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    FAQ/Walkthrough by Axel7174

    Version: 1.25 | Updated: 05/19/11 | Search Guide | Bookmark Guide

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    ,--.|      \|  `--,|  .-.  ||  |'.'|  ||  | |  ||  | |  |`.  `-.
    |  ||  ||  ||  |`  |  | |  ||  |   |  |'  '-'  ''  '-'  '.-'    |
    `--'`--''--'`--'   `--' `--'`--'   `--' `-----'  `-----' `-----'
    | inFamous Guide             |
    | Created by: Axel7174       |
    | FAQ and Walkthrough        |
    | Copyright 2009 Ryne Gardner|
    Version History
    Version 1.00 - 5/26/09 - 6/8/09
    --First completed version of the guide is up. I sort of rushed this so I really
    don't think it's as polished as I'd like it to be. Forgive me ahead of time
    for that. Some sections aren't complete but the walkthrough is done. More
    additions and fixes will be on the way.
    Version 1.05 - 6/11/09
    --With a foot in the door, I took a little break. I'm still sort of busy, so
    this is a small update. I made a few fixes and I added the Trophies section.
    Working on the rest soon. I also know that the percentages for the territories,
    a lot of them are off. I'm trying to fix those.
    Version 1.10 - 6/16/09
    --Well I have good news and bad news. The bad news is really my bad news but
    it does have effects on the guide so I guess in a tiny way it affects any of
    you readers out there. The good news is that updates are indeed coming. The
    bad news is that my PS3 just died on me thanks to that rare Yellow Light of
    Death. FML right? Yeah, it sucks, huge. I'm hoping I can get it repaired or
    something soon. How does this affect the guide? Well, I'm still going to make
    some of the updates, but without being able to play the game, not all of them
    can be made. So expect some sections and information to be heavily delayed.
    Sorry about this, but you can help me mourn the death of my PS3 if you'd like.
    Version 1.15 - 6/19/09
    --Another tiny update. I may now have a dead PS3 and that makes me quite sad
    indeed. On a good note, I might be getting a new one soon, that is, if I feel
    I can break open the bank on it. In any case, in this update, I have added a
    little more to the Trophies section.
    Version 1.25 - 5/19/11
    --Oh my. It's been almost two years! Holy crap! Well, I'm back with an update
    not only to prove that I didn't abandon this guide, but to just spread some
    good will. This guide has been relatively complete for a while, save a few
    things that I meant to add but never got around to. One such thing was the
    Dead Drops and I have added that now. I also outlined the powers, just for...
    well, outlining purposes. Note this MAY be the FINAL version. I'm not sure
    yet. I may make one last update after this, or this might be it. Time will
    1. Introduction................................................. [itro]
     o Greetings
     o About This Guide
     o Using This Guide
    2. The Basics................................................... [bc00]
     o Controls..................................................... [bc01]
     o The Karma System............................................. [bc02]
     o Cole's Powers................................................ [bc03]
     o Cole's Enemies............................................... [bc04]
     o Basic Flow of the Game....................................... [bc05]
    3. Walkthrough.................................................. [if00]
     o Chapter 1 - The Dawn of Something New........................ [if01]
     o Chapter 2 - Building a Reputation............................ [if02]
     o Chapter 3 - Cleaning Up...................................... [if03]
     o Chapter 4 - The Dark Is Calling.............................. [if04]
     o Chapter 5 - Fast Times at the Warren......................... [if05]
     o Chapter 6 - Making Their Presence Known...................... [if06]
     o Chapter 7 - Heroes and Villains.............................. [if07]
     o Chapter 8 - True Character................................... [if08]
     o Chapter 9 - Choices That Make or Break....................... [if09]
     o Chapter 10 - Face to Face.................................... [if10]
    4. Extras....................................................... [exra]
     o Dead Drops................................................... [exdd]
     o Trophies..................................................... [exth]
    5. Miscellaneous................................................ [misl]
     o Frequently Asked Questions................................... [afak]
     o Contact Info
     o Credits/Special Thanks
     o Legal Lingo
    Section /                                                             \ [itro]
       1   /                                                               \
    ______/                                                                 \______
    Welcome to this guide for inFamous! I'll be your author for the evening, just
    call me Axel. Haha, just kidding. Seriously, though, welcome. I hope that you,
    the reader, will be able to get something positive out of this guide. I'm not
    perfect and I'm far from the best guide writer, but if you get some help, that
    is music to my ears. That is all the compensation I need.
    Well, as I said, I go by the pseudonym Axel7174, but Axel for short. I have no
    qualms being referred to my real name either, for those who e-mail me. I don't
    really have much to say about myself (does it really matter to anyone anyway?),
    but I'm a fairly avid gamer. I do guide writing in my spare time, when I'm not
    working or going to college. That said, I hope you enjoy this guide.
    About This Guide
    Here, we're dealing with Sucker Punch's inFamous. In this guide, I'll be giving
    a walkthrough of the game's story, as well as covering other aspects along the
    way. I have broken the guide up into "chapters". These are not official
    delineations that exist in the game itself, this was just for my and your own
    personal ease of use.
    Using This Guide
    If you need to find something or jump to a section really quick, please
    refer to the Table of Contents. The quickjumps are those little codes at the
    end of each item, and you can use those with the ctrl+f function of your web
    browser to quickly jump to a section of the guide. If you have questions or
    want to send some info my way, I would implore (more like beg) you to please
    first read the Frequently Asked Questions section as well as the Contact Info
                                      THE BASICS
    Section /                                                             \ [bc00]
       2   /                                                               \
    ______/                                                                 \______
    Controls     [bc01]
    Here's your control scheme for the game.
    L1: Aim
    L2: Electric Drain
    L3: Radar
    R1: Lightning Bolt/Lock On
    R2: Polarity Wall
    Left Analog Stick: Move
    Right Analog Stick: Camera
    Triangle: Point of Interest/Use/Interact/Heal
    Square: Melee/Thunder Drop (when in air)
    Circle: Combat roll/Enter or leave cover/Drop down ledge
    X/Cross: Jump/Confirm (on menu)
    Select: Map
    Start: Menu
    Locked On Moves
    When you get a certain power in the game, you can lock on to downed targets.
    Doing so gives you different commands.
    Triangle: Heal (pedestrians only)
    Square: Bio-Leech
    Circle: Arc Restraint
    The Karma System     [bc02]
    The world of inFamous, that is, Cole's world, is all about choice. Without
    going into too much detail, Cole is a traditional superhero archetype.
    Spider-Man fans (or at least anyone who doesn't live under a rock) should know
    the classic adage, "With great power comes great responsibility." The choices
    that Cole is faced with, will shape him and his journey. You can live the life
    of a Hero, or choose to be Infamous and feared. Honor, but also strife and
    sacrifice, or indulgence, chaos, and suffering.
    Of course there are heavily weighted decisions in inFamous. Even the smallest
    actions have implications however. Your Karma is tracked by the blue and red
    meter at the top left of the screen. At the start of the game, your Karmic
    state is neutral. By the time the first Story Mission is over, you'll have
    delved into one half of the meter. From that point on, you'll be presented with
    choices that can give you either Blue Karma, which makes you more Heroic,
    throwing you into the blue half of the meter, or Red Karma which makes you more
    Evil, placing you into the red half of the meter.
    Both sides have three ranks. For Good, it's Guardian, Champion, and Heroic. For
    Evil, these are Thug, Outlaw, and Infamous. As you can probably guess, doing
    good actions and making good choices raises your Blue Karma and inevitably,
    your rank. Doing the opposite sends you deeper into the evil ranks. Aside from
    the large choices you make, little ones like helping people out, how you deal
    with enemies, and so on will give tiny additions to Blue or Red Karma. Over
    the course of the game, these will add up to a lot.
    You can only progress so far though. There are certain set intervals in the
    Karma meter that you can't get past unless you progress the story further. This
    is to prevent you from reaching the highest rank of either side early in the
    Obviously, playing the Karma game has not only physical effects, such as those
    it has on Cole's powers, but it also affects how he is viewed by the people of
    Empire City. Furthermore, it will also change certain parts of the story,
    mainly dialogue, but certain cutscenes as well.
    -Playing Heroically-
    Early on as a Guardian, the people will shun Cole. Some of the people of the
    city will shout obscene things at him. They will continue to blame him for
    what happened. As Cole starts to lean towards the next rank, this still does
    continue, but slowly, the people start to take a shine to him. Some will try
    and take his picture and pump their fists in joy or appreciation.
    As a Champion, the people become more enthralled with Cole's appearance. They
    will often cheer for him and say nice things to him. As he nears the next rank,
    they will start standing up for him, throwing rocks at his enemies.
    Finally, as a Hero, Cole earns the utmost respect of the people of Empire City.
    They have nothing but nice things to say. They want his picture at every chance
    they can get and they are always waving and so on. They will not hesitate to
    throw rocks at Cole's enemies and help him out.
    -Playing Infamously-
    As a Thug, Cole is not viewed well by the people. They already don't like him
    after they learn what happened to Empire City, but this is only exacerbated as
    he makes the trip down the dark side. They will say derisive things and as his
    red karma increases, they will start to fear him.
    As an Outlaw, Cole becomes more feared but also in a way, respected. People
    start to run when they see him. As his karma increases even more however, some
    see him as a threat, and they may attack.
    Finally, being Infamous, Cole is the epitome of evil in Empire City. Most of
    the people fear him and run at first sight. Others attack. Just about all of
    the citzens blame Cole for their misfortunes.
    Cole's Powers     [bc03]
    With dominion over the powers of lightning, Cole's abilities aren't as limited
    as you might think. He has at his disposal, a bevy of different powers each
    with particular strengths and characteristics. It'll give you a little strategy
    as well as flair when it comes to disposing of your foes.
    As you probably already know, the powers available to Cole will vary on your
    Karmic choices. Most of Cole's core powers have a Good and Evil version. Each
    side can be upgraded further, but you can only have the powers for the side
    you're playing as. Each version has different effects that better suit that
    Buying upgrades for powers requires you have the necessary XP, as well as
    the karmic rank for it. For example, Shockwave Upgrade 2 asks for 1800 XP, but
    you also need to be Champion (Good) or Outlaw (Evil) rank in your Karma to get
    Bolt is your primary and default power in inFamous. It's what you'll be using
    a majority of the time, particularly in the first half of the game. By holding
    L1, you see a targeting circle. This shows where your attack will go when you
    hit R1. It's basically the same as if you were shooting a gun.. that shoots
    Upgrade 1
    -Cost: 400 XP
    -Good Effect: Righteous Blow - Restores a moderate amount of energy each time
    you successfully hit an enemy.
    -Evil Effect: Sadistic Blow - Defeated enemies have a chance of triggering an
    electric explosion before dying.
    Upgrade 2
    -Cost: 2900 XP
    -Good Effect: Righteous Shot - Head shots chain electricity to nearby
    -Evil Effect: Sadistic Shot - Increases the radius of the electric explosion.
    Upgrade 3
    -Cost: 12000 XP
    -Good Effect: Righteous Strike - Restores a significant amount of energy each
    time you hit an enemy. Head shots also restore health.
    -Evil Effect: Sadistic Strike - Head shots automatically trigger an electric
    Shockwave is a very useful ability that knocks enemies back with a wide blast
    of energy. Offensively it does not do very much damage, but it can throw
    enemies off buildings, resulting in easy kills. Its wide range makes it perfect
    for hitting multiple enemies gathered together.
    Upgrade 1
    -Cost: 800 XP
    -Good Effect: Reverse Magnetism - People caught in the core of the blast
    temporarily float in the air.
    -Evil Effect: People and objects caught in the core of the blast get
    Upgrade 2
    -Cost: 1800 XP
    -Good Effect: Increases blast force.
    -Evil Effect: Increases blast force and range.
    Upgrade 3
    -Cost: 2800 XP
    -Good Effect: Increases blast range.
    -Evil Effect: Cars hit by blast are electrified, causing them to explode.
    |-[Thunder Drop]-|
    Thunder Drop is used by holding Square as Cole jumps off a building or high
    ledge. He builds up momentum as he crashes down. When he hits the ground, he
    unleashes a powerful shockwave around him, damaging all nearby enemies and
    objects. The longer the drop, the more powerful the shockwave. The range it has
    is dangerous and can hit civilians easily, which is bad news for Hero players,
    so be careful.
    Upgrade 1
    -Cost: 800 XP
    -Effect: Increases blast range
    Upgrade 2
    -Cost: 1300 XP
    -Effect: People and objects caught in the epicenter of the blast get
    Upgrade 3
    -Cost: 3200 XP
    -Effect: Increases blast force.
    |-[Electric Drain]-|
    Another power you'll use frequently, Electric Drain is how you'll restore Cole's
    energy and health. Using powers deplete's Cole's energy stores. Holding L2 near
    the various electrical objects around the city will let Cole drain their pure
    energy for him. The energy also heals recent injuries, making it useful in the
    heat of battle if Cole has sustained major damage.
    Upgrade 1
    -Cost: 800 XP
    -Effect: Increases speed of electricity drain.
    Upgrade 2 - Induction Yield
    -Cost: 1400 XP
    -Effect: Automatically recharge energy by grinding on electrified wires.
    Upgrade 3 - Karmic Overload
    -Cost: 2000 XP
    -Effect: Once your Karma meter fills to full Good or Evil, press D-Pad Left
    to activate Karmic Overload. For a short period of time, you'll have
    unlimited energy. When it's over, your karma goes down, forcing you to max it
    out again to use this power.
    |-[Induction Grind]-|
    Allows Cole to grind or travel across wires and cables with the use of
    electricity. This power is simply to make travel easier and quicker. By jumping
    at the near end of a wire after grinding at full speed, the momentum Cole has
    built up can be used to send him a large distance.
    This power is acquired automatically in the story and is not upgradeable.
    |-[Static Thrusters]-|
    The Static Thrusters are a gliding type of power, that let Cole increase his
    time in the air. It's useful for traveling, making your way across large gaps,
    and so forth. It allows Cole to glide, but not fly, as he will eventually land
    on the ground.
    This power is acquired automatically in the story and is not upgradeable.
    |-[Shock Grenade]-|
    This powerful is delightful to use, and effective as well. When aiming, hitting
    Square makes Cole lob an electric ball of energy that explodes after a few
    seconds. Like a real grenade, it has a decent blast radius, able to hit enemies
    and objects within a wide range. It is useful for hitting distant enemies or
    enemies that hide behind objects or turrets.
    Upgrade 1
    -Cost: 800 XP
    -Good Effect: Increases knockdown time.
    -Evil Effect: Grenadelets - Cluster of three Shock Grenades that separate on
    impact. Causes splash damage.
    Upgrade 2
    -Cost: 1900 XP
    -Good Effect: Increases blast radius and damage.
    -Evil Effect: Grenadelets - Cluster of five Shock Grenades that separate on
    impact. Causes splash damage.
    Upgrade 3
    -Cost: 5500 XP
    -Good Effect: Increases damage and weakened enemies are automatically
    -Evil Effect: Grenadelets - Cluster of seven Shock Grenades that separate on
    impact. Causes splash damage.
    |-[Megawatt Hammers]-|
    The Megawatt Hammer is like a cross between the bolt and the Shock Grenade
    powers. It fires a rocket-like energy blast that travels at a slower speed than
    a bolt, but it explodes with force much like a Shock Grenade. It has the ability
    to hit enemies that hide behind shields or turrets. Both Good and Evil version
    of this power are equally useful, but the Good version allows you to target
    enemies after firing a rocket and make it automatically lock onto them.
    Upgrade 1
    -Cost: 800 XP
    -Good Effect: Rocket Redirect - Redirect an airborne rocket by firing an R1
    Bolt at the target you wish to hit.
    -Evil Effect: Mini-Rockets - Adds a pair of smaller rockets that attach to
    their targets before exploding.
    Upgrade 2
    -Cost: 2500 XP
    -Good Effect: Reverse Magnetism - Enemies caught in the blast temporarily
    float in the air.
    -Evil Effect: Mini-Rockets - Adds four smaller rockets that attach to their
    targets before exploding.
    Upgrade 3
    -Cost: 5300 XP
    -Good Effect: Increases blast radius of rocket
    -Evil Effect: Mini-Rockets - Adds six smaller rockets that attach to their
    targets before exploding
    Precision is a non-upgradeable power that makes Cole's normal bolt power into a
    sniper-like bolt. Range, accuracy, and damage are increased immensely with this
    ability. It acts like a normal bolt, but the targeting view is zoomed way in,
    allowing the player to hit more distant objects. Additionally, time slows down,
    allowing Cole to line up headshots easily.
    This power is acquired automatically in the story and is not upgraded.
    |-[Polarity Wall]-|
    Polarity Wall is a defensive power gained late in the game. It creates a shield
    of energy that will protect Cole from enemy attacks. The power itself is very
    useful and often underused. While wielding the Polarity Wall, Cole can climb,
    grind wires, jump and do just about anything except attack.
    Upgrade 1
    -Cost: 1500 XP
    -Effect: Converts blocked damage into energy
    Upgrade 2
    -Cost: 3000 XP
    -Effect: Increases the size of the wall
    |-[Overload Burst]-|
    This power is exclusive to Good Karma players. Completing Good Side Missions
    lets you unlock it, and completing more lets you upgrade it. Overload Burst is
    one of the most powerful abilities in the game when fully upgraded. Its damage
    is near the top, and the effect of this power lets it chain from one enemy or
    object to the next, making it very effective for multiple enemies. Perhaps most
    impressive is that it does not use up any energy, but to make up for this, it
    has to be charged before Cole can fire it.
    Upgrade 1
    -Cost: 5 Side Missions completed
    -Effect: Powerful chain lightning bolt is unleashed on enemies when used
    Upgrade 2
    -Cost: 10 Good Side Missions
    -Effect: Doubles the damage inflicted by Overload Burst.
    Upgrade 3
    -Cost: 15 Good Side Missions
    -Effect: Increases damage and reduces charging time.
    |-[Arc Lightning]-|
    This power lets Cole hit a group of enemies with continuous lightning energy.
    Its usefulness stems from the wide range it has and the constant damage it does.
    The damage however is relatively low, so it is useful for weakening a group of
    strong enemies, or defeating a group of weaker enemies (like the crab enemies).
    Upgrade 1
    -Cost: 5 Side Missions
    -Effect: Releases a continuous stream of lightning.
    Upgrade 2
    -Cost: 10 Evil Side Missions
    -Effect: Unlimited branching and increases damage.
    Upgrade 3
    -Cost: 15 Evil Side Missions
    -Effect: Weakened enemied trigger an electric explosion at their position
    before dying
    |-[Lightning Storm]-|
    Lightning Storm is the power you've been dying to use since the start of the
    game. Its power knows no equal, and its sheer awesome display makes it worth the
    effort to obtain. Cole summons a large lightning bolt that strikes the groud and
    can be steered using the Six-Axis function of the controller. Any enemy that is
    in its path will be defeated instantly. The downside is this power eats up
    Cole's energy fairly quickly.
    It is obtained automatically in the story and does not have upgrades. As such,
    it requires no XP whatsoever.
    |-[Gigawatt Blades]-|
    This is a free (yes, free) DLC power. The Gigawatt Blades enhance Cole's melee
    attack, increasing the damage by an incredible amount. They can only be used on
    one enemy at a time, as each time Cole hits something, the blades deactivate.
    The energy cost for using them is arguably not worth it, but it is helpful in a
    bind. When fully upgraded, it is an instant kill on just about all enemies.
    Perhaps the biggest downside to this power though is that investing XP to
    upgrade it takes away XP you could use to upgrade your core powers.
    Upgrade 1
    -Cost: 600 XP
    -Effect: Increased melee damage.
    Upgrade 2
    -Cost: 1000 XP
    -Effect: Further increased melee damage.
    Upgrade 3
    -Cost: 2000
    -Effect: Maximum melee damage.
    Cole's Enemies     [bc04]
    In inFamous, your main antagonists are three "gangs" that patrol one each of
    the three districts in Empire City. They are, in order, the Reapers, the
    Dustmen, and the First Sons. As you might be able to guess, theses foes are
    each harder than the last. On the flip side however, the higher enemy groups
    award you with more XP.
    -The Reapers-
    The Reapers control the Neon District. They are easily identifiable by their
    red colored hoodies and so forth. Reapers mostly like to attack with their
    guns, only seldom going to grenades. They're the weakest of the three gang
    groups. You can often find them terrorizing people around Archer Square, as
    well as numerous other locations.
    -The Dustmen-
    The Dustmen are found in the Warren. These guys wear makeshift clothing made
    from discarded clothes and even garbage bags, hence their name. Their colors
    are green and white. They are a bit more resilient than the Reapers and also
    harbor deep hatred for them apparently. The Dustmen are a little more prone to
    toss grenades and also use cover. You can see a lot of them hanging out in
    various locations, including around the prison.
    -The First Sons-
    These are the guys under direct order of Kessler and they operate in the
    Historic District. As Cole remarks following a particularly eventful fight,
    they are "professionals". They wear some sort of masks that look like gasmasks
    with blue goggles, and also wear brown coats. They are the toughest in terms of
    defense and damage, but they also give the most XP. The First Sons also deploy
    small drones to help them out. There are a few around Ground Zero, but they
    are often on the streets attacking people and so on.
    [Shielded Enemies]
    Now we're gonna get a little more in-depth. The Reapers and the Dustmen each
    have their own shielded variation of their grunt foe. With shields they take a
    lot more hits to break. Melee often can do the job but it takes a few attacks.
    When you obtain the Gigawatt Hammer upgrade however, you gain a powerful tool
    in battling these foes. Precision is also useful in shooting them in the head
    as they often poke their heads out above their shields.
    The First Sons have small drones deployed and you might run into them at times.
    They have cloaking devices which make them hard to see sometimes. Although they
    are weak, they should not be taken lightly. What makes this foe particularly
    vexing is the grenades they toss at Cole, with pretty good accuracy I might
    add. It only takes a few Lightning Bolts to dismantle these things. Their
    constant floating left and right can make this a difficult task however. To
    make things easier, Shockwave will temporarily stun them.
    Conduits are tougher enemies in the ranks of each of the three gangs. They take
    more hits and usually have more unique, powerful attacks so as a result, they
    award more XP when defeated. There are a few types of Conduits in the game.
    There is only one type of Reaper Conduit and you'll become acquainted pretty
    early. They wear white hoodies instead of the traditional red. These Conduits
    are noted for their powerful energy attacks that ripple across the ground at
    Cole; dodge these with combat rolls. They are also capable of teleporting
    around when they take damage or feel threatened.
    Among the Dustmen's ranks there are two Conduits. The first is the fat guy with
    the large backpack that deploys the small metal bugs that swarm and attack
    Cole. He wields a bazooka which makes him a potentially dangerous foe. It takes
    a lot of hits to defeat one unless you go explicitly for his head. Shock
    Grenades, Megawatt Hammers, and Arc Lightning (evil only) can work well against
    him and his minions.
    The second Dustmen conduit is the gigantic golem creature made of junk metal.
    It's very resilient so it takes many hits. Megawatt Hammers and Shock Grenades
    seem to work well. It has a gatling gun attack which Cole should continually
    roll away or take cover from. It also launches junk balls at Cole which he can
    divert with Shockwave. The golem's arms can be destroyed if they are targeted.
    Finally, the First Sons also have two types of Conduits. In essence, they are
    the same enemy but they can attack in one of two ways. First is the "phantom"
    one. This guy creates a large purple phantom with his body inside. It will
    stalk after Cole and try to stomp on him or the ground to hurt him. The phantom
    is easily defeated by zapping the real enemy within several times. This just
    stuns him though. He'll quickly get back up and deploy the phantom again. You
    can at this point, zap him to finish it quick, or run up and punt him with a
    The second type of First Sons Conduit looks the same. These ones use cloaking
    devices to remain invisible and try to attack Cole at close range with
    shotguns. This makes them very dangerous. If you can just see one coming, back
    away and attack them with Shockwaves, Lightning Bolts, and Hammers, whatever
    you want.
    Basic Flow of the Game     [bc05]
    inFamous is a freeroam, sandbox style game. The setting is Empire City, and
    Cole with his great parkour skills, finds it all to be his personal playground.
    To progress the story, you have blue markers on your map and GPS which indicate
    Story Missions. In addition, you have yellow markers which delineate Side
    Missions. You are never required to do Side Missions, but they will give you
    extra XP, as well as help influence you closer to the Good or Evil side in
    some cases.
    Between missions you can freeroam and find enemies to fight or people to save
    (or terrorize) for extra XP and Karma. The game really isn't very linear and
    that is a plus. Along the way, as mentioned above, you will be faced with a lot
    of choices that will slightly alter the story and the tone of the game. There
    are also a few other distractions along the way.
    As you progress, you'll grow stronger and be able to level up Cole's powers.
    You'll also (again as mentioned above) dip further into one side of the Karmic
    scale. This opens the door for additional changes in the gameplay and even
    some small changes in the plot. Pushing further into the story also opens up
    new islands in Empire City. There are three islands or districts in total. Cole
    starts in the Neon District, but there is also the Warren and the Historic
    District. Each has their own challenges waiting. Each new district has
    substations to restore power to certain sectors. This requires Cole to enter
    the sewers, where he will always find a new power waiting for him.
    As for the Side Missions, you'll find a lot of them in each area of the city.
    Some are opened up by progression with the Story. Others have to be found.
    Completing a Side Mission not only gets you that aforementioned extra XP and
    possibly Karma, but it also frees up territory held by the gang or enemy force
    in that area. Freeing all the territories not only cleans up the district
    (making travel a little less hectic), but it awards the player with Trophies.
    There is definitely a wide selection of Side Missions, but they will repeat a
    few times during the game, some more than others. For this reason, and this is
    important to note, I will not be marking each individual Side Mission in the
    walkthrough with a very large strategy. I will not dismiss them either though,
    so instead, I will just offer extremely brief tips or advice that will assist
    you on each particular mission. For really unique Side Missions (including the
    Good and Evil Side Missions), these will have larger strategies in the
    walkthrough, so look for them. For the repeated missions, look at the Side
    Missions section for the general goal or idea on how to beat them. The missions
    do repeat, and they are often a little bit unique each time, but in the end,
    the general idea is the same, so I do not make them a big part of the guide.
    Section /                                                             \ [wlkt]
       3   /                                                               \
    ______/                                                                 \______
    Here we go, the main course. Don't worry, you won't find a lot of electricity
    puns in this walkthrough. Shocking, huh? *ahem* Anyways...
    I have broken up the walkthrough into ten chapters. There is no real rhyme or
    reason to the delineations, I just decided to do this for ease of use. Please
    note that the chapter names are not official and not from the game or anything,
    I made them up so don't think I'm referencing anything in particular. Again,
    I just decided to do this to separate different parts of the game.
    You will not find any major spoilers in this guide. At the start of a mission,
    I may go "_____ person will tell you to do this...." but it is rarely ever more
    revealing than that. No major plot spoilers are divulged in this guide.
    As I said earlier in the guide, I will not be spending a ton of time on
    strategies for each individual Side Mission. Since a few of them repeat, and
    they require little strategy, I will glance over them. The more unique Side
    Missions, or just ones I feel like writing more for, will have bigger
    strategies written for them. If you need more information on Side Missions,
    refer to the Extras section.
    With that said, let's begin.
     Chapter 1: The Dawn of Something New                                    [if01]
    o First Glimpse
    o The Escape
    o Mysterious Signals
    When you gain control, use the Right Analog Stick as directed, and look up at
    the chopper (or 'da choppa' for you Predator fans). After that, look to the
    left to see something strange happening in the nearby building. After that,
    you're on your own.
    Stretch out those legs and get Anakin Skywalker, er, I mean... Cole, moving.
    You're basically gonna go straight, then left and make a sort of U-turn toward
    a large slope. On the way, pipes and things will be blowing up all around you.
    Keep moving until you find the slope and a gap. Jump it with X to land on the
    bus. By now, Zeke, an apparent friend of Cole's, will have called. Keep going,
    past the car, as they talk.
    Make your way to the nearby ramp with the sign for "Parking Entrance". Use the
    blue car as a bridge and enter for a very quick scene. Turn the corner and a
    car will break through the ceiling and fall in front of you. Go around it and
    keep moving, generally straight, past fire and other debris to reach the next
    The ramp is destroyed however by another falling car. Man, this is some crazy
    rain we're having! As a detour, spy the yellow and red-striped tube on the left
    and cross this. Jump the gap and Cole should easily land on the other end. Go
    straight, then turn right for another quick scene. A downward ramp will be
    created, so use this to get out of this place. Cross the hill of debris to
    reach the street.
    Approach the police cars and you'll spot Zeke. Before you can do anything else
    however, something goes horribly awry. Make your way forward when you can,
    going across this really dilapidated bridge. If you get stuck, go around that
    spot and you should be able to continue moving. Keep going and Cole will
    collapse at the other end.
    After a few days, it seems Cole now has some minute understanding of these
    powers. On the roof of some building, he and Zeke are hanging out, and the
    latter asks the former for some help. This is quite obviously a little tutorial
    for your powers. Pressing Triangle will lock onto the important object or
    objective. In this case, it's a small power box with a red switch and several
    LED lights. Aim with L1; Cole raises his arm. Adjust your aim with the Right
    Analog Stick (take note that the movement is inverted so hitting left moves
    your view right and vice versa). Finally, fire a bolt with R1. You can quickly
    tap R1 to unleash several quick bolts. Aim at the power box and a few should
    power it up.
    Search the rooftop now. Look for another power box over near the two fences,
    right next to a potted tree. The other one is behind the fence, near a bunch
    of mannequins.
    Next, as Zeke suggests, go back to that third power box and try out your
    aiming on the mannequins. Zap them and you can check out a large supply plane
    flying overhead. After that, the Voice of Survival comes on the air on Zeke's
    TV and says that the plane dropped some food off for the survivors, but the
    Reapers are likely going to close in on it. Reapers?
    Story Mission| First Glimpse
    Time to get going. Use Triangle to lock on to the exit. Simply jump off; don't
    worry, Cole can handle the impact, amazingly. Zeke unfortunately, has to take
    the stairs. Strangely enough, he makes it there only seconds after you land.
    And there is the first use of "donkey balls" in a video game.
    Now, go ahead and follow Zeke through the city as he and Cole reminisce about
    the "good old days". You'll eventually come to a parking lot in an alleyway.
    A gun has been left for Zeke under one of the four cars, but apparently he's
    too lazy to get on his knees and look for himself. Cole to the rescue. Aim with
    L1 and hit X to unleash the Shockwave power. This should blow the cars away
    easily. You should find the gun under the one on the far right.
    The strain leaves Cole weak however. As the tutorial prompts, hit L3 and it
    will make any source of electricity flash with a quick bolt. The sources are
    also lit up on your GPS Map in the bottom right corner for a few seconds. The
    two nearest sources are the generator on the wall, and any of the cars. Get
    near the generator and hold L2 to suck the electricity out to feed Cole's
    Follow Zeke once again, as Cole's love interest, Trish, gives him a call. As
    you turn a corner, you can see the many different people all converging toward
    a point. You're almost there. Contine to follow Zeke to the square.
    Unfortunately, the food got caught on a statue and it's way too high for
    anyone to reach. Anyone without super powers that is. Start by grabbing onto
    one of the poles in front of the statue. Climb to the top and then jump off
    onto the base platform. From here, find the bent tube sticking up from the
    corner, which is actually connected to something above. Climb up and jump onto
    it, then hop the gap. The rest of the way up is just a tight-rope walk up a
    beam. When you reach the top, lock onto the rusty hook and zap it.
    Unfortunately, the Reapers show up to spoil the fun. After the scene, leap off
    the statue and hold Square as you descend. This unleashes Cole's Thunder Drop
    technique. It sends out a shockwave around him that should defeat nearby
    enemies. Now pay attention to the GPS. Look for the Red squares or dots; these
    are the enemies. Try "run and gun" techniques. Attempt to zap the Reapers while
    moving, because they have guns and will not refrain from shooting Cole. It
    only takes two zaps, or one if you hit them in the head.
    Two more come in from the left. You can use the structures here to give you a
    little bit of cover. Try and fry these guys fast though. Get a feel for aiming
    and particularly how the stick movemement feels. If inverted style feels too
    iffy, switch to normal under Options.
    After you defeat the next two Reapers, another two will appear on another side
    of the square. You can use Shockwave against them. If you manage to hit them
    both with one, you might get a 2-in-1 bonus.
    Once the threat is over, Cole is faced with his first big choice.
                                   -[KARMA MOMENT]-
     Let the pedestrians take the food, or shoot them and take all the food for
    As you can guess, one choice has good implications, while the other has more
    evil sided implications. The Karma system judges Cole's allegiance with either
    the "light" or "dark" sides. Yes, just like Star Wars. Only in this game, they
    are called Hero, and Infamous. Throughout the game you'll be making many
    choices like this, affecting Cole's balance of Karma.
    If you just wait a little bit and simply do nothing, you'll allow the people
    to get their hands on the grub. Doing so will increase your Blue Karma and
    make you more Heroic. You'll reach the level of Guardian. You'll also get the
    Trophy "Good Eats"
    Choose to zap one of the people and they'll all flee. This gets you Red
    Karma, promoting you to Thug rank. You also earn the Trophy "Evil Eats".
    You'll run into Trish and she'll praise or scold Cole, depending on your
    choice. Next, lock onto the screen at the top of the building in the
    background. The Voice of Survival decides to scapegoat Cole. Some background on
    what happened before the blast is hinted at though only subtly.
    o 500 XP
    o Blue or Red Karma
    When you gain control, you'll be an unwelcome sight to the pedestrians.
    Regardless of what choice you made, they decide to listen to the Voice of
    Survival and condemn Cole. They'll run up and kick you or try the safer
    approach and throw rocks at you. If it gets to be too much of a bother, you
    can always fight back. Doing so will reward you with Red Karma however. If
    you fight them all, you can really load on on Red Karma early.
    There's too many people anyway, and they will not hesitate at all to strike,
    so make tracks quickly. Zeke calls and lets you know it's time get away. A
    blue circle is marked on your GPS. Make your way over there now. As you no
    doubt have noticed already, Cole can scale just about any object. Many
    buildings also have cables that you can tight-rope across. It may be a useful
    avenue when it comes to travel. For the most part, you can stick to the ground
    There's a good chance you may encounter more Reapers around the square. Go
    ahead and practice your skills on them. You'll get more XP for it too. Pay
    attention to your "life bar" however. When the screen starts to turn grey, and
    you hear that heart beat, you need to get some more juice. Find a power source
    and suck it dry.
    AS you continue toward the blue waypoint, you'll continue to notice more red
    dots on your GPS. Feel free to engage the Reapers, but just be careful. Also
    note that a lot of them attack from rooftops, which means having to climb up
    after them, unless you're able to zap them from below.
    Reach the marker and step into it to start the mission.
    Story Mission| The Escape
    Follow Zeke toward the bridge. Go around the cars and other objects and toward
    the crowd which has made its stand against the riot police. Cole is faced
    with another choice.
                                  -[KARMA MOMENT]-
     Attack the police on your own, or fire at them from inside the crowd and
     start a riot.
    If you decide to not risk the lives of the rioters, step out from the crowd and
    face off with the police by yourself. They'll quickly swarm you so unleash
    Shockwave to blow them away. Zeke will surprisingly step in and throw some
    punches as well. Continue to zap and Shockwave the police until they stay down.
    It wouldn't be a bad time to try out your melee attacks either. Hit Square
    a few times to throw some punches or kicks. For your actions, you get the "Good
    Riot" Trophy.
    Stand amongst the crowd and fire a bolt at one of the police. This awards you
    with Red Karma and the "Evil Riot" Trophy. After this, the two groups start
    duking it out. You can really have fun here and throw a bunch of Shockwaves and
    Lightning Bolts at them all.
    Find the power box now and zap it a couple times to raise the gate. The rioters
    make their way through, but theres more resistance on the inside. Use the
    barricades as cover by hitting Circle. From here, you can still hit L1 and
    zap the police. Do so and then climb the container.
    Watch out for a turret on the right. If you climb the container and stay on
    the left, you can ambush the gunner. Zap him and then set your sights on the
    others ahead. As you approach the two large containers, stay away from the left
    and right sides. Both of these paths have turrets. Take the high road instead
    and climb up to attack from behind. Leap off the top of the containers and
    unleash a Thunder Drop. Finish them off with a few quick bolts. Raise the
    next gate by zapping the power box.
    Run up and grab the top of the white container in front of you. Don't climb
    up, but instead hang from the top. You can shield yourself partially this way
    and also attack from a distance. Use this to line up headshots and do away with
    the police shooting at you. One will be on the left, and one on the right, both
    on containers. The other is in the middle, on the ground. Use the red container
    to jump behind the turret. Take out the gunner fast, then take cover from
    the other turret. Repeat the process here, by climbing a nearby container
    and attacking the turret gunner from behind.
    Two more turrets await around the corner. One is perched on a container, so
    just stay on the ground and walk behind it to zap the operator. Watch out for
    the one on the left though. Retreat quickly, then use higher ground to get
    behind it. Finish off any police and then raise the next gate.
    After the scene, you'll be under a bridge. Aim for the thing hanging overhead
    that looks like a barbell. Hit the hook with a bolt to loosen it and it'll
    act like a pole. Jump to it and then turn so you can jump to the hanging
    platform. From here, cross the pipes, then jump to another platform which leads
    to even more pipes. When you near the end, some Reapers open fire. Either hang
    from a pipe an zap them, or get close and personal and use Shockwave. You can
    also zap the white gas canisters for explosive finishes.
    Go to the left side of this platform and you'll be notified of a Blast Shard.
    These things are collectible items that extend the length of Cole's electric
    life bar. Now, while standing on the pipe, watch the filthy water coming down
    from above. Time your movements and get around this strut. From here, jump to
    the cable on your left.
    Take it down and drop to a platform. Leap to the nearby pipe, but watch out.
    It'll loosen and fall so scurry to the very end of the pipe (where it comes
    loose) and then quickly leap to the next one. Continue to cross the pipes,
    some of which will also come loose. If you look to the ceiling, you can find
    plenty more of those poles to shoot down to help you across. Also watch out for
    two Reapers. Give them a jolt and then cross the horizontal pipe which comes
    loose. Jump to the next one perpendicular to it on the right.
    To make it across, look to the ceiling and free some of the barbell things to
    make use as poles. Use these to get to the platform where the Reapers were.
    Now quickly cross the next several pipes (all of which threaten to collapse)
    and reach solid ground on the other side. There you'll meet up with Zeke. First
    mention of Michael Phelps in a game. Well, maybe not.
    o 500 XP
    After talking with Zeke about what Moya told Cole, you have the option to
    upgrade your powers. Now is a good time to invest in some upgrades. Surely by
    now you have noticed the small notifications about "XP". It's been going
    somewhere, and with two missions under your belt you have a decent amount of
    XP to work with.
    You should have at the very least, 1000 XP from the two missions. Combine that
    with other XP from fighting you could have between 100-500 additional points.
    One thing to take note of, is that depending on your Karmic shift, you have
    one of two possible abilities available for certain powers. In essence, the
    abilities are the same, but they each have varying effects depending on whether
    its Good or Evil. Obviously, if you're good, you can't get an Evil power, and
    vice versa unless you shift Karma the other way. Some powers are neutral and
    are just upgraded one way. I'll give you some recommendations along the way but
    remember, the choice is always yours in the end. Don't feel pressured into
    buying the same things I buy.
    |                                                                             |
    |Lightning Bolt Upgrade 1                                                     |
    |-Cost: 400 XP                                                                |
    |-Good Effect: Righteous Blow - Restores a moderate amount of energy each time|
    |you successfully hit an enemy.                                               |
    |-Evil Effect: Sadistic Blow - Defeated enemies have a chance of triggering an|
    |electric explosion before dying.                                             |
    |                                                                             |
    |Melee Upgrade 1                                                              |
    |-Cost: 600 XP                                                                |
    |-Effect: Increases Melee damage.                                             |
    |                                                                             |
    Lightning Bolt is a good choice since it's your main power. Melee was just my
    personal choice. If you want, upgrade the Shockwave instead. Try to base your
    upgrade choices through the game based on your personal play style. Go with the
    powers and abilities you use most.
    Moya will call and advise Cole to check out some leads. Three brand new
    locations will be marked on your GPS. Go to either one of them to start the
    mission. For the sake of following this guide, find the northernmost one (the
    one closest to you--hit Select to check it out). The name is Mysterious Signals
    so head over and climb the building to find the marker.
    Story Mission| Mysterious Signals
    Jump to the nearby building, the one that looks kind of like an observatory
    with all the glass. Shimmy around to the side so you can climb the billboard
    up. Go around and climb to the very top and find the satellite dish. Hit
    Triangle to try and listen in on the outgoing message. Moya suggests to find
    another "dead drop". Hit L3 and a small sliver of the GPS ring will turn grey.
    Head in that direction.
    To the northeast of the square, you'll find a building where the signal is
    coming from. Some Reapers will be on the surrounding buildings, so climb up
    there and give them hell for a tiny bit of XP. Using the mini-map grey
    indicator can be tricky, but attempt to pinpoint the location. Also listen in,
    you can hear the signal beeping and making noise. It'll be on the top of the
    building in question.
    Moya needs one more. Go southeast (use the cable to walk over to the next
    building). Kill the Reaper there and then you should get a quick scene. It'll
    show you what's in store on the adjacent rooftop, where, wouldn't ya know it,
    the last dish is. One of the Reapers has a shield. Either use Shockwave or
    get a headshot on them. When you reach the contested rooftop, the enemies tend
    to gather so Shockwave works best. Keep on the move and use the nearby
    ventilation fans as a source for restoring energy. Fry the rest of the Reapers,
    then find the dish near a blue outhouse.
    With that done, you now have the ability to hear these messages and it reveals
    a little bit of juicy info. Furthermore, you can now track down more of these
    dead drops all throughout the city. That ends the mission.
    o 500 XP
    Those other two markers will reappear in a moment. Head to the southernmost one
    next, named Medical Emergency.
    o-----Side Missions-----------------------------------------------------------o
    -In MEDICAL EMERGENCY, defeat the charging Reapers. Beware the ones with
    shotguns; take them out before they get to you.
    o 100 XP
    o Medical Clinic unlocked
    A lot of new things will be unlocked, mostly new missions, including side
    missions, which we will be covering along the way too so be aware. You can now
    use this area as a checkpoint if you die or turn the game off.
    Now is another decent time to invest in some upgrades. Hopefully you have
    somewhere in the neighborhood of 1500 XP points. If you have more, even better.
    You may notice some new powers available, Overload Burst for good guys, and
    Arc Lightning for the not so good. You need to do at least five side missions
    to be eligible however, so let's just focus on powers we can actually get now.
    Here's what I suggest, but always remember, it's up to you.
    |                                                                          |
    |Reduce Damage: 10%                                                        |
    |-Cost: 600 XP                                                             |
    |-Effect: Reduces damage infliced on Cole                                  |
    |                                                                          |
    |Shockwave Upgrade 1                                                       |
    |-Cost: 800 XP                                                             |
    |-Good Effect: Reverse Magnetism - People caught in the core of the blast  |
    |temporarily float in the air.                                             |
    |-Evil Effect: People and objects caught in the core of the blast get      |
    |electrified.                                                              |
    |                                                                          |
    If you check your map, you can see two Side Missions around you, plus several
    more to the north, near the next Story Mission. If you're in a rush to get
    through the story, by all means, but we'll be going through the Side Missions
    here. Let's do one now, called Satellite Uplinks. Unlike Story Missions, the
    markers for Side Missions don't appear on your GPS until you're really close,
    so rely on the full map (Select) until you get close.
    o-----Side Missions-----------------------------------------------------------o
    -In SATELLITE UPLINKS, start by draining the first uplink. Use your GPS to
    guide you to the waypoints. Find the quickest routes, which can take a few
    tries to find. Race past the other uplinks to complete the mission.
    o 100 XP
    o 3% Neon District Freed
    o Satellite Uplink
     Chapter 2: Building a Reputation                                        [if02]
    o Blood Trail
    o High Ground
    It just so happens you ended that mission right near another Side Mission.
    Climb across this buidling and drop onto the balcony on the east side. Talk to
    the guy there to start "Spy Games"
    SIDE MISSION  - Spy Games
    A courier for the Reapers will be coming by any moment. Might as well stop
    him. This brand of Reaper has a nasty attack. It lights itself on fire and acts
    as a personal bomb. This is something you want to avoid, so be stealthy. You
    can see the guy skating down the street. You can't let him see you, and you
    can't kill him off too soon.
    Stick to the railroad track and watch him from above. Try to stay at least
    somewhat out of sight but with your view still on him. He'll scramble from one
    side of the street, to the other, then continue forward and turn the corner.
    This is where things get difficult. You need to abandon the tracks and instead
    rely on other means of hiding such as taking cover behind cars and other
    objects. The courier always moves forward, stops, then looks around so pay
    attention to his behavior and know when to play red light, green light.
    When he crosses a street to an alley, hide behind a car. As soon as he starts
    down that alley, cross the street after him. Either take cover at the corner,
    or behind the green dumpster. Wait for him to turn around again, then continue
    your chase. He'll stop again at the fork, so find some place to hide.
    You'll have somewhat of a checkpoint here so don't worry if you mess up. The
    courier goes right. Be careful turning this corner. Wait for the courier to
    place the package under the dumpster, then leave. Go over and investigate to
    take the plunder, ending the mission.
    o 100 XP
    o Five Blast Shards
    o 3% Neon District freed
    As a bonus, turn the corner and find that Reaper. He shouldn't have any clue
    you're there so go ahead and give him a zap. Just make it a headshot, or else
    he'll attempt to kamikaze into you.
    We're only gonna tackle a few more Side Missions, so don't worry. For the next
    one, find the green marker on your map, "Walk the Dogs". If you're playing to
    be bad, look for "No Forgiveness"
    GOOD SIDE MISSION - Walk the Dogs
    You'll get the details from the Warden. Some Reapers need escort to police
    HQ for  interrogation. Sounds easy enough. Find the group in an alley nearby.
    To get them moving, zap one of the Reapers. Zap one again to get them to
    hustle. Inevitably, one or two will break from the pack. Chase them down and
    do not hold  back, give them each several bolts (not just one) until they
    stop. They go pretty fast too, so you don't want to lose them. When they're
    stopped, they should make their way to the police HQ without trouble. The
    others should hopefully make their way over there as well.
    There's a chance some may get stuck behind garbage pails or other objects so
    run back and check if any are missing. This mission shouldn't give you too
    much trouble.
    o 100 XP
    o Blue Karma
    o 2% Neon District freed
    EVIL SIDE MISSION - No Forgiveness
    The woman you meet blames you for the deaths of her family. She attacks but
    she is the least of your worries. Just around the corner, some cops attack.
    They have guns so they're a lot more dangerous. Fend them off with a few
    Shockwaves and Lightning Bolts. Finish them off if they're stunned by Leeching.
    That should end the mission.
    o 100 XP
    o Red Karma
    o 2% Neon District freed
    You'll notice that the mission you chose, whichever it was, was a Good or Evil
    Side Mission. This is what you need to get the Overload Burst or Arc Lightning
    power. Unfortunately, you only have one so far. Keep an eye out for the green
    or red markers on your map.
    There may be as many as three markers on your map labeled with the name
    "Counter-Surveillance." If there are, you want to the one to the northwest.
    o-----Side Missions-----------------------------------------------------------o
    -In COUNTER-SURVEILLANCE, look for the building surrounded in the yellow circle
    on your GPS. Climb the building and look for the devices which blink red.
    Climb next to them to disable them. Some are hidden well, near the base of
    the building, between the neon poles, and near the windows. As you knock them
    out, the yellow search circle gets smaller, narrowing the locations down.
    o 100 XP
    o 2% Neon District freed
    That will do it for now for Side Missions. Let's get back to other important
    business. Find the next blue marker near the square.
    STORY MISSION| Blood Trail
    Moya needs Cole to find an important friend. Find the smaller blue waypoint in
    the alley and you'll find nothing but a dead girl. Cole somehow manages to go
    beyong electricity powers and takes a step into the realm of clairvoyance. He
    is able to see which way Moya's friend went. Hit L3 to see the "echo" as a
    green outline. Follow it.
    The echo will lead you to an alley, where unfortunately, somebody, or rather,
    something is waiting for you. This new type of Reaper in the white coat, called
    the Conduit, has some frightening abilities. If you've played the demo, you
    might be familiar with this guy. Besides a gun like most Reapers have, this guy
    can teleport and also unleash a powerful energy attack that ripples toward you.
    Dodge this with a combat roll with Circle and the Left Analog Stick. Fire back
    quickly with Lightning Bolts and Shockwaves. The guy will often teleport out of
    the way and reappear somewhere else. Hunt him down and keep firing until he
    After this, the echo should automatically reappear, if you can't find it,
    return to that open alley and hit L3 again. Follow the echo across a street
    where a few Reapers attack from a nearby alley. Use quick Lightning Bolts and
    especially Shockwaves to disable them. There's a generator in the alley to use
    as recovery juice. Fry them all, then the echo will get to running again.
    It'll take you to Empire Electric, where even more Reapers are waiting in
    ambush. The generators and everything else around here can be blown up pretty
    easily, which is good and bad for you. You can use it to get easy kills on
    some of the Reapers. For the rest, go after them but use the nearby objects
    to protect yourself and recover when necessary. Go with Lightning Bolt mostly
    Once you've dispatched them all, hop the fence and find the nook where the
    echo entered. Here one of the kamikaze Reapers destroys everything. When Cole
    wakes up, all of the Neon District is without power. Cole himself, is also
    totally drained. First, find something to charge you up. The nearby street
    near the water has a lot of cars that can help you do the trick. This is the
    only real source of energy with the power out.
    Once you're refueled, return to that station and reactivate the echo's
    appearance. It'll exit the alley and enter the street, then vanish suddenly.
    What? Take a closer look at the manhole. Hit Triangle to lift it up and then
    drop in.
    In the sewer, cross the platforms and such to reach the circuit at the far end.
    Hit Triangle to reconnect everything. Doing so will grant Cole brand new
    powers. These are the lock-on type powers for people or enemies that are on
    the ground, which includes stunning, healing, or draining them. These not only
    let you finish things off with foes, but can affect your Karmic shift as well.
    Give it a try now. Find the wounded man and jump over to him. Lock on with R1
    and then hold Triangle to heal him. As thanks, he'll get the gate open for you.
    Proceed in and you can try out your new powers a bit more here. Reapers on the
    left can be held stunned with Arc Restraint which gives you Blue Karma, as
    opposed to killing them (which is a neutral response). The people on the right
    can be healed (Blue) or leeched (Red Karma). Finally, two more Reapers only
    have the option to be leeched. Even though the Reapers are badguys, leeching
    always results in Red Karma. Try it out now if you'd like, but avoid it if
    you want to be good.
    Use the pipe to make your way to the next platform. Falling into the water is
    not a kiss of death. It will be harmful though so get out quickly. On the next
    platform, you can heal the guy here. In the next room, jump to the large round
    column and stay there. Over on the other side, quite a few Reapers are waiting.
    Try to take a few of them out from here, then jump and rush the others. Just
    be careful of taking fire. If you want, you can hang over the edge of this
    platform and zap the others.
    Clean up the Reapers and put Arc Restraint or Bio-Leech on any you can for
    extra XP and Blue or Red karma. In the next area, which is quite dark, a few
    platforms will help you get across the chasm. On one is a Reaper, so fry him.
    On another, there is a person who can be healed or Leeched. Hop across the
    rest of the towers and then find the ledge at the other end. A locked door and
    a scene await.
    You've found Brandon, but now you have to make a choice.
                                   -[KARMA MOMENT]-
     Tell Brandon his wife is dead, or shoot him.
    Approach the door and a prompt should appear. Hit Triangle to tell Brandon the
    bad news. He'll accept the truth with some convincing and open the door. You'll
    get a little Blue Karma for it.
    Enough words, time to die! To get to Brandon, you have to zap the door open.
    Do that, then let him have it. You get the door open, as well as some Red
    Hop across the next few platforms to find the giant generator. Zap the power
    box several times to get it running. You'll end the mission here.
    o 500 XP
    o Blue or Red Karma
    The end result isn't exactly what he hoped for, but it's good enough. Power is
    restored to only half of the district. Moya will assist Cole in finding the
    other substations that will restore the rest of the power. For now, let's do
    a few Side Missions, but before we do even that, let's upgrade.
    Again, your own results may vary, but hopefully you have around another 1500
    XP points.
    |                                     |
    |Thunder Drop: Increased Blast Range  |
    |-Cost: 800 XP                        |
    |-Effect: Increases blast range       |
    |                                     |
    If you can afford anything else, go with Electric Drain. Otherwise, get that
    with me next time.
    For what to do next, well, let's invest some time in a few Side Missions. Just
    a few, that's all, don't worry. You should be on the southern side of the
    district, and near the bridge there is one Good and one Evil Side Mission.
    Obviously, picking one locks the other, so make your choice.
    GOOD SIDE MISSION - Tough Collar
    The feds want a Conduit captured alive. Easy! You've already dealt with one of
    these, and if you've played the demo at least a few times, you should have a
    fair amount of experience in dealing with these things.
    Turns out it's not so easy however. The Conduit has an escort of several other
    Reapers. Going out in the open puts you at a tough risk. The best way to tackle
    this is to climb the really tall building to the left of the bridge. Scale it
    to the roof and you have a really good view on the Reapers below. Try to pick
    off as many as you can. A TV nearby can act as an energy source.
    The best part of this strategy however is that it will lure the Conduit up to
    the roof. Now you can fight him one-on-one without any distractions. Give him
    some jolts but be careful not to aim for the head or you'll fail. Dodge his
    attacks, especially the energy attack. When the Conduit falls, lock on and use
    Arc Restraint. That will end the mission, so if you want, finish off the rest
    of the Reapers first for XP.
    o 100 XP
    o Blue Karma
    o 2% Neon District freed
    [EVIL SIDE MISSION - Rampage]
    The police are preparing to take you down. Lure them out early by causing a
    ruckus around town. This is pretty simple. Attack random pedestrians and blow
    up cars and stuff to raise the Rampage Level in the top right. Leech people for
    more energy and keep it going. When it gets to Max! the cops should appear.
    This is where it gets tougher. Use Shockwave to crowd control. Give them
    several bolts to finish them. They attack in a large group so know where to
    find energy. You can retreat and take to the roof and try and shoot them from
    above or use Thunder Drop on them.
    A second swarm should appear. You can also use cars as weapons, throwing them
    with shockwave, then using bolt to set them off like bombs. Finish off the
    second group and you'll end the mission.
    o 100 XP
    o Red Karma
    o 2% Neon District freed
    Let's do a couple more. If you look at your map, there should be two Side
    Missions at the bottom right corner of the island, "Abduction" and "Grave
    Danger". Head over there now, defeating a few Reapers along the way for XP.
    Also, keep looking for Blast Shards. Try to collect at least one or two after
    each mission.
    SIDE MISSION - Grave Danger
    Now, this is weird. Find the cemetary and talk to the guy to start the mission.
    The guy will back away and suddenly turn into a Conduit. The hell...? Not only
    that, a few normal Reapers are perched on the catwalks and such. At least one
    kamikaze dude will appear too so zap him quickly (he should come in from the
    left). Deal with the Conduit next, but try to move the battle over to the right
    so that the building will shield you slightly from other fire.
    Use the cars as quick recovery outlets. Keep hitting the Conduit with Lightning
    Bolts and avoid melee attacks. Once he's down, snipe the other Reapers to end
    the mission.
    o 100 XP
    o 3% Neon District freed
    There are a few more Side Missions you can tackle if you want to get even more
    XP and so forth. Also try to knock out some of those Stunts if you can get up
    to the task. Check the pause menu. For the next mission, we're doing
    "Abduction." There are two of these on your map. Go for the one to the
    southeast, right near where "Grave Danger" was.
    o-----Side Missions-----------------------------------------------------------o
    -In ABDUCTION, find the hostages and defeat all the Reapers. Thunder Drop for
    starters, then Shockwaves work great. Explosive barrels can be found nearby
    o 100 XP
    o 3% Neon District freed
    Let's tackle one more Side Mission before we do the next Story one. Head north
    to find the green or red marker. Do either one for a Good or Evil Side Mission.
    Another "live capture" mission. This time, you need to Arc Restraint any four
    random Reapers you encounter.
    You may have to search quite diligently, but you'll typically find them in
    groups of two or three which helps. Unleash Thunder Drop when appropriate which
    is always effective. Stun them with Arc Restraint quickly. Lightning Bolt as
    long as it isn't a headshot will also do the trick, as will melee. Search
    around the city for more. It can take a while, but you should be able to do
    this fairly easily.
    o 100 XP
    o Blue Karma
    o 3% Neon District freed
    The woman wants a guy assassinated. He can be found in the park, and you get
    a photo of his face, but little other help than that. The general area is
    marked on your GPS. Head over there and take a stroll. The guy wears a yellow
    jacket so that makes it pretty easy. He should be walking somewhere around the
    center of the park. Find him and give a bolt or Shockwave to knock him down,
    then quickly Leech him to end his life.
    Head back to the woman. She'll get ready to give you your reward, but then the
    cops show up. Three will attack, one from each alley. Defeat them all with a
    few Lightning Bolts (trying for headshots). You can evil kill the woman too.
    Take the Blast Shards after that and you're finished.
    o 100 XP
    o Five Blast Shards
    o 3% Neon District freed
    Ok, I lied. One more Side Mission. If you want to go with the Story, skip
    SIDE MISSION - Hidden Package
    Check the Reaper corpse and Cole will get another psychic vision. If you don't
    have one here, then start searching this immediate area for more Reapers. One
    of them should turn into a yellow mission marker when defeated. Check the body
    for the vision. He'll see where a hidden package is located. It's in the
    square, so head over there and begin your search.
    Refer to the vision with Triangle and search specifically for the notable
    landmarks. Find the Tech Kwan Do sign for starters, which isn't easy because
    the signs change a lot. It's in the southeast portion of the square though so
    search around there. Enter the park around here and look for the little garden
    atrium thing, with two rows of bushes. In one row the package can be found.
    Pick it up and that will do it
    o 100 XP
    o Five Blast Shards
    o 3% Neon District freed
    Enough distractions eh? Time to get back to business. Go to the next blue
    marker at your leisure. Fire it up for the next Story Mission.
    STORY MISSION| High Ground
    Moya will point out a cell tower for Cole. Head over there now. Cole may
    complain about his vision fading. Pay little mind to it for now. Climb the
    building and find the power box on the tower. It takes many bolts to charge up.
    The Reapers are out in force now, and Cole is out of energy. Stick to the
    high ground. Cross the cable to the nearby rooftop. You should see a glowing
    generator. Use this to get most if not all of your strength back. Just to the
    south, there is a truck on the railroad tracks. At the back is a turret manned
    by a Reaper. If you stay on the building, you can probably headshot the gunner
    because his head pokes out from the top of the turret.
    Head west, northwest now, along the railroad tracks. Another turret is waiting
    at one point. Try to deviate now and find a building or something you can hang
    off of and carefully snipe the gunner. Go along the park and stick to the
    street now. You'll encounter more Reapers down here. If you want, go into the
    park and fight even more, but that's a risk. Follow the blue marker instead if
    you want. Find the manhole, open it up and drop in.
    This shouldn't be too unfamiliar. Go across the platforms and ledges here in
    this dark sewer until you reach a ledge with a pipe hanging above. Use the
    pipe to shimmy or walk over to the next series of platforms and ledges. Yes,
    things go smoothly right up until you reach the circuit. Engage it to get the
    power flowing. Like before, the circuit will bestow Cole with another power.
    This time it's the Shock Grenade ability, likely one you've been missing if you
    played the demo.
    Cross the pipe to a platform. You'll see a barricaded door. Toss a Shock
    Grenade with L1 + Square to blow it open. Cross the platforms and ledges to
    reach an area with some Reapers. You can test out the Shock Grenade in combat
    against them. If you want though, aim specifically for the explosive barrels
    for an easy time with these guys. Continue on after that's done with.
    Jump from platform to platform and take cover behind these electrical
    generators. You can use them as infinite sources of energy here. A turret is on
    the other side of this chamber. Take cover and toss a Shock Grenade over there
    so it lands behind him. That should do it. Unfortunately, there's two others,
    on both the left and right sides. Take them out the same way or if you don't
    want to use Shock Grenades, aim for the barrels with Lightning Bolt.
    Hop the central gap and go around the turret and through the doorway. Go across
    this series of platforms to a long walkway. Kamikaze Reapers will fire
    themselves up (literally) and come charging at you. Aim quickly and give them
    a jolt to stop them. After that, approach the large generator and fire up the
    power box. That ends this mission.
    o 500 XP
    o Blue or Red Karma
    With power restored, you can finish off a couple more Side Missions, including
    several new ones. Let's tackle a few, shall we?
    SIDE MISSION - The Informant
    The guy is in trouble, but unfortunately for him, he won't be sticking around
    too long. When he goes down, take cover behind the nearby car. Try and pop the
    nearest Reaper. Watch your GPS now as more of them close in on you. It's gonna
    be a bloodbath.
    The best way to go about this is to just go right after them and be fast and
    accurate. There are a lot of cars here so you can use Shockwave and blow them
    at the Reapers. Enough damage and they can explode too, but you need to be wary
    of that as well. Use them and other nearby devices as outlets for power. Use
    Lightning Bolts and Shockwaves to manage the Reapers. Try putting Arc Restraint
    on a few too, before you finish off the last one, which ends the mission.
    o 100 XP
    o 3% Neon District freed
    Right near where that mission was, you have another one. Start it up.
    SIDE MISSION - Playing Doctor
    The cops offer a reward of five Blast Shards if Cole heals their buddies. Cole
    is faced with an interesting predicament though.
                                  -[KARMA MOMENT]-
     Heal the injured cops, or steal the Blast Shards.
    Walk away from the cops and follow the other yellow markers across the street.
    Heal the three injured cops (there may be other people to heal too for extra
    XP) and that awards you with Blue Karma. The job isn't done yet.
    Return to the alley and find a swarm of Reapers closing in on the Blast Shards.
    Try to separate them with Shock Grenades and Shockwaves. The Conduit in the
    area poses the biggest threat. Give him some Lightning Bolts or even a well
    placed Shock Grenade. Use the cars for energy and cover as well when needed.
    Head over to the locker when the enemies fall and take the reward.
    The much easier alternative is to approach the locker and take the Blast
    Shards. The cops of course, don't appreciate this very much and open fire.
    There are only two of them though. Simply incapacitate them both and you're
    done. Leech them later for even more Red Karma.
    o 100 XP
    o Five Blast Shards
    o Blue or Red Karma
    o 3% Neon District freed
    We'll do two more Side Missions. There happen to be two located right near the
    next blue Story Mission marker. Head south toward that area and tackle them
    one at a time.
    SIDE MISSION - The Imposter
    According to the informant, there's a Conduit in the park disguised as normal
    person. Enter the park nearby and use L3 to make a red marker blink on your
    GPS temporarily. He is likely on the other side of the large fountain. Head
    over there, and you should find your target around here. His location isn't
    fixed so it will be different each time around. When you activate your Radar
    with L3 though, his body flashes bright red. Attack him to end the charade.
    Now exposed, the Conduit will go on the offensive. You know his attacks. Stick
    with Lightning Bolts and chase him throughout the park. He has a knack for
    retreating constantly so just give chase and keep firing until he goes down.
    o 100 XP
    o 2% Neon District freed
    The next Side Mission located near the blue marker is a familiar one.
    SIDE MISSION - Spy Games
    You've done this before, but it's slightly different this time around. Once
    again, you have to follow a courier without being spotted. The courier starts
    coming toward you so stay on the balcony and try to stay out of sight as well.
    He'll run past your position and under the railroad tracks. Climb onto the
    tracks and use this high ground to survey the courier.
    Follow him along, remembering to not stick yourself out too far to the side
    or else he might spot you. He'll come to an alley and enter. Drop down now
    and use the car at the end to hide when he turns around. Chase him in further
    and hide behind one of the cars in the lot. He'll go down a slope so take
    cover near all the barrels. Go down there now and he'll enter a short tunnel
    where finally, he'll plant the package. Go grab it, then give the guy hell for
    extra XP.
    o 100 XP
    o Five Blast Shards
    o 2% Neon District freed
    End the dilly-dallying for now and open the Powers menu for some upgrades. You
    should have somewhere in the neighborhood of 3000 XP points by now. Here's what
    to look for:
    |                                                                             |
    |Shock Grenade Upgrade 1                                                      |
    |-Cost: 800 XP                                                                |
    |-Good Effect: Increases knockdown time.                                      |
    |-Evil Effect: Grenadelets - Cluster of three Shock Grenades that separate on |
    |impact. Causes splash damage.                                                |
    |                                                                             |
    |Electric Drain: Enhanced                                                     |
    |-Cost: 800 XP                                                                |
    |-Effect: Increases speed of electricity drain.                               |
    |                                                                             |
    |Thunder Drop: Electrified                                                    |
    |-Cost: 1300 XP                                                               |
    |-Effect: People and objects caught in the epicenter of the blast get         |
    |electrified.                                                                 |
    |                                                                             |
    That last one can be optional. I got it because I had the XP to spare. If you
    want though, save up for something else later.
     Chapter 3: Cleaning Up                                                  [if03]
    o Mind Games
    o The Good Stuff
    o The Rescue
    When you're ready, go over to the blue marker and start the next mission.
    STORY MISSION| Mind Games
    Go over to the blue waypoint in the northeast. You'll find the fountain here is
    pumping tar and not water. On the far end, you'll find Trish tending to someone
    on the ground. Not really pleased to see Cole, she suggests he turn the valve
    nearby to stop the tar. Do so and the results are less than pleasant.
    The tar apparently has some psychoneurotic affects because Cole is now tripping
    out worse than the protagonist of a Stephen King novel. Follow Trish as strange
    visions and an even stranger voice attack him. Follow Trish to the ambulance
    for a scene.
    After that, you've got two more to tackle. Head west to either one of the next
    two waypoints. One is in the middle of the park, on a grassy hill. A few
    Reapers may try to attack you though, so deal with them first. Turn the valve
    to once again, get an unhealthy dose of tar. Cole hallucinates but for a much
    shorter time. Once you get your bearings, attack the Reapers. Go up the next
    hill where the final valve is, guarded by a Reaper and Conduit.
    Take them out with some fancy moves and then approach the valve. Cole has yet
    another choice to make.
                                  -[KARMA MOMENT]-
     Close the valve yourself, or hurt the pedestrian until he closes it for you.
    Turn the valve yourself and all you have to show for it for now is another
    blast of tar to the face. After the hallucination fades, head over to the
    edge of the park and drop down to the street level. Enter the tunnel here as
    the waypoint points to and you've got a few things to take care of.
    Zap the guy nearby and you get Red Karma. The guy will close the valve and
    take the tar to the face in your place, stunning him. You can then Leech him if
    you choose to do so. After that, head to the waypoint.
    Start by zapping the Reapers ahead, either with some quick bolts or a Shock
    Grenade. Also heal the wounded people or Leech them if you've been naughty.
    Restrain or Leech Reapers to add to your XP and karma. Up ahead, a bunch more
    Reapers attack from a care pile-up. A few Shock Grenades can easily set off the
    cars to explode for easy kills. One Reaper up ahead wields a shotgun so be
    Continue forward and things get really weird. You'll start seeing those same
    visions from before, only now they will be attacking you. Give them each a
    quick Lightning Bolt to banish them. Fight off a second wave of them before
    meeting with real enemies again.
    Try to use the explosive barrels for starters, then toss some Shock Grenades
    and Lightning Bolts. Try to take out the Conduit fast, then very carefully
    snipe the others (since health may be an issue here).
    Once you've done that, approach the tanker truck and zap it several times to
    end the mission.
    o 500 XP
    o Blue or Red Karma
    You may notice that something has changed. Part of your energy bar is for some
    reason, blotted out. This severely limits the amount of energy that you can
    wield. It takes a while, but slowly these blotted out areas will be released.
    To pass time, you can do a bunch of Side Missions. If you're worried about your
    energy bar though, kill time more casually. Find people to help (or hurt) and
    small groups of Reapers to zap.
    o-----Side Missions-----------------------------------------------------------o
    -In COUNTER-SURVEILLANCE, find all those devices. Three are on the building's
    west side. One is near the bottom, above an alley on another side. There is
    also one that has no climbable objects near it, so you have to jump up the
    wall to it and hit it on the fly.
    o 100 XP
    o 2% Neon District freed
    -In ABDUCTION, wait until the hostages pass and you should have a good shot at
    the Reapers with Shock Grenades. Use Lightning Bolts and Shockwaves, and use
    the cars against them. Heal or Leech any injured people for respective Karma.
    Also remember to Arc-Restraint or Leech the Reapers.
    o 100 XP
    o 3% Neon District freed
    Now, when you're reay to go, head off to the blue marker for a scene on Zeke's
    rooftop. Time passes and Cole wakes up a few days later.
    Moya calls and wants the next substation online. Why not? Doing so has yielded
    nothing but positive results, including new powers for Cole. Let's hop to it.
    Waste no time and head to the next blue marker at the northwest side of the
    As you enter this area, you'll notice there's a lot of Reapers around. By now,
    you've also taken note of the fact that the Reapers tend to group together in
    larger packs now. Well, as you enter this part of the district, there are many
    many packs and they'll come from all sides. With your new Sticky Grenade power,
    you can help yourself by defeating more than one at a time, if you get used
    to aiming it properly.
    Be very careful in this neck of the woods though, seriously. Without power
    here, your only source of energy comes from the cars. The Reapers will swarm
    you from alleys and other locations so be on the lookout and utilize your
    powers to the fullest. Also watch out for a turret under the tracks. Try to
    hang from a building and snipe the gunner.
    Find the blue marker and start up the mission.
    STORY MISSION| The Good Stuff
    Start by crossing the pipes, both vertical and horizontal to get through the
    first leg of the sewer. It leads you to the circuit once again. Without
    further adieu, fire it up. This time around, you earn the power Induction Grind
    which lets Cole slide across rails and cables with speed and ease. Nifty!
    Try it out now and grind across the cable and through the doorway. Take note
    of how much your momentum from the grind carries you. Zeke will call with an
    interesting idea. Proceed across some platforms and then grind several cables.
    Pop the Reaper along the way. Ride a cable and jump to a platform, then ride
    the adjacent cable to the next ledge. Grab onto the pipes and give the two
    Reapers some headshots with Lightning Bolts, especially the one with the
    Land on solid ground and proceed through the doorway. Traverse several more
    pipes, then reach a cable. Ride it and let it jettison Cole to the top of the
    platform. Enter the next chamber and carefully take out the three Reapers. Take
    note for the one in the water, a Shock Grenade detonates on impact when it
    hits the water. Use the pipes to get out of here and enter the tunnel. A small
    conduit box inside can give you some energy.
    Hop out the other end and grind the cable. When you reach the platform, deal
    with the two Reapers with some quick Lightning Bolts. Make your way over to the
    next area, fry the Reaper inside the tunnel, then jump in. Be careful here
    because two more Reapers far ahead of you will already be shooting. Use the
    conduit box for energy, then try to run and zap them as you exit the tunnel.
    Ride the cable across to yet another tunnel. Finally, use the pipes to reach
    the large generator.
    After firing up the power box, you get a scene and power is restored to another
    sector of the Neon District. Only one more area without power. Your mission
    will end here.
    o 500 XP
    Time to power up. By this time, unless you've really been stradling the line,
    you should be significantly Heroic or significantly Infamous. The next rank for
    Heroes is Champion, while the second for Infamous folks is Outlaw. Upon
    reaching either of these secondary ranks, the second level of many of your
    powers will be open up to you. You still have to spend points on them though.
    Let's take a look, shall we?
    |                                                    |
    |Reduce Damage: 20%                                  |
    |-Cost: 1800                                         |
    |-Effect: Further reduces damage inflicted on Cole.  |
    |                                                    |
    This was my primary choice and it was the only thing I could afford. Choose
    whatever you want though. We can afford another one soon hopefully.
    Let's take the time to knock out a couple more Side Missions. There's one very
    close by the blue marker, at the northwest corner, which for some reason, is
    not marked on your map. You can see it on your GPS though when you get close.
    The name is "Drug Runners".
    o-----Side Missions-----------------------------------------------------------o
    -In DRUG RUNNERS, chase down the three Reapers that ran off with the EMT's
    supplies. Use your GPS to track them and use Bolts and Shockwaves to stop them.
    If other Reapers join in, defeat them too. Pick up the supplies and return them
    to finish.
    o 100 XP
    o 3% Neon District freed
    o Medical Clinic
    -In SATELLITE UPLINKS, stay on the rooftops and let Induction Grind help you
    across the grind cables. At the start, go to the left building and follow the
    GPS and grind cables to find the uplinks.
    o 100 XP
    o 3% Neon District freed
    -In MOBILE POISON, find and destroy the Tar Truck. It has a heavy convoy of
    Reapers. Focus on Conduits first and get them all away. Recharge when necessary
    but after a while, make the truck your primary target with Grenades and the
    like. If you attack only the truck, it goes down fast.
    o 100 XP
    o 3% Neon District freed
    Head to your next blue marker now, which should be again in the northwest
    corner of the Neon District.
    STORY MISSION| The Rescue
    This mission will be very familiar to demo players. Start out by approaching
    the railroad tracks from a rooftop. Zap the Reapers and then jump on. To get
    the train moving, you have to stand on top of the front car. Before you can
    do that though, you need to clear the obstruction in the way. Get in front and
    use Shockwave to blow the cars away. Now you can get the train moving.
    The train will stop eventually though. Moya says a feeder box is offline so
    it needs juice to keep the train moving. Drop down to the street and directly
    underneath the tracks, you should spot the power box. Just like any other, all
    it needs is a few jolts. Return to the train and get it moving. Smooth sailing
    thus far.
    The train pulls up to a station, where Reapers are lying in wait. Try to use
    Lightning Bolt on a few of them as the train is moving. Even more impressive is
    if you can headshot them while riding. Take out the others with Thunder Drop
    and Shockwave, and whatever you wish. Once they're all down, find the next
    power box (check your GPS) and power it up. Get back up to the tracks and on
    top of the train.
    Up the slope, you'll see more Reapers. You can either get off and engage them,
    try and zap them while you're riding, or ignore them all together. An explosive
    barrel can make the second choice easier. Watch for more Reapers around the
    bend, but also watch for more barrels. After a straightaway, you'll see more
    Reapers waiting as the train comes to another halt. Jump off and engage them.
    A pair of Conduits are among them, so try to make them your primary targets.
    Dispatch the rest, then fire up the power box. Get back on board.
    Not too far from here, more Reapers attack from rooftops on the right. Aim for
    the barrels. The train slows down and then comes to a halt. Watch for the surge
    of red blips on your GPS to the left. Try to drop down on these Reapers as
    they emerge from the alley with Thunder Drop. Zap and Shockwave the rest of
    them. Beware the Kamikaze dudes as well. Be defensive and zap them as they
    come near.
    Power up the box and ride the train even further along the tracks. It'll come
    to a blockade of cars. Toss a Shock Grenade down there before you reach it,
    hopefully taking out one of the Reapers. Try to Thunder Drop behind the turret
    gunner and take him out. Now the next few Reapers behind the car pile can be
    tough to take out. Back up to the train and try to shoot them from a good
    angle. You can also toss the cars at them or try Shock Grenades. Deal with the
    Conduit as well, who might make his way toward you via teleporting.
    Clear the rest of the cars away once the threat is over. Last thing you need to
    do is get the power box running. Once you've done that, stand on top of the
    train once again to get it moving.
    Ride the train past a few more Reapers until it reaches the station. The
    mission ends with a scene.
    o 500 XP
    o Blue or Red Karma
    o "Good Train" or "Evil Train" Trophies
    You've still got a few Side Missions available so it's not a bad idea to try
    and tackle some more, rather than later. Head for one near the next blue
    marker. It's called "Explosive Choices" and it's handled by a cop in the alley.
    Note that nearby Reaper attacks may cause the cop to leave his post.
    SIDE MISSION - Explosive Choices
    Now we're onto bomb defusal. Head over to the yellow waypoint on your GPS. It's
    not far from the alley. Here you're faced with another choice.
                                  -[KARMA MOMENT]-
     Defuse the bomb or let it explode.
    Simply drain the bomb with L2 to complete this mission on a good note.
    You can walk away for Red Karma. Note you don't have to walk very far away;
    around the corner is fine. Just wait and the police will try to do it
    themselves and fail. A few of them will enter the alley and attack you so
    defeat them to end the mission.
    o 100 XP
    o Blue or Red Karma
    o 2% Neon District freed
    For the next mission, let's go back to the east side of the island. There is
    at least one mission that has been stranded there for a while now.
    SIDE MISSION - Bystander
    Reapers are assaulting the local PD. Big whoop right? Well, a hero has to
    stand in. Well, a hero does, anyway....
                                  -[KARMA MOMENT]-
     Help the police, or do nothing and let them fend for themselves.
    If you choose to help, don't hesitate and jump right in. You want to get rid
    of that turret gunner first so attempt to snipe him afar while he's distracted.
    Firing the first bolt gives you Blue Karma. Finish him off then target the
    others with Lightning Bolts and Shockwaves.
    Just sit tight and watch the battle. The meter should go to Warning! and
    start blinking. The woman who issued you the mission will start complaining;
    so feel free to zap her and Leech her. After the police station is destroyed,
    head over and toss several Shock Grenades. You want to defeat the Reapers, but
    you can also target the police for additional XP. Just know that the police can
    help you out so it's up to you. You want to make sure you take out the turret
    gunner first. Either get up high and attack him from behind or try a well
    placed Shock Grenade. Finish off the rest for a mission complete and Red Karma.
    o 100 XP
    o Blue or Red Karma
    o 3% Neon District freed
    Try out a few more Side Missions if you'd like. Otherwise, you can skip ahead
    to the next Story one. The story is definitely getting interesting so I don't
    blame you. Since the game offers you so much exploration though, you might want
    to consider looking around for Blast Shards, getting stunts, etc.
    o-----Side Missions-----------------------------------------------------------o
    -In MOBILE POISON shake up the enemies (watch out for the Conduit) and assault
    the truck. Try to keep a good balance between attacking the truck and the
    enemies; don't ignore either too long. Shock Grenades help.
    o 100 XP
    o 3% Neon District freed
    Just a few more before we continue the story. Find the green or red marker
    which is a Good or Evil Side Mission. This pair of markers should be located
    in the park to the west.
    Just outside the park, a small group of people will be marching in the street,
    trying to defend Cole's name. When it gets far enough away however, the Reapers
    expectedly spring an ambush.
    When the bullets start flying, start picking your targets. Try to focus on the
    enemies on the ground first and use Lightning Bolts, Shock Grenades and the
    like to disable them. After that, either snipe or climb up after the rooftop
    baddies. Take them all out to clear this one.
    o 100 XP
    o Blue Karma
    This one is short but sweet. Angry protestors want Cole ousted. Well, we can
    fix that. Find the protest in the park nearby. They have police escort but this
    is not much trouble. Shock Grenades, especially with Grenadelets upgrade does
    a really good job because the protestors are so close together. Shockwave is
    also a splendid choice. When the cops open fire, use the same moves or just
    some Lightning Bolts to save energy. Leech them if you get a chance and then
    keep the party going until everyone is dead.
    o 100 XP
    o Red Karma
    You might be lucky to get another Side Mission around here. Defeat some nearby
    Reapers and one should turn into the marker.
    SIDE MISSION - Hidden Package
    When near the park, if you defeat a Reaper, it may have a chance to turn into
    a marker. Investigate it and you can receive another vision. This package
    should be located near the northwest corner of the park, where the big statue
    is with the spinning rings. Examining the vision, you see a billboard next to
    some scaffolding or something. The nearest billboard is to the east, so go
    across the street and climb that building. Go to the building next to it, with
    the green balconies. Find the highest balcony on the building's west side and
    the package is there.
    o 100 XP
    o Five Blast Shards
    o 2% Neon District freed
     Chapter 4: The Dark is Calling                                          [if04]
    o Nemesis Revealed
    o No Protection
    o Trish Reaches Out
    o Dinner With Sasha
    Let's head to the next Story Mission now. Go northwest and find the marker
    under the railroad tracks.
    STORY MISSION| Nemesis Revealed
    Despite Cole's best efforts, the strange mind control tar problem hasn't really
    been stopped. Time to investigate. A nearby rooftop holds a mission-relevant
    blue waypoint, as well a ton of red blips. Head up there and shake them up.
    Take out the dude with the grenade launcher first, then you can hang off the
    edge of something and safely zap the rest.
    Once the party's over, you can check out the water tower. It has a strange
    device attached to it that is apparently converting the water into more toxic
    tar. Head up there and give it a good Shockwave. It'll splash Cole with some
    of the stuff though. He won't hallucinate this time around, but a Conduit will
    attack almost immediately so take care of him.
    Head over to the next keg when ready. Hop across a few rooftops and find
    another water tower. Approach the Keg for another internal moment.
                                  -[KARMA MOMENT]-
     Force the tar keg's pump to implode by overcharging it or destroy the tar keg
     with shockwave.
    For the first time, the first choice is actually the evil choice so be aware of
    Use Shockwave and blow the keg off again. This awards you with Blue Karma. One
    more to go. Head over to the next rooftop, but watch out for the Reapers. There
    are plenty of people to heal or Leech around here too. Be careful though. Heal
    them and they are still sick from the tar and they become like zombies. They'll
    try to "hug" Cole or spit tar at him, which is not good so avoid them.
    Climb up to the third keg and you have the same exact choice to make as before.
    Shockwave it again to get even more Blue Karma. If you've done this for all
    of them so far, a significant portion of your energy meter will be blotted out
    so be careful from here on.
    Dodge the rockets of a nearby Reaper. Head over and give him a few quick bolts.
    Make your way over to the next blue waypoint for another keg and even more of
    those damned Reapers. Fend them off and then find the keg. Once again, you have
    the same exact choice to make for either Blue or Red Karma.
    Shockwave this keg too to make Cole even more messed up. When recovered, head
    across the rooftops to the next waypoint. Watch out for rocket wielding Reapers;
    make them your first targets with Lightning Bolts or Shock Grenades. Scale the
    triangular shaped building and deal with the Reapers, including a turret which
    can be disabled by zapping the nearby explosive barrel. Climb to the last keg
    and again, make your choice.
    For each of the Kegs, you can instead choose to overload the pumps by shooting
    the power supply box. It takes many bolts to do this, but eventually, the keg
    falls off. Every time you do this, you're awarded with Red Karma, and each
    time, Moya will complain. Ehh, pipe down. You will also avoid being covered
    with the stuff which means your energy bar will be unaffected.
    A scene takes over here. Hmm, the plot thickens!
    o 500 XP
    o Blue or Red Karma
    Head over to Zeke's now. You can do Side Missions, but we'll do that after.
    Besides, if you go to Zeke's now, you can get your energy bar tar-free. After
    the scene, you've got a new blue marker. More Side Missions have appeared too
    though. Find the one on the north side of the district, "Dark Water"
    o-----Side Missions-----------------------------------------------------------o
    -In DARK WATER, find the Reapers protecting the Keg (exactly like the previous
    Story Mission) and defeat them. Shockwaves work great, as do hanging ledge
    Bolts and such. Decide what to do with the keg for Blue or Red Karma.
    o 100 XP
    o Blue or Red Karma
    o 2% Neon District freed
    Let's go ahead and power up now, since we haven't done that in a while.
    You probably have a ton of XP to work with and it probably wasn't a good idea
    to go this long without upgrading, but oh well.
    |                                                                             |
    |Lightning Bolt Upgrade 2                                                     |
    |-Cost: 2900 XP                                                               |
    |-Good Effect: Righteous Shot - Head shots chain electricity to nearby        |
    |enemies.                                                                     |
    |-Evil Effect: Sadistic Shot - Increases the radius of the electric explosion.|
    |                                                                             |
    |Shockwave Upgrade 2                                                          |
    |-Cost: 1800 XP                                                               |
    |-Good Effect: Increases blast force.                                         |
    |-Evil Effect: Increases blast force and range.                               |
    |                                                                             |
    There are two more "Dark Water" missions, one in the southeast and one in the
    south. Go ahead and knock them out if you'd like. The same exact tactics will
    apply. Just know where your power sources are and use the right moves like
    Shockwaves, Shock Grenades, etc. Get rid of both of these missions for 200 XP,
    5% total Neon District freed, and Blue or Red Karma.
    Make your way to the next blue marker immediately.
    STORY MISSION| No Protection
    Another sewer mission, so you know what that means. The way forward is on the
    small ledges on the large round columns, and across several pipes to the left.
    Use this to get aross while Moya blabs on.
    In the next area, you'll find a power box. Zap it once and an overhead pipe
    or beam swivels around toward you. Get on board it, but stand on top because
    there are small water vent things on the bottom of it. From here, leap from a
    series of pipes until you land on the platform with the circuit. Interact with
    it and you'll gain another new power. This one is Precision Power. It lets you
    fire Lightning Bolts with much better accuracy.
    Trt it out by firing on the power box behind the spinning fan. Power it up and
    then make your way to the left. Use the moving beam to get over to the far
    platform. Pass through the doorway. Hop a few ledges then land on a walkway.
    Take this down a ways until some kamikaze Reapers pop up. Blow them up and you
    can move on.
    You'll reach a small generator and on your left, a few Reapers attack, which
    includes a turret gunner. Take cover at the generator and use Precision Power
    to snipe them easily. Recharge, then go in the opposite direction, over a gap
    and down the next walkway. Jump up to the entrance of a tunnel and go inside.
    Use the pipes to get across. Snipe a few more enemies here with Precision Power
    and then recharge. After that, find the power box way down below behind the
    fan. Snipe it with Precision Power and then the beam moves. Use this to get
    across the chasm to a platform. From here, you can hone in on yet another power
    box. Snipe this one too and you can cross. From here, it's a pretty easy
    straight shot to the large generator. Fire it up for a scene and the end to the
    o 500 XP
    With power restored to all of the Neon District, we can tidy up things,
    starting with tying up some loose ends. At this point, have some fun! Climb,
    look for Blast Shards, beat the hell out of some Reapers for a few minutes.
    I'll wait.................................................
    That was fun, huh? Yeah.... *ahem* Back to business. Let's tackle a few more
    Side Missions. There should be one in the middle of the distrcit we have not
    handled yet.
    o-----Side Missions-----------------------------------------------------------o
    -In CLINICAL ONSLAUGHT, stay up on the rooftops and defeat the Reapers near
    the fountain from above. Precision works well, but it uses a lot of energy so
    be careful.
    o 100 XP
    o 3% Neon District freed
    o Medical Clinic
    -In DARK WATER, you should know how it works. Try attacking the Reapers from
    a distance with Precision. Just watch out for the Conduit (try to lure him to
    you to fight him one-on-one). Make your choice when you reach the keg.
    o 100 XP
    o Blue or Red Karma
    o 3% Neon District freed
    -In SATELLITE UPLINKS, you shouldn't have a hard time finding the uplinks.
    Jump down to the nearest rooftop, climb the building, and grind that cable
    to the next one (follow your GPS as always). Go northeast to the triangular
    building, then cross the overhanging beam above the tracks and climb the next
    building. It should be easy from there.
    o 100 XP
    o 2% Neon District freed
    Alright, just one more for now. Make it a Good or Evil Side mission. A pair of
    these can be found on the southwestern part of the district.
    GOOD SIDE MISSION - Officer Down
    Approach the downed body of a cop and interact. Cole receives another vision
    of what happened. An echo of a Reaper appears and runs off. Follow it. It will
    lead you to an alley where some Reapers have more cops held hostage. Take out
    the first one by Shockwaving an explosive barrel at him. For the others, a
    well placed Shock Grenade solves all problems.
    o 100 XP
    o Blue Karma
    o 3% Neon District freed
    A SWAT team is out looking for Cole. Move against them before they move against
    you. They'll be patrolling a street right next to the park. Head over there and
    try to get behind them. Use Precision to get a "head" start if you'll pardon
    the pun and snipe one of them. The rest will turn and open fire. The street
    should be lined with cars. With Shockwave, you can make these weapons, as well
    as put up a little bit of a barrier for yourself. Grenadelets from your Shock
    Grenades work great too, but don't forget old number one with your Lightning
    You don't want too many to swarm you, so keeping them off guard with Shockwaves
    and Shock Grenades helps a lot. You can also take to a nearby rooftop and snipe
    them. When they all have been felled, you get your reward. You can seek pursue
    things further and Leech them for more Red Karma.
    o 100 XP
    o Red Karma
    o 3% Neon District freed
    Now, before we head off to the next Story Mission, invest in a couple upgrades
    if you can. If that was your fifth Good or Evil Side Mission, you just so
    happen to be eligible to obtain the Overload Burst or Arc Lightning ability,
    so let's get that for starters.
    |                                                                            |
    |Overload Burst Upgrade 1 (Good)                                             |
    |-Cost: 5 Side Missions (no XP spent!)                                       |
    |-Effect: Powerful chain lightning bolt is unleashed on enemies when used    |
    |correctly.                                                                  |
    |                                                                            |
    |Arc Lightning Upgrade 1 (Evil)                                              |
    |-Cost: 5 Side Missions                                                      |
    |-Effect: Releases a continuous stream of lightning.                         |
    |                                                                            |
    |Shock Grenade Upgrade 2                                                     |
    |-Cost: 1900 XP                                                              |
    |-Good Effect: Increases blast radius and damage.                            |
    |-Evil Effect: Grenadelets - Cluster of five Shock Grenades that separate on |
    |impact. Causes splash damage.                                               |
    |                                                                            |
    |Melee Upgrade 2                                                             |
    |-Cost: 1000 XP                                                              |
    |-Effect: Further increases melee damage.                                    |
    |                                                                            |
    That's all I could get, but choose what you want or feel you need. Again, base
    it on your personal play style.
    Now, let's head off to the next Story Mission. Feeling limber?
    STORY MISSION| Trish Reaches Out
    Another mission that should seem familiar to demo players. Your job here is
    to protect a medical crate from an onslaught of Reaper attacks. Easier said
    than done, because they have a lot of firepower waiting in the wings.
    It starts off simple enough though. You have a couple Reapers surrounding it,
    but then a lot more close in. Focus on being accurate so if your Lightning
    Bolts are just not sticking, go with Shockwave. You want to get guys on the
    floor as fast as possible. Beware the shotgun wielding Reapers especially since
    they can hammer Cole.
    You can see where the Reapers come in actually from the other side of the fence
    and they come in from the alley. You can easily chuck a Shock Grenade over
    there and take out a bunch of them at once.
    Things get a bit more crazy after this. More Reapers, including a whole bunch
    of those kamikaze guys, rush in. The latter will fire themselves up and try
    to explode on the medical crate, and if you're in the vicinity, the damage
    will put your survival in jeopardy too. Try to zap or Shockwave them as fast
    as possible. Take care of the rest, only after you've dealt with them.
    A gatling gun wielding Reaper appears on a rooftop--yikes! Just enter Precision
    mode and headshot him before he can even fire that thing up. A few come in
    from the south. Use some Lightning Bolts or Shock Grenades. After that, two
    fat Reapers with grenade launchers appear from the opposite direction. Bolt,
    Shockwave, and Melee.
    To the south again, where a larger wave of enemies come in. They all have
    normal guns, save one gatling gun wielder. Use Precision to slow things down
    and target him first. Use Shockwave to shake up the rest, then give them some
    bolts to finish them off.
    There are light poles and other things all around here for energy if you need
    it. Stay focused on the south, where a truck with a turret comes in. You need
    to be quick because a second truck will appear in the other alley. Try and
    hang off something or toss a really good Shock Grenade to get this guy.
    Precision may also come in handy if you get a good angle. The turrets will
    eat up the medical crate so be fast. Get them both, then brace yourself for
    even more trouble.
    Down that second alley, more Reapers appear. Disperse them with a Shock Grenade
    and some Lightning Bolts. For the next truck, try to climb a building quick and
    use Precision or try to Shock Grenade him from behind.
    Wipe these guys out and you'll get a scene. That does it.
    o 500 XP
    o Blue or Red Karma
    Moya calls, says she's found Sasha, which is a name you should have heard
    earlier. Seems important, but let's not rush off just yet. One or two Side
    Missions won't kill you, right?
    o-----Side Missions-----------------------------------------------------------o
    -In CLINICAL DISASTER, fend off the reapers for the EMT. Use Precision,
    Shockwave, and the like to dispatch them.
    o 100 XP
    o 2% Neon District freed
    -In PHOTOGRAPHER, the guy wants to take pictures of Cole doing superhero
    actions. Who is he, Peter Parker? Wait........ First heal someone; there should
    be someone nearby. If not, you can hurt someone (for a tiny point of Red Karma)
    to do it. After that, Melee the reaper marked on your GPS. Finally, blow up
    any three cars with Lightning Bolts or Shockwaves (or Grenades if you prefer)
    to finish.
    o 100 XP
    o 2% Neon District freed
    -In ABDUCTION, find the hostages right across from you. Beware the double
    Conduit attack. Try to stir things up with Shockwaves, and maybe even try
    Precision but watch your energy.
    o 100 XP
    o 2% Neon District freed
    Head off to the blue marker now. Climb the building where the mission is being
    started and fire it up.
    STORY MISSION| Dinner With Sasha
    Your first task is to get into that asylum like building across the street.
    Drop down to street level and find on the left side, a gate controlled by a
    power box. Simple. Give it some bolts and open sesame.
    What lies on the other side isn't pretty though. The doorman is a kamikaze
    Reaper, so Lightning Bolt him fast. Climb the ledge to your right, but just
    hang off of it. A few Reapers will spot you. Aim for the one in the tower. He
    is annoying because he always retreats so just be patient.
    Climb up and zap another Reaper coming around the corner. You can use the large
    blue container on your right to hang off of and snipe the other Reapers in the
    towers. A safer solution (because these guys aren't playing around) is to stay
    back on the ground and use Precision to snipe them. I can't stress enough
    though, how annoying these guys are when they step back so you can't shoot
    them. Just wait it out and bolt them from a distance. There's a generator
    behind Cole that you can use to recharge.
    Try and hang off the edge of the container and headshot the two turret gunners
    or use Precision from a good enough angle.
    Head up the stairs and then to the right. Make your way to the top right
    tower and climb to the top. As soon as you do, that voice attacks Cole again.
    Drop down and go across to the other tower now. Up here you'll find the lever
    that opens the entrance to the tunnel.
    Drop down on these guys with Thunder Drop. Enter the tunnel and ignore the
    voice. Focus on the Reapers. Try Shock Grenades and you might be able to use
    the surrounding cars as explosives. Watch out for the kamikazes too though.
    Proceed further in until you reach an ambush spot spearheaded by a turret.
    Try and toss some Shock Grenades in to blow away most of the other Reapers and
    if you're lucky, the gunner. If you don't get him, step out from cover and use
    Precision to quickly headshot him. If you need health, retreat to the bus and
    grab some juice. Clear out the rest of them with some normal moves.
    The next group includes two Conduits. Again, Shock Grenades when well placed,
    make your life easier. Try to tackle the closest threats first, then go after
    the Conduits. You can even use Precision to headshot them if they've still been
    an annoyance to you at this point in the game.
    Blast open the gate with Shockwave. Inside, you get a scene that reveals quite
    a bit. When you gain control, free all the prisoners by targeting the round
    objects near the top of their cages. Some of them have already become Reapers,
    so you can ignore them or free them and beat them up for tiny bits of XP.
    After that, continue on your way. The voice just gets even more annoying and
    more creepy. You'll reach the edge of a precipice. What awaits at the bottom,
    well, you'll have to see for yourself.
    Proceed into the chamber and things get even more trippy. Soon though, Cole
    is ambushed!
    []=====BATTLE WITH SASHA=====================================================[]
    |                                                                             |
    |Aside from the fact that this woman is well... a nutjob, she also is very    |
    |touchy-feely. Hey, lady, I don't kiss on the first date! She will grab Cole  |
    |and attempt to do something. A small reticle should appear, most likely      |
    |around her neck or shoulder area. You need to tap X repeatedly while using   |
    |the Left Analog stick to get Cole's hand toward that spot. Do so and Cole    |
    |will give her a quick jolt.                                                  |
    |                                                                             |
    |Your next task is to get out of this tar. There are a few platforms ahead    |
    |that you can stand on. Watch out for Sasha though. She'll appear and throw a |
    |red energy attack, similar to the Conduit attacks.                           |
    |                                                                             |
    |She'll also conjure up those really big hallucination Reapers which still    |
    |attack. Use a quick spray of Lightning Bolts to disperse the phantoms, then  |
    |if Sasha is around, blast her too. Try to zap her before she uses that energy|
    |attack as well. Keep on the move though and abandon your platform for another|
    |if necessary.                                                                |
    |                                                                             |
    |Hit her enough times and Sashsa will fall and be surroundeed by a green      |
    |bubble. This is your cue as Cole suggests, to get up close and personal. Run |
    |up to her and Cole should automatically grab her. Another target appears. Tap|
    |X and use the Left Analog stick to pull a cable on her body. Then pull it    |
    |back, also tapping X and using the stick again to yank it out.               |
    |                                                                             |
    |More visions appear so attack them before they become a nuisance. If you hop |
    |across the platforms, there are plenty of small boxes you can use for energy.|
    |Wait for Sasha to reappear (she just doesn't shut up!) but she'll have yet   |
    |another new attack. She conjures up some appendage from the tar and they'll  |
    |grow pink missile like fixtures (yeah, I know, it's weird) and they'll fire  |
    |at you. Shoot the pink tops before they are fired to destroy them, then set  |
    |your sights on Sasha again.                                                  |
    |                                                                             |
    |She'll alternate between the visions and those appendages and she tends to   |
    |bail before each attack is finished. For that reason then, try not to focus  |
    |the entire time on the attacks. Clear out enough of the visions or appendages|
    |that is necessary to protect yourself, but focus on Sasha and get a few      |
    |Lightning Bolts on her before she vanishes. Keep this up until she collapses |
    |again, then go in again to grab her.                                         |
    |                                                                             |
    |Tap X and aim for the target with the stick again. Cole will pull out another|
    |of her cables. Yank it high (you really gotta tap for this one) and you      |
    |should get it. She vanishes again.                                           |
    |                                                                             |
    |Recharge and get ready for more attacks. They will mostly be the visions and |
    |the appendages so use the same strategy. Make sure you get a hit on her      |
    |before she vanishes. She might also use that energy attack a few more times. |
    |Keep the heat on her and when she collapses one more time, make her pay.     |
    |                                                                             |
    After a scene in which a few really interesting things take place, you'll wind
    up at the exit to the tunnel. Mission over, but the questions remain.
    o 500 XP
    o Blue or Red Karma
    o "Clean Up Your Act" Trophy
     Chapter 5: Fast Times at the Warren                                     [if05]
    o Stranded
    o An Old Friend
    o Zeke's Request
    o Playing Hero
    You're in the Warren, and boy, things aren't pretty here. Power is out in this
    entire sector and it's overrun with new types of Reapers. These guys have
    whiteish green cloaks and they'll greet Cole in a big swarm. Make use of your
    Shock Grenades and the surrounding cars for both health and weapons. Take them
    all out and talk to Zeke. Your only way forward is to the next Story Mission.
    You really are... stranded.
    The way there is littered with ambushes from these new enemies. You're strong
    enough to handle them, but don't get too in over your head. You only have cars
    and the occasional gas generator on a rooftop as power sources so remember
    that. Head over to the blue marker and we'll get started on fixing this.
    |STORY MISSION - Stranded|
    In the Sewer, Moya sheds a little light on these foes. They're not actually
    Reapers. They're called the Dustmen. Ooh, brilliant name... not. In any case,
    make your way across some pipes and platforms and enter a tunnel on the right.
    The circuit is on the other side.
    You earn the Static Thrusters power. This allows Cole to glide through the air.
    It can not only help Cole reach things he wouldn't normally be able to reach in
    a single jump, it can slow his descent and also help him slow his momentum.
    Jump across the following platforms, then get onto the pipe. Jump to a platform
    on the left, then glide your way over to the door. Break it open with a Shock
    Grenade, then enter.
    A bunch of Dustmen are waiting. Lots of them are in the water, so Shock
    Grenades are helpful. One on the next platform has a makeshift shield so try
    to use Precision on him. A small box in the previous tunnel has energy for you
    if needed.
    Glide over to the next platform and you'll see more of them. Toss more Shock
    Grenades in the water to ice those bastards. Headshot the shield guy too, then
    go over there with Static Thrusters. Hop to a walkway on your right and enter
    the following doorway.
    Glide down to the lone platform and then to the next one. Traverse the pipes
    to reach a high ledge where some Dustmen attack from below, including one with
    rockets. Toss a Shock Grenade down there, then Lightning Bolt who survives.
    Drop down and then go across the platforms to another doorway.
    On the other end you have one of those swivel beams. You can stand on the pipe
    above you, then wait for the beam to get close and glide over to it. Wait for
    it to move back the other way and glide over to the large column with the
    ladder. Find another ladder on the other side and use this to climb to the
    very top. Now jump and glide over to the next column. Climb up and exit from
    here. Use the pipes to enter the tunnel.
    Wait for the beams to get into position, then softly glide over to the first
    one, then the next one. Jump toward the four platforms and find the large
    generator. The power box is on the other side. Charge it up and power will be
    o 500 XP
    o Blue or Red Karma
    After a few calls, you've got two new Story Missions available. With power
    restored to a part of the Warren, you also have some Side Missions avialble.
    Let's tackle a few of those first. If you've been good thus far, you probably
    have a few Good Side Missions available. Find "Walk The Dogs" and we'll do that
    GOOD SIDE MISSION - Walk the Dogs
    This mission should seem at least vaguely familiar. The prisoners are up
    against the wall (they almost blend in at first). Zap one to get them moving,
    then another to inspire them to put a move on it. Two will break away from the
    pack soon enough. Be forceful and give them both several zaps until they
    stop. If you have to, chase them down.
    They'll all gather at one point, then continue across the street. Give one of
    them a zap to speed things up and continue to escort them. At one point, two
    of them will try and attack Cole. Without guns though, they only have their
    fists and rocks, so you should easily have the advantage. Show them who's boss
    and the march will continue. It should be smooth sailing up to the large gates
    where the job is finished.
    o 100 XP
    o Blue Karma
    EVIL SIDE MISSION - New Friends
    You hear Sasha's voice in your head again (great...). She wants Cole to free
    the Reapers imprisoned. To do that, you need to find the transformer on the
    roof. In your way will be plenty of police and probably even a few Dustmen at
    Climbing this thing is no easy task. Your best bet is to go around to the south
    side of the complex, where the entrance is and go in there. Climb over the
    visitor's entrance to the left and then you can start making your way up from
    the courtyard.
    When you reach the first high platform on the southeast side, you'll encounter
    two cops. Take them down easily, then move forward. You'll find a destroyed
    walkway and stairs. To traverse this, climb on the left wall where there is a
    yellow ledge and some mesh. From here, jump to the staircase. Now, on your left
    should be windows and such. If you go south and around the corner of the
    building however, you can find more windows and a bunch of prison cells and
    other objects to climb. Take these all the way up, abandoning the stairs. If
    you can climb all the way up, you'll find your target.
    Shockwave the cops off the roof, then find the smaller transformer and drain
    it. That ends the mission.
    o 100 XP
    o Red Karma
    Another Good Side Mission should be just nearby. If you have a sweettooth for
    carnage though, seek out the counterpart Evil Side Mission.
    GOOD SIDE MISSION - Rat's Nest
    The Warden calls and wants Cole to evict some Dustmen from their home. Climb
    the building and attack the Dustmen. The normal tactics should be fine. Use
    Precision on the one attacking from a distance.
    Find the air conditioner which is the yellow waypoint and interact with it. T
    his causes the Dustmen to come out in force. Drop down with Thunder Drop to get
    things started. From here on, it'll be a lot of combat so know where your
    energy sources are. There are a lot of people around too, so they'll likely
    get caught in the commotion. You can heal them or Leech them later though. Use
    your Shock Grenades, Shockwaves, and even Precision to take out as many Reapers
    as possible.
    New ones come in from all directions so be careful. Run for energy if necessary
    but keep the Dustmen honest with Shock Grenades and the like. You can even
    take to the rooftops again and snipe them, or use Thunder Drop again. Once you
    have taken out 25 of them, the job is done.
    o 100 XP
    o Blue Karma
    Sasha has a new job for you. Head to the alley nearby to find the yellow
    waypoint. You'll find a bunch of people locked up in cages. Seems familiar.
    You're ordered to turn a valve nearby to douse them with the mind control tar.
    Do so and then shoot the locks off the cages. With these "minions" you can lead
    an attack against the Dustmen.
    At this point, one or two Dustmen should appear at a time around this area.
    Your minions will actively seek them out, but they will also follow you so you
    can help lead them to the enemies. You need to defeat 12 Dustmen to complete
    this mission. You can help the minions out by shooting the Dustmen, but it's
    actually a bit satisfying to watch them do the work; and they are pretty good
    at it.
    More Dustmen will appear, again either one or two at a time. Lead the people
    toward them and they should easily do most of the work. Once twelve have been
    defeated, you're done.
    o 100 XP
    o Red Karma
    One more for now. Head in a southeastern direction and there is a pair of
    possible missions to tackle, one for each side of the Karmic persuasion.
    GOOD SIDE MISSION - Containment
    You need to get on the roof of the nearby prison and clear it of Dustmen. No,
    not dustmites. Easier said than done. Climbing this monstrosity will take some
    navigating. Go around the structure until you can reach the top. On one very
    large platform, you can see a bunch of destroyed stairs. If you can climb onto
    these stairs, on the right, around the side of the building, there are a series
    of platforms you can take. Follow the Blast Shards. Use Static Thrusters and
    Cole's acrobatics to cross a series of platforms and pipes. Just be careful,
    because some of the collapse. Keep climbing up, looking for more Blast Shards.
    You'll reach some fiery cages on the right. Keep climbing and look out for
    a Dead Drop in this area too. It's a confusing climb, I know.
    Look for the Dustmen below. Drop in on them and take them down with some fancy
    moves. Not much more than Lightning Bolts should be necessary. Use your GPS to
    track down the rest of them. I won't lie, this can be really tough because this
    prison complex is so big. Pay attention to the way the blips look on your GPS.
    Like GTA, they change depending on whether the targets are above or below you.
    Once you've defeated them all, you get a job well done.
    o 100 XP
    o Blue Karma
    o 2% Warren freed
    EVIL SIDE MISSION - Death March
    Another job from Sasha. Head to the yellow waypoint. In the alley, you'll find
    a bunch of Dustmen trapped by some Reaper Conduits. This is very similar to the
    Good Side Mission "Walk the Dogs". Get the prisoners moving by zapping one of
    them. To make them march faster, zap one of them again.
    Eventually, two of them should try and make a break for it. Run after them and
    fire several bolts at each of them to get them to stop. You don't need to
    worry about the other two; they won't budge. Also, as a bad guy, you don't need
    to worry about who gets in your way so hunt the two down and stop them. They'll
    march along and eventually they will all regroup and march off again.
    They'll head toward the water and stop. Now Sasha orders you to execute them.
    The Dustmen don't want to go down without a fight. They're not armed though,
    so the best they can do is toss rocks at you. You can do this slowly or quick.
    It's up to you. Once they're all dead, you win.
    o 100 XP
    o Red Karma
    o 2% Warren freed
    Let's get on to the story. You have two possible missions. Just for the sake
    of convenience, let's go with the closer one.
    STORY MISSION| An Old Friend
    The Dustmen have workers being forced into labor for them. Cole has to rescue
    them and the closest one is just in sight. Use Precision to slow things down
    and quickly defeat the two Dustmen guarding the worker. You want to kill them
    really fast or they'll off the worker and that's not good.
    With the first two down, try to take a few others surrounding you down. Drop
    down and approach the worker and he'll begin to run off. Unfortunately he won't
    get far most likely. A lot more Dustmen will target him. They'll shoot and
    he'll go down. You have to heal him to get him up and moving again, but this
    will just lead to an endless cycle unless you do something about the attackers
    The best idea is to just go up there after them, instead of playing tag from
    the street level. Surprise them with Shockwaves and Shock Grenades. If the
    worker made it through, he'll run off. If you need to go back and heal him, do
    Find him and he should follow you. Lead him down the street and toward the
    blue waypoint. If you choose to enter the tunnel under the prison, you'll have
    to deal with more Dustmen. Lead him toward the bridge and he'll start working
    on it. Cole however, has to get his back.
    Among the first wave of enemies, you've got some shield guys, and one with a
    gatling gun. Use Precision on the latter, then some well placed Lightning Bolts
    on the shield users. You can also melee them constantly to break the shields,
    or attack them from behind if they are distracted by the worker.
    More will come from the opposite direction. Kamikaze Dustmen will scurry toward
    the worker. Give them two good Lightning Bolts to squash that plan immediately.
    Fend off just a few more Dustmen from the same direction with Lightning Bolts
    and maybe a Shock Grenade or two. After that, the worker will be done.
    Unfortunately, the bridge doesn't lower all the way. Something on the other
    side needs to be kicked in as well. Roger contacts a friend who can do just
    that, but he's too scared to come out. Funny because, Neon District sounds a
    lot nicer this time of year than the Warren. Oh well.
    As Cole, head up the bridge and jump across to the other side. Make your way
    through Neon now and battle a few Reapers on your way to the blue waypoint. It
    turns out that the worker Lou is actually trapped like Roger was. Take out the
    Reapers fast and save him. If you don't finish them both off, they'll kill Lou.
    Precision again works best.
    Now, just like before, you gotta escort this guy to the bridge. There shouldn't
    be too much trouble if any on the way there. The problem will be defending Lou
    when he starts his work. The first wave will attack from above, on the railroad
    tracks. If you're lucky, a passing train may easily squash them. Otherwise,
    climb up there and get rid of them
    A few with shields come out from an alley. Either snipe them or melee them. The
    last two will be in the alley, and they include a rocket wielding Reaper.
    Once they're down, Roger needs help. Head back across the bridge and give him a
    hand. Thus begins a somewhat tedious back and forth. Back in Warren, a few
    Dustmen attack, including a kamikaze dude. A few Lightning Bolts should
    suffice. Return back to Lou now and fend off some Reapers. The first two are on
    the roof of the far building so try and snipe them. The rest come from the
    adjacent alley, so try a Shock Grenade or throw cars at them.
    Awesome news. Turns out you didn't even need Lou at all. Solve the problem
    yourself by zapping the LED part above the control panel. Now just scramble
    back across the bridge and do the same thing on his side.
    [MISSION END - 500 XP, Blue or Red Karma]
    With the bridge down, you can return to the Neon District. Good, because we
    have a few loose ends to tie up there. Return and let's knock out those final
    two Side Missions.
    o-----Side Missions-----------------------------------------------------------o
    -In ABDUCTION, target the Conduit first, then watch out for rockets as a
    counterattack. Defeat those Reapers next, then clean up the rest to free the
    o 100 XP
    o 2% Neon District freed
    -In SPY GAMES, the best way to do this is to follow the Courier by staying on
    the rooftops. If you follow him on the street, you have to fight a bunch of
    other Reapers. Keep track of which red blip he is on your GPS and use the roofs
    and grind cables and so on to follow him until he drops the package.
    o 100 XP
    o Five Blast Shards
    o 3% Neon Disrict freed
    For gaining all of the territories in the Neon District, you get the "Community
    Organizer" Trophy. Schwing!
    If you truly are done in Neon, return to the Warren to continue.
    We have one other Story Mission to tackle. However, there should only be one
    Side Mission available too at this time, so why not take that out now?
    -In SATELLITE UPLINKS, follow your GPS. This shouldn't be hard at all,
    especially now with Static Thrusters, you can make larger jumps.
    o 100 XP
    o 2% Warren freed
    Head to the blue marker all the way to the north now.
    STORY MISSION| Zeke's Request
    Head to the pier and you'll find the body of Dwight. The idea should come to
    you pretty soon. Approach his body and Cole will get one of his visions. The
    echo this time around is of a very large, bloated figure. Strange. Follow it
    around the corner and toward the street.
    Keep following it along the sidewalk until the figure stops. After a few
    seconds, a few other echoes of some strange creatures scatter across the
    ground. That can't be good...
    Follow the echo across the street where Cole will run into a guy putting up
    posters. He asks Cole which one he likes best.
                                  -[KARMA MOMENT]-
     Choose the "Loved Poster" or the "Feared Poster" to be posted around Empire
    Choosing the "Loved Poster" will obviously result in Blue Karma.
    Choosing the "Feared Poster" nets you Red Karma.
    Hit L3 and find the echo again. Follow it into an alley. Keep going until
    a scene takes over. The strange creatures you saw before are here, only they're
    not echoes anymore! These "creatures" actually appear to be some sort of energy
    mass wrapped around with metal. They're like "metal bugs" essentially. They'll
    come toward you and attack so give them some Lightning Bolts.
    Many of the alley exits will catch fire, blocking your escape. Deal with the
    metal bugs and the Dustmen that appear. Fight them all off and then follow the
    echo when you're able. Stay behind the corner though because the alley exit
    has a turret waiting to ambush you. Your best bet is to climb a building and
    either snipe the gunner, or attack him from behind.
    Resume your chase of the echo, and follow it until it leads you to another
    attack. It'll start off with a bunch of kamikaze Dustmen. More of those metal
    bugs will be here too. Watch out for the rocket wielding Dustman though. Use
    Shockwave to blow it back at him. Continue to follow the echo.
    A few more of the bugs will attack; you can simply give them a good punt and
    they go down. Watch out for more kamikazes coming out of the alley. These ones
    in particular might catch you off guard so act fast. Follow it into that alley
    where more of these bugs attack. Fend them off with melee and bolts, then
    follow the echo back onto the street. Continue forward and you'll finally come
    face to face with the real thing.
    What you're looking at is the Dustmen Conduit. Yeah, really different than the
    Reaper version. This guy can create more of those bugs at will. They make good
    target practice, but other than that, they should not pose a significant
    threat to you. Focus on the Conduit instead, and avoid his rockets with combat
    rolls. You can Shockwave them back if you're in good range. Focus mostly on
    firing Lightning Bolts. Shock Grenades work exceptionally well when he's
    creating more of those metal bugs. Keep up the fire and he should go down
    o 500 XP
    o Blue or Red Karma
    Cole tells Zeke he'll meet up with him back in Neon. Before we do that though,
    let's tackle a pair of Side Missions. To the south there should be two of them.
    o-----Side Missions-----------------------------------------------------------o
    -In COUNTER-SURVEILLANCE, just look for the devices on the building like
    always. Look for one amongst the fire escape stairs, a few new large neon
    signs, and one pretty close to the ground. The search circle gets smaller as
    you nab them. Not too hard.
    o 100 XP
    o 3% Warren freed
    One more nearby, let's take care of it.
    SIDE MISSION - Street Fight
    Here's a new one, and it's a goodie. The Dustmen and Reapers, who apparently
    don't get along (rival gangs--who knew?), are duking it out, not far at all
    from your current location. Might as well kill two birds with one stone and
    wipe them all out.
    Since the Dustmen take more hits, you might want to focus primarily on them
    first. It can get very chaotic down there, seriously. I personally found it
    fun to be right in the middle of it; it was like a warzone. If you want to
    play it safe though, you can take to the rooftops, snipe and drop down on
    them. If you go in guns, or rather, hands blazing, make use of Shock Grenades
    and Shockwaves, your primary crowd control moves. Make sure you get rid of the
    Dustmen Conduit and their rocket guys first, because they are the most
    When you get in trouble, you might want to fall back to a safer distance for
    energy, as opposed to getting them right on the spot (cars, etc) in the middle
    of battle. It really does get hectic. Shockwave can be your best friend in
    this fight.
    o 100 XP
    o 2% Warren freed
    Head off to the blue marker now and meet up with Zeke. After the scene, Cole
    wakes up the next morning and tells Moya he's going after the next substation.
    That's good news for us. Head back to the Warren and toward the blue marker.
    Before getting too far, take a moment to upgrade. You probably have a wealth
    of XP points to spend, perhaps as much as 10,000. Here's what to look for:
    |                                                                          |
    |Electric Drain: Induction Yield                                           |
    |-Cost: 1400 XP                                                            |
    |-Effect: Automatically recharge energy by grinding on electrified wires.  |
    |                                                                          |
    |Thunder Drop Upgrade 3                                                    |
    |-Cost: 3200 XP                                                            |
    |-Effect: Increases blast force.                                           |
    |                                                                          |
    |Reduce Damage: 30%                                                        |
    |-Cost: 2600 XP                                                            |
    |-Effect: Maximum reduction of damge inflicted on Cole.                    |
    |                                                                          |
    |Melee Upgrade 3                                                           |
    |-Cost: 1500 XP                                                            |
    |-Effect: Maximum increase to melee damage.                                |
    |                                                                          |
    Unless you've made the step into the highest Heroic or Infamous karmic ranks,
    these will be the only powers available (assuming you've followed the upgrades
    to the letter). Getting any of these level 3 ugprades will reward you with the
    "True Potential" Trophy. Get what you want or can afford, then let's head out.
    Be careful in the sector without power, for obvious reasons. Since the Dustmen
    take more damage, they are even bigger threats in certain situations. For
    example, turret gunners are more deadly since they're harder to take down. You
    really need to hone your skills and prepare yourself. Your current upgrades
    suffice. Search for more Blast Shards if you wish, grab a little extra XP, etc.
    It's not easy to make it through without readily available energy sources. The
    only ones you can go to are on the ground, and that's where most of the Dustmen
    are. Stick to the buildings and railroad tracks, where you'll find less
    When you're ready, head to the marker and start the mission.
    STORY MISSION| Playing Hero
    Another dirty mission. As soon as you get in, the circuit will be in plain
    sight. Hop across the platforms and such to reach it.
    The ability you obtain this time is called the Megawatt Hammer. It's like if
    Cole threw a Shock Grenade on steroids. Nah. The Megawatt Hammer is more like
    a rocket; it has a straight flight path, but boy does it hurt. The impact
    creates a large blast radius that does a small amount of damage to nearby
    Try it out on the Dustman in the tunnel. Enter and finish him off. At the
    other end, toss a few Hammers at the Dustmen below, as well as Shock Grenades
    at any in the water. Drop down and cross these platforms now.
    The Megawatt Hammer is great for guys with shields, as you'll soon learn.
    Cross the large column platforms and get to the enemies (you can snipe the
    Dustmen on the other side if you spot them in between the columns). Cross to
    the next area by using the tunnel. Cross a walkway to an area where two more
    Dustmen are perched on the columns. These guys are smart; they're standing
    behind fences. No prob. Fire a Megawatt Hammer at each of them and they're
    Jump your way over to the area behind them. Use the columns to the right to
    continue, but with a little more resistance. Take out the shield guys with more
    Megawatt Hammers, then enter the tunnel. At the end, you can take cover. On the
    far side is a rocket firing Dustman. Answer back with a Megawatt Hammer.
    Cole: 1; Dustman: 0.
    Enter that tunnel and then at the end, chuck some Grenades and Hammers at the
    final batch of Dustmen. Make your way over to the large generator now and
    charge up the power box to restore power to this sector.
    That ends the mission.
    o 500 XP
    o Blue or Red Karma
    Three more Story Missions are available, but you should know we're gonna tackle
    some Side Missions first. Find one not too far from the blue markers, one you
    did not too long ago actually.
    o-----Side Missions-----------------------------------------------------------o
    [SIDE MISSION - Counter Surveillance]
    -In COUNTER-SURVEILLANCE, you'll find this one takes some patience and a lot of
    climbing. Look carefully for the red blinking lights. You'll find a few devices
    amongst the scaffolding on one side, including a tricky one near the ground.
    o 100 XP
    o 3% Warren freed
    -In EL TRAIN, guide the train along the tracks. You can ignore the Dustmen
    who attack while you're moving, but if you want, try using Precision on them
    (to help you get the "Casey Jones" Trophy). When it stops inside a tunnel,
    defeat the enemies with Shockwaves and bolts, then find the power box on the
    other side. When you return to the tunnel, watch out for the rocket guys. Use
    Precision or Megawatt Hammers on them.
    o 100 XP
    o 2% Warren freed
     Chapter 6: Making Their Presence Known                                  [if06]
    o Standard Protocol
    o Spy Drones
    o Alden Strikes
    o Anything For Trish
    Now, around the area of the previous mission, you should find plenty of Dustmen
    to fight. Start up a few fights, and see if one of them turns into a mission
    marker. That's right, hidden package time!
    SIDE MISSION - Hidden Package
    If you manage to get this one, the Hidden Package location will seem pretty
    vague. Luckily, the general area is pointed out on your GPS, so head over
    there. Watch out for any Dustmen along the way though.
    This is a tricky one to find. The location first off, is really hard to "get
    to". It's in the area of the railroad tracks, that tunnel that we were just
    using for the train. That entire structure, the walls, they can't be climbed.
    If you go around the site however, you can get into the area. It's very
    grimy and rundown. Climb over obstacles until you reach the east side of the
    circle (on your GPS). There should be a large body of water around this area.
    Climb the wall on the east side. If you see a red arrow on the wall, you're
    in the right spot. Climb up until you find that signature blue glow. Claim
    the package for the reward.
    o 100 XP
    o Five Blast Shards
    o 2% Warren freed
    On to the next Story Mission. Head to the south side of the Warren and find
    the one named "Standard Protocol".
    STORY MISSION| Standard Protocol
    Moya wants Cole to rescue some hostages being shipped via boat. Start by
    climbing the building and dealing with the Dustmen up here. A few Shock
    Grenades and Shockwaves does the trick. Next, drop over the left side of the
    building, behind the two turret gunners and hit them with Thunder Drop.
    Continue to fight them with Lightning Bolts and the like until they're all
    Continue south, to the rear of the warehouse. If there's any more Dustmen,
    take care of them. Board the boat now and go to the back to find the engine.
    It's under an open hatch. Give it three zaps to disable it. Next, free the
    prisoners like the ones several missions earlier. Hit the round locks with
    bolts to open the cages.
    There are two other boats. One is pretty close, the other is on the other side
    of the island. Go for the more convenient one for now. When you approach,
    keep an eye out for a gatling gun dude on the left side of the warehouse. Take
    him down, then get on the roof to fend off a few more. Use Thunder Drop to
    get any Dustmen immediately below you. Use the nearby light poles for energy.
    Proceed toward the end of the dock and fight off a few more. Stay on the roof
    of the warehouse and snipe them if you'd like. They're all on the boat, so it
    might work better that way.
    Get on the boat, disable the engine, free the hostages. Once you've done that,
    watch out for a rocket guy on the dock. Defeat him, then make your way across
    the entire Warren toward the last boat.
    Once you finally get there, be prepared. In addition to turrets, rockets, you
    also have a Dustman Conduit to deal with. Take him down with some Hammers,
    Grenades, and Lightning Bolts. Also clean up his pets. Take to the roof now.
    For the turret gunners, try to hang off the edge of the roof and snipe them
    with Precision.
    Reach the boat and disable the engine again. Pop the locks on the cages and
    free the hostages. Turns out there's one more boat, this one on the west side
    of town. Head over there ASAP.
    More heavy resistance. When you near the warehouse, you'll see rockets
    flaring at you. Move out of the way and fire back with a Shock Grenade or if
    you aim well, a Megawatt Hammer. Snipe some of them with Precision or just use
    regular Lightning Bolts. Take them all down and then head for the boat.
    Disable the engine to clear the mission, but make sure you free the hostages
    for a little extra XP, or if you'd like, torture them for some Red Karma.
    o 500 XP
    o Blue or Red Karma
    With that done, we have a few more Side Missions to handle. Head back to the
    northeast side.
    SIDE MISSION - Split Decision
    The girl asks for help in rescuing her brother and their Blast Shards. On the
    way through the alley, Cole internalizes a choice.
                                  -[KARMA MOMENT]-
     Save the girl's brother, or go get the Blast Shards.
    Move forward and find the escort of two Dustmen. Get the jump on them, feeding
    them a few Lightning Bolts and maybe some Shockwaves. That should suffice
    enough to save the girl's brother and net you some Blue Karma.
    Instead of following the girl further, turn around and head for the northern
    waypoint. Here you will see a bunch of Dustmen crowded around a locker. Knock
    them all out and take the Blast Shards. That gives you all five and some Red
    Karma. The girl will be pissed afterwards. Silence her if you wish.
    o 100 XP
    o Blue or Red Karma
    To the northeast, there is another mission near the docks.
    SIDE MISSION - Brother's Keeper
    This is a unique mission. The EMT's brother has been coaxed into wearing the
    Dustmen's colors and patrolling with them. It's up to Cole to find the
    entourage, kill them all except the one with the square hood. Reference the
    picture to know which one is the one you need to save. Head over there now.
    You'll find them on the street, a group of four. If you look closely (use
    Precision), you can see the other three have rounded hoods. Be careful not to
    hurt the brother, so avoid crowd control moves. Rely instead on normal
    Lightning Bolts (be wary of head shots with that chain lightning upgrade). Take
    them down with melee attacks too.
    When the others are down, the brother drops to his knees. Stand near him and
    hit Triangle. His brother will escort him away and the mission will be over.
    o 100 XP
    o 2% Warren freed]
    Alright, we're gonna do one more before we do the next Story Mission. Go back
    to the southern side of the Warren. Find that Good or Evil Side Mission that
    has been hanging around for quite some time now.
    GOOD SIDE MISSION - Walk the Dogs
    A pretty familiar mission. Enter the alley to find the prisoners. Get them
    moving with a few bolts. After you clear the tunnel, some of their buddies
    try to spring them. A Shock Grenade should do a good amount of damage. Finish
    them off with Lightning Bolts or use the cars against them.
    After you get the group across the street, two of them will make a run for it.
    You should have a straight line of sight down the street hopefully, so fire
    several Lightning Bolts at both of them to halt their progress. After that,
    they should all continue on.
    When you get to the gas station, two more will make a break. Stop them in their
    tracks. Hopefully you shouldn't have to chase them down at this point. This
    will happen again when you get close to the prison, so be ready.
    o 100 XP
    o Blue Karma
    EVIL SIDE MISSION - Night on the Town
    This one is pretty fun. You'll be lead through the Warren by a trio of Reaper
    Conduits. They'll zip and teleport all over the place. Follow them (white
    blips) and use the various grind cables and such to make it easier.
    Eventually, you'll come across some Dustmen on a rooftop. Assist the Conduits
    in defeating them. They'll scramble off again after that. Continue to follow
    them until you find another battle, only this one is on a much larger scale.
    You'll probably take a lot of fire, so drop down on them with Thunder Drop.
    You can also toss a bunch of Shock Grenades from above before you do that.
    Use Shockwave and more Shock Grenades, or even Megawatt Hammers. Toss the foes
    around and Leech off any to restore energy. Just don't get surrounded.
    o 100 XP
    o Red Karma
    Before we head off for the next blue marker, let's power up shall we? Hopefully
    by now, you've reached the final karmic rank, either Heroic or Infamous. This
    unlocks the last tier of upgrades for some of your core abilities.
    |                                                                           |
    |Megawatt Hammer Upgrade 1                                                  |
    |-Cost: 800 XP                                                              |
    |-Good Effect: Rocket Redirect - Redirect an airborne rocket by firing an R1|
    |Bolt at the target you wish to hit.                                        |
    |-Evil Effect: Mini-Rockets - Adds a pair of smaller rockets that attach to |
    |their targets before exploding.                                            |
    |                                                                           |
    |Shockwave Upgrade 3                                                        |
    |-Cost: 2800 XP                                                             |
    |-Good Effect: Increases blast range.                                       |
    |-Evil Effect: Cars hit by blast are electrified, causing them to explode.  |
    |                                                                           |
    That should be all you can afford for now. Get what you want, then let's get
    moving. The next Story Mission we're going to do is called "Spy Drones".
    STORY MISSION| Spy Drones
    Head down this long runway like platform with all the red beams and stuff
    surrounding you. The blue waypoint is a drone that has crashed. Hit Triangle
    and Cole will send relevant data to Moya.
    As if you didn't already know, you're going to have to repeat this a few more
    times. Unfortunately, it's not as easy as the first one. The others are still
    airborne. Plus, as Moya adds, the drones are programmed to self-destruct after
    a certain time, so you have to be hasty.
    First thing you want to do is get to higher ground. With a better and higher
    vantage point, you'll be in better position to shoot these things down. Your
    best friend here is Precision, since it hones your accuracy and slows things
    down for you. It'll take three bolts to set one on fire, at which point it
    should eventually crash land nearby. Hurry down to it and collect the data to
    send to Moya.
    Get some energy back and then climb another building near the next drone. Do
    the same thing to ground it. Keep your eye on the drone and follow it until
    it finally lands.
    If a drone lands in the water it will automatically be destroyed and another
    should reappear soon. If it lands in a place that is not easily accessible
    (the container maze being one example), you should leave it be and wait for it
    to self destruct. Hunt down the second one and get the data to Moya.
    Only two more to go. The others will probably have moved to the farther sides
    of the island, so head over there to get them. Just do the same thing until
    both drones are down and you've gotten the info forwarded to Moya.
    Interesting to note is that on the way toward the last two, you should receive
    a call from a mysterious person, a name you've probably heard a few times,
    especially if you've been collecting Dead Drops.
    The landing spots for the drones are somewhat randomized. If one lands in the
    water, you can just get another one to work with.
    Once you've gotten all four, the job isn't quite done. A waypoint appears on a
    building to the north. It's a tall, pretty rundown building. An uplink there is
    needed so Cole can transmit the rest of the information. The building is
    guarded by a few rocket wielding Dustmen though. You can ignore most of them
    and just make your way up to the top where the uplink is.
    Up here, disperse the Dustmen with Shockwave. Find the large dish with the
    blinking red light beside it. Hit Triangle to interact and that will do the
    trick. After the call to Moya, the mission ends.
    o 500 XP
    o Blue or Red Karma
    We're gonna do just one Side Mission as a break, and then we're steamrolling
    right into the next Story Mission. Head to the south side of the Warren and
    find it.
    o-----Side Missions-----------------------------------------------------------o
    -In SATELLITE UPLINKS, favor the left grind cable at the start, and climb the
    following building. Take the next cable to reach an uplink, then use the next
    cable and let the momentum take you all the way to the wiry structure over the
    canal. Jump quickly to the telephone ole and from there, jump to the building
    with the red border on its roof. Ride the cable you find there to get there
    in time for the last uplink.
    o 100 XP
    o 3% Warren freed
    Now head to the last blue marker.
    STORY MISSION| Alden Strikes
    Zeke is being held captive. Find the opening amongst the containers and head
    inside this facility. Step forward and some Dustmen emerge and attack. Toss a
    Shock Grenade to level them. Turn right and you'll find more. You can try
    Megawatt Hammers on the shield guys. Fire one at the Dustmen on the walkway
    above you and it'll destroy it.
    Move forward, fending off a few more Dustmen. You'll see in the next corridor,
    some pipes emitting some gas or something. Find the valve and turn it with
    Triangle to shut them off. Turn the other one at the other end to turn the
    above ones off. Climb the yellow ladder and jump to the cable. Move along it
    and then jump over the walkway and enter the adjacent corridor.
    Approach the corner and a Dustman will fire a grenade launcher. Try to snipe
    him with Precision. Move forward all the way to the end and then turn left.
    Turn around and look for the rocket guy. Snipe him as well.
    Backtrack just a bit and find an adjacent alley. Enter and some Dustmen will
    appear out of one of the containers again. Shockwave them and then finish
    them off. Back up a bit because some of them have shotguns and they are
    extremely, extremely annoying. Shockwave or Hammer them, then turn the corner.
    You've got a turret and a rocket guy. Try to focus on the rocket dude first,
    by using Precision to slow things down. Try the same for the turret gunner, so
    you can snipe him through the turret. There are small lights all over the
    place for energy should you need it.
    The path is pretty straightforward from here, until you reach a fence. On the
    other side, two Dustmen will shoot at you. Chuck a Shock Grenade over there to
    do them in. Find the yellow ladder on your left and climb it. Jump to the
    right and then glide over that fence with Static Thrusters.
    When you move forward, another ambush appears. The kamikazes should be your
    first priority. Take them down with some bolts, then throw some Shock Grenades
    at the rest. One of them has one of those grenade launchers so be careful.
    Around the corner, you'll be at the base of a steep ramp. At the top is a
    turret. Use one of the barriers as cover and then enter Precision mode to snipe
    him. Also beware some more Dustmen on the left and right containers. Move up
    there and take them out, then go left around the next corner.
    Pass the strange contraption and if you go under the containers, the fence
    locks on you. Instead, back out and climb those containers to reach the next
    area. Use Thunder Drop for starters, then Lightning Bolt and Grenades. Get
    rid of all the Dustmen on the ledge, then climb up there yourself. Head down
    the ramp and into the next corridor.
    When you turn the corner, a turret behind a fence will start shooting. Make a
    break for the ladder. Climb up, jump, and glide to the top of the containers.
    Drop down the other end and attack that gunner from behind. Climb up the ledge
    just to your left and enter this area.
    Start by taking down the enemies right in front of you. When you turn the
    corner, there are numerous Dustmen. One is a turret gunner. Another one on
    a high walkway toward the left has rockets. Try to stay shaded to the left so
    he can't hit you easily. Use Precision to snipe both him and the turret gunner.
    You can also try leading some of the other Dustmen into this area and fall back
    toward the ramp to deal with them. If you need energy, the light fixtures
    around here work well.
    Once you've fended them all off, climb the ladders on the side of the
    containers. You get a quick scene when you reach the top. From here, travel
    across the tops of the containers and toward the cage in the distance. There
    will be some enemies on the far end of the area. Try to snipe as many as you
    can, then drop down to the next level (not all the way down to the ground
    though!) Hang off some ledges and zap a few other Dustmen. If you've been bad,
    you can Leech guys for energy.
    Make your way to the southeast side of the area. More Dustmen will be waiting.
    Defeat them and then make your way underneath the crane's lower walkway. Find
    the red ladder and climb up to it. Another ladder takes you further up.
    At the top, quickly dispatch the three Dustmen. With them down, walk over to
    the controls and hit Triangle. The cage will be lowered. Drop down there for a
    scene and the end to the mission.
    o 500 XP
    o Blue or Red Karma
    You'll get a series of calls from a few people, including one from Trish. She
    needs a hand back in Neon, so cross the bridge and we'll head right over there
    for our next mission. Grab some Blast Shards and the like along the way if you
    would like.
    STORY MISSION| Anything For Trish
    A reinforced bus needs to be protected. It's been specially designed with
    Cole in mind; it'll only move when he's on top and it provides him unlimited
    electricity. Get on top and the bus will start rolling.
    You won't get very far before some Reapers charge the bus. Try to stay on the
    bus for the most part. As Trish hinted at, the roof is permanently electrified,
    which means you can go crazy with your powers, even the energy costing
    Precision. The energy feeds into you naturally, but use Drain to speed it up
    if you need to.
    Watch out for the rocket guy. Take him down and lead the bus further down the
    street. When it reaches the intersection, things get really hectic. Shock
    Grenades probably work best. If you upgraded your Megawatt Hammer, you'll
    notice it travels a lot slower, so it might be useless on the shield guys for
    now unless you aim well. A lot of guys will crowd the bus so Precision still
    works well to slow things down. The bus turns left and there you'll encounter
    a turret. Snipe the gunner with Precision, then clean up any guys chasing you.
    At this point, you'll be overwhelmed with enemies and the bus will start taking
    a few hits. The biggest threat comes from all the rocket wielding fatties. Try
    using Shockwave to deflect the rockets, then firing back in Precision. Look for
    another turret as well.
    The bus will come to the bridge, where a bunch of Reapers will ignore it and
    instead engage the Dustmen on the other side. While they're distracted, toss
    tons and tons of Shock Grenades at them. The cars in the center make a good way
    to clear out large groups at once. Keep going and let the bus feed Cole
    continuous energy as you just toss those Grenades.
    Things don't really improve on the other side. The Dustmen come packing heat of
    their own and decide the bus is good target pratice. Again, try and focus on
    the rocket guys. Precision might really save you here. Clear the cars blocking
    you path, then enter Precision any time you see more red blips appear, so you
    can slow things down and get the jump on them.
    The bus turns another corner and you have another rocket guy to deal with. Head
    shot him fast and then clear more cars away after that. Just a little farther
    and you should make it.
    Another surprising scene takes over though and another menacing figure steps
    forward. The bus gets thrown to the top of a building and now Cole has to get
    Trish out safely.
    Start by sniping a few Dustmen on the walls and such. Under the awning in front
    of the building there are even more. Just watch out for grenades and rockets
    coming from the side; deal with those dudes quickly. The cars around here can
    provide a quick energy replenish. You'll take attacks from nearly all
    conceivably angles, so choose your targets and fast.
    Climb the ledge on your right where a few Dustmen were perched. Take cover
    behind the air ducts and use Precision to snipe the turret gunner. Climb up
    the pipe and then up the building a few stories, until you can't climb any
    higher. Go around the side now and you'll see a couple more Dustmen. Normal
    Lightning Bolts should be all you need here. Drop down when they're dead and
    keep moving.
    Now, find a way to climb one of the two towers. There's a lot of junk blocking
    some of the windows which prevents you from getting all the way to the top,b
    but you can usually navigate around it. If you have to, climb the opposite
    tower, then glide over to the other one with the bus and just climb the rest
    of the way up.
    Up here, you'll encounter two Dustmen and they have Trish cornered. Bolt one
    in Precision, and then blow the other away with Shockwave. Approach Trish to
    save her and get a scene.
    o 500 XP
    o Blue or Red Karma
    o "Back With Trish" or "Confirmed Bachelor" Trophies
     Chapter 7: Heroes and Villains                                          [if07]
    o The Arrest
    o Terrorized Streets
    o Alden In Chains
    o Light in the Tunnel
    After this, go for a little stroll and that voice will rear its ugly head (well
    maybe not head, because it's disembodied but you get the idea) again. Ignore
    it and decide what you're gonna do next. You have another two Story Missions
    available to you, pluse several Side Missions. Let's mop up some Side Missions
    for now. Travel north to the first one.
    SIDE MISSION - Stolen Prescriptions
    The EMT needs his medical supplies back. Go down the street to the east and
    find the apartment complex overrun with Dustmen. You can use Precision, toss
    Shock Grenades and Megawatt Hammers up there, and those should do some decent
    damage. Head up there though to really make things go quicker.
    You're looking for the white blips specifically. Not many of them are actually
    held by Dustmen, so they really become more of a distraction. Locate them all,
    paying attention to your GPS to determine whether they are above or below you.
    Watch out for a turret on the roof of one of the buildings. Clear it of enemies
    and one of the medical packages should be up there. Track down the rest and
    return to the EMT
    o 100 XP
    o 3% Warren freed]
    Head west now and find the yellow marker nearest one of our next Story Missions
    and make that our next destination.
    SIDE MISSION - The Informant
    Meet the informant and he of course is a dead man that tells no tales. Defeat
    the metal bugs first, then focus on the enemies above you. Try to take out the
    rocket wielder among all others first. If you want, back up to an angle so that
    they can't hit you easily. The Dustmen may easily become distracted by the
    nearby pedestrians (and hey, this just means more healing or Leeching for you),
    so you can have an easier time with them.
    Well placed Shock Grenades (Sticky Grenade stunts) will help a lot. Finish
    the rest off with normal bolts.
    o 100 XP
    o 3% Warren freed
    You're right next to one of the blue markers, so let's continue on with the
    Story now.
    STORY MISSION| The Arrest
    Police are attempting to capture Alden. Given what little we've seen of his
    power, I can bet that won't go down too well. Head over to the blue waypoint on
    the double.
    You'll find a police officer expired on the ground. Cole taps into his past
    and sees Alden there as the culprit. His echo appears and boy does it move
    slower than molasses. Luckily, the echo will just kind of "skip" ahead so you
    don't have to follow it step for step.
    Exit the alley and there's a distraction waiting however. A man is being
    terrorized by the rest of the populace. Cole has to make a decision fast.
                                  -[KARMA MOMENT]-
     Free the man by shooting him down, or do nothing and walk away.
    Shoot the man hanging upside down with a Lightning Bolt to cut him loose. This
    nets you some Blue Karma.
    Just ignore the dude and walk away. Follow the echo and you'll get Red Karma.
    Regardless of what you choose, relocate the echo with L3. It should be across
    the street now. Follow it just a short distance to a heavily fortified area
    where the Dustmen are holed up. Great...
    Headin and take cover behind the wooden barrier. Start shooting them down one
    by one. Climb up and enter the corridor. A few more Dustmen should come to
    attack, so just zap and melee them. Watch out for any others shooting from
    high perches. You can use Precision on them if you'd wish, just watch your
    The echo passes through another corridor but it becomes blocked by fire. Take
    to higher groudn now. This makes you an easier target for surrounding Dustmen,
    so just try to snipe them with regular bolts or with Precision.
    As you carry on to the north, the echo somehow crosses the gap over the water.
    Follow and watch out for numerous Dustmen on your right. If you go all the
    way down, you can find a small power unit for energy. Try to save the Precision
    Shots as much as you can since they use up so much. Climb the large pipe and
    use that to get over the building. Drop down the other side, cross the
    bridge, and follow the echo further along this side.
    After tangling with a few more Dustmen, you can climb a few ledges. More will
    attack from your left, so glide over there and give them hell. By now, you
    might have lost track of the echo. It has traveled a long way. Look to the
    north and it should be all the way over there. Hurry in that direction and
    follow it, ignoring the other remaining enemies if you have to.
    Follow it to the park area, where a terrifying encounter awaits.
    This foe has three attacks. At long range it can attack with a sort of "junk
    gatling gun" from either of its hands. If you're too close to the boss, this
    attack will simply rip you up so stay back. Cover also doesn't seem to do jack
    for you against this attack, so you're better off rolling as much as you can
    to dodge some of it. The boss also lobs molten junk balls at you which are
    basically like big grenades. You can Shockwave this away from you, but they
    don't seem to hurt the boss if they land near him. The third attack is at
    close range. The boss will slam the ground creating a small shockwave. Not too
    hard to avoid, and you shouldn't bother getting too close anyway.
    There are numerous power sources around you, and you're gonna need them. Not
    a lot of them are easy to see however. When the boss uses his gatling gun, just
    keep rolling. In fact, for most of this fight, you should just stay on the
    move, dodging his attacks. If you want to take cover from his gun, do so by
    using the statue base at the north side of the arena. This actually provides
    sufficient protection.
    He may seem intimidating, but he's actually pretty easy. It's all about
    breaking him apart, piece by piece. His arms are your primary targets. Aim at
    them with whatever you want. Shock Grenades and Megawatt Hammers may seem like
    good choices, and they definitely are. You can save a lot of energy by just
    going with Lightning Bolt though. Aim specifically for his arms and keep
    attacking. It might not seem to do much but after many hits, one of the arms
    should come off. Repeat the process for the other arm.
    The boss will often posture itself before you when its stunned. Inside, you can
    see a figure. Keep shooting at the boss with Bolts, Grenades, or Hammers to
    keep weakening it. With its arms gone, it can only shoot the junk at you, so
    keep shooting until it is finally destroyed.
    o 500 XP
    o Blue or Red Karma
    On the roof of a nearby building there should be another Side Mission. Let's
    try it out.
    o-----Side Missions-----------------------------------------------------------o
    -In SATELLITE UPLINKS, you might think its hard, but there are only three
    uplinks to get. A grind cable leads to each one, you just need to find the
    right one.
    o 100 XP
    o 2% Warren freed
    -In PHOTOGRAPHER, look for the yellow blip and take down any surrounding
    enemies for the first few pictures. Next, drain electricity from any two
    objects (Bio-Leech counts if you're playing Evil). Finally, perform three
    Thunder Drops but watch it if you're being good. Do small drops to avoid
    hurting anyone.
    o 100 XP
    o 3% Warren freed
    There should be a Good or Evil Side Mission in this area. Find it now.
    GOOD SIDE MISSION - Cops and Robbers
    The local PD is under attack and it's up to Cole to save the day. Try to get a
    really good vantage point from a nearby building. Among the attackers, there
    is one of those giant Conduits you just fought earlier. Just remember these
    guys are easy to beat if you just go for their arms. Watch out for his flying
    molten junk trying to get you on the roof though. Finish him, then go after
    the rest. Some Dustmen are standing near cars, so Shock Grenades and the like
    work well. Snipe the others with Precision and this mission should end quite
    o 100 XP
    o Blue Karma
    o 2% Warren freed
    EVIL SIDE MISSION - Stick it to the Man
    This is similar to the previous mission, "Night on the Town", except this time,
    you will be attacking the police. Follow your escort of Reapers to the yellow
    waypoint. If you get to the nearby building, several turrets will open fire.
    What makes this mission really tough though is the fact that the police will
    respawn indefinitely. It becomes extremely annoying because they're apparently
    all very good shots from several hundred yards away.
    This mission is a lot easier if you have the right focus. Ignore the police and
    put your attention on destroying their station. You might wonder which one it
    is. Check your GPS and see the yellow waypoint's location. Climb the brown and
    white building that is like an apartment complex, and go to the left side of
    the lower roof (there will be a satellite dish and attennas and stuff), you
    will encounter a few police. Take them down fast with Shockwaves and stuff.
    Police will attack from that building, with a turret and other things. Take
    out the upper turret and the police nearby. That's imperative. Next, you need
    to know your exact target. If you look down at this building, there should be
    a balcony on the right (another turret is there) and there should be a big
    sign above a doorway. Attacking that general area (the doorway particularly)
    is what you want to do. Fire Megawatt Hammers down there and it will damage
    the station (indicated in the top right). Just make sure those two turrets and
    all the cloesest police are out of the way.
    If you purchased the second Electric Drain Upgrade (Induction Yield), you can
    use the grind cable behind you to recharge both Cole's energy and health. This
    way, you can fire more Megawatt Hammers and finish the mission.
    o 100 XP
    o Red Karma
    o 2% Warren freed
    With that done, let's power up before we head out. If that was your 10th Good
    or Evil Side Mission, you have access to another rank of either Overload Burst
    or Arc Lightning.
    |                                                                           |
    |Overload Burst Upgrade 2                                                   |
    |-Cost: 10 Good Side Missions                                               |
    |-Effect: Doubles the damage inflicted by Overload Burst.                   |
    |                                                                           |
    |Arc Lightning Upgrade 2                                                    |
    |-Cost: 10 Evil Side Missions                                               |
    |-Effect: Unlimited branching and increases damage.                         |
    |                                                                           |
    |Megawatt Hammer Upgrade 2                                                  |
    |-Cost: 2500 XP                                                             |
    |-Good Effect: Reverse Magnetism - Enemies caught in the blast temporarily  |
    |float in the air.                                                          |
    |-Evil Effect: Mini-Rockets - Adds four smaller rockets that attach to their|
    |targets before exploding.                                                  |
    |                                                                           |
    |Electric Drain: Karmic Overload                                            |
    |-Cost: 2000 XP                                                             |
    |-Effect: Once your Karma meter fills to full Good or Evil, press D-Pad Left|
    |to activate Karmic Overload. For a short period of time, you'll have       |
    |unlimited energy.                                                          |
    |                                                                           |
    Make your way to the next blue marker now.
    STORY MISSION| Terrorized Streets
    The Dustmen, apparently inspired by Trish and Cole's bus tagteam manuevers,
    have reinforced several city buses and armed them to the teeth. Now they're
    rolling around like death wagons, terrorizing the populace. Track them down
    (blue waypoints) to get started.
    The buses are definitely heavily armed. Not only that, but more often than not,
    you'll find surrounding Dustmen also in the mix. The buses have turrets on
    each side and they'll make mincemeat out of you given enough time. What to do?
    The answer is actually a lot easier than you think. The Dustmen, in their
    brilliance, designed these buses with a fatal weakness, just like the Death
    Star. Climb on top of the buses and near the rear part of the roof, there is a
    generator. Give it a few zaps to completely immobolize it. One down, three to
    Other than the other resistance you meet along the way, this task should not
    be terribly difficult. Spring onto the buses from high ground and they are easy
    prey for you. Even though one of the buses is in the still powered down
    northwest sector of the Warren, it shouldn't be a whole lot of trouble.
    o 500 XP
    o Blue or Red Karma]
    With that done, let's tackle a few Side Missions, just like always.
    o-----Side Missions-----------------------------------------------------------o
    -In TERROR BUS, you have to disable the bus's engine on the top just like in
    the last Story Mission. There are a lot of Dustmen protecting it, including
    rocket guys. Try to drop onto it from a high rooftop and just ignore them and
    go straight for the engine for an easy win.
    o 100 XP
    o 2% Warren freed
    There's two more Side Missions off to the southwest corner that we've ignored
    for a while now. Let's take care of them.
    SIDE MISSION - Chasing Echoes
    Just by the name, you should get an idea of what you'll have to do on this
    mission. Find the body to start things off. The echo is one of those metal
    bugs. It goes up into an opening in the wall. Use the nearby booth to help you
    climb into there.
    As you enter the area, you'll inevitably run into a few Dustmen. They're not
    too hard to deal with. Follow the echo after that until you reach a small
    tunnel. It leads you right to some of those bug things. Destroy them, then
    keep chasing the echo version. It'll take you to a man lying on the ground and
    three echoes of Conduits appear. You have to find these guys and stop them.
    You're on your own in finding them unfortunately. If you climb the ladder here
    and go east just a bit, you can spot one from high up. Try and stay up here
    and take himd own, but watch his rockets. If you move up a bit and then look
    to the south of his location, you should see another one in a nook down there.
    Again, try and snipe him with Lightning Bolts and Megawatt Hammers. The last
    one should be to the south or west somewhere in an alley. Defeat him too and
    that's all there is to it.
    o 100 XP
    o 2% Warren freed
    Find your way out of this maze and then stay around the dock area in the
    southwest. If yo run into any Dustmen, engage them. One of them might turn into
    a marker for a "Hidden Package" mission.
    SIDE MISSION - Hidden Package
    This one is pretty easy to find. The GPS shows it being in the area of those
    two docks with the four red cranes (the same place you started Spy Drones).
    Judging from the picture, it's obviously on top of one of them, but it's hard
    to tell which.
    If you look at your map, you can see the two docks, one on the left and one on
    the right. The right crane is the bottom one on the right dock. Climbing your
    way up there is pretty fun, admittedly, but watch out for Dustmen. Get to the
    very roof of the crane and you should find the package.
    o 100 XP
    o Five Blast Shards
    o 2% Warren freed
    One more Side Mission for now. Find that other one I was talking about earlier.
    SIDE MISSION - Surgical Operation
    A medic is being held hostage by Dustmen at the adjacent dock. Head down there
    and start by sniping or blasting the Dustmen you see. Head around back and
    there will be another Dustman, maybe two, holding the medic hostage. Be very
    careful here, because if they see you, they'll shoot the medic on the spot and
    you'll fail. Try and climb on top of the building instead and snipe them with
    Precision really fast.
    After that, help the medic up and you're finished.
    o 100 XP
    o 3% Warren freed
    Alright, that's enough sidetracking, right? On to the next Story Mission.
    STORY MISSION| Alden in Chains
    Enter the prison and go left. Climb over the entrance and head to the blue
    waypoint. Approach the fence to talk to Zeke. Like Trish did with the bus, Zeke
    has somehow made the walkway above permanently electrified. Get up there and
    brace yourself.
    Mortars are thrown over the wall. Wait until they start getting close, then
    redirect them with Shockwave. It'll get harder after a while, with two coming
    in at the same time, but it still doesn't provide a real challenge.
    When you're done playing volleyball, a section of the wall is destroyed and
    the Dustmen rush in. Start lobbing as many Shock Grenades and Megawatt Hammers
    at them as you can. Don't bother with the rocket guys you'll spot in the
    distance. They can't be touched until they destroy the walkway you're standing
    on. Great...
    A Conduit will enter the fray soon enough. Try to clear the immediate area
    of most of the enemies, then let loose with a constant barrage of Lightning
    Bolts on the Conduit's arms. Break them off, then keep firing at its body until
    it finally goes down.
    When the fun is nearly over, you get word that the power in the prison is out.
    Start climbing the prison complex (yeah, that sounds like fun...) There are
    pipes and windows above your location that should help you get up there. Take
    out a few Dustmen on this platform, then head over toward the destroyed
    stairs. Climb the left wall (where the yellow ledge is) and onto the wire mesh.
    Jump to the staircase and then take that over, jump the next gap and then go
    around the wall here.
    There are numerous beams and ledges here, a lot of which fall down when you
    land, so keep moving. Watch out for Dustmen perched along the way. Get to the
    platform they were on and it will collapse immediately, so grab onto the pipe
    and pull yourself up.
    Jump to the next pipe and step out to the end of it so you can see the next
    few ledges. Hop across these to a few beams, then another pipe to climb. Step
    out onto a large beam to the right when you reach the top. Jump to another one
    and then onto the next ledge. If you keep going, you should find some burning
    prison cages. Climb straight up and fry the Dustman at the top. Just behind
    him is the power box on the generator. Charge it up immediately.
    If you climb the slope to the right (it's not easy), you can get onto the roof.
    Deal with the Dustmen here, then go to the north edge. Look below and you've
    got at least three more Dustmen, one of whom has a gatling gun. Snipe him, then
    Shock Grenade the others. Drop down there when it's clear. Keep going down,
    eliminating more Dustmen. Find the blue waypoint and make your way down to it.
    You should find an electrified platform. Stay here as the enemies pile in.
    A few will stop right in front of you; they can be dealt with easily with
    Shock Grenades. Others at the far end can be sniped in Precision. With the
    electricity flowing into you, you can afford to stay in Precision for longer
    and so let the head shots flow.
    When the Conduit shows up, focus on him. Fire constant Lightning Bolts at his
    arms until they're gone. When it's just his body, switch to Shock Grenades and
    Megawatt Hammers. Since you have pretty much constant energy going, feel free
    to spam the Grenades and Hammers. You might just take down some normal Dustmen
    in the process.
    With the Conduit defeated, look for any survivors. After that, brace yourself
    for two Conduits. One should enter the area earlier than the other, so that
    gives you a good headstart on one. Try and blast it apart before the other
    gets there. Again, Shock Grenades and Megawatt Hammers could do good splash
    damage so they might hit both of them.
    Continue fending off any more enemies after this until the job is done.
    o 500 XP
    o Blue or Red Karma
    A few things happen. Moya gets pissed for one. Cole decides to activate the
    last substation in the Warren. Head over to the blue marker without delay. Just
    try not to get too distracted along the way. As you would expect, Dustmen will
    be swarming in the powered down sector, especially right around the marker.
    STORY MISSION| Light in the Tunnel
    Start by using the pipes to get to the platform. Turn right and glide over to
    the next one. Climb the pipes and hop into the tunnel. From here, it's a pretty
    straight shot to the circuit.
    Cole gets the Polarity Wall ability. This lets him generate an electric shield.
    Not bad.
    Move toward the red blips and try the shield out as the Dustmen shoot. It's
    pretty cool, but you gotta take them down eventually. Head over there and enter
    the doorway. Make your way to the generator platform, fending off Dustmen
    around you and in the water. The turret gunner is very well protected, so you
    have to get close. Use the Polarity Wall to shield Cole and get close. Toss a
    Shock Grenade in there to defeat him. Move forward after that.
    A few more Dustmen attack from the next platform. Take them down, then hop over
    there for some energy from the generator. Get on board the moving beam. Hop
    across the pipes and other structures. Two more turrets will attack. Ignore the
    one on the left. Head toward the one on the right with your Polarity Wall
    deployed and get behind it like before. Enter the next doorway once you've
    taken care of that.
    Defeat the next few Dustmen in front of you. The large generator on the next
    platform is good for energy. Watch the gatling gun Dustman on the left. You can
    just snipe him or use Polarity Wall to get close and rush him. On that platform
    is where you'll find the substation generator. Power it up to restore power to
    the last sector of the Warren at last.
    o 500 XP
    o Blue or Red Karma
     Chapter 8: True Character                                               [if08]
    o Secrets Revealed
    o The Ray Sphere
    o Alden's Rampage
    You get a very interesting call, but before we head off, let's do two quick
    Side Missions. One should be right near your position.
    o-----Side Missions-----------------------------------------------------------o
    -In SATELLITE UPLINKS, you should find this to be really easy. Most of the
    uplinks are just a rooftop jump away from each other. For the rest, the path
    is usually an easy grind cable away.
    o 100 XP
    o 2% Warren freed
    -In TERROR BUS, attack the bus from above, ignoring the Dustmen (use Precision
    and the like on them if you want to fight) and disable the engine. Easy.
    o 100 XP
    o 2% Warren freed
    Another one in the newly powered up area is a new Side Mission. It's called
    "Ulterior Motives". Find it and let's give it a spin.
    SIDE MISSION - Ulterior Motives
    Follow the guy into the alley. When Dustmen attack, fend them off. A Conduit
    should be among them, so give him some Shock Grenades and the like to defeat
    the metal bugs that he spawns. When they're all down, the guy will continue
    on his way. When he crosses a street, you'll run into even more Dustmen. If
    the guy gets hurt, you'll have to heal him.
    You might meet more resistance when you reach the locker. If so, take them all
    down. Approach the blue locker at that point. The guy offers one Blast Shard
    as a reward. Just one?
                                  -[KARMA MOMENT]-
     Accept the single Blast Shard as thanks, or kill the pedestrian and take his
     entire stockpile.
    Walk up to him and hit Triangle to accept the one shard as your reward. It's
    not much, but it gets you Blue Karma.
    Give this sap a Lightning Bolt to the face for some Red Karma. At that point,
    approach the locker to claim all of the Blast Shards for yourself, including
    the one in his hand. Muhahaha!
    o 100 XP
    o 2% Warren freed
    Now, without further delay, make a beeline for the next blue marker, starting
    the next Story Mission.
    STORY MISSION| Secrets Revealed
    A helicopter appears and begins searching for John. Assuming it does find him,
    your best bet is to follow it. The chopper will patrol mostly around the center
    area of the Warren, heading northwest first. Take to the rooftops and follow
    it; it's the light blue waypoint on your GPS. Look for grind cables all over
    the place to help you stay close.
    The chopper will linger around the center, then finally, head to the northern
    tip of the Warren. Follow it there, but you'll probably lose sight of it before
    you get there. It's just flying lower now because John has been spotted. Drop
    down there and approach him for a scene.
    A Conduit titan appears and it makes an obvious threat. Inside Cole's head, he
    knows he has to make a fast decision.
                                  -[KARMA MOMENT]-
     Blow up the gas tank or let it hit Cole.
    If you allow the Titan to toss the gas tank at you, it will do minute amounts
    of damage. Doing so gets you Blue Karma.
    Take aim at the gas tank immediately and fire a bolt at it. It'll go off,
    blowing off the Conduit's arm, but also killing a bunch of folks in the
    process. "Oh well." You've now got more Red Karma and a headstart on this foe.
    Now it's time to take on the Conduit. Do it just like you've done the last few
    times. Go for its arms first. After that, deflect its mortar attacks with
    Shockwave and keep the pain coming. Toss a few Shock Grenades or Megawatt
    Hammers if you'd like. When it finally goes down, the mission is over.
    o 500 XP
    o Blue or Red Karma
    After that, you'll have a few calls. The next Story Mission appears shortly
    following that. Let's knock out a few more Side Missions first though.
    o-----Side Missions-----------------------------------------------------------o
    -In TERROR BUS, if you move quickly, going down the left sidewalk, you can
    climb the building at the end and get on top of the bus quickly. Otherwise, you
    will have to fend off baddies and wait to ambush it again from a different
    o 100 XP
    o 2% Warren freed
    -In COUNTER-SURVEILLANCE, look for those tell-tale red lights. The devices
    should all be on the tall main building, not the smaller ones connected to it.
    o 100 XP
    o 3% Warren freed
    Let's do the last one in this area before we head off.
    SIDE MISSION - Infestation
    Another EMT has had his clinic targeted. I guess the Dustmen and even the
    Reapers before them need medical supplies too. Head to the pier where they are
    all hanging out. It's a building with some walkways and most of them are either
    on these walkways or around the building itself.
    On the second floor in particular, you have a regular Dustman Conduit. He'll
    spawn his little pets. Toss a Shock Grenade up there for starters, then go up
    there and finish him and any others off.
    Watch out for a turret at the north end; try to snipe him. Look for other
    Dustmen hanging out under the walkway and around this area. A few Lightning
    Bolts and some Shockwaves should tidy things up.
    o 100 XP
    o 3% Warren freed
    Head straight for the next Story Mission. The blue marker should be east of
    your current location. If you're wondering how to even enter that area, wonder
    no more. To the northwest of the marker, there should be a pair of green
    staircases. Take this up to the entrance.
    STORY MISSION| The Ray Sphere
    You'll be in the park area, just outside that grand tower. After meeting up
    with Zeke, move toward the base. Find a series of pipes to the left and climb
    them up to the first ledge. Above the shaft where Zeke is positioned, you
    should see a pair of fan rotor blades. Give this several bolts to get the
    lift moving, and Zeke will be right behind you.
    Some Dustmen will attack from the left now. Defeat them, then go around here to
    the next lift. The way up may not seem immediately clear at first. To the right
    of the elevator shaft, there are a series of objects Cole can grab though.
    There should be some signs and other ledges you can use to get up. Keep
    climbing until you find the bus. Get onto this, then start going left around
    the tower, using some yellow girders and signs. You should eventually reach a
    platform where some Dustmen are waiting. The next fan aka elevator control is
    up here, but guarded by more Dustmen.
    With Zeke up to the next floor with you, the blue waypoint should point out the
    next lift. Just around the corner from it is a sign that you should jump to.
    Climb straight up, then look for some girders to your right. From these, climb
    up to a large sign. Jump to another sign, then try to climb up and jump further
    up a broken horizontal sign above. When you get high enough, glide over to the
    yellow girder. Climb it to the top, then glide all the way over to the next one
    in the distance.
    You may take some attacks from above; just snipe the Dustman. Fly over to the
    next girders. Fly over to another isolated area. Start climbing up here, using
    signs and the like. Watch out for another attack from above. Climb up to that
    platform where the Dustman attacked from and you'll find plenty more. Watch
    out for the Conduit, amongst other foes. At this height, Shockwaves work very
    Find the rotor blades and charge them up for Zeke. Lead him to the next lift.
    Go around in the opposite direction now to find a large black and orange sign.
    Jump to this, then glide over to the girder. It should be a simple climb to the
    top. Find the fan and give it some juice and Zeke will join you shortly.
    Unfortunately, another guest will be joining you too.
    Although Alden is here, this isn't a boss fight against him. Instead, it's
    against more of his cronies. At the start, fend off numerous Dustmen. They like
    to toss grenades so stay on the move. Shockwave can help since you can just
    toss them off the tower. Other group moves work just as well, as does Lightning
    Bolt. Charge yourself up with the small conduit boxes around the arena.
    When they go down, Zeke makes a break for the Ray Sphere. Fend off a Conduit
    and a few more enemies. Try not to let the Conduit's metal minions pester you.
    After they are down, the last obstacle is a Conduit Titan. Lop off its arms
    with constant Lightning Bolts. If any other enemies are left, some well placed
    Shock Grenades can do good splash damage. Destroy the Conduit without any
    hesitation and then the fight ends.
    A scene plays and the events that transpire will likely make you go "Wow."
    After that, the mission is finished.
    o 500 XP
    o Blue or Red Karma
    Drop off the tower (yeah, it's a long drop, but no worries) and find the
    nearest Side Mission.
    o-----Side Missions-----------------------------------------------------------o
    -In TERROR BUS, just find your way to get on top of the bus, which should not
    be hard at all. Easy as that. Deal with the Dustmen after you get your rewards.
    o 100 XP
    o 2% Warren freed
    Now, before heading off to the next Story Mission (which almost promises to be
    a good one, the way things have developed), let's power up. Hopefully by now
    you have accrued at least 12000 XP. It's a lot, yeah, but it will let you get
    your final Bolt upgrade.
    |                                                                             |
    |Lightning Bolt Upgrade 3                                                     |
    |-Cost: 12000 XP                                                              |
    |-Good Effect: Righteous Strike - Restores a significant amount of energy each|
    |time you hit an enemy. Head shots also restore health.                       |
    |-Evil Effect: Sadistic Strike - Head shots automatically trigger an electric |
    |explosion.                                                                   |
    |                                                                             |
    |Polarity Wall Upgrade 1                                                      |
    |-Cost: 1500 XP                                                               |
    |-Effect: Converts blocked damage into energy                                 |
    |                                                                             |
    If you can't afford both but are in striking distance, save up. Defeat some
    Dustmen, heal people, tackle any Side Missions if you haven't done them. If
    you can't afford both, then get the Polarity Wall upgrade, definitely. It will
    come in handy soon.
    Head to the blue marker on the north side for the story to continue.
    STORY MISSION| Alden's Rampage
    Like a spoiled kid at Toys 'R' Us, Alden is not happy he didn't get what he
    wanted. He's stomping his way down the bridge to the Historic District. Head
    to the base of the bridge and start crossing. You won't get too far in before
    you see most of the ground level is impassable. Climb up the bridge's girders
    and get yourself up higher though.
    Dustmen will be waiting for you. As you cross these high and precarious
    ledgings, zap all the foes that dare get in your way. Watch out for any rockets
    in particular.
    Get far enough, and a whole section of the bridge collapses. Keep moving,
    jumping to the nearby girders, starting with the one that almost looks like it
    is a crane, and take them all the way across. Continue until you're almost
    surrounded by Dustmen. Use mostly Lightning Bolt to take them out. Hang over
    the edge if you want to protect yourself partially. Get the ones on the ground
    below you too. Glide over to the large sign that serves as a platform. Jump
    and glide to the next section of bridge and land for a scene.
    []=====BATTLE WITH CONDUIT===================================================[]
    |                                                                             |
    |Alden of course won't fight you hand to hand. Instead, he uses a giant       |
    |Conduit golem to attack. This is actually pretty straightforward. The golem  |
    |will toss large junk balls at you. Shockwave this away because they hurt a   |
    |lot. Inbetween these attacks, shoot him anywhere. You can go for the arms or |
    |his head. Keep firing and when an attack is incoming, quickly use Shockwave  |
    |to deflect it.                                                               |
    |                                                                             |
    |Continue your assault until the golem is stunned. Attack its mouth where     |
    |Alden is and it will collapse even further. It sends a bunch of metal bugs to|
    |your platform. Quickly dispatch them and then the golem will rise again.     |
    |                                                                             |
    |Now it will deploy that gatling gun move like the other Conduit golems use.  |
    |I hope you bought the first upgrade for Polarity Wall because it helps a lot |
    |against this attack. Whenever he attacks with his gatling gun, throw up a    |
    |Polarity Wall. The damage will be (mostly) blocked and you'll recover energy.|
    |Watch out for more incoming junk balls as well. Fire back with more bolts on |
    |either of his arms or head to weaken him again. Fire at the mouth and it will|
    |collapse again. This time it sends a whole horde of those metal creatures at |
    |you. Try some quick crowd control moves before you get overrun. You can find |
    |electricity in any of the corners of this platform to recharge.              |
    |                                                                             |
    |In this third phase, the golem spits fire at your platform. It's not too hard|
    |to dodge, but it covers a portion of the platform in flames, which means you |
    |can't step there, obviously. Dodge its attacks but watch out for the fire.   |
    |Counter with a constant barrage of Lightning Bolts. Stun it one more time,   |
    |then fire on its mouth to end the mission.                                   |
    |                                                                             |
    Watch the scene. Things really are coming to a head as Cole suggests. No
    looking back. Time to move forward.
    o 500 XP
    o Blue or Red Karma
    o "Taking out the Trash" Trophy
     Chapter 9: Choices That Make or Break                                   [if09]
    o The Price
    o Vengeance
    o Against the World
    Hop across the broken gap and enter the Historic District. On your immediate
    right there should be a Side Mission.
    SIDE MISSION - Med Drop
    Some medical supplies were dropped, but unfortunately, they landed on the
    rooftops. You need to be careful. Besides some new foes who take a fair amount
    of punishment, you also have to watch out for mines. Yes, mines. They'll be
    planted on almost every rooftop. You can tell one is near by the distinctive
    beeping and the red flash of light. Destroy them with a Lightning Bolt from a
    safe distance.
    Follow the white waypoints to find the medical crates. You need to get them on
    the ground. Use Shockwave to blow them down and that should be good enough.
    Just watch out for your new friends in this district. There's a lot of them and
    as previously mentioned, they are stronger than the Dustmen. Find your way
    around and take them out; Precision works great from a distance, Shockwave up
    close. Find the medical crates and blow them all down to end the mission.
    o 100 XP
    Without wasting too much more time, head to the next blue marker to keep the
    story moving.
    STORY MISSION| The Price
    Head over to the bridge as marked on your GPS. You can power up the LED
    controls and that will lower the bridge. You can now get back to the Warren.
    Kessler decides to have a little fun with Cole though. First he sends a very
    bizzare enemy after him. This "phantom" is just shielding the real enemy
    inside. Aim for him to dissolve the phantom. Quickly attack the real thing to
    end the threat.
    After this, Kessler makes a strong threat. You have bombs to diffuse. Follow
    your GPS to the first waypoint. You'll have to deal with more enemies along
    the way though so be prepared. When you near the bomb, be cautious with where
    you aim. Hitting the electric fence where the hostages are being held near
    the bomb will fail you for this mission. Try to target the enemies first.
    Precision is a good choice. Defeat them all, then drain the TV to disable the
    Another Conduit appears. Do the same thing as before. Target the actual enemy
    inside and when he falls out, finish him off before he can conjure the phantom
    The mission gets tough as you head for the next bomb. Ignore all other enemies
    and make a beeline for it. Again, try to use Precision to defeat as many of
    the enemies as possible before you close in. Kessler counts down the time
    remaining for you so use that as a sort of guide. Stick only with Lightning
    Bolts and melee as you deplete the enemy forces surrounding the bomb. When it
    is finally clear, disarm it.
    Another Conduit attacks. Defeat it, then head over to the third bomb in the
    park. The enemies here shouldn't be too close to the bomb so you can afford
    to be a bit more reckless this time. Defeat them and disarm the bomb. Two
    Conduits and a few other foes attack. Defeat them and Kessler really steps
    things up. Listen to what he has to say and watch the scene before reading on.
    Kessler, you bastard! In a Green Goblin esque move (for those of you who
    watched the first Spider-Man movie), Kessler forces Cole to choose between
    Trish and six other lives. Whoa, this is serious... It's time to choose.
                                  -[KARMA MOMENT]-
     Save the six people, or save Trish.
    You don't have a lot of time to contemplate your choice. Both buildings are
    right in front of you so you need to get climbing quickly. Before you make
    your choice, pause and take a moment to really think about this. Try to go with
    your instincts and make your best choice.
    Choose the nearest building, with the six people hanging from it. Climb to the
    top in an effort to save them all for Blue Karma.
    Forsake the rest and go straight for the northern building to save Trish. You
    will be in for a surprise though when you get to the top and you'll earn Red
    No matter what you choose, the end result will be the same. The scene that
    plays will vary depending on what side you are on. "We are who we choose to
    After the scenes are over, you will be ready to take on another substation, and
    you know what that means. You have a few Side Missions available first if you
    want to tackle those.
    SIDE MISSION - Paranoia
    This one might be tough the first time since it takes you by surprise. It's
    actually really easy though. Three enemies will surround you and attack with
    shotguns. They've got some sort of stealth camoflauge that makes them
    temporarily invisible though. You can still sort of see them at times, but try
    to run away and fight them from a distance so they can't rip you apart with
    their shotguns.
    If you put some distance between you and them, they'll come straight to you,
    making them pretty easy targets. Shock Grenades and Hammers work wonders.
    o 100 XP
    o 4% Historic District freed
    Also, if you defeat some of the First Sons around the area of the bridge that
    leads back to Neon, you might find a "Hidden Package" mission.
    SIDE MISSION - Hidden Package
    This one is really easy to find. It's right beside the base of one of the
    bridge's columns. If you look at the image, there should be a very familiar
    looking destroyed parking garage in the distance. Find that and in that area
    just underneath the bridge but still on the shore, you should find the package.
    o 100 XP
    o Five Blast Shards
    o 5% Historic District freed
    Consider mopping up the remaining missions in the Warren. If you head to the
    very north side, you should find some Dustmen in the area of a rundown house.
    Defeat them and one should turn into another marker.
    SIDE MISSION - Hidden Package
    This one is super easy to find. It's at the base of this rundown building at
    the docks, should be the same one you started the mission at. Look on the
    ground at the northeast side of the building.
    o 100 XP
    o Five Blast Shards
    o 3% Warren freed
    One more. Go south from there and find the last territory needed. It's another
    "Hidden Package" mission so stir up some trouble with the local Dustmen until
    the mission marker appears.
    SIDE MISSION - Hidden Package
    This one is not too hard. Look closely at the landmarks. The Hidden Package is
    opposite some smokestacks. Well look for the smokestacks and use that to tell
    where the building might be. You'll also see some eagle ornaments. Those happen
    to be on a large brown building with the top destroyed. Right next to said
    building is one with some fire escapes. At the top fire escape is the package.
    o 100 XP
    o Five Blast Shards
    o 3% Warren freed
    If you have freed all the territories, you get the "Civic Leader" Trophy.
    With that out of the way, return to the Historic District. Go to the far
    southeast side, deep in the heart of the powered down sector. Brave the many
    dangers you come across and make your way to the blue mission marker.
    STORY MISSION| Vengeance
    Down here in the sewer, two of the First Sons stand between you and the path
    to the circuit. Drop them with a few bolts, taking cover behind the large
    elecrtified generator. Jump from several pipes now to reach the Circuit. Let
    the sparks fly and obtain the next new power.
    This time around, it's the impressive Lightning Storm ability. You may
    recognize this as the last power from the demo. Really fun, yes. Proceed toward
    the blue waypoint now, jumping to and gliding from a few pipes to reach the
    Seweres have always been the usual testing ground for your newly acquired
    abilities. As you enter the corridor and encounter two First Son's, you might
    feel inclined to give Lightning Storm a spin. Unlike all the other powers,
    but like the name suggests, you can't use it down here! Yep, that sucks. So,
    isntead, get by on your other abilities to dispose of your foes. You can shove
    them in the water and finish them off with Shock Grenades. Snipe the guys on
    the next platform too before you get there.
    Use the generator on the next platform as an energy source and snipe the next
    two foes with Precision. There will be more on a platform to your left, but if
    you stand in the right spot, you can get them from where you are without going
    to another landing.
    Head over to that platform and clear out any remainders. Go right and hop over
    to the next platform which will give way. Leap to the nearest pipe and use
    them to get across to the platform with the ladder.
    Strange huh? You've left the sewer without finding the generator. No worries.
    Back on the street, you'll have your chance to test out Lightning Storm as
    the First Son's roll out one of those turret trucks. Yes! It destroys them!
    Two more appear. As the tutorial describes, use the Six-Axis controller to
    steer the bolt by tilting it. That should do in the trucks. Watch out for
    more of the First Son's behind you though.
    Now Cole is going to restore power to all of the Historic District in one fell
    swoop. The first substation is marked on your GPS as the blue waypoint. Make
    your way there now.
    It is a really difficult trek though. The streets are crawling with the First
    Sons. When you find the substation (it's an above ground generator), make sure
    there are no nearby turret trucks. If there are, absolutely do not start
    without taking them down. If they are placed under the train tracks, you can't
    use Lightning Storm, so snipe the gunner instead. Try to clear the area of
    other enemies before charging up the box on the generator.
    Once you've done that, you have to defend it from an onslaught of even more
    enemies. Without the turret, this is significant easier. If you climb the
    generator, you'll find the top is electrified. Use the infinite resource of
    energy to go into Precision more, fling more Shock Grenades, and so on. You can
    really tear the First Sons a new one by just spamming Lightning Storm on them.
    It is extremely effective as you've seen! It is your best weapon with unlimited
    energy underneath you. Can can also use the gas stationa across from you as an
    exploitable bomb. Flee when the generator is 100% charged.
    Find the next generator not too far from there. It's in an alley that is open
    to attack from multiple sides. Charge it up and get on top. In the more narrow
    alleys, Shock Grenades will work wonders against the waves that come at you.
    Precision still works great too, but Lightning Storm is still one of the most
    valuable assets. There are also explosive barrels to take advantage of.
    Head to the third one and receive a call. Charge the third one up and get on
    top of it again. The first wave of enemies will appear literally out of
    nowhere. Fire up Lightning Storm and rip through their ranks. Keep using it
    and they all go down really easily. You can go to your other weapons as well
    if you so choose. You'll eventually receive attack from a new side at 50%
    charge. It'll be a turret truck. Decimate it with Lightning Storm. The next
    wave should come in from the east. Spot them early as they enter from the
    street and shoot the barrels for maximum effect. Control them with more
    Grenades and Hammers. Another truck will come in, followed by a wave from
    the south. Try out Lightning Storm on both, then clean up the rest with your
    other moves. That should do it.
    Power is restored to all of the Historic District, and you have yourself a job
    well done.
    o 500 XP
    o Blue or Red Karma
    After this, a ton of Side Missions are opened up in this district. Let's knock
    a few of them out. Head to the southeast corner to find a Good or Evil Side
    GOOD SIDE MISSION - Walking Wounded
    It's up to Cole to save some poisoned citizens. Find them nearby and lead them
    to the yellow waypoint on your GPS. Along the way, a lot of them will decide
    to fall down and fake an injury. Go over and heal them all to continue. Lead
    them across the street to an alley, only to find it's a trap. Destroy the
    drones that attack you, then heal any wounded and head to the new waypoint on
    the double.
    Head over to the new alley and a Conduit will be waiting. Shoot the real enemy
    inside to dispel the Phantom, then run up to him and give him a good punt.
    Lead the followers inside and the mission is over.
    o 100 XP
    o 4% Historic District freed
    Without any warning, Sasha's voice comes blaring back into your head again.
    Blech, do you have an off switch? She manages to conjure up some pedestrians
    for you which will follow you and attack your enemies. Lead them against the
    First Sons.
    Several red blips should appear on your GPS. Lead your army toward them. Like
    the previous mission of the same name, you can help out or let them do all
    the work. If you choose the latter, be sure to use Polarity Wall to protect
    yourself from any fire. The minions do a great job of basically swarming and
    devouring each First Sons member. They should come out around the graveyard in
    very small groups, even one at a time. This makes the job a little easier.
    Once twelve of them are defeated, you're finished.
    o 100 XP
    o Red Karma
    o 4% Historic District freed
    If you head to the large area in the middle-southwest area of the district,
    you'll find a very familiar locale. Yes, it's where the game began. If you
    defeat any First Sons in this area, one may become a mission marker.
    SIDE MISSION - Hidden Package
    This one isn't hard to find. It's located on the reaaaaaaaly tall tower next
    to ground zero. Climbing it may be more of a challenge than finding the
    package. It's on the 2nd to last tallest tier of the tower. If you find the
    level with the spotlight, it's just one up from there, as the picture shows
    o 100 XP
    o 4% Historic District freed
    There's a few others out there. The next one is very similar to the Story
    Mission, "Anything For Trish".
    SIDE MISSION - Supply Run
    Escort the bus carrying medical supplies to the hospital. The EMT will lead you
    to the bus. At that point, get on and savor in the unlimited energy it
    provides. The biggest threat in the Story Mode version of this were the rockets
    and luckily, the First Sons have nobody like that. Doesn't mean you should take
    it easy though.
    You'll first encounter some groups near an intersection. Note the explosive
    barrels nearby. Take full advantage of Precision and Shock Grenades. Avoid
    using Lightning Storm since it can damage the bus.
    Eventually you'll be surrounded by an even larger group. Use plenty of Shock
    Grenades and Precision shots. The next noteworthy attack comes from a Conduit.
    The trees may make it hard to target him, so wait until you get a clear shot,
    then fire until the phantom fades. Finish off the Conduit with some quick
    Precision shots before he regains himself.
    Lead it just a bit further, past a few more ambushes and it'll stop near the
    warehouse at the dock. Job done.
    o 100 XP
    There's plenty of Good and Evil Side Missions. Let's tackle one of those before
    moving on with the Story.
    You want to stay up on the rooftops and protect the people parading below from
    the First Sons, also on the rooftops. There's a lot of them too. Precision is
    your best friend here. Snipe them all and go to nearby energy sources for
    power. Follow the parade (yellow waypoint) and they'll reach the train tracks.
    More invisible ambushers suddenly appear, including drones. Try to maintain
    a high perch but close enough so you can see them all.
    After that, follow them just a little bit past the intersection and the mission
    should end.
    o 100 XP
    o Blue Karma
    o 4% Historic District freed
    This one can be a little tough, but ultimately not much to worry about. You
    have to put an end to the protesters smearing your name again. They'll pass by
    on the street to your right momentarily. It's a very big drop from where you
    are, so a well placed Thunder Drop can make this extremely easy.
    First thing's first though. On the two buildings to your right, you'll have a
    bunch of police shooting at you. Defeat them first with Precision. There might
    also be a bunch of First Sons in the area. Since the protesters are red blips
    on your GPS as well, telling them apart from other enemies is a chore. Try to
    locate the source of stray gunfire and eliminate any enemies before dropping
    in on them.
    A good Thunder Drop should wipe out nearly all of them. Finish the rest off
    quick before you get picked off by any other enemies. Or, if you want, you can
    drop down and unleash Lightning Storm on the protesters, which is just as, if
    not more entertaining.
    o 100 XP
    o Red Karma
    o 4% Historic District freed
    On to the next Story Mission.
    STORY MISSION| Against the World
    You've got to disable the balloon spreading a airborne version of the mind
    control drug over the city. It is protected by a shield and a flying UAV plane.
    Stop the plane first. Head over the waypoint and in Precision, give the plane
    several zaps until it goes down.
    The balloon itself is a bigger challenge, but not much. You might notice, all
    of your attacks do nothing against the shield. Your Lightning Bolts seem to
    temporarily disrupt a tiny patch, but that won't suffice for anything. The
    answer lies in your new technique. Fire up Lightning Storm and it should
    automatically hit the balloon. The blow will cripple the shield (you don't need
    to hold Lightning Storm so don't waste your energy). With the shield down, wait
    until the balloon is near some high buildings or ledges. Climb your way up and
    glide over to the platform.
    On here, the platform has three gaps. If you stand near the gaps, you can hit
    Triangle to unlock the couplings holding the platform to the balloon itself.
    Unlock all three and the balloon floats away. You're not done yet though. There
    are still more to handle. Now you know what to do though.
    Head to the next waypoint to find another balloon and UAV plane duo. The second
    one is in the Warren so you'll have to cross the bridge. Try to stick to the
    rooftops mostly when you can, because the toxin has everyone on edge. The
    pedestrians will attack you and throw rocks at you. The police won't hesitate
    to shoot you even if you're a good guy. Find the balloon right away. Take out
    the plane and then use Lightning Storm again on the balloon. Make your way to
    it and disable the couplings just like before.
    The last two balloons are in--you guessed it--the Neon District. Cross the
    bridge and hunt them down. Shoot down the planes for both and traverse
    obstacles and rooftops to land on the platforms and disable the couplings. Just
    be a little extra careful, as the last two are equipped with turrets. The last
    one might also have a Reaper Conduit guarding it. No sweat.
    o 500 XP
     Chapter 10: Face to Face                                                [if10]
    o Hunt for the Ray Sphere
    o End of the Road
    o The Truth
    Time to tackle a few more missions. Near the next blue marker, there should be
    plenty of Side Missions to do.
    GOOD SIDE MISSION - Titanic Justice
    A turf war between the First Sons and the Dustmen is brewing. The last time
    we had a mission like this it was borderline chaotic, but it was also fun. Now
    Cole is twice as strong. Unfortunately, this one is a lot more boring. Head
    over to ground zero. The First Sons, apparently cowards, have only sent in one
    Conduit and several drones. Meanwhile, the Dustmen have sent in two of their
    Conduit golems. Tear them up with Lightning Storm; use the nearby bus to
    recharge. Tag the drones with a few bolts, then finish off the Conduits. Easy.
    o 100 XP
    o Blue Karma
    o 5% Historic District freed
    EVIL SIDE MISSION - Titanic Beatdown
    This is virtually the exact same as the Good Side version of this mission. The
    difference is this time, you're not alone. Sasha has some Reaper Conduits to
    escort you there, but believe me, they're as close to useless as it comes.
    When you get to the battlefield, you'll find First Sons and Dustmen Conduits
    slugging it out, as well as drones. The drones are the most annoying. You can
    try Lightning Storm to wipe them out and also do some good damage to the
    Conduits. There are tons of energy sources sticking up from the ground here at
    Ground Zero. Other than that, use Lightning Bolts to disable the Dustmen
    Conduit's arms, and then defeat the First Sons Conduits the same way you have
    been. All in all, it shouldn't be a tough mission.
    o 100 XP
    o Red Karma
    o 5% Historic District freed
    Head over to the blue marker when you're ready and start up the next mission.
    STORY MISSION| Hunt for the Ray Sphere
    John will swing by in the helicopter to pick up Cole. It's got a platform
    attached to it which has the wonderful gift of electricity. You'll take off and
    John will start looking for Kessler's jammers. Along the way, a few of the
    First Sons will attack from a rooftop with rockets. Enter Precision and snipe
    them all in the head.
    As you move along, you'll find many more First Sons on the rooftops. Some will
    attack from multiple directions. A significant amount wield rockets; make them
    your first targets. Just watch your GPS and look for the red blips. Use
    Precision all the way.
    You'll encounter even more rocket wielding enemies near the train tracks. Snipe
    them and any other surrounding enemies. Their rockets almost never hit the
    helicopter, but it can happen. If you have the reaction time, you can use
    Shockwave to deflect them away. Besides Precision, if you are playing as a Hero,
    you can use the level 2 upgraded Megawatt Hammers and direct them right at the
    You'll cross the water and head over to the Warren. More rockets come flying at
    you. Snipe the First Sons and then shortly after, John will locate the first
    jammer. It'll be marked on your GPS. Head over there, but watch out for
    numerous enemies, including drones.
    The jammer is in an open alley, the same one that you defended one of the
    substations (which is strangely not present now). My advice is to not drop down
    in the middle of the area because the various enemies will likely cook your
    goose. Stick to the rooftops and lure the drones toward you. Hit them with
    Shockwave to make them easy targets for your bolts. Snipe the various enemies
    on the rooftops and below with Precision. When it's mostly clear, drop down
    and secure the area.
    You'll see (or not) the jammer is camoflauged with stealth technology.
    Activate Lightning Storm to destroy it. After that, return to the helicopter
    and get back on the platform.
    You'll face a few more rocket equipped First Sons on the rooftops. They pose
    little threat though. John has a nice conversation with Cole and then you
    reach the second jammer. The red blips show up on GPS all at once. Again, find
    a rooftop and stick to it for the most part. Snipe the enemies and then deal
    with the rest below. These ones you can catch off guard with a good Thunder
    Drop. Just finish them off quick. Find the jammer behind a truck's cab. Watch
    our for an invisible shotgun wielding Conduit though. If you activate
    Lightning Storm to destroy the jammer, it might defeat the Conduit too.
    Get back onto the helicopter's platform. Fight off a few more rocket foes, as
    well as a few of the First Son's Conduits. Defeat them all and then John finds
    the last jammer somewhere inside the parking garage where Cole started the
    game. This coming right after an interesting phone call. Hmm... In the words
    of Luke Skywalker, "I have a bad feeling about this..."
    Drop down to the lower levels of the parking garage. You'll find plenty of
    foes so be careful. The invisible conduits present the greatest immediate
    threat with their shotguns. Shockwave can help a lot here. There are numerous
    resources, including lights and cars to restore energy. You can also use
    Karmic Overload if you have it. Take out the drones as well, and drop further
    down to clean up the rest.
    When all the enemies are felled, the last jammer should show up on your GPS.
    Find it on the third floor. Cast Lightning Storm and it can squeak through
    to hit the jammer and end the mission.
    o 500 XP
    We're coming up to the finale. It's time to tie up all loose ends. Let's track
    down those last few Side Missions.
    SIDE MISSION - Private Property
    Follow the woman a very short distance to an injured guy (was that really
    necessary?). You'll notice there are a bunch of First Sons laying face first
    on the floor surrounding him. It might smell like trap, but it actually isn't.
    You get another choice.
                                  -[KARMA MOMENT]-
     Take the Blast Shards from the locker, or heal their rightful
    Heal the poor sap and he offers you five Blast Shards from his locker. You get
    Blue Karma as well.
    If you really want some Red Karma, go for the shards. You'll get the Red
    Karma, but also a bomb explosion to the face. Yes, the locker was booby
    trapped. No shards. Take out your frustration on the injured guy.
    o 100 XP
    o Five Blast Shards
    o Blue or Red Karma
    SIDE MISSION - Photographer
    This guy, toward the center-southeast area, wants pictures. This is a really
    easy mission, as always. First he wants three pics of Cole climbing a nearby
    building. It'll be marked on your GPS. Start climbing up and he should snap
    three pictures at certain intervals.
    After that, glide off the building with Static Thrusters and he'll take the
    next photo.
    Back on the ground, activate a Lightning Storm (away from any innocent
    bystanders of course) and he'll make that the last picture. Done.
    o 100 XP
    Now head to the southwest area, near ground zero. Around the street near the
    water, you should run into more First Sons. Defeat them, and one should become
    a mission marker.
    SIDE MISSION - Hidden Package
    This one is in the parking garage. Judging by the image, you can see it's
    pretty close. Head to the second highest level of the garage and in the corner
    near the column, you should find this.
    o 100 XP
    o Five Blast Shards
    o 4% Historic District freed
    Head back to the northwest now for some Good or Evil Side Missions.
    GOOD SIDE MISSION - Rat's Nest
    Get onto the nearby building and approach the air conditioning unit to
    sabotage it. This floods the streets with First Sons. Drop down on them with
    Thunder Drop to get things started. Start with Lightning Bolts (some in
    Precision), and plenty of Shockwaves and Shock Grenades.
    What can make this mission a little tough is the way the enemies will suddenly
    appear behind you. Luckily, the police sometimes distract them for you. You
    also have cars and lightpoles and the like for energy. Just watch your GPS
    carefully. Crowd control moves work best here, especially Shockwave to keep
    guys at bay. If any appear in the adjacent alley, you can toss a Shock Grenade
    down there. Finish off 25 of these guys to end the mission.
    o 100 XP
    o Blue Karma
    o 5% Historic District freed
    EVIL SIDE MISSION - Death March
    Head over to the north side of the park to find the yellow waypoint. The group
    here consists of three Conduits. Get them marching by zapping one. Speed them
    up the same way.
    Near the park entrance, two will grab rocks and try and attack you. That the
    best you can do? Keep them in line with several Lightning Bolts. They'll give
    in and get back to marching.
    When you get them to the playground, they decide they've had it and go all out.
    One will likely activate its "phantom" form so defeat him first. The others
    will fling more rocks. They go down too easily.
    o 100 XP
    o Red Karma
    There is one more Good or Evil Side Mission left. Let's tackle it now.
    You have to capture five First Sons alive. You may have to do a bit of
    searching around the district to find some, but this shouldn't be too hard.
    Just knock them down at least once and you can put Arc Restraint on them to
    hold them down. Beware larger groups on the street. You might have an easier
    time going after guys on the rooftops, but you only need five so this shouldn't
    be hard.
    o 100 XP
    o Blue Karma
    o 4% Historic District freed
    With some Reaper Conduits at your side, take to the town and start blowing
    stuff up to draw out the First Sons. Attack people, blow up cars, etc to raise
    the Rampage Level. Lightning Storm is efficient, as are your other explosive
    moves. Recharge when necessary and just stir up some chaos (it should be fun),
    until they show up.
    All that ruckus just to lure out some drones? Really? Well, it should be
    pathetically easy to defeat these things. Zap them a few times or use Shockwave
    first to make it easier.
    o 100 XP
    o Red Karma
    o 4% Historic District freed
    By now, one more should have hopefully opened in the southeast again. Head
    back down there.
    SIDE MISSION - Drug Runners
    Find the First Sons who ran off with the EMT's supplies and get them back.
    They will show up as the red circles with the red outlines. Just go around the
    nearby corner and they'll scatter in different directions. Chase them down
    and stop them in their tracks one by one. Defeat them, and pick up the
    The only surprises here are a few occasional enemies helping them out such as a
    Conduit Phantom and two shotgun Conduits helping another one. When you've got
    all three supply packs, return them to the EMT.
    o 100 XP
    o 4% Historic District freed
    You'll notice that the only territory not cleared is the area around ground
    zero. Well, there's no Hidden Package missions there, so just ignore it. It's
    time to continue with the story, so don't worry about it just yet.
    First thing to do is power up. You should have a wealth of XP points once again
    and you can use them hopefully to obtain the last abilities you need. If you
    didn't get the Lightning Bolt Upgrade 3, that would be a good investment. Also
    with 15 Good or Evil Side Missions, you can upgrade Overload Burst or Arc
    |                                                                            |
    |Overload Burst Upgrade 3                                                    |
    |-Cost: 15 Good Side Missions                                                |
    |-Effect: Increases damage and reduces charging time                         |
    |                                                                            |
    |Arc Lightning Upgrade 3                                                     |
    |-Cost: 15 Evil Side Missions                                                |
    |-Effect: Weakened enemied trigger an electric explosion at their position   |
    |before dying                                                                |
    |                                                                            |
    |Shock Grenade Upgrade 3                                                     |
    |-Cost: 5500 XP                                                              |
    |-Good Effect: Increases damage and weakened enemies are automatically       |
    |restrained                                                                  |
    |-Evil Effect: Grenadelets - Cluster of seven Shock Grenades that separate on|
    |impact. Causes splash damage.                                               |
    |                                                                            |
    |Megawatt Hammer Upgrade 3                                                   |
    |-Cost: 5300 XP                                                              |
    |-Good Effect: Increases blast radius of rocket                              |
    |-Evil Effect: Mini-Rockets - Adds six smaller rockets that attach to their  |
    |targets before exploding                                                    |
    |                                                                            |
    |Polarity Wall Upgrade 2                                                     |
    |-Cost: 3000 XP                                                              |
    |-Effect: Increases the size of the wall                                     |
    |                                                                            |
    Obtain all the upgrades for all the powers that have a Good or Evil side and
    you get the "True Hero" or "Evil to the Core" Trophy.
    With that done, make your way to the Warren and start up the mission.
    STORY MISSION| End of the Road
    John wants to help Cole get to the Ray Sphere, but Kessler's AA guns will
    obliterate his chopper. Make your way over to the blue waypoints to find the
    guns. They'll each be protected by some First Sons.
    Each of them are guarded by First Sons and drones. You might want to consider
    taking out the drones first. I personally find their grenades annoying.
    Shockwave makes them easy targets. Use Precision and more Shockwaves on the
    various enemies that will surround you on the rooftops. Polarity Wall can help
    you as well as you search for energy or come charging in close to engage
    To destroy the guns themselves, use Lightning Storm. Head off to the other
    waypoints and repeat the process. Always take out the surrounding enemies
    because they'll be gunning for you. Keep energy high and make the most out of
    your abilities.
    Once all three are down, John makes his attack, but the First Sons take the
    Ray Sphere and load it on a truck. John tries to follow them and tells Cole to
    follow him. Do so and follow John's helicopter (blue waypoint). The grind
    cables make a straightforward line to the tracks. From there, keep going across
    buildings and cables until one takes you to the bridge. The grind cables should
    run across the bridge into the Historic District. Keep following John through
    the district until he stops near a long dock.
    Drop down here for a quick scene. Hurry down this dock until you find some
    mines. Destroy them, then move forward. Just around that corner, a bunch of
    gas grenades fall near you. Just make your way through and soon enough, you'll
    find some of the First Sons. Take them on and use the objects around you as
    cover. Use Lightning Bolt and Shock Grenades. You can also use Lightning
    Storm, especially since there's a turret to the right.
    In the next area, take caution. You'll have a turret, plus several drones and
    other First Sons. Try tossing a plethora of Shock Grenades down there to knock
    some of the potential turret gunners out, and maybe destroy a few of the
    drones. Follow up with quick Lightning Bolts and the like to finish them. There
    are generators and other objects nearby to restore your energy.
    Make your way around the next corner where another ambush of First Sons and
    drones awaits. Quickly toss a bunch more Shock Grenades at them, then use
    Shockwave to stun the drones and finish them up. Lightning Storm will also work
    well on the whole cluster. Move forward after that and approach the platform
    where the Ray Sphere is. Climb up there and be prepared for a choice that will
    rock the world.
                                  -[KARMA MOMENT]-
     Activate the Ray Sphere or destroy the Ray Sphere.
    Putting an end to the source of all this suffering is too important. Choose to
    destroy the Ray Sphere for Blue Karma. Watch the scene that unfolds. Doing so
    will put you in line for the Good sided ending.
    Is greed for power more important? Choose to activate the Ray Sphere again and
    watch the scene. You'll get Red Karma, but also something much more....
    Doing so will bring you a significant increase in power and experience. You
    will get four new battery cores on your energy bar, and all of your powers will
    be boosted slightly. Now they will be a red and black "blood" electricity.
    Moves like Shock Grenades and Megawatt Hammers will add extra attacks. Finally,
    your rank will be locked as Infamous for the remainder of the game and it can't
    be changed.
    It's important to note, that if you've been playing the game as a Hero up to
    this point, and choose the Evil Action to activate the Ray Sphere, your karma
    will plummet all the way down to Infamous rank, and yes, it will be locked. So
    if you want to stay a Hero and keep the Good sided ending, do not pick this.
    Activating the Ray Sphere eventually gets you the Evil sided ending.
    o 500 XP
    o Blue or Red Karma
    o "Good Sphere" or "Evil Sphere" Trophies
    Kesller calls and then the last mission marker appears. It's time to put up
    or shut up. Make sure you've tied up all loose ends and done everything you
    wanted to. If you still need powers, hunt for some XP and upgrade. When you're
    ready, head to ground zero for the finale.
    STORY MISSION| The Truth
    It ends where it began. Watch the scene and then get ready.
    []=====BATTLE WITH KESSLER===================================================[]
    |                                                                             |
    |Kessler, as you might expect, is no pushover. He has a wide array of attacks |
    |and they all sting quite a bit. He tosses three orange energy mines at you,  |
    |dodge these easily by rolling out of the way. Keep an eye out for them though|
    |as the fight goes on, because they'll explode when you get near. He'll also  |
    |get close and whip a quick shockwave at you. This is hard to anticipate      |
    |because he disappears and then reappears so fast in front of you. He has an  |
    |even bigger shockwave or earthquake attack. It has a really large range but  |
    |if you jump into the air and use Static Thrusters, you can avoid it. Finally,|
    |Kessler also casts a powerful bolt straight at you from his hands.           |
    |                                                                             |
    |At the start, gauge how fast he attacks and all that. You'll be dodging a lot|
    |in this fight. Especially try to learn to dodge his super shockwave attack.  |
    |You want to hit him with Lightning Bolt since that is really the most        |
    |reliable move here. You'll have opportunities here and there, and you can use|
    |Precision to make things a bit easier. Energy sources are all around you so  |
    |go to them especially when you get hit.                                      |
    |                                                                             |
    |If you're playing as Infamous, you should make your primary attack Arc       |
    |Lightning. It doesn't use up a lot of energy and although it is a little slow|
    |in lowering his health, it will lock onto him very easily so accuracy is not |
    |an issue. Arc Lightning is a great choice for evil-doers.                    |
    |                                                                             |
    |Kessler will often fire several bolts at you one after another. You have a   |
    |slight window right before the attack and right after to get some of your own|
    |Lightning Bolts in. Just don't forget to dodge. Alternatively, you can use   |
    |Polarity Wall and that will usually protect you from his bolt attacks. It    |
    |not restore energy for you though, sadly. After three or four of these       |
    |attacks, Kessler gets tired and kneels. Don't run up and melee him, because  |
    |that, amazingly, does not work. Instead, hit him with a constant barrage of  |
    |Lightning Bolts or zap him with Arc Lightning.                               |
    |                                                                             |
    |Knock his health down low enough, and you'll enter a QTE. This one is not    |
    |winnable, but try anyway. You get some timely intervention, and then the     |
    |fight resumes. Keep up the tactics, but watch our for Kessler's phantoms.    |
    |Just zap them all away. He'll unleash more of those earthquakes. Just retreat|
    |and then jump and glide over them. Keep up your own attack, especially when  |
    |he leaves himself open during certain moves. Dodge his bolts and strike back,|
    |and let him have it when he gets tired.                                      |
    |                                                                             |
    |Kessler will somehow create some drones. Use Shockwave to stun them, then    |
    |give them a few quick Lightning Bolts. If you're playing Evil, level 3 Arc   |
    |Lightning will get them all at once if you're quick enough. Otherwise, dodge |
    |Kessler's attacks until you are ready to focus on him again. He'll use the   |
    |same attacks, including more of those phantoms again possibly. Just be       |
    |patient and be cool. His bolt attacks re still a prime opportunity to strike.|
    |                                                                             |
    |Deplete his health and that begins a final QTE. Mash X and aim for his head  |
    |to finish the fight.                                                         |
    (thanks to Scarface83 and NeoSilverDagger for the Polarity Wall tip)
    After this, you get a scene, and boy is it something else. You learn the truth
    behind Kessler and about what happened. Wow, didn't see the coming, did you?
    What a mindjob.
    o 500 XP
    o "Good Finish" or "Evil Finish" Trophies
    You also free all of the ground zero territory, which, if you've freed all of
    the other territory in the Historic District, gets you the "Urban Designer"
    Trophy too.
    Congratulations, you've beaten inFamous!
    From here on, you can freeroam to collect Blast Shards, do any remaining Side
    Missions you missed, collect Dead Drops, and get Trophies. Or you can start
    all over, on the opposite Karmic side!
    Section /                                                             \ [exra]
       4   /                                                               \
    ______/                                                                 \______
    Dead Drops     [exdd]
    I'll briefly list the locations of the Dead Drops in each district. They are
    easy to find, even without my help, since you can use your radar (L3) to point
    you in the right direction. Still, I promised to add this and I have.
    Since describing the locations in this concrete jungle called Empire City is
    really tough with a lot of distinguishable landmarks, I will narrow the search
    down by doing the following:
    1) Telling you what corner of the city is via the compass directions. Ex: It's
    in the northwest part of the Neon. It's in the south part of the Warren. Etc.
    2) Describing what "section" it's in. If you look at your map, you can see that
    each district of Empire City appears to have small "sections" where the big
    roads divide it up. That's what I mean by section.
    3) What part of the individual section: the northwest part of the section, the
    southeast part. This does not mean the northwest part of the map. It just means
    in that particular section.
    - Dead Drops 1-3 -
    These are automatically obtained in the "Mysterious Signals" story mission. So,
    no problem really...
    - Dead Drop 4 -
    This is on the near top of a building just slightly north of the center of the
    Neon District, the exact center. Go just a bit north into the diamond-shaped
    section (according to your map) which is also just northeast of the park. The
    building is at the very north part of this "mini-section". For further help,
    the building is also where you'll have a "Counter-Surveillance" side mission.
    - Dead Drop 5 -
    In the southeast section, sort of near the water. The building you want is the
    section of the city that is just slightly northeast of the bridge. The building
    itself is in the northeast part of the section itself. It's a building with a
    big L-shaped green sign.
    - Dead Drop 6 -
    In the large section just to the right of the park section of the Neon. In that
    section, the building is toward the southwest. It's easy to find because the
    rooftop is right near the large globe monument thing with the large "wings"
    coming out of it. It's very close to where you have the "Mind Games" Story
    - Dead Drop 7 -
    On the north side of the Neon, where it almost touches the Historic District,
    there are two sections divided by a street. This dead drop is in the left of
    those two, on a building overlooking the water.
    - Dead Drop 8 -
    This is in the northwest part of the Neon. If you look on your map, it's right
    below where the bridge from the Warren is. The rooftop is right across from
    there with this drop.
    - Dead Drop 9 -
    Very close to the previous one, but just more to the southeast. It's across the
    street from the top part of the park. The rooftop itself overlooks the large
    spinnings astral monument.
    - Dead Drop 10 -
    The southeast corner of the Neon. There is a building that overlooks the water
    here. It's the same place you get a "Sattelite Uplinks" mission from Moya. There
    is a bridge-like structure going from it across the street to another building.
    The drop is not on the roof, but on a lower platform.
    - Dead Drop 11 -
    This one is at the southern part of the Neon. It's in a small diamond-shaped
    district that is not quite on the edge of the water, but is instead bordered
    on two sides by the train tracks and is divided by one street from the park.
    The rooftop is one with a billboard, right near the tracks on the east side of
    this diamond-shaped section.
    - Dead Drop 12 -
    If you look at your map and look at the southwestern part of the Neon District,
    you will see two long and skinny dock platforms side by side. A little further
    northwest is a shorter and fatter one. There is a large warehouse building on
    this platform, and on the roof of it is this Dead Drop.
    - Dead Drop 13 -
    The final one of the Neon can be found in the northwestern part of the island.
    It's in the diamond-shaped section just adjacent to where the tunnel to the
    Warren is. The rooftop with the drop is to the north.
    - Dead Drop 1 -
    The very southern tip of the Warren. There is a warehouse on the water. On the
    roof is a TV, some chairs, and oh yeah, the drop.
    - Dead Drop 2 -
    On the south part of the Warren. This is the small section that is bordering
    on the river/canal and also the railroad tracks to the left of it. The drop is
    in the northwest part of this section, on a rooftop with a lot of other
    satellite dishes.
    - Dead Drop 3 -
    The southwest part of the Warren has the two long dock platforms with the giant
    red cranes on them. Well if you look at your map, this Dead Drop is on the one
    to the right and it's on top of the first crane.
    - Dead Drop 4 -
    In the northeast part of the Warren, that section with the circular plaza that
    divides into three roads. It's on a rooftop just southeast of that circle.
    - Dead Drop 5 -
    This is in the northern half of the Warren, the west section that is just on
    the edge of the river/canal that separates the norths half from the south half.
    The rooftop is on the south side of this section. The drop is under a little
    - Dead Drop 6 -
    This is in the north part of the Warren, but not quite the top north. It's in
    that junkyard/swamp that's right near the train tracks and the tunnel. It's
    hard to navigate this area, but the drop is at the top of the far building. If
    you do the nearby "Hidden Package" Side Mission, you'll end up being very close
    to where the drop is when you collect the package itself.
    - Dead Drop 7 -
    It's in the southwest part of the Warren, in the "shipyard", which in case you
    didn't know, is that area with the maze of cargo containers where Cole has to
    rescue Zeke. It's at the very top at the northwest corner. You'll have to get
    to the point where you can climb on the top of the containers first.
    - Dead Drop 8 -
    The northeast part of the Warren. Not the peninsula-like tip, but the northeast
    part that has a long dock strip jutting out into the water, near the tracks.
    In the northwest part of this section, there is a small house in between two
    taller apartment buildings. The drop is on the small house.
    - Dead Drop 9 -
    On the very top of the prison complex that is located in the southwestern part
    of the Warren island. Climbing the prison is annoying, but you have to do it
    for some missions. Use your radar to locate this dish at the very top.
    - Dead Drop 10 -
    Also on the prison building at the southwest part of the Warren. This one is on
    a small ledge on the southeastern side of the prison complex. Use your radar
    if you have trouble locating it, it's on a very narrow ledge.
    - Dead Drop 11 -
    In the northern part of the Warren, at the tip of the peninsula, there is an
    apartment building right near the water. On top is where you'll find this drop.
    - Dead Drop 12 -
    This is also in the very northern part of the Warren, on the peninsula. There
    are two small sections in the peninsula. One is the really small one near the
    water and the bridge. The other, the diamond shaped section just below it is
    where this drop is. It's on a building right in the middle of the section.
    - Dead Drop 13 -
    Also at the northern part of the Warren. This is as far north as you can go
    without getting onto the peninsula. It's that third section just below the
    previous one. The drop is located right at the base of a single smokestack near
    the center of the section.
    - Dead Drop 14 -
    You can find this drop to the very northwest part of the Warren, right near the
    peninsula but more to the west. There is a dock with a very distinctive looking
    building on it. Well across the street from there is another building and that
    is where the drop can be found.
    - Dead Drop 1 -
    On the west side of the Historic District. There is a small triangular section
    on the edge of the water. It's at the top part of this "triangle" section, on
    a tall building. It's the same building you'll find one of the seven medical
    supply boxes in the Side Mission, "
    - Dead Drop 2 -
    The southeastern corner of the Historic District. This is near the very tip on
    the water. The drop is on a rooftop near apartment buildings. It's also very
    close to where the third substation is in the Story Mission "Vengeance".
    - Dead Drop 3 -
    This is in the Ground Zero section of the Historic District, which is that large
    section in the south. The drop itself is on that tall destroyed building.
    Climbing it is very annoying at times. Luckily, the drop is not very high up,
    just a few stories, on the level of the building that is totally messed up and
    - Dead Drop 4 -
    Also in the Ground Zero section in the southern part of the district. This is
    near the previously mentioned collapsing building. It's on a rooftop just north
    of there.
    - Dead Drop 5 -
    This is right near where the bridge from the Warren enters the Historic
    District. There is a building that is just across from the outlet of the bridge
    where you can find this drop.
    Trophies     [exth]
    Here is the Trophy List for inFamous. They are listed first in order from
    Bronze up to Platinum. After that, they're in the order as they appear on the
    Trophy List on the XMB.
    And also, please note that this section contains SPOILERS! You can read these
    Trophies on your XMB, but some of them are kept secret even there. They are
    NOT here, so read at your own risk!
    Trophy: Just Scratched the Surface
    Unlocked: Collect all Dead Drops in the Neon District.
    Trophy: Further Down the Rabbit Hole
    Unlocked: Collect all Dead Drops in the Warren.
    Trophy: You're so Sly
    Unlocked: Collect all Dead Drops in the Historic District.
    Trophy: Junior Geologist
    Unlocked: Find 25% of the Shards.
    Trophy: Member of the Mineral Club
    Unlocked: Find 50% of the Shards.
    Trophy: Rockhound
    Unlocked: Find 100% of the Shards.
    Trophy: Frequent Flyer
    Unlocked: Travel 5 kilometers using Static Thrusters.
    Trophy: Hotfoot
    Unlocked: Travel 25 kilometers while riding the rails.
    Trophy: Electric Hobo
    Unlocked: Ride the train for 2 kilometers.
    Trophy: Casey Jones
    Unlocked: Take down 25 enemies while riding on a moving train.
    Trophy: Road Kill
    Unlocked: Take down 25 enemies while riding on the roof of a moving vehicle.
    Trophy: Drop Everything
    Unlocked: Thunder Drop for a total distance of at least 500 meters.
    Trophy: AC/DC
    Unlocked: Drain 750 megawatts of power from Empire City.
    Trophy: Get Off My Cloud
    Unlocked: Get 100 High Fall take downs.
    Trophy: Red Baron
    Unlocked: Take down 100 enemies while they are airborne.
    Trophy: Fish in a Barrel
    Unlocked: Kill 50 enemies by using water.
    Trophy: True Potential
    Unlocked: Purchase every upgrade for a single power.
    Trophy: Oh, You've Done This Before
    Unlocked: Take down 50 enemies by sticking them with a grenade.
    Trophy: The Hunger
    Unlocked: Bio Leech 100 enemies.
    Trophy: Doctor Cole
    Unlocked: Heal 250 pedestrians.
    Trophy: Good Eats
    Unlocked: Good guys feed the needy.
    Trophy: Evil Eats
    Unlocked: Bad guys never share their food.
    Trophy: Good Riot
    Unlocked: Good guys stand up and take the heat.
    Trophy: Evil Riot
    Unlocked: Bad guys love starting riots.
    Trophy: Good Train
    Unlocked: Good guys proactively facilitate transportation solutions.
    Trophy: Evil Train
    Unlocked: Bad guys make it clear who the boss is.
    Trophy: Good Exposure
    Unlocked: Good guys are heroes to others.
    Trophy: Evil Exposure
    Unlocked: Bad guys love to be seen.
    Trophy: Good Sphere
    Unlocked: Good guys put a stop to the madness.
    Trophy: Evil Sphere
    Unlocked: Bad guys always want more power.
    Trophy: Good Intentions
    Unlocked: Good guys work for the greater good.
    Trophy: Evil Intentions
    Unlocked: Bad guys can't say goodbye.
    Trophy: Back With Trish (secret)
    Unlocked: Reconciled with Trish.
    Trophy: Confirmed Bachelor (secret)
    Unlocked: Trish Hates You.
    Trophy: Taking Out The Trash (secret)
    Unlocked: Defeat Alden.
    Trophy: Stunt Man
    Unlocked: Complete any one stunt from the stunt list.
    Trophy: Stunt Coordinator
    Unlocked: Complete 10 of the stunts on the stunt list.
    Trophy: Good Finish
    Unlocked: Beat the game as a Hero.
    Trophy: Evil Finish
    Unlocked: Beat the game while Infamous.
    Trophy: Community Organizer
    Unlocked: Take over all territory in the Neon District.
    Trophy: Civic Leader
    Unlocked: Take over all territory in the Warren.
    Trophy: Urban Designer
    Unlocked: Take over all territory in the Historic District.
    Trophy: Evil to the Core
    Unlocked: Purchase every negative Karma upgrade for each power.
    Trophy: True Hero
    Unlocked: Purchase every positive Karma upgrade for each power.
    Trophy: Goody Two Shoes
    Unlocked: Reach full positive Karma.
    Trophy: Truly Infamous
    Unlocked: Reach full negative Karma.
    Trophy: Clean Up Your Act (secret)
    Unlocked: Defeat Sasha.
    Trophy: Stunt Master
    Unlocked: Complete all of the stunts on the stunt list.
    Trophy: Hard Finish
    Unlocked: Finish story mode on Hard, without changing the difficulty setting.
    Trophy: inFamous Platinum Trophy
    Unlocked: Collect all other inFamous trophies.
    Now here are some in-depth tips to help you more specifically with some of
    these. The rest should be easy enough to obtain on your own.
    x-Casey Jones-x
    This one is actually pretty simple. 25 kills while riding the top of a moving
    train. You can easily get many of these kills by doing the Story Mission, "The
    Rescue" and the "El Train" Side Missions. To make it even easier, you can do
    one of these missions, then die on purpose or abandon the mission and do it
    again. The kills will still accumulate and you'll get this a lot easier.
    x-Road Kill-x
    Another easy one. The requirement is getting 25 take downs while on the top of
    a moving car. Well, buses count, and it just so happens there is the Story
    Mission "Anything For Trish" and the Side Mission "Supply Run". Both of these
    are totally applicable for the count. You can even do it on the "Terror Bus"
    Side Missions, but that is a tiny bit tougher.
    x-Red Baron-x
    100 airborne take downs. Seems like a lot, but you'll probably get at least
    close to half through the game without much effort at all. If you want to
    expedite the process though, pay careful attention to your Good sided Shockwave
    upgrade. For Good guys, the first Shockwave upgrade makes foes float slowly
    through the air. This really makes airborne take downs easy as pie. This is
    still doable for no-gooders though so don't worry.
    I'll also be adding a section most likely some time in the near (hopefully)
    future dedicated to stunts, so stay tuned!
    Section /                                                             \ [misl]
       5   /                                                               \
    ______/                                                                 \______
    Here are the those last few sections that make up the guide. The FAQ, special
    information for e-mailing, and so on. You'll find that "boring" stuff here.
    Frequently Asked Questions     [afak]
    1) Does XP stack even if you die or abandon a mission?
    A) Yes. This is a way of gaining extra XP in the game.
    2) How come my Karma won't go any higher?
    A) There are set intervals in your karma meter that can't be passed (Good or
    Evil) until you reach a certain point in the story. Progress further and you
    can raise it more.
    3) Can you ever find the Voice of Survival in person?
    A) Doesn't seem like it, no.
    4) I got hit by the tar and my energy bar is blotted out. How do I fix this?
    A) Over time, the blocked sections will fade. You'll take some tar in the
    Story Mission "Nemesis Revealed" if you go the Good Route, and you can get rid
    of it by heading to Zeke's roof immediately.
    5) What is the best way to farm XP?
    A) Doing missions over and over by abandoning or dying intentionally. You will
    retain gained XP and can keep repeating it for more. This is good since there
    are a limited number of missions. Some missions are better for this than others
    6) I have all the territory in the Historic District except the area where the
    explosion happened. How do I get this last area?
    A) Beat the game and you will get it automatically at the end.
    7) A Good Side Mission is missing from my map! Where did it go? Is it gone
    A) It shouldn't be gone forever. Sometimes, the Good Side Missions are given
    out by cops, and they'll chase any nearby badguys. Defeat nearby enemies and
    if necessary, give it time and play a few story missions. The marker should
    return eventually.
    8) I have a territory left that doesn't have a mission marker at all!
    A) It's probably a "Hidden Package" mission. Go into that area and see if any
    enemies show up and attack you. Defeat them and one of them should turn into a
    mission marker.
    Contact Info
    If you need to get in touch with me, I have my e-mail address listed below. You
    can ask questions about the game, or you can offer tips and strategies. I just
    have a few rules for submissions. First off, I prefer any e-mails about this
    game to have a clear subject header, like "Infamous Walkthrough" or "Infamous
    Guide" or whatever.
    Second, I prefer comprehensive and well written strategies. If English is not
    your first language, that is absolutely fine so do not worry. I like tips to
    be easy to read and understandable, with efficient attention to detail. I do
    not accept tips that point out the obvious. Instead, something that is very
    enlightening and helpful is preferred. You are also free to e-mail me about
    very little things, like mistakes in wording, typos, etc. Just don't be mean
    about it, ok? I'm human; I make mistakes!
    Finally, the last rule, and this is really important. If you do have a strategy
    to submit, please, please, please give me a screen name or alias you go by.
    Never leave me just your real name and e-mail because I do not disclose such
    information in my guides. If you fail to do so, I will try and get back to you
    and ask you for a screen name. If you do not reply to that e-mail and give me
    one though, your tip will not be used. That's just the way it is. I do not
    credit for small things (typos, fixes, etc).
    E-Mail: veritas7ax@gmail.com
    Credits/Special Thanks
    Well, I'm not sure where to start but here goes.
    -GameFAQs as always. 'Nuff said.
    -http://www.patorjk.com/software/taag/ for a little bit of ASCII assistance
    -Whoever it is that was in charge of releasing the demo for this game. That was
    what finally got me off the fence for picking up inFamous.
    That's all I can think of for now.
    Legal Lingo
    Yeah, here it is, the most boring part of the guide. Basically, this guide is
    solely my own creation. Do not steal it and pass it off as your own. Do not
    post it on your site without permission. If granted permission, do not alter
    any information without permission. If you want to host this guide, e-mail me
    for permission and include the url of the website if possible, unless you have
    already been preapproved by me. The following sites currently have permission
    to host this guide:
    And that's all there is. I hope you found this guide... electrifying! Ok, that
    one was bad... Heh. Good night folks!

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