the long passage, a fence drops in 
front of you. Climb the ladder to your left, throw a couple Grenades to soften 
up the Dust Men and glide over the fence.

Work your way down; but, watch going around the next corner. At the top of the 
ramp is a gun turret and the Dust Men will roll exploding barrels down on you. 
Try to shoot the barrels as they're released so they blow up in the Dust Men's 
faces; and, lob grenades at them to keep them busy.

At the top of the ramp you'll have to climb the containers to get through to 
the next section of maze. Take out the Dust Men below before jumping down and 
dealing with more mobs on top of a wall. When the wall is clear, climb it and 
take out the bomber on the other side.

Around the corner is a gun turret protected by chain link fencing. Make sure 
you're at full health, roll to the ladder and climb as quickly as you can; 
then, glide to the top of the crates. Drop down behind the gunner, take him 
out, disable the gun and climb the wall to your left. At the top of the wall, 
climb the container to your left. This gives you a better field of fire to 
take out the RPG on the far platforms and the machine gun turret below.

When all the Dust Men are down, climb up to the platforms and run around the 
top of the containers. Keep moving, even though you come under fire. There are 
concrete walls in front of you and you can take cover behind them and snipe 
the Dust Men.

When the way is clear, glide down to the lower walkways and carefully go 
around, taking out Dust Men as you go. Most of the Dust Men are regular 
riflemen; but, there will be a bomber or two in the mix. When you reach the 
crane, climb to the top and take out the mobs. Step in front of the control 
panel and press Triangle to lower Zeke to the street. Jump down and walk to 
the cage to free Zeke and end the mission.



                Anything for Trish........................2.22

Enjoy your bus ride around town. While it may be tempting to ride the bus and 
chuck unlimited Grenades and Hammers, this is a sure way to get yourself and 
the bus blown up. Ride the bus until you see red on your mini-map; jump off 
the bus and run down and take care of the gangs. (Exception: during the early 
part of this mission, while it's mostly Reapers, is a good chance to earn the 
"Road Kill" trophy. Just stay on the bus and throw unlimited Hammers and use 
Shockwave to keep the rockets and grenades away.)

By inching your way through the city like this, you will only have to deal 
with a handful of mobs at any one time and they will be shooting at you and 
not the bus. You can always run back to the bus and recharge from it without 
getting on top of it.

When you reach the bridge, you will have to ride the bus through the thick of 
the gang war. Just toss Grenades and Hammers willy-nilly all around and throw 
Shockwaves frequently. The bus will take a lot of damage; this is unavoidable. 
When you finally reach the Warren, jump off the bus and deal with the leftover 
gangs from the bridge. Then, continue crawling your way bit-by-bit to the 
hospital.

After the cutscene, run away from the hospital around the back side of the 
building to the east (your right) and climb it. Throw grenades down into the 
street, recharge from the TV set; then, ride the wire to the building to the 
northeast. Shoot the bombers on the rooftops to your north and throw more 
grenades into the street below. Especially target the machine gun turret.

Recharge and jump to the building to the north and keep throwing grenades in 
the street at every clump of red. When you have cleared the immediate area, 
recharge from the fuse box on the shanty and glide across to the hospital and 
climb to the top. As you reach the roof, use Precision to head shock the two 
Dust Men holding Trish hostage to end the mission.

You now have your choice of two story missions, which you can complete in any 
order. Some more side missions should also open up.



                The Arrest................................2.23

The police are trying to capture Alden. Ha! Head northeast to the objective 
marker on the map. When you arrive, you'll find a dead officer and will read 
the shadow of Alden. Follow it.

Stay on the ground; after a couple of turns, you'll come across a mob trying 
to exact some vigilante justice.

KARMA MOMENT: Free the man by shooting him down, or do nothing and walk away.

For Good Karma, shoot the man down. For Evil Karma, follow after Alden's 
shadow. (This Karma Moment will now pop up with great frequency in the game.) 
Once the Karma moment is done, turn and climb the lamp post where the man was 
strung up. Find the gun turrets in the fortress across the street and take 
them out with Precision or Hammers. Recharge from the HVAC units on the roof 
behind you and follow Alden's ghost into the fortress.

You have to fight your way through hordes of enemies as you twist your way 
through the fort. There are plenty of energy sources, so feel free to use 
Hammers and Grenades aplenty. After you get behind the row of machine guns, 
Alden's ghost will climb a ladder and walk along a ledge. Climb up after him 
and then climb the pipe to a walkway.

Make sure you fully charge yourself at the fuse box on the walkway; you're 
about to fight a Dust Man trashbot Conduit. Follow Alden's shadow to the 
center of the park and watch the trashbot rise from the ground. The key to 
defeating a trashbot is taking off its arms. It has three attacks:

1. Machine gun. When this starts firing, leave aiming mode and run in circles 
ahead of the fire.

2. Meteor blast. This large, flaming rock shoots out of its chest. It is easy 
enough to avoid simply by running sideways.

3. Ground slam. This causes a blast effect in a small radius around the bot. 
This is not a problem as long as you stay way out of range of the bot.

There are lots of lights around the park you can use to recharge. Keep up fire 
on the bot's arms (use Lightning Bolts) until both arms are destroyed. It then 
loses its machine guns and will, briefly, fall to its knees. Stick it with a 
bunch of Grenades. If it does get up, all you have to worry about is the 
meteor and ground slam--both easy to deal with. Keep sticking it with Grenades 
until it blows up.



                Terrorized Streets........................2.24

Use your map to locate the buses. DO NOT approach them from ground level. You 
have to get above them and use Static Thrusters to glide down on the roof of 
each bus. This sounds a lot easier than it is; and, there will be Dust Men 
running along with the buses. Their shots can knock you off course and bring 
you in range of the machine guns on the buses. If you do get knocked off, run 
for the nearest alley and find a relatively quiet spot to climb a building.

Once on the roof of a bus, target the engine in the rear of the bus and fill 
it full of electricity. This will shut down the bus. Once all four buses are 
destroyed, the mission is over.



                Alden in Chains...........................2.25

Start by running to the left of the main prison entrance and climbing through 
the hole in the prison wall. Find Zeke in the rear of the prison yard and then 
climb up to the electrified walkway.

First up are a bunch of meteors from Conduit trashbots. Use Shockwave to 
deflect the missiles. After the wave of meteors, Dust Men burst through the 
far wall. Let loose with Grenades and Hammers. Your platform may be destroyed 
and you'll find yourself on the ground without unlimited energy. If so, take 
cover behind a concrete barricade and use your Lightning Bolts. You may face a 
trashbot as well--you know how to take them down--target their arms first.

Finally, you'll receive a distress call from Zeke. You have to get up to the 
generators on the roof of the prison. If you've previously done the Good side 
mission, "Containment," you'll have been up there before. From the prison 
yard, make your way to the wall to the left of where the Dust Men broke in. 
Climb a light pole and jump to the walkway.

Circle around the prison, staying up on the walkways, until you reach one of 
the high walls of the main prison with a large section falling out. Jump up to 
the ledge to the right of that broken section and make your way around the 
wall until you find a place with lots of windows you can climb. Climb up and 
circle around to a tower, then climb up to a roof. There will be Dust Men up 
here, so dust them.

At one side of the roof is a set of broken walkways. Jump up from the first 
broken section to the wall and across to the other section of walkway. At the 
end of the walkways, look down to see broken pieces of the wall sticking out. 
You will have to quickly jump and glide your way around the wall. Never stop 
moving because the broken bits will fall off as soon as you land on them.

You will soon come under fire. Find a metal beam to land on (they don't break 
away) and take out the Dust Men. Jump across to a brass pipe and climb it to 
another pipe from which you can jump to the next set of platforms. Jump across 
three platforms and some beams to reach another brass pipe you can climb.

Jump up to the ledge and go back the other way, jumping from beam to beam. 
Work your way around to a set of barred walls with fire burning behind them. 
Climb the ledges over the barred walls to find the generator platform. Charge 
the big control panel on the back wall; then, climb a beam to a broken walkway 
and get higher on the roof. You'll have to dust a few more Dust Men up on top, 
then work your way down to the prison yard. Watch out for machine gunners up 
here and take them out from on high.

When you reach the prison yard, you will once again have an electrified 
walkway you can use for unlimited energy. There are actually two--one to each 
side of the yard. When one is destroyed, run over and use the other.

Spam Grenades, Hammers and Shockwaves until your platforms are destroyed. Make 
sure to heal every few shots by recharging from the platform. You'll face at 
least three trashbot Conduits. When the wave of enemies finally peters out, 
you'll be told to return to the prison. Walk toward the back of the yard to 
end the mission with a cutscene.



                Light in the Tunnel.......................2.26

It is time to light up the last section of the Warren and get yourself a new 
power. You're going to love this one. First, you have to get to the sewers and 
that means a long trek out to the furthest reaches of the dark section of 
town. Stick to the rooftops and go slowly; there are a lot of turret trucks 
stationed around this area of the Warren.

Once again, your progress to the transformer is unopposed and requires a bit 
of platforming. After re-establishing the transformer circuit you learn 
Polarity Wall. This shield requires no energy to maintain and protects you 
from most attacks. The only limitation is you can't hold it while in aiming 
mode and you can't climb while holding it (though you can cling to a climbing 
surface). To put up the Wall, hold R2.

You'll need to use the Wall a lot through the rest of the sewer. You'll come 
up against a number of gun turrets enclosed in fencing, which you can't shoot 
through. You have to navigate your way past the gun emplacements while holding 
the Wall to keep from being killed.

After the first gun turret, you'll reach a section of sewer with two swing 
arms and two turrets. Once you get past the second turret, there's a short 
tunnel where you can recharge. Ahead of you is a series of platforms covered 
by guns. These platforms fall away a few seconds after you land, so you have 
to hold your Wall and jump quickly from platform to platform.

The enemies you face here include a couple of machine gunners and a bomber. 
You have to wait for a lull in the shooting and throw some grenades or take a 
few shots; then, get your Wall back up. Once you get past these Dust Men, 
you're at the substation and can re-energize the last part of the Warren and a 
portion of the Historic District.



                Secrets Revealed..........................2.27

Your first job is to track the chopper through the Warren. Instead of watching 
the chopper, watch the mini-map and the full map and use every wire you can 
find that goes in the general direction of the marker. When you get near the 
bridge to the Historic District, you'll have to fight a Conduit trashbot. 
First, though, you have a...

KARMA MOMENT: Shoot the gas tank, or wait for it to be thrown at you.
For Good Karma, take the hit from the gas tank. For Evil Karma, shoot the gas 
tank, which kills a bunch of civvies.

You won't take that much damage from the tank explosion, if you're worried 
about following the Heroic path. You then have to destroy the Conduit, which 
is much easier now that you have Polarity Wall to use against its machine gun.



                The Ray Sphere............................2.28

This mission is the worst of the lot in terms of platforming. If you don't 
pull quite a bit of hair out during this mission, you're made of sterner stuff 
than 92.3% of the gaming public.

To begin, find the pipes hanging down near the "doorway" and climb them to a 
platform. You'll be pointed to what looks like a giant fan. Blast it with a 
few Bolts to get it turning and bring Zeke up with you. Take out a few Dust 
Men and find the next elevator. Once again, you have to pull your friend up 
with you.

Go back around the wall near the elevator and use the boxes at the base to get 
to the top. Go up the center of the tower wall until you're able to get on the 
bus that's sticking out. From there, jump to a vertical sign and then glide to 
a girder near the elevator. Jump to a neon sign with three circles and then 
you will glide to another girder. From here you jump to another sign and then 
climb a girder that allows you to reach the next platform.

Clear the Dust Men from the platform; then, charge the turbine to bring Zeke 
up. From here, the platforming doesn't get any easier. Go around the corner 
from the next elevator and use signs and girders to scale the wall. You have 
to go back and forth along the wall, occasionally gliding to get to the next 
outcropping. When you reach a flat platform, glide to the large yellow girder 
on the opposite side of the wall. From there you have a very long glide to 
another girder. Then there are a few more girders, each quite a distance from 
the one before it; until you finally reach a sort of detached tower. Scale the 
tower using signs until you reach the next platform.

Again, you will have to clear the platform and charge a turbine to bring Zeke 
up. Go around to the other side of the platform from the elevator and climb 
the sign with the three circles. To reach the final platform you only have to 
glide to three girders; however, the girders are twisted and Cole doesn't 
always grab hold as he should. Expect to miss a few times before you twist 
yourself just right. Once you empty the platform and bring Zeke up, a big 
battle is under way.

First up will be normal Dust Men, some with grenades. Shockwaving them off the 
tower works pretty well, as does simply shooting them. Remember you have 
Polarity Wall now, as well, to fend off their attacks. After they are gone, 
you have to fight a small Conduit and his scorpion spawn as well as some more 
Dust Men. Again, Shockwave works pretty well when you're way up in the air 
without a net.

Finally, it's the big battle against a Conduit trashbot. You don't have the 
room to dodge its attacks; so, use your shield and shoot at its arms in 
between its attacks. The big problem here will be the scorpions that keep 
coming at you. If you don't deal with them, they can cause serious damage. On 
the other hand, you can't deal with the scorpions while holding your shield. 
It's a pickle, it is. A few well-placed grenades can keep the scorpions off 
you long enough for you to take out the trashbot and end the mission.



                Alden's Rampage...........................2.29

Oh? Did you think the fracas at the top of Alden's tower was the boss battle 
for the Warren? Sorry, you've still got to fight the big bad guy himself. 
First, you have to catch up to him by making your way along the girders of the 
bridge. Step carefully and take out Dust Men as they pop up. You can use the 
girders for cover by hanging from the edge. Use Precision or Lightning Bolts; 
avoid Grenades or Hammers as they will mostly be wasted.

Finally, you'll reach Alden who will fight you from inside a giant trashbot. 
This trashbot is bigger than the others you have faced; but, not much 
different. The fight is in three phases...

Phase 1: Alden hurls trash meteors at you. Dodge them or Shockwave them away 
and unload Lightning Bolts on the bot in between. When the bot is stunned and 
its mouth opens, quickly shoot Alden.

Phase 2: Alden sends a swarm of scorpions to play with you and mixes in a 
machine gun with the meteor strikes. Use Polarity Wall to deflect the machine 
gun and Shockwave to deal with both the meteors and the scorpions. Continue 
shooting the bot as before and shoot Alden when the bot's mouth opens.

Phase 3: Alden sends even more scorpions over and now starts hurling 
fireballs. The fireballs burn for a bit of time; but, this also helps with 
your bug infestation, so it's all good. Just keep dodging the fire or use 
Shockwave on the fireballs and use Lightning Bolts as before until the bot is 
stunned again and you can shoot Alden for the last time.



                The Price.................................2.30

As when you first visited the Warren, the first priority is getting a way open 
back to the previous island. Fortunately, part of the Historic District is 
already lit up and the bridge back to the Warren is in the lit part--no 
running through the dark...yet.

This being your first visit to the third island, there's something you should 
know. The roofs are mined. All of them (or almost all). Some with more than 
one mine. So...no flying over the rooftops for you! You'll have to approach 
each new roof with care looking for flashing red lights. These lights indicate 
a mine (or more than one) is on the roof and you'll have to locate it and 
shoot it or it will blow you up. The mines are small discs lying on the roof 
with the flashing red light on top.

Now that you're sufficiently terrified of traveling over the top of the city, 
proceed to the marker on your map and lower the bridge. Try to avoid First 
Sons along the way--even though this part of the city is lit up, you don't 
want any major firefights along the way. Make sure you're fully recharged 
before zapping the bridge panel to lower it.

See? Wasn't that easy?

Now comes the hard part. Meet Mr. First Son Conduit #1. These guys turn 
themselves into giant, neon purple "ghosts" that look a lot worse than they 
really are. They only have a melee attack (granted, it does a lot of damage) 
and they're slow. Stay away from it and pepper it with Lightning Bolts until 
it resumes normal form and then blow that normal form up before he recovers.

You receive a message that people are being held hostage and you have one 
minute to rescue them. Don't dawdle heading for the marker on your map. 
There's no timer running on the screen; but, you really only have one minute 
(give or take a few seconds).

The captives are, of course, surrounded by gangs; but, you can't go in 
indiscriminately blasting away or you'll kill the hostages. Use Precision to 
get rid of the First Sons closest to the hostages (you'll recognize them by 
the large electrical fence surrounding them); then, run in and drain the fence 
to free the hostages.

You will be attacked. Now you can proceed to indiscriminately blow stuff up. 
Use everything you've got to defeat all the First Sons in the area, probably 
including another giant Conduit. Now you get a message a second set of 
hostages has been captured. These folks are along the SE side of the park and 
approaching along the street is suicide because of a machine gun turret. On 
the other hand, you don't have time to go around the park.

So, proceed through the park and meet Mr. First Son Conduit #2. These guys are 
invisible until they shoot at you. Considering they materialize right next to 
you and fire some type of explosive weapon that drains more than half your 
health in one shot, your first encounter with these guys is usually your last?

You have to know where they are and where they're going to come from, which 
you usually don't find out until you're dying. There are two of them in the 
park and they hang around the playground. When you see a swing set, start 
throwing grenades. Your only hope of beating First Son Conduit #2 is to shock 
them into visibility and then hit them with Lightning Bolts. Fortunately, they 
can't take as much damage as they dish out. Getting hit with a Grenade 
followed by a couple of Bolts usually does them in.

Once you reach the fence along the SE side of the park, run NE along it past 
the turret (which faces SW) and Precision hit the gunner and his partner. 
Drain the fence holding the hostages and take out the First Sons that gather 
to celebrate your heroism.

You'll have to travel back across the park to get to the third bomb; but, 
there's not as much opposition as the one you just took out; so, no worries, 
mate! Afterward, however, there's a big Karma moment (and probably the only 
real moral dilemma in the game):

KARMA MOMENT: Save the doctors or save Trish.

The Good action is to save the doctors. The lives of the many are worth more 
than the lives of the few, or the one, or something like that. The Evil action 
is to give in to your selfish desires and save Trish. What's kind of weird 
about this whole moment, though, is...if you are playing Evil, Trish hates 
you...Anyway, if you want to know what happens before you make your decision, 
there's a spoiler for this event at the very, very, very end of this guide 
(just hit CTRL-END to get there). There's also spoilers for "End of the Road" 
down there, so don't go if you don't want that spoiled as well.

Make your decision--the doctors are on the round building to the southwest 
(your left) and Trish is further away on a building at the corner of the 
intersection to the northeast (your right). When you reach the roof, the 
mission ends with a cut scene resolution.



                Vengeance.................................2.31

You have to make a long run through the dark to get to the sewer where you'll 
bring the eighth and final transformer back online. Stick to the rooftops; 
you'll encounter very few First Sons up there and you'll be able to pick off 
the ones on the ground without exposing yourself overly much to fire. If you 
pick your way carefully, you can stay at a high level and avoid much of the 
danger below.

This time, when you drop into the sewer, you are immediately confronted by a 
couple of gang members. Crouch behind the generator in front of you and use 
Precision to take them out. Jump from pole to pole to get to the transformer 
and press Triangle to re-establish the circuit.

Welcome to the wonderful world of Lightning Storm! This awesome incarnation of 
Cole's powers is unleashed by holding the D-Pad Down button. The Storm starts 
near you and runs further away as you hold down the button. You can steer the 
Storm by tilting the controller left and right. Lightning Storm eats up a lot 
of Cole's energy; so, save it for extreme situations or when you have a good 
power source nearby. Lightning Storm only works above ground; so, you don't 
get to play with your new toy right now.

Work your way over to a tunnel and watch for the First Sons that pop up at the 
other end. Carefully shoot your way forward until you arrive at a generator 
you can crouch behind. Use Grenades or Hammers to take out the First Sons to 
your right and far ahead of you; then, quickly jump and glide over to the 
generator to your right. You can now see more First Sons that were to your 
left before and you can take them out; then, jump to their platform.

Now it's just a hop, skip and jump to the sewer exit. Watch out for the 
falling platform! As you leave the sewer, you get to unleash Lightning Storm 
on a bunch of turret trucks. Take out the trucks and then use more 
conventional weaponry against the foot troops.

Now comes the fun part--you have to re-energize three substations above-
ground. And it's dark, so not much chance to recharge your batteries. You can 
use the occasional car; but, not much else until you get to the substations. 
Save your energy for when you reach a substation; don't waste it on the 
journey. Make your way toward the first objective marker; use the rooftops to 
avoid the turret guns (and take them out from on high) and watch out for the 
mines on the roofs. It may actually be easier to die here as you'll start back 
at the exit from the sewers; but, most of the random enemies that spawned into 
this area earlier will be gone.

When you reach the substation, you'll find a small block building near a gas 
station. Clear the enemies from around the area, drop down and charge it up. 
Now you get a charged panel and you have to keep First Sons away from the 
substation while it recharges. Since you have unlimited energy just spam 
Lightning Storm. Make sure you heal once in a while.

Repeat for the second and third substations. If you are in need of additional 
XP, this is a mission where you can rack up serious amounts of XP by playing a 
substation defense over and over again.



                Against the World.........................2.32

You need to track down four hot air balloons and take them down. Work your way 
up to high ground and track down the first balloon. When you get close enough, 
take out the UAV circling it (watch out for bombs from the UAV and Shockwave 
them away). One or two Lightning Bolts should deal with the UAV.

Then, call down a Lightning Storm on the balloon itself to take out the shield 
(you don't have to hold the Storm for a long time). Finally, work your way 
close to the balloon, jump over to the platform at the bottom and walk around 
decoupling three fasteners (press Triangle when you get the prompt). You will 
probably come under fire while you're doing this; if it gets heavy, take them 
out with Precision. Be careful using Lightning Bolts, Hammers or Grenades 
around the unshielded balloon. You can easily blow it up and have to start 
over again.

You'll hit the ground as the platform comes off and you'll be under attack 
from suddenly hostile civilians (as well as surviving gang members). Get up on 
the rooftops again to avoid the gassed civvies and track down the second 
balloon in the Warren. Repeat your earlier performance.

Now it's time to take out two balloons in the Neon. These balloons are 
tougher. First, you'll be under constant attack from civilians (even the 
police are shooting at you!). Second, the balloons rarely pass by buildings 
high enough to allow you to reach the hanging platform and their shield 
recharges in about a minute; so, you have to move fast once it's down. Third, 
just to make things even more interesting, the platforms mount machine guns.

Fun stuff.

Approach the balloons carefully and try to find a high point along its path. 
You'll have to take out the shield with Lightning Storm and then use Precision 
to destroy the machine guns. If you're fast enough, you may be able to reach 
the balloon before the shield comes back up. More likely, you'll have to take 
down the shield once to take out the machine guns; and, then take it out again 
to get to the platform. Once both Neon balloons are down, the mission is over.



                Hunt for the Ray Sphere...................2.33

Yet another protection mission. This time, you are strung beneath a helicopter 
on a decidedly unstable platform. The hard part of this mission is not dying, 
it's being blown off the platform by the wake of exploding grenades. Use 
Precision to take out distant gunners (watch your radar for the red dots); or, 
unload Hammers (remember, you have unlimited power in this mission, as in 
other defense missions) as soon as you see little figures in the distance. 
Keep a finger on the X button to Shockwave away any grenades launched at you.

Eventually, the chopper will stop and you'll be asked to drop down to the 
ground and join your gang friends for a little jam. No...waitaminute...you're 
supposed to drop down and kill the gangs and destroy the jammer. Yeah, that's 
it. That's the ticket.

Use the rooftops to rain Grenades on the gathering below and watch out for the 
drones that fly around (very fast!) and launch grenades at you. Use Shockwave 
to keep the grenades away from you and to slow down the drones long enough to 
Bolt them into confetti.

When the First Sons are dead, drop down and move to the marker on your map. 
You should be able to just discern the outline of a satellite dish. Step back 
a few paces and use Lightning Storm to destroy it. Rinse and repeat for two 
more jammers. Along the way to the final jammer, you will be attacked by 
several giant Conduits. Ignore them as they don't do much damage; you're more 
threatened by the rockets heading your way and the Conduits can't keep up with 
the helicopter.

The final jammer is in the parking garage near ground zero and is near the 
bottom level. You'll have to clear out First Sons level by level until you 
find it. It's just enough out in the open to allow the Lightning Storm to hit 
it.



                End of the Road...........................2.34

You'll begin by taking out three anti-aircraft guns. These are not terribly 
difficult (compared to some of what you've been dealing with recently). The 
big problem are the drones hitting you with grenades while you're trying to 
take out the First Sons surrounding each gun. Use Shockwave to deflect the 
grenades and stun the drones enough to get a clear shot. When the drones are 
gone, you can turn your attention to the mobs on the roof. You should, of 
course, be on a DIFFERENT roof. Take your time and ignore John's pleas for you 
to get in gear.

Take each gun out with a Lightning Storm and move on to the next one. When the 
third gun is toast, move to the roof marked on your map. Then, it's time for 
another chase across the city. Stick to the wires, if you fall, you fail. You 
can't let the chopper and truck get too far ahead of you. You will probably 
take the wrong path a couple of times; it's OK, just start back at the last 
checkpoint and pick a different wire. For the most part, higher is better--you 
can always use Static Thrusters to move ahead if you have plenty of room to 
glide.

When you reach the pier it's time to pull out Lightning Storm. Yes, you can 
cautiously advance through the maze of shipping containers and use Grenades 
and Hammers and Precision to pick off the First Sons; but, really...you're 
going to be overwhelmed (and more than once), especially by the drones 
constantly buzzing up to you and pelting you with grenades. There are plenty 
of energy sources on the pier; so, when you see a group of red dots ahead of 
you, step out where they can see you and unleash the Storm. Then, duck back 
behind a crate and recharge and do it again to the next mass.

When you reach the ray sphere, you are presented with a...

KARMA MOMENT: Destroy the sphere, or use it to enhance your powers.

The Good path is to destroy the sphere. The Evil path is to activate the 
sphere to enhance your Powers. This is a very important choice and you are 
well advised to pick the option that correlates to the way you have been 
playing up to this point--especially if you've been playing Hero. If you want 
to know the exact consequences, go to the very end of this guide for the full 
story. There's also spoilers for "The Price" down there, so be careful.



                The Truth.................................2.35

Time for the final showdown. When you're ready, head for ground zero, the 
place where it all began at the southern end of the Historic District. Kessler 
will meet you and you'll have to fight him. This is your toughest fight; but, 
it's mostly an exercise in button mashing and constant movement.

Your main weapon is going to be your Lightning Bolt. There's a specific 
instance when you can unload some Hammers or Grenades on Kessler; but, for the 
most part, using any special Powers are a waste of energy.

Kessler can teleport extremely quickly and he has a variety of attacks.

1. Grenades. These are similar to your own Grenades; but, with a longer fuse. 
Provided you don't actually get hit by these, they're fairly easy to avoid. 
Kessler doesn't throw them far from his body; and, while he's throwing them, 
he stands still, allowing you to hit him with some Lightning Bolts. You can 
also try to shoot the grenades, which will probably start a chain reaction, 
blowing all of them up. Don't be close to them when this happens.

2. Sonic Punch. Kessler starts teleporting around; and, suddenly appears in 
front of you, winds up and delivers a punch enhanced with a shockwave. You can 
roll out of this. When he starts teleporting around, pause and wait for him to 
appear and wind up; then, dodge to the side. You should be able to avoid most 
of the effect.

3. Earthquake. Kessler pounds the ground and a shockwave radiates through the 
ground. If you get caught in the blast, you'll be knocked down and take a lot 
of damage. Once Kessler gets down to 50% health, he will add phantasms to the 
effect. You can avoid the effect altogether by jumping and using Thrusters to 
float over the wave as it passes by you. When the phantasms show up, pepper 
them with Lightning Bolts--you'll probably hit Kessler a time or two as well.

4. Lightning Blast. Kessler rears back, charges up and unleashes a huge 
lightning bolt. You can easily dodge the bolt as he takes several seconds to 
charge it up; just press Circle and move to the side to get out of the way. 
This is your opportunity to really shave off some of Kessler's health. After 
four blasts (three blasts once he's down to 75% health), Kessler kneels down 
and takes a breather. Hit him. Hit him hard. If you're playing on Easy or 
Medium, use Megawatt Hammer. These don't work on Hard because Kessler dodges 
the Hammers. (Yes, it is a cheap trick.)

On Hard mode, you'll have to use Shock Grenades. Try to time the blasts and 
keep your aiming reticule on Kessler's current location (even as you dodge the 
blast). Kessler will release four blasts in a row until he gets below 75% 
health; then, the pattern is three blasts in a row. As soon as you have dodged 
the final blast, throw three or four Grenades at Kessler's location. Hit him 
with Lightning Bolts while he's down and he should also take a decent amount 
of damage from the Grenades.

Throughout the battle, you can get quick recharges at the sparking wires 
sticking out of the ground. When Kessler reaches 75% health, he will grab you 
and you will engage in the same grabbing mini-game you went through with 
Sasha. You can't win this mini-game, so don't worry about it.

At 25% health, Kessler summons a trio of the hover bombers. This makes the 
last quarter of your fight very interesting. Release a Lightning Storm as soon 
as Kessler summons the bombers and try to hit them before they start flying 
around. If you miss one or two, you'll need to run around in circles trying to 
shoot them down or they'll kill you while you're playing with Kessler.

Once Kessler has lost all his health, you will once again play the grabbing 
mini-game. Win and that's it! If you lose, Kessler gets some of his health 
back and you'll have to "kill" him again.

Watch the final cutscenes and credits and then go back and collect Blast 
Shards, Dead Drops and finish up side missions. You can then try again taking 
the opposite Karma path (and trying to earn the Hard Finish trophy, if you 
didn't play through the first time on Hard).




~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 SIDE MISSION WALKTHROUGH [3.00]
~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

Side missions come in three types:

1. GOOD: There are 15 side missions only available to players with Heroic 
Karma.

2. EVIL: There are 15 side missions only available to players with Infamous 
Karma.

3. NEUTRAL: There are 69 generic side missions available to all players.

All side missions clear a small area of the district they are in. Contrary to 
what the game tells you, enemies do respawn in "cleared" areas. Also, enemies 
will enter cleared areas if they are chasing you; and, enemies will spawn in 
clear areas if you are on a mission that calls for enemies to be there. In 
other words, never let up your guard.

Side missions are worth 100XP. Good and Evil side missions are also used to 
purchase Good or Evil powers.



                Good Missions.............................3.01

 WALK THE DOGS
===============
On these missions (there are three of them), you'll be tasked with escorting a 
group of gang members to a nearby prison. At least one prisoner has to survive 
the trip. To get the gang moving, shock one of them. They will walk very 
slowly, so give them one more shock to get them trotting a little faster. 
Along the way, you will run into three situations...

1. One or more of the gang members will turn and attack you. A quick Shockwave 
will usually subdue them. Punch or shock any still standing; just be careful 
not to kill them. When the rowdy ones are subdued, they will form back 
together and continue on their way.

2. One or more of the gang members will try to run away. Again, a quick 
Shockwave will usually catch the runners. If any get away from the Shockwave, 
run them down and shock them into submission and they will reform and 
continue.

3. You will be attacked by other gang members attempting to free the 
prisoners. Ignore the prisoners (they will kneel down and stay put) and take 
care of the attackers. Then return to the prisoners and herd them on toward 
the police station.


 TOUGH COLLAR
==============
A "simple" task: capture a Conduit (super-powered gang member). What's not so 
simple is keeping the Conduit alive while you're dealing with all the other 
gang members surrounding the Conduit. You'll want to use Shockwave to keep the 
gang off-balance and blast with Lightning Bolt. Just be sure you don't hit the 
Conduit too many times.


 TIED DOWN
===========
A very simple capture quest. You must take down four (first mission) or five 
(second mission) gang members and capture them (use Arc Restraint on them). 
There should be plenty of mobs around, unless you've gone and cleared the rest 
of the district.


 OFFICER DOWN
==============
Follow the bio-electric memory of the slain cop to a group of cops engaged 
with some Reapers. Take out the Reapers without losing all the police and this 
mission is done.


 FAN CLUB
==========
A parade has organized near the park in the Neon and again in the Historic 
District. You are asked to protect the parade. In the Neon, run to the north 
corner of the park and ride the wire there across the street. You should see 
the parade below you. Ride a wire south over one building to the corner 
building at the next intersection.

Watch below as an RPG Reaper comes out. Quickly waste him, then start taking 
out the Reapers that come in from the Park. Some more Reapers will come in 
from the alley below you. Thunder Drop them and take them out. Then, join the 
cops in mopping up what's left in the street.

For the Historic District "Fan Club", stick to the rooftops and take out First 
Sons on the roofs and any flying bomber drones. Try to avoid getting knocked 
to the street and don't worry too much about First Sons at ground level. The 
police can handle them.


 CONTAINMENT
=============
A group of Dust Men has broken out of prison and is making a stand on the 
roof. Climb up a nearby lamp and jump over to the lower level of the prison. 
Head to your right around the corner to find some windows you can climb. 
You'll eventually reach a lower roof with some Dust Men. Take them out; then, 
jump to a lower roof and take out another Dust Man.

Run along the east side of the prison to find a pipe you can climb to some 
windows that will let you reach a tower roof. From here, you can take out a 
number of Dust Men as you sidle around the upper windows. As soon as you have 
taken out a few, use a corner to jump up to the roof and take out the rest of 
the Dust Men.


 RAT'S NEST
============
There are two of these missions, one in the Warren and one in the Historic 
District. You have to clean out a building full of the local gang. Your first 
objective is to climb the marked building and destroy the AC unit. Don't climb 
the actual target building, run across the street and climb the building next 
to it. You can then survey the scene before dropping to the roof. When all is 
clear, drop down and press Triangle to sabotage the air conditioning.

Twenty-five gang members will spew out into the street. Compounding your 
problems, smoke will be billowing out from the building, affecting your view. 
One or two may end up on nearby roofs, so take them out first. Then start 
lobbing grenades into the street. Use anything available to recharge and use 
your mini-map and throw the grenades at the largest clusters of red dots.

Once you've put 15 or so down, Thunder Drop on the largest remaining cluster 
and pick off the survivors. Collateral damage is a foregone conclusion; so, 
spend some time healing civvies after the battle is over.


 COPS AND ROBBERS
==================
This is a defend-the-police station mission with the added excitement of 
having to deal with a Conduit trashbot. When you arrive at the police station, 
blow up every car you can see and throw a few grenades up on the shanties 
across the street to clear out most of the regular Dust Men. Then, you can 
deal with the trashbot that will come up the side street.
 
You'll have limited mobility in the street, so you're going to have a harder 
time avoiding the Conduit's machine guns--use the blown cars as cover when it 
starts shooting. (Because you already blew them up, they won't explode again. 
See how that works?) Take off its arms as fast as you can; then, fill it with 
Grenades. After the trashbot it down, you can mop up the regular Dust Men 
still moving.


 TITANIC JUSTICE
=================
This is a mission similar to Street Fight. First Sons and Dust Men are mixing 
it up at the epicenter of the original Ray Sphere explosion. Your mission, if 
you choose to accept it, is to go wipe them all out. There are a lot of 
Conduits involved in this battle and a fair number of the First Son bomber 
drones. You are best served staying out of the middle of the battle. Find a 
building around the perimeter, get up high and lob Grenades into the fracas. 
Keep at it until there are few red dots left on your map; then, Thunder Drop 
the survivors.


 WALKING WOUNDED
=================
You are asked to escort a group of 15 poisoned civvies to an aid station. You 
can move as fast as you want, the pedestrians will keep up. When you reach the 
aid station, you'll find a bunch of dead EMTs and a couple of very active 
drone bombers. Take out the bombers and heal any of the civvies in your group 
that got hurt.

Now lead the civvies to another aid station. You'll run into a First Son giant 
Conduit in an alley. Back away quickly while peppering him with Bolts until he 
shrinks down; then, stick a Grenade to him. Heal your wounded charges and lead 
them the rest of the way to the station.



                Evil Missions.............................3.02

The Evil side missions are, by-and-large, the opposite of the Good side 
missions. You'll be working with the gangs against the police, rather than 
helping the police; or, hunting down civilians rather than protecting them; 
etc.


 ANGRY MOB
===========
The opposite of Fan Club and there's one in the Neon and in the Historic 
District. Track down the protestors and cops and take them down.


 DIRTY JOB
===========
An assassination mission. Track down the pictured target and kill him. When 
you return to the quest-giver, you'll have to fight off some police.


 NO FORGIVENESS
================
An ambush. After getting the mission, get ready to fight a whole boatload of 
cops.


 RAMPAGE
=========
Start blowing stuff up until the cops (Neon) or First Sons (Historic District) 
come boiling out into the street and then let them have it. This mission is 
available both in the Neon and in the Historic District.


 HIT SQUAD
===========
Take out a police SWAT team that is hunting you down.


 NEW FRIENDS
=============
Similar to the Good mission, "Containment." You must climb to the roof of the 
prison, fighting police along the way, and drain a transformer in order to 
free some of Sasha's Reapers.


 MINIONS
=========
Sasha takes control of a bunch of civvies and you have to lead them against a 
dozen Dust Men (Warren) or First Sons (Historic District).


 STICK IT TO THE MAN
=====================
Join a group of Reaper Conduits and destroy a police station. It's guarded by 
lots and lots of machine gunners.


 DEATH MARCH
=============
The Evil version of Walk the Dogs. Herd four Dust Men through the Warren to a 
pier; then, kill them. In the Historic District, you'll march three First Son 
Conduits to their doom.


 NIGHT ON THE TOWN
===================
Follow three Reaper Conduits as they zip about town and help them take down a 
bunch of Dust Men.


 TITANIC BEATDOWN
==================
This lone original Historic District Evil side mission is identical to the 
Titanic Justice Good side mission, except for the motivating force.



                Neutral Missions..........................3.03

There are 69 neutral side missions in the game in a variety of types. Since 
there are usually multiples of each type of mission, the total number of 
missions is given in parentheses after the name of the mission. E.g. (x3) 
indicates there are a total of three missions of that type.

 COUNTER-SURVEILLANCE (x6)
===========================
You'll be asked to destroy anywhere from 8 to 14 security cameras planted on a 
nearby building by the local gang (12 is the most common number of cameras). 
The building will be marked on the map with a yellow circle. These cameras are 
planted on the outside of the building and have flashing red lights.

Clear enemies from the area; then, at street level, examine the walls of the 
building. Stand still for a bit and look for flashes of red; you should then 
be able to easily see the black housing of the cameras. Climb up near the 
cameras and press Triangle to zap them. Occasionally, you will have to jump 
toward a camera and press Triangle as you slide past it, since there is no 
handhold near the camera itself.


 ABDUCTION (x4)
================
Gang members are rounding up civvies! Head toward the objective marker and 
kill the gang. At least one of the hostages has to survive--but, don't 
necessarily have to be upright. In other words, it's OK to injure the 
pedestrians while you're shocking the gang members.


 DARK WATER (x4)
=================
The Reapers are poisoning the water by pouring tar into a water tower on top 
of a building. You'll immediately be able to pick out the building by the 
large number of red dots that spawn on it. Scan for nearby buildings that are 
higher and scale one. From your vantage point, rain electric death down on the 
gang. One good tactic is to show yourself and trade potshots with the gang, 
and then step back and wait. The gang will cluster on the nearest roof and you 
can then Thunder Drop into their midst. Once all the gang members are down, 
you must disable the tar keg on the water tower, so climb up to it.

This is a Karma Moment. For Good Karma, use Shockwave to destroy the keg. This 
will coat you with tar, disorienting you and temporarily removing some of your 
Battery Cores, and damages you--so don't take this route unless you're at full 
health. For Evil Karma, overload the keg with Lightning, which destroys the 
keg's functionality, but drains the tar into the water supply. This option 
does not damage Cole in any way.


 MOBILE POISON (x3)
====================
Local gang members are moving a tanker truck full of tar through the city. 
Chase it down and destroy it. These side missions are quite difficult because 
of the number of constantly respawning gang members; and, you can be assured 
there will be plenty of Conduits and kamikazes mixed in. Your best bet is to 
stick to the upper pathways and try to get ahead of the gang. Wait for the 
truck to come under you; then, hit it with Grenades or Hammers or Lightning 
Storm.


 SPY GAMES (x3)
================
This is a "stealth" mini-game, of sorts. A kamikaze courier needs to be 
followed, and you have to avoid detection. Stay above him; whenever he stops, 
take cover. (For some reason, he can see you even if you're 10 stories above 
him, if you just stand in the open.) Alternately, you can follow him at street 
level--just stay far behind and keep under cover whenever he stops. When he 
makes his drop, run forward and pick up the package, which is five Blast 
Shards.


 THE IMPOSTOR
==============
A Reaper Conduit is roaming the park disguised as a pedestrian. Track him down 
using your radar pulse (L3 button). The impostor will show as a red dot on 
your mini-map, and then flash red when you're nearby. Take him out as quickly 
as possible, so it doesn't become a contested run-and-shoot.


 HIDDEN PACKAGE (x9)
=====================
Cole has the ability to read the left-over electrical impulses in a dead 
person's brain. Occasionally, you will kill a gang member and a side mission 
marker will appear over the body. Go over and press Triangle to get a picture 
of a hidden stash. The general area of the stash will show on the mini-map as 
a large yellow circle.

Go within that area and try to pinpoint the location of the package by 
comparing landmarks in the picture from the dead guy's mind. (Press Triangle 
at any time to take another look at the picture.) When you find the package, 
the mission is over and you score five Blast Shards.

Since these missions only occur when you kill a gang member in the general 
area of the package, it is common for you to miss these as you're playing 
through the game. If you've cleared all marked side missions on your map; but, 
there are still gang-held territories; then, you've got a Hidden Package 
mission waiting to be unlocked. Enter the red territory and start shooting 
mobs. Remember, you have to kill them. Just taking them down or restraining 
them won't unlock the mission.


 SATELLITE UPLINKS (x8)
========================
These missions are races against the clock. You'll start the mission being 
shown a satellite uplink. Climb up to it and drain the charge; you then have 
to run past a series of other uplinks (you don't have to drain them, just run 
or glide past them) to reset all of them. There is a time limit for reaching 
each uplink in the series, and this limit is extended each time you run past 
an uplink.

Uplinks show on your mini-map and can be identified by the beam of light they 
shoot in the air. You will probably have to run each course two or three times 
as you figure out the fastest way between uplinks. As the game progresses, you 
will have to use wire grinding and Static Thrusters to reach each uplink in 
time, so practice, practice, practice!

Completing the Satellite Uplinks missions increases the number of side 
missions that show on your mini-map. You could find these side missions 
without the map just by wandering over them; but, having them on the map makes 
it easier.


 PHOTOGRAPHER (x3)
===================
A civvie wants to take some pictures of you doing interesting things. Fulfill 
each request, trying not to harm anyone in the process (if playing Good, of 
course). Requests may include healing someone, punching a gang member (who 
will, of course, be shooting you), blowing up a car, grinding a wire, etc.


 THE INFORMANT (x2)
====================
Pretty much as soon as you get asked to perform this mission, you will be 
attacked. The person asking for help has information on the local gang and 
he's a marked man (or she's a marked woman). Immediately, gang members spawn 
nearby and start shooting. You've got to take them out while keeping the 
informant alive.


 PLAYING DOCTOR
================
KARMA MOMENT: Heal the injured cops, or steal the Blast Shards.

For Good Karma, go to the marked place on your map and heal the injured cops. 
You'll then have to run back to the mission-giver and fight off some Reapers. 
Afterwards, you can pick up your reward: five Blast Shards. For Evil Karma, 
just attack the police and take the Blast Shards.


 BYSTANDER
===========
KARMA MOMENT: Help the police, or do nothing and let them fend for themselves.

A police station is under attack. If playing the Evil path, just let the cops 
and gang fight it out and deal with survivors (if any). Heroes will, of 
course, jump in and take some lumps on behalf of the police.


 GRAVE DANGER
==============
This one is an ambush. The quest-giver turns into a Reaper Conduit and all of 
a sudden you are surrounded. Don't take this mission unless you are fully 
charged and be prepared to let loose with a lot of Shockwaves and run for the 
nearest high point.


 DRUG RUNNERS (x2)
===================
Gang members have run off with a clinic's drug supplies. Chase down the marked 
mobs, take them down and pick up the packages they were carrying. Return to 
the EMT and the mission is complete and a clinic is opened. There is one of 
these missions in the Neon and one in the Historic District. In the Historic 
District, at least one of the First Sons you are after is a Conduit.


 EXPLOSIVE CHOICES
===================
Reapers have planted a bomb on the police station. Follow the officer to the 
station.

KARMA MOMENT: For Good Karma, drain the bomb. For Evil Karma, just wait around 
until the bomb goes off. If you take the Evil path, the cops will turn on you 
and start shooting. You have to kill them to finish the mission.


 STREET FIGHT
==============
Reapers and Dust Men are mixing it up and your job is to jump in with them. 
Good luck! Even if you haven't finished "Zeke's Request" and encountered a 
Dust Man Conduit, you'll meet them in this mission. Several. There are a 
couple dozen Reapers and Dust Men with Conduits on both sides going at each 
other. First things first: blow up the gas station. That will take out a few 
mobs. Stay back and concentrate on Shockwaving the cars into the mobs that 
come running at you. Duck in an alley if you need a recharge.

Another option is to get up on a roof and lob grenades down into the mix. 
Whatever you do, watch out for the grenades and rockets that get sent your way 
and use Shockwave to deflect them. There will be two Reaper RPGs up on a roof-
-use Precision to bring them down.


 SPLIT DECISION
================
Dust Men have kidnapped a woman's brother and stolen their Blast Shards. For 
Evil Karma and the Shards, go after the Dust Men with the Shards. For Good 
Karma; but, alas, no Shards, rescue the woman's brother.


 EL TRAIN (x2)
===============
These missions will start the trains rolling again in the Warren and the 
Historic District.

For the Warren, first take out a bunch of Dust Men camping out on the tracks. 
Of course, you start the mission right near the tracks and in the line of 
fire; so, hightail it behind the nearest building and climb up for a better 
angle. There's a gas station next to the tracks with a lot of Dust Men; a 
Grenade will blow up the station and a lot of Dust Men.

When all the Dust Men around the objective are down, climb up to the station 
and Shockwave the cars off the tracks. Then ride the train forward to a 
tunnel. Clear the Dust Men out of the tunnel (Shockwave and Hammer are good 
here) and run to the other end.

Drop to the street, take out the Dust Men and charge the feeder box on the 
underside of the tracks. Climb back up and enter the tunnel. Two bombers have 
taken up residence, so Shockwave them into insensibility and zap them. Ride 
the train out of the tunnel to finish the mission.

The second El Train mission gets the trains running in the Historic District. 
The First Sons will unleash their bomber drones AND a UAV on you. The final 
stand is against a house infested with mobs, including a machine gun turret. 
Jump off the train as you approach and get on the roof of the building on the 
opposite side of the tracks. Stay out of sight from the machine gun until you 
have dealt with the bomber drones; then, unleash a string of Hammers on the 
turret.


 BROTHER'S KEEPER
==================
The Dust Men have kidnapped a guy's brother and dressed him in a Dust Man 
outfit. Find the group of four Dust Men and use Precision to head shock the 
three with round hoods and leave the fourth alone. You'll have to move fast; 
as soon as you head shock the first Dust Man, the others will try to shoot the 
fake.


 CHASING ECHOES
================
This mission pops up over a dead civilian. Start the mission to read the 
electrical signature of the attacker and follow that shadow into the Dust Men 
fortress on the pier. Watch for Dust Men as you follow the shadow into the 
maze until you reach a point where you see shadows of three Dust Men Conduits. 
You now have to hunt down the Conduits and defeat them. The best way to deal 
with the Conduits is to get up on top of the containers--the Conduits and 
their scorpion bots are all on ground level.


 TERROR BUS (x4)
=================
This is the same as the story mission, "Terrorized Streets," except, there's 
only one bus. These side missions won't show up until you've finished that 
story mission; so, you'll know how to handle the problem. If you wait to do 
these until after you have Lightning Storm, you can take down the bus just by 
getting near it and using Storm on it. Of course, the buses like to run under 
the train tracks, so that's easier said than done.


 SUPPLY RUN
============
This is "Anything for Trish" in miniature. Ride a charged bus through the 
streets of the Historic District, fighting off lots of First Sons and at least 
five of the giant First Son Conduits. Again, the easiest, though not shortest, 
way through the mission is to jump off the bus at each sign of a red dot on 
your mini-map and take out the First Sons ahead; then, ride the bus a little 
further.
Your destination is a clinic on a pier on the east side of the Historic 
District. This mission is a little bugged in that you don't always get the 
"Mission Accomplished" screen at the end; however, you still get the XP and 
the territory will be cleared.


 CLINICAL DISASTER
===================
This side mission is nearly identical to the story mission, "Medical 
Emergency." Go to the marked pier and take down all the Reapers to open a 
clinic.


 CLINICAL ONSLAUGHT
====================
This is another save-the-clinic mission. This time, you have to fight off two 
waves of Reapers from around a fountain. The first "wave" is two Reapers who 
are roaming around the fountain as soon as you start the mission. Take them 
out; then, run for your life. As soon as you take out the first two Reapers, 
six more spawn nearby and will hit you hard.

You cannot try to "cheat" by taking out the first two Reapers from a nearby 
building. The remaining six will not spawn until you are actually on the 
ground next to the fountain. Nice, huh? So, wait for the six to spawn, then 
hightail it down an alley and climb the back of a building and take down the 
last six from the comparative safety of a rooftop.


 STOLEN PRESCRIPTIONS
======================
This mission is very similar to the Drug Runners missions. You pick this up in 
the Warren next to the hospital. Seven boxes of medical supplies have been 
stolen by Dust Men and you must retrieve them. The Dust Men are holed up "in" 
a building nearby. The building is actually a series of interconnected 
structures with porches running down the front and back of each level. The 
Dust Men are on those porches and you'll have a devil of a time shooting them 
off.

You can use Precision to try to head shock them from across the tracks; but, 
you'll still get peppered because you'll be under fire from a dozen or so Dust 
Men the entire time. A better option is to go way around the block and get 
above the building; then, drop down onto the roof and pick off the Dust Men on 
top of the structure. Afterward, you can drop down level-by-level and deal 
with the one or two Dust Men on each porch and pick up their packages.


 SURGICAL OPERATION
====================
Save-the-clinic with a twist. Approach the marked pier with caution; it is 
swarming with Dust Men, at least a couple of who will be RPGs or machine 
gunners. Clear out all the Dust Men around the front of the pier; then, 
recharge yourself and climb on the roof of the building and head for the end 
of the pier. You'll find a doctor covered by two Dust Men. Take them out 
quickly with Precision head shocks.


 ULTERIOR MOTIVES
==================
Protect a dude as he goes to get something from his locker. You'll meet up 
with plenty of Dust Men, including a small Conduit or two. When you've finally 
cleared all the Dust Men, the guy gives you one Blast Shard. You can choose to 
accept it (Good Karma); or, waste the dude and take his entire stash (Evil 
Karma).


 INFESTATION
=============
A bunch of Dust Men, including a couple of RPG Conduits, has taken over a 
medical clinic. Take them all down to open the clinic.


 MED DROP
==========
Seven crates of medical supplies have been dropped in the Historic District; 
unfortunately, they're up on the roofs of some nearby buildings. Climb up, 
take out all the First Sons and Shockwave the crates off the rooftops. This 
mission is available as soon as you come into the Historic District and is a 
good choice to do immediately as it opens a clinic in the area.


 PARANOIA
==========
Some lady in the park is convinced invisible guys are lurking nearby. Boy, is 
she ever right! You'll get blasted as soon as the lady stops talking; so, be 
prepared to run away. There are three invisible First Son Conduits grouped 
together near the lady. You'll want to put some distance between you before 
turning and spreading grenades over the area. Shoot the bad guys as they are 
shocked into visibility.


 PRIVATE PROPERTY
==================
A man has been injured defending his locker from First Sons. This mission is 
short and sweet and requires no combat. Approach the injured man to get a 
Karma Moment. Heal the guy and he'll give you five Blast Shards. Try to take 
the Blast Shards and you'll be hit by a booby trap and get zilch for your 
trouble (except for some Evil Karma).




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 POWERS [4.00]
~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

Once you get through the first couple of missions, you will have a few very 
basic powers. You learn more powers as you play through the game, typically 
one Power each time you re-establish the circuit on a transformer during one 
of the sewer missions. Most Powers can be viewed by bringing up the game menu 
(Start button) and selecting Powers.

 POWERS EARNED
===============
A quick reference list of what powers are available when:

* Beginning of game: Lightning Bolt, Shockwave, Thunder Drop, Reduce Damage,
  Melee, Electric Drain, Gigawatt Blades (pre-order bonus only)
* First transformer: Pulse Heal, Bio Leech, Arc Restraint
* First Good/Evil mission: Overload Burst or Arc Lightning
* Second transformer: Shock Grenade
* Third transformer: Induction Grind
* Fourth transformer: Precision
* Fifth transformer: Static Thrusters
* Sixth transformer: Megawatt Hammer
* Seventh transformer: Polarity Wall
* Eighth transformer: Lightning Storm



                Menu Powers...............................4.01

These are the Powers that show on your Powers menu. Some powers and their 
upgrades are influenced by your Karma; others are neutral. There are three 
ranks of Karma for both Good and Evil:

Good Karma: Guardian, Champion, Hero
Evil Karma: Thug, Outlaw, Infamous

To purchase upgrades for most powers, you will need to spend experience points 
(XP). The powers are listed below in the order they appear in the Powers Menu 
from left to right. Powers are either available from the beginning of the main 
game (i.e. after you have completed all the mandatory opening missions); or, 
they are learned after restoring X number of power transformers.

 LIGHTNING BOLT
================
Cole's basic attack is a bolt of lightning from his fingertips. This attack 
uses no energy (unlimited ammo) and is very effective. Hold L1 to enter aiming 
mode and then press R1 to fire. Good characters, especially, will love 
Lightning Bolt and you can recharge yourself at Hero level just by shooting 
bad guys.
* Available: From the beginning of the game
* Good Upgrades:
  - Guardian (400XP) - Righteous Blow: Restores a moderate amount of energy
    each time you successfully hit an enemy
  - Champion (2900XP) - Righteous Shot: Head shots chain electricity to
    nearby enemies
  - Hero (12000XP) - Righteous Strike: Restores a significant amount of
    energy each time you hit an enemy. Head shots also restore health.
* Evil Upgrades:
  - Thug (400XP) - Sadistic Blow: Defeated enemies have a chance of
    triggering an electric explosion before dying
  - Outlaw (2900XP) - Sadistic Shot: Increases the radius of the
    electric explosion
  - Infamous (12000XP) - Sadistic Strike: Head shots automatically trigger
    and electric explosion.


 SHOCKWAVE
===========
The Shockwave is a basic method of crowd control and object manipulation. To 
use Shockwave, hold L1 to enter aiming mode and then press X. Each Shockwave 
uses energy. Shockwaves pulse out and physically push or throw objects away 
from Cole. Used against vehicles, it can move cars and other obstacles from 
your path. Used against people, it can temporarily (or permanently) 
incapacitate others.

* Available: From the beginning of the game
* Good Upgrades:
  - Guardian (800XP) - Reverse Magnetism: People caught in the core of the 
    blast temporarily float in the air
  - Champion (1800XP) - Increases blast force
  - Hero (2800XP) - Increases blast range
* Evil Upgrades:
  - Thug (800XP) - People or objects caught in the core of the blast
    are electrified
  - Outlaw (1800XP) - Increases blast force and range
  - Infamous (2800XP) - Cars hit by blast explode


 OVERLOAD BURST
================
Overload Burst is a highly charged beam of energy that chains off conductive 
surfaces and can strike enemies using metal objects (such as cars or heating 
ducts) for cover. To use the power, hold L1 to enter aiming mode and then 
press-and-hold R2. A second aiming reticule appears. Wait until the two 
reticules are aligned and then release to fire the burst. Overload Burst is 
only available to players with positive Karma and you must complete a certain 
number of Good side missions for each level of the power.

* Available: After you finish the first Good or Evil mission
* Upgrades:
  - Guardian (5 Good side missions) - You must purchase this level to use
    the power
  - Champion (10 Good side missions) - Doubles the damage
  - Hero (15 Good side missions) - Increases damage and reduces charging time


 ARC LIGHTNING
===============
Releases a continuous stream of lightning. To use this power, hold L1 to enter 
aiming mode and then hold R2 as long as you want to stream the lightning. Arc 
Lightning uses energy and is only available to players with negative Karma. 
You must complete a certain number of Evil side missions for each level of the 
power.
* Available: After you finish the first Good or Evil mission
* Upgrades:
  - Thug (5 Evil side missions) - You must purchase this level to use the 
power
  - Outlaw (10 Evil side missions) - Unlimited branching and increases damage
  - Infamous (15 Evil side missions) - Weakened enemies explode


 SHOCK GRENADE
===============
Just as the name implies, Cole throws a grenade made of electricity. The 
grenade does take a few seconds to detonate and enemies will run from it; 
however, if your aim is good, you can stick a grenade to an opponent or object 
(such as a vehicle). Grenades use energy. To throw a grenade, hold L1 to enter 
aiming mode and press Square. To throw your grenades farther, aim higher up to 
lob them at your enemies.
* Available: After second transformer is online
* Good Upgrades:
  - Guardian (800XP) - Increases knockdown time
  - Champion (1900XP) - Increases blast radius and damage
  - Hero (5500XP) - Increases damage and weakened enemies are
    automatically restrained
* Evil Upgrades:
  - Thug (800XP) - Grenadelets: cluster of three Shock Grenades that separate
    on impact and cause splash damage
  - Outlaw (1900XP) - Grenadelets: cluster of five Shock Grenades
  - Infamous (5500XP) - Grenadelets: cluster of seven Shock Grenades


 MEGAWATT HAMMER
=================
Basically, a guided rocket. Hold L1 to aim, then press Triangle to fire the 
rocket. Rockets do a LOT more damage than your Lightning Bolts; but, they do 
require energy.
* Available: After the sixth transformer is back online
* Good Upgrades:
  - Guardian (800XP) - Redirect a rocket by firing a Lightning Bolt (R1)
    at the target you want to hit
  - Champion (2500XP) - Enemies caught in the blast temporarily float in the 
air
  - Hero (5300XP) - Increases blast radius of rocket
* Evil Upgrades:
  - Thug (800XP) - Adds a pair of smaller rockets that attach to their
    targets before exploding
  - Outlaw (2500XP) - Adds four smaller rockets
  - Infamous (5300XP) - Adds six smaller rockets


 THUNDER DROP
==============
Cole causes an explosion when he hits the ground. To use Thunder Drop, just 
jump from a high object and press Square on the way down. This is a neutral 
power; and, a very good one. Shooting at enemies from above and luring them 
under you is an effective tactic. You can also use Thunder Drop to help take 
out turrets and turret trucks.

* Available: From the beginning of the game
* Level 1 - 800XP: Increases blast range
* Level 2 - 1300XP: People and objects in the epicenter of the blast
  get electrified
* Level 3 - 3200XP: Increases blast force


 REDUCE DAMAGE
===============
This is a neutral power that is always active. Each level purchased decreases 
damage done to Cole. These are good upgrades to purchase, especially in Medium 
or Hard difficulty as you will take a lot of shots.

* Available: From the beginning of the game
* Level 1 - 600XP, 10% reduction in damage
* Level 2 - 1800XP, 20% reduction in damage
* Level 3 - 2600XP, 30% reduction in damage


 MELEE
=======
This is a neutral power that is always active. Each level purchased increases 
melee damage. Considering how useless melee attacks are, you can probably 
ignore these upgrades.

* Available: From the beginning of the game
* Level 1 - 600XP
* Level 2 - 1000XP
* Level 3 - 1500XP


 ELECTRIC DRAIN
================
This is a neutral power that is always active. Each level purchased increases 
the rate at which Cole drains energy from objects (thus restoring his energy 
and health). Probably a good purchase especially at Hard difficulty; you'll 
have less time to heal up when constantly under fire.

* Available: From the beginning of the game
* Level 1 - 800XP
* Level 2 - 1400XP: automatically recharge when grinding on electrified
  wires or rails
* Level 3 - 2000XP & Hero/Infamous rank: Enables Karmic Overload--once your
  Karma meter is at full Good or Evil, press D-Pad Left to have unlimited
  energy for a short period of time


 POLARITY WALL
===============
Polarity Wall is a shield that blocks bullets and grenades. It requires no 
energy and can be used while running, gliding, grinding, etc. The only time 
you can't hold the Wall up is when you're in aiming mode. You also can't climb 
while holding the Wall, though you can hold it while clinging to a climbing 
surface. To hold the wall, hold R2. There are two levels of upgrades to 
Polarity Wall...

* Available: After the seventh transformer is online
* Level 1 - 1600XP: Converts blocked damage into energy
* Level 2 - 3000XP: Increases the size of the Wall


 PULSE HEAL
============
This is a touch-based power gained after the first transformer. To heal a 
pedestrian, stand next to the person, press-and-hold R1 to lock on and then 
press-and-hold Triangle until you administer shock therapy. There are no 
upgrades for this power. Using Pulse Heal earns positive Karma points and some 
XP.

* Available: After the first transformer is online


 BIO LEECH
===========
This is a touch-based power gained after the first transformer. You can leech 
energy and health from downed opponents or pedestrians. To leech energy, stand 
next to the person, press-and-hold R1 to lock on and then rapidly tap Square 
to fight the person for their energy. There are no upgrades for this power. 
Using Bio Leech earns negative Karma points.

* Available: After the first transformer is online


 ARC RESTRAINT
===============
This is a touch-based power gained after the first transformer. You can 
restrain downed opponents or pedestrians. To restrain someone, stand next to 
the person, press-and-hold R1 to lock on and then press Circle. There are no 
upgrades for this power. Using Arc Restraint is a neutral action; though, it 
is sometimes required to complete certain missions. Restraining live enemies 
earns additional XP.

* Available: After the first transformer is online


 PRECISION
===========
This is an enhancement to your lightning bolt gained after the fourth power 
transformer is online. Precision mode allows you to slow down time and zoom in 
on distant opponents. Precision mode slowly drains your energy and shots taken 
using Precision mode use energy, so make sure your aim is good. To use 
Precision, press-and-hold D-Pad Up and then press R1 to fire. There are no 
upgrades to this power.

* Available: After the fourth transformer is online


 LIGHTNING STORM
=================
Lightning Storm is a serious incarnation of Cole's powers. Press-and-hold D-
Pad Down to unleash the Storm and tilt the controller left and right to steer 
it. Requires energy--and lots of it. Lightning Storm only works outside, so no 
using it in the sewer mission where you learn it. Or on things underneath the 
train tracks. Alas.

* Available: after the eighth transformer is online


 GIGAWATT BLADES
=================
Gigawatt Blades are a neutral melee upgrade only available as add-on content 
from the Playstation Store. The Blades are a pre-order bonus given by some 
retailers and not (currently) available to all players. Gigawatt Blades are, 
essentially, one-hit kills when activated; however, activating them requires 
energy. To activate the Blades, press D-Pad Right; the blades last for a 
limited time. You must purchase at least Level 1 Blades to use them at all.

* Available: From the beginning of the game if you have a pre-order code
* Level 1 - 600XP
* Level 2 - 1000XP
* Level 3 - 2000XP



                Non-Menu Powers...........................4.02

These Powers are learned by re-energizing transformers or buying upgrades to 
menu powers; however, they don't show on your Powers menu and don't have any 
upgrades.


 INDUCTION GRIND
=================
You learn this ability after re-energizing the third transformer. You'll then 
be able to quickly traverse any wires or train rails in lit-up areas of town. 
When riding the rails, remember the trains on the inner tracks run clockwise 
and the trains on the outer tracks run counter-clockwise; so, grind in the 
same direction as the trains. Also, the Level 2 Electric Drain Power allows 
you to recharge yourself as you grind wires or rails.


 STATIC THRUSTERS
==================
This is a "flying" ability learned after the fifth transformer (first in the 
Warren) is re-energized. While in the air, press-and-hold R1 to glide slowly 
downward. You can use this Power to more quickly traverse the rooftops of the 
city as you will be able to cover some of the larger gaps between buildings 
where no wire is available. Using Static Thrusters consumes no energy.

When gliding, you have limited lateral movement. You CANNOT turn around and 
glide back the way you came. Static Thrusters are mainly useful for covering 
wide gaps.


 KARMIC OVERLOAD
=================
To use this Power, you must purchase the Level 3 upgrade of Energy Drain and 
have a full Karma meter (Good or Evil). With a full Karma meter, press D-Pad 
Left and you'll have unlimited energy for a short time. When the timer runs 
out, you also will have lost some Karma points and will have to earn them 
again to use the ability again.




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 ITEM COLLECTION [5.00]
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                Blast Shards..............................5.01

Blast Shards are radioactive pieces from the epicenter of the explosion that 
started all this. Collecting Blast Shards gives you new Battery Cores, 
increasing your energy meter. Blast Shards are given as rewards for some side 
missions, and are also scattered around the game world. You can search for 
Blast Shards by pressing L3 for a radar pulse. Blast Shards show up as dark 
blue circles on your mini-map. There are 350 Blast Shards scattered around the 
map; plus the ones you earn for completing certain missions.

Here is a list of how many Shards you need to collect to get a new Battery 
Core:

* 5 Shards
* 15 Shards
* 20 Shards
* 30 Shards
* 30 Shards
* 35 Shards
* 35 Shards
* 40 Shards...

Each new battery core is gained with 40 more Shards. There are 350 Shards 
scattered around Empire City, and more are available during certain side 
missions. However, you can only have a maximum of 24 battery cores (unless you 
play Evil--see spoilers at the end of this guide).

A map of Blast Shard locations is available here:

http://www.gamefaqs.com/console/ps3/file/942025/56681

Hunting for Blast Shards is tedious; and, you don't really need a huge number 
of extra Battery Cores to beat the game; so, only go after them all if you 
want the trophy. The best way to hunt Shards is to make a perimeter run around 
each island; then, go over the rest of the island block-by-block. There are a 
couple of Shards most people miss. One is way out on a broken pier on the east 
side of the Neon. The other is on top of the ruined skyscraper next to the 
blast site. These two Shards are far enough (laterally and vertically) that 
they don't show on your radar.



                Dead Drops................................5.02

Dead Drops are audio recordings left by a government agent on the inside of 
one of the gangs. There are 32 Dead Drops in the game. You have to collect 
three for an early quest. The rest are optional and serve only to fill in 
further details of the story and earn a few trophies (see trophy list 
following).

You can search for Dead Drops using your radar pulse. Press L3 and watch the 
mini-map. If you are close enough to a Dead Drop, a gray ring will flash in a 
circle around the mini-map; or, if you are very close, a light gray ring will 
flash around Cole's icon (the white triangle). As the gray ring disappears, 
the final segment will flash and it indicates the direction of the Dead Drop. 
All Dead Drops are located inside small satellite dishes.

A map of Dead Drop locations is available here:

http://www.gamefaqs.com/console/ps3/file/942025/56681



                Stunts....................................5.03

Stunts are special attacks. There are 21 stunts in the list; but, they are not 
earned in any specific order. Performing stunts only earns you trophies (a 
total of three--see trophy list following) and some additional XP. Many of 
these stunts will happen naturally as you play the game; a few take extra work 
(and lots of practice). The best time to earn most of these stunts is while 
there are still Reapers running around the Neon. Once you get to the tougher 
enemies in the Warren and the Historic District, most of these stunts become 
quite a bit harder.

1. Melee Finisher: Use a melee finisher to take down an enemy

The best place to get this one is fighting the cops at the beginning of "The 
Escape." Open with a Shockwave to knock most of them down; then, wade into the 
ones still standing and start punching. If you're beyond that mission, it's 
fairly easy to earn the stunt by kicking scorpion bots in the Warren.


2. Enviro Take Down: Take down an enemy using the environment

You'll get this one over and over; any time you take out an enemy by blowing 
up a car or gas tank, etc.


3. High Fall: Take down an enemy by pushing him off a building

You don't have to actually push the guy, just shooting him off the edge will 
work. You'll get lots of these just playing the game.


4. Flying Melee: Take down an airborne enemy with a melee attack

This is pretty easy to get once you meet the Dust Men Conduits in the Warren. 
Just kick their scorpions around and you'll probably pick this up numerous 
times. Failing that, you may have to try punching an enemy off a roof and hope 
your final kick hits him while he is in the air.


5. Blast and Bolt: Use Shockwave to blast an enemy into the air, then take him 
down with a Bolt

This is easier if you're playing Hero and get the Guardian upgrade to 
Shockwave. You have to work at this one, flinging enemies into the air and 
then shooting at them.


6. Sticky Bomb: Take down an enemy by sticking a grenade to him

If you use grenades frequently, you'll get this one. Just aim right at 
opponents when you're chucking grenades.


7. Premature Detonation: Blow up a mad bomber to take down a nearby enemy

Another easy one you will pick up frequently as you fight your way through the 
game.


8. Flying Head Shot: Take down an air-borne enemy with a head shock

This is mostly luck. Use whatever technique you use for Blast & Bolt and try 
to head shock the flying enemy. If you have the time (not often when 
surrounded) you can use Precision; but, flying mobs twist and turn all over 
the place.


9. Ride the Lightning: Take down an enemy with Precision while grinding a 
power line

This is a little harder stunt and one you have to work at deliberately. You'll 
not often try to use Precision while grinding. Look for a lone enemy at the 
other end of a fairly long wire.


10. Insult to Injury: After sticking a grenade to an enemy, take him down 
before the grenade explodes

This is another stunt you'll have to work at. Spam grenades into a group of 
enemies and then use Precision to head shock any that have grenades stuck to 
them. If you're fast enough, you can earn this stunt. Another possible way to 
earn this is to shoot a few Lightning Bolts into a crowd of enemies; then, 
chuck a couple grenades; then, quickly spam some more Bolts and hope you 
finish off one of the mobs before your grenades explode.


11. Air Strike: While you're in the air, take down an enemy with your Bolt.

You'll have to work deliberately to get this one. Find an enemy below you 
that's not paying attention. The higher you are the better. Jump over the 
enemy and enter Precision mode, which will slow your fall. Head shock the 
enemy below and you'll earn this stunt.


12. Splash and Crash: While in the air, shoot an enemy with Lightning Bolt and 
then hit the same enemy with Thunder Drop

Use the same technique as Air Strike: Get above a lone enemy that's not paying 
attention, jump out over him and use Precision to slow your fall; but, DO NOT 
head shock him. Just hit him in the body with Precision, then let go of 
Precision Mode and start a Thunder Drop. You'll need plenty of height to 
attempt this.


13. Have a Nice Fall: Simultaneously take down 3 enemies by blasting them off 
a roof with Shockwaves

You'll have to find three (or more) enemies together on one roof. Any of the 
"Dark Water" side missions usually work for this. You'll also want to be at 
full health so you can herd the mobs together; then, hit them with a 
Shockwave. This will be easier once you have the Polarity Wall Power. The 
stunt is a little bit bugged. Apparently, what happens is, you just need to 
get three enemies into a free fall situation close enough together that they 
hit the ground close to the same time. So you can hit the three with separate 
Shockwaves and still get the stunt as long as they hit the ground together. 
Conversely, you can fail to get the stunt even when you've blown three off the 
roof together because one hits a lower building or something sooner than the 
other two.


14. Crush: Take down an enemy by crushing him with an object

Use Shockwave frequently in combat and you'll probably earn this stunt many 
times. If you're specifically working at it, you need to find mobs clustered 
on the street near lots of cars. Just spam Shockwave at the cars until you 
pick up the stunt.


15. Right Back At Ya: Take down an enemy by blasting his grenade back at him

You would think this would happen often; but, there's no way to control 
deflected grenades so you have to get lucky and need enemies to toss lots of 
grenades. When you encounter a bunch of bombers, just take some cover and 
concentrate on deflecting grenades with Shockwave. You have to be far enough 
from the enemy that the Shockwave doesn't affect him; but, close enough that 
the Shockwave can send the grenade back at him. This one requires lots of 
practice and patience. Oh, and deflecting RPG's doesn't seem to work. You have 
to deflect a thrown grenade, which you don't run into quite as often. If 
you're desperate for this stunt, Dust Men usually throw grenades a bit more 
often than Reapers or First Sons. Also, there's a tunnel under the prison in 
the Warren that has a couple of grenade-throwing Dust Men that constantly 
respawn (even after the area has cleared) along with a couple of RPGs--just to 
spice things up.


16. Crowd Control: Take down five enemies at once

You'll most likely get this one dropping into a crowd with an upgraded Thunder 
Drop. You can also pick it up with Thunder Drop or Shock Grenade in a crowd of 
scorpion spawn in the Warren.


17. Unquenchable Thirst: Transfer to four different grinds without touching 
anything in between

It is easiest to get this on a track as each of the four rails counts. You'll 
have to practice jumping from one to the other; but, it's not that hard.


18. Up Close and Personal: Take down five enemies within thirty seconds using 
only melee attacks

Get this one by kicking around scorpion spawn in the Warren. The "Street 
Fight" side mission is good because there are several Dust Men Conduits 
involved and they will spew a lot of scorpions.


19. Air Sticky Bomb: Take down an air-borne enemy by sticking a grenade to him

This is another luck stunt. Send mobs flying and then fling grenades at them. 
Again, this is easier with the Guardian upgrade to Shockwave or Champion 
upgrade to Megawatt Hammer as they keep enemies in the air a longer time.


20. Suspended Sentence: Take down an air-borne enemy with Lightning Storm

If you have Guardian level Shockwave or Champion Megawatt Hammer, this is 
easier as you have more time to unleash Lightning Storm on floating enemies; 
however, there are other ways of getting this. Unleashing Lightning Storm in 
the middle of a bunch of vehicles might also earn this stunt by luck--mobs 
sent flying by exploding cars or trucks then get fried by the Storm. You 
should earn this stunt by spamming Lightning Storm during "Vengeance." If you 
don't get it then, you'll really have to work at it.


21. Whack-a-Mole: Take down a Conduit with Thunder Drop

The easiest Conduits to hit with a Thunder Drop are the small Dust Men 
Conduits. Get above one, Lightning Bolt him a few times; then, drop on top of 
him. Keep working at it until you earn the stunt. Another possibility are the 
giant First Son Conduits. They're a bit more rare (and seem to pop up mostly 
during missions when you're very busy dealing with lots of enemies); but, you 
can shoot them until they shrink to normal and then Thunder Drop on top of 
them.



                Trophies..................................5.04

In order to earn all the trophies, you will have to play through the game as 
both Good and Evil and you'll have to play at least once on Hard difficulty. 
(Overall, Good is a bit easier at Hard difficulty because your Good upgrades 
allow you to re-energize yourself just by shooting bad guys.) Only a few 
trophies (for Blast Shards, Dead Drops and Stunts) require great additional 
effort beyond playing the game.


 Name                        Trophy      Requirement
---------------------------|-----------|-------------------------------------
 inFamous Platinum Trophy    Platinum    Collect all other inFamous trophies
---------------------------|-----------|-------------------------------------
To get this trophy you will have to beat the game twice: once Good and once 
Evil and one of those playthroughs has to be at Hard difficulty. Good is 
generally considered easier than Evil for Hard difficulty because you can 
recharge just by shooting enemies. 


---------------------------|-----------|-------------------------------------
 Good Finish                 Silver      Beat the game as a Hero
---------------------------|-----------|-------------------------------------
 Evil Finish                 Silver      Beat the game while Infamous
---------------------------|-----------|-------------------------------------
 Hard Finish                 Gold        Finish the story mode on Hard
                                           without changing the difficulty
                                           setting
---------------------------|-----------|-------------------------------------
Beat the game as both Good and Evil and at least once on Hard difficulty. If 
you get automatically changed to Hard during the Escape tutorial mission, it 
counts as Hard difficulty for the entire game.


---------------------------|-----------|-------------------------------------
 Community Organizer         Silver      Take over all territory in the
                                           Neon District
---------------------------|-----------|-------------------------------------
 Civic Leader                Silver      Take over all territory in the
                                           Warren
---------------------------|-----------|-------------------------------------
 Urban Designer              Silver      Take over all territory in the
                                           Historic District
---------------------------|-----------|-------------------------------------
Complete all side missions and beat the game (the final story mission clears 
the last bit of the Historic District) to get these trophies. Some side 
missions only pop up after you kill a gang member; so, if territories are not 
clear and there are no side missions showing, go looking for random bad guys 
to take down.


---------------------------|-----------|-------------------------------------
 Just Scratched the          Bronze      Collect all Dead Drops in the
   Surface                                 Neon District
---------------------------|-----------|-------------------------------------
 Further Down the Rabbit     Bronze      Collect all Dead Drops in the
   Hole                                    Warren
---------------------------|-----------|-------------------------------------
 You're so Sly               Bronze      Collect all Dead Drops in the
                                           Historic District
---------------------------|-----------|-------------------------------------
 Junior Geologist            Bronze      Find 25% of the Shards 
---------------------------|-----------|-------------------------------------
 Member of the Mineral       Bronze      Find 50% of the Shards
   Club
---------------------------|-----------|-------------------------------------
 Rockhound                   Bronze      Find 100% of the Shards
---------------------------|-----------|-------------------------------------
For a map of Dead Drops and Blast Shards, see here:

http://www.gamefaqs.com/console/ps3/file/942025/56681


---------------------------|-----------|-------------------------------------
 Frequent Flyer              Bronze      Travel 5 kilometers using
                                           Static Thrusters
---------------------------|-----------|-------------------------------------
 Hotfoot                     Bronze      Travel 25 kilometers while riding
                                           the rails
---------------------------|-----------|-------------------------------------
 Electric Hobo               Bronze      Ride the train for 2 kilometers
---------------------------|-----------|-------------------------------------
These are easy enough to get if, for some reason, you don't come by them 
naturally just playing the game.


---------------------------|-----------|-------------------------------------
 Evil to the Core            Silver      Purchase every negative Karma
                                           upgrade for each power
---------------------------|-----------|-------------------------------------
 True Hero                   Silver      Purchase every positive Karma
                                           upgrade for each power
---------------------------|-----------|-------------------------------------
You'll need a lot of XP as well as completion of all Good/Evil side missions 
to purchase all the upgrades for your Good/Evil-specific powers. For extra XP, 
deliberately fail any defense mission (i.e. suicide using a Grenade while 
defending the bus, chopper, prison or substations) and keep racking up XP by 
killing the same enemies over and over again.


---------------------------|-----------|-------------------------------------
 Casey Jones                 Bronze      Take down 25 enemies while riding
                                           on a moving train
---------------------------|-----------|-------------------------------------
The Rescue story mission is your best chance to earn this trophy. You might be 
able to also pick it up on the El Train side missions; but, the train doesn't 
travel very far on those missions. While doing The Rescue, after recharging 
the first feeder box, you'll get a chance to shoot a few enemies at the train 
station. After that, you'll get at least one gunner and an RPG to your right, 
shortly followed by a handful of gunners to your left. When you hit the square 
with the Conduits, Abandon the mission and start again. Keep doing this until 
you get the trophy (probably three or four runs through this first half of the 
mission).


---------------------------|-----------|-------------------------------------
 Road Kill                   Bronze      Take down 25 enemies while riding
                                           on the roof of a moving vehicle
---------------------------|-----------|-------------------------------------
The best time to earn this trophy is during "Anything for Trish." It's pretty 
easy to get this one in the first few minutes of that mission.


---------------------------|-----------|-------------------------------------
 Drop Everything             Bronze      Thunder Drop for a total distance
                                           of at least 500 meters
---------------------------|-----------|-------------------------------------
 AC/DC                       Bronze      Drain 750 megawatts of power from
                                           Empire City
---------------------------|-----------|-------------------------------------
 Get Off My Cloud            Bronze      Get 100 High Fall take downs
---------------------------|-----------|-------------------------------------
 Red Baron                   Bronze      Take down 100 enemies while they
                                           are airborne
---------------------------|-----------|-------------------------------------
 Fish in a Barrel            Bronze      Kill 50 enemies by using water
---------------------------|-----------|-------------------------------------
 True Potential              Bronze      Purchase every upgrade for a single
                                           power
---------------------------|-----------|-------------------------------------
 Oh, You've Done This        Bronze      Take down 50 enemies by sticking
   Before                                  them with a grenade
---------------------------|-----------|-------------------------------------
You should get all of these just playing the game. If you're into the Historic 
District and you still haven't earned a trophy, save some side missions so 
territories remain filled with hostile gang members you can use to rack up 
more kills. The "Fish in a Barrel" trophy really needs to be earned in the 
sewers. Try Shockwaving enemies into the water and then frying them.


---------------------------|-----------|-------------------------------------
 The Hunger                  Bronze      Bio Leech 100 enemies
---------------------------|-----------|-------------------------------------
 Doctor Cole                 Bronze      Heal 250 pedestrians
---------------------------|-----------|-------------------------------------
Doctor Cole is easy enough to get; though, 250 pedestrians is a lot. Don't 
neglect the injured lying around town and you should get this without really 
trying. The Hunger is a bit more difficult since you have to Bio Leech 
enemies; Leeching the injured pedestrians around town doesn't count; and, 
keeping enemies alive when you take them down is always a bit difficult and 
likely to take more time as well. Just play through the game, Leeching any 
enemy left alive after a fight. Once you have beaten the game, wander around 
town with the game on Easy and watch for the random enemies that still spawn 
(even if the city is clear). Shockwave them; then, use melee to knock them 
down one-by-one and Leech them. It takes work; but, it's doable.


---------------------------|-----------|-------------------------------------
 Goody Two Shoes             Silver      Reach full positive Karma
---------------------------|-----------|-------------------------------------
 Truly Infamous              Silver      Reach full negative Karma
---------------------------|-----------|-------------------------------------
You should get these halfway through the game, no problem.


The following are story-based trophies. They are not always immediately 
obvious and not all are based on Karma Moment decisions. In parentheses after 
the Requirement is the actual story moment when you earn the trophy. Just make 
sure you do two runs and stick to one particular side when making decisions.

---------------------------|-----------|-------------------------------------
 Good Eats                   Bronze      Good guys feed the needy
                                         (Karma Moment in "First Glimpse")
---------------------------|-----------|-------------------------------------
 Evil Eats                   Bronze      Bad guys never share their food
                                         (Karma Moment in "First Glimpse")
---------------------------|-----------|-------------------------------------
 Good Riot                   Bronze      Good guys stand up and take the
                                           heat
                                         (Karma Moment in "The Escape")
---------------------------|-----------|-------------------------------------
 Evil Riot                   Bronze      Bad guys love starting riots
                                         (Karma Moment in "The Escape")
---------------------------|-----------|-------------------------------------
 Good Train                  Bronze      Good guys proactively facilitate
                                           transportation solutions
                                         (Karma level of Good at the end
                                          of "The Rescue")
---------------------------|-----------|-------------------------------------
 Evil Train                  Bronze      Bad guys make it clear who the
                                           boss is
                                         (Karma level of Evil at the end
                                          of "The Rescue")
---------------------------|-----------|-------------------------------------
 Good Exposure               Bronze      Good guys are heroes to others
                                         (Karma Moment in "Zeke's Request")
---------------------------|-----------|-------------------------------------
 Evil Exposure               Bronze      Bad guys love to be seen
                                         (Karma Moment in "Zeke's Request")
---------------------------|-----------|-------------------------------------
 Good Sphere                 Bronze      Good guys put a stop to the madness
                                         (Karma Moment in "End of the Road")
---------------------------|-----------|-------------------------------------
 Evil Sphere                 Bronze      Bad guys always want more power
                                         (Karma Moment in "End of the Road")
---------------------------|-----------|-------------------------------------
 Good Intentions             Bronze      Good guys work for the greater
                                           good
                                         (Karma Moment in "The Price")
---------------------------|-----------|-------------------------------------
 Evil Intentions             Bronze      Bad guys can't say goodbye
                                         (Karma Moment in "The Price")
---------------------------|-----------|-------------------------------------
 Back With Trish             Bronze      Reconciled with Trish
                                         (Karma level of Good at the end
                                          of "Anything for Trish")
---------------------------|-----------|-------------------------------------
 Confirmed Bachelor          Bronze      Trish hates you
                                         (Karma level of Evil at the end
                                          of "Anything for Trish")
---------------------------|-----------|-------------------------------------
 Clean Up Your Act           Silver      Defeat Sasha
---------------------------|-----------|-------------------------------------
 Taking Out the Trash        Bronze      Defeat Alden
---------------------------|-----------|-------------------------------------


---------------------------|-----------|-------------------------------------
 Stunt Man                   Bronze      Complete any one stunt from the
                                           stunt list
---------------------------|-----------|-------------------------------------
 Stunt Coordinator           Bronze      Complete 10 of the stunts on the
                                           stunt list
---------------------------|-----------|-------------------------------------
 Stunt Master                Silver      Complete all of the stunts on the
                                           stunt list
---------------------------|-----------|-------------------------------------
You'll really have to work to get the Stunt Master trophy. Don't finish the 
story missions or all the side missions until you have it. Even if you beat 
the game; there are still random enemy spawns around town where you can find 
bad guys to practice on; but, it is a bit tedious. Since one trophy can only 
be earned after you have the Lightning Storm power, don't start a new game 
just to earn this trophy.




~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 VERSION HISTORY AND CREDITS [6.00]
~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

v1.20 2009-07-17
      - Added an FAQ section
      - Proofreading, added additional strategies to some missions, stunts
        & trophies
      - Premium guide now available at www.papagamer.com

v1.10 2009-07-03
      - Finished all side missions
      - Added additional strategies for defeating Kessler on Hard mode
      - General clean-up and proofreading

v1.00 2009-06-19
      - First fully complete guide

v0.75 2009-06-09
      - Added four more story missions
      - Added more side missions
      - Filled out more Powers and Stunts

v0.70 2009-06-08
      - Added four more story missions
      - Added more side missions

v0.60 2009-06-04
      - Added three more story missions
      - Added more side missions
      - Added additional stunts, enemy info and miscellaneous items

v0.50 2009-06-03
      - First published version
      - First eight story missions complete
      - Several side missions complete
      - Powers list about 75% complete




~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
 LEGAL [7.00]
~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

Written & Copyright 2009 by Barry Scott Will

Trademarks and other marks are reserved to their original owners. This guide 
is not endorsed or authorized by Sony Computer Entertainment America or Sucker 
Punch Productions.

This guide is for informational purposes only and no explicit or implicit 
warranty is made with regards to the suitability of this information. The 
reader agrees to indemnify and hold harmless the author, Barry Scott Will, 
from any consequences of using this information.

This work is licensed under the Creative Commons Attribution-Share Alike 3.0 
United States License. To view a copy of this license, visit

http://creativecommons.org/licenses/by-sa/3.0/us/

or send a letter to
  Creative Commons
  543 Howard Street
  5th Floor
  San Francisco, California, 94105 USA




























*****************************************************************************
                                 SPOILERS
*****************************************************************************
Stop reading now if you don't want to know the resolutions to the Karma 
moments in "The Price" and "End of the Road".





















"The Price" story mission has one of the true ambiguous Karma moments in the 
game. It can really tear you up trying to decide to save Trish or the doctors. 
So, just in case you were wondering...Trish dies regardless of which decision 
you make. It's kind of necessary for the overall story. If you choose the Good 
option, Trish obviously dies while you save the doctors. She tells you she's 
proud of you. If you choose the Evil option, Trish turns out to be hanging 
with the doctors and the girl you thought was Trish, isn't. Trish is ashamed 
of what you have become and the way you are using your powers.

"The End of the Road" presents you with the option of activating the Ray 
Sphere to enhance your power. Well, that's not all that happens. What happens 
is, if you activate the Sphere, you instantly become 100% Evil (i.e. Truly 
Infamous), are locked to that rating and get the Evil ending of the game--even 
if you've played the Hero until then.

In addition, your energy bolts are now red-lined-black instead of just red (or 
blue), you get four extra Battery Cores and 1500 XP. Of course, if you've been 
playing Hero, all your Hero upgrades are useless and you're back to non-
upgraded Powers and not a lot of XP to purchase Evil upgrades--unless you have 
saved most of your side missions. The reverse is not true. If you destroy the 
Sphere, all that happens is you get a little bit of Good Karma.