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    Combat FAQ by WastelandOasis

    Version: 1.1 | Updated: 06/17/11 | Printable Version | Search Guide | Bookmark Guide

    
    ******************************************
    inFamous 2 Combat FAQ v1.1
    ******************************************
    
    Wasteland Oasis
    
    6/9/2011
    
    smokeweedforlife@gmail.com
    
    
    
    
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       Basic Controls & Powers
    @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
    
    Before becoming the heroic savior (or villainous destroyer) of New Marais,
    you first have to learn the basics first.
    
    
    Movement: Left Analog Stick
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    To make Cole run and climb, just point the left stick in the direction
    you want him to go, simple as that. 
    
    
    Camera: Right Analog Stick
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    To pan the camera simply turn the right stick in the direction you want
    to look. To tilt it, simply push it up or down in the direction you
    want to look.
    
    Jump: X
    ~~~~~~~~
    
    Simply press X for Cole to jump upwards. Pressing the left stick in
    tandem with X will make him jump in that direction. When hanging on
    a building, he will jump straight up, and grab the nearest ledge. This
    power is further improved with the Third Blast Shard, allowing you to
    jump off cars twice as high.
    
    Take Cover, Dodge Roll: O
    ~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    While Cole is superhuman, he's not invulnerable. Take cover behind
    chest high walls and other such environmental objects with the O button.
    Pressing the button basically sticks his back to the wall, but will let
    still allow you to aim and slide across the wall with the left stick.
    To dodge roll, simply press O while moving, and Cole will do a quick
    roll in that direction, which is handy when dodging projectiles like
    missiles, ice blocks, and Corrupted bile.
    
    Interact: Triangle
    ~~~~~~~~~~~~~~~~~~~~
    
    This control is fairly simple. When given the prompt to interact with
    the environment, simply press Triangle or hold it down.
    
    Electric Drain: Hold L2
    ~~~~~~~~~~~~~~~~~~~~
    
    While Cole is pracitcally Zeus's son, like all electrically powered
    things, he becomes almost useless when he runs out of juice. Thankfully,
    he can recharge his batteries and health by going near an energy source
    and draining it into his body. Hold down L2 near such an object and Cole
    will drain it into his body. However, he's vulnerable to damage while
    doing so, so be careful. When not near an object that can be drained,
    Cole will send out a "ping" that highlights drainable objects, foes,
    and allies.
    
    Thunder Drop: While in air, press Square
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    When Cole is in air, he can crash down to the ground in a powerful
    explosion. The higher he is, the larger and more powerful the ensuing
    explosion will be. You can cancel it in midair by using the Static
    Thrusters though.
    
    Static Thrusters: Hold R1 in air
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    This is Cole's glide ability. Pressing this in midair will make Cole slow
    his descent, giving you the ability to guide him in his fall. You can aim
    while he's gliding, but not shoot (except for the Lightning Tether). The
    Thrusters are improved upon receiving the Third Blast Core, making him
    go forward much faster and actually giving him so lift.
    
    
    Touch Based Powers: R1 + Corresponding Button next to a fallen NPC
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Bio Leech: Mash Square to regain all health and electricity from a fallen
    NPC. This kills the NPC in the process and gives you evil karma. However,
    the process still leaves Cole vulnerable.
    
    Pulse Heal: When next to a fallen civilian, rebel, or police officer hold
    Triangle to heal him/her. This gives you Good Karma and is useful for 
    keeping your allies alive.
    
    Arc Restraint: When next to a fallen NPC, press O to restrain him/her.
    This gives you Good Karma if you restrain an enemy, but will give you Evil
    Karma if you restrain any other NPC. Killing an restrained NPC will give
    you Evil Karma.
    
    Induction Grind/Launch: Left stick to change direction and go faster
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    When Cole jumps onto a wire or rail, he can "ride" it as an improvised
    method of transportation. Cole can still fire projectiles, but can't
    drain or use the Amp. Due to the speed that Cole's traveling, you should
    take care when jumping off the wire or rail. Induction Launch is similar,
    and is activated when Cole jumps onto a electrified yellow pipe. Cole
    will electrify the pipe, and jump several stories into the air, easily
    getting him on top of the building.
    
    
    Radar Pulse: R3 or L2
    ~~~~~~~~~~~~~~~~~~~~~~
    Cole will send out a "ping" that highlights electrical sources, foes,
    allies, and Blast Shards on his minimap.
    
    
    @@@@@@@@@@@@@@@@@@@@@@@@@
             POWERS
    @@@@@@@@@@@@@@@@@@@@@@@@@
    
    
    
    BOLT POWERS: L1 + R1
    ~~~~~~~~~~~~~~~~~~~~
    
    This is your bread and butter attack. It does the least damage, but it also 
    costs the least to use. The bolts are fast, accurate and useful to short to 
    somewhat far distances. 
    *******************************
    Alpha Bolt
    *******************************
    
    Description: Shoots a small, weak bolt of lightning 
    
    Starting Power
    
    
    Power Cost: 1/12.5 Cores
    
    
    Use: This is only useful for the beginning of the game. Use it against foes
    at a short to medium distance. An alternate way to use it is to charge a 
    metal object and recharge from that.
    
    *******************************
    Pincer Bolt
    *******************************
    
    Description: Shoots three small, weak bolts of lightning 
    
    Power Level 1
    
    XP Cost: 400 XP
    
    Stunt Cost: Six Takedowns (Kill 6 enemies)
    
    Power Cost: 1/12.5 Cores
    
    Use: This is a good replacement for the beginning lighting bolt. The three
    bolts automatically tracks to an enemy to a short or medium distance. This
    is pretty good to alternate with the Magnum Bolt until you get the Bolt
    Stream.
    
    
    *******************************
    Artillery Bolt
    *******************************
    
    Description: Shoots a weak, long range bolt of lightning 
    
    Power Level 1
    
    XP Cost: 800 XP
    
    Stunt Cost: Five Climbing Assault (Kill 5 enemies while on a ledge or
    hanging)
    
    Power Cost: 1/12.5 Cores
    
    Use: This isn't that great a power. It's only great for a foe very far
    away, and once you get Precision, it becomes redundant.
    
    *******************************
    Magnum Bolt
    *******************************
    
    Description: Shoots a strong, hitscan bolt of lightning
    
    Level 2 Good 
    
    XP Cost: 1200 XP
    
    Stunt Cost: 10 Head Shock (Shoot enemies in the head with a Bolt 10
    times)
    
    Power Cost: 1/12.5 Cores
    
    Use: This is a pretty good power. It resembles the original bolt of 
    lightning from the original inFamous, and is pretty strong to boot.
    This, like the Pincer Bolt is a pretty good to use in tandem until
    you get the Bolt Stream.
    
    *******************************
    Bolt Stream
    *******************************
    
    Description: Shoots a continuous stream of lightning bolts
    
    Level 3 Good
    
    XP Cost: 2800 XP
    
    Stunt Cost: 10 Stick It to the Man (Stick 10 enemies with grenades)
    
    Power Cost: 1/12.5 Cores
    
    Use: This pretty much becomes your mainstay Bolt power once you
    get it. It's useful at all ranges, and pretty much recharges 
    itself against most foes.
    
    
    *******************************
    Skull Bolt
    *******************************
    
    Description: Shoots a bolt of lightning that causes explosions on
    headshots (Note: Doesn't work against civilians)
    
    Level 2 Evil
    
    XP Cost: 1200
    
    Stunt Cost: 5 Clueless Enemy (Attack 5 enemies that haven't noticed
    you)
    
    Power Cost: 1/12.5 Cores
    
    Use: This is an alright power. On the chance you do hit someone in 
    the head, an explosion occurs, and damages everyone around.
    
    *******************************
    Scythe Bolt
    *******************************
    
    Description: Shoots a row of five strong bolts of lightning
    
    Level 3 Evil
    
    Use: While not as strong as the Bolt Stream, accuracy is no longer a
    problem, and the power can easily mow down weak enemies at any range.
    
    XP Cost: 2800 XP
    
    Stunt Cost: 1 Four In One (Kill 4 enemies with 1 attack or in rapid
    succession)
    
    Power Cost: 1/12.5 Cores
    
    Use: This is extrodinarily effective against crowds of enemies. While
    it lacks the precision of the Bolt Stream, its power is about twice
    as thrice that of a Magnum Bolt
    
    *******************************
    Precision Bolt: Up Button
    *******************************
    
    Description: Slows down time and fires hitscan lightning
    
    3rd Blast Core Power
    
    Power Cost: 4 per blast, slowly drains as you use it
    
    Use: Best used against snipers or rocket troopers at a far away distance.
    Careful though, since it sucks up a lot of energy.
    
    
    BLAST POWERS L1 + X
    ~~~~~~~~~~~~~~~~~~~~
    
    The Blast powers are more situational weapons. They're useful for throwing
    people off roof tops, and deflecting rockets and other large projectiles.
    Most of them have limited range though, restricting them to rather short
    distances, but since the blast is so wide, but they can get you out of
    sticky situations involving crowds of closeby enemies.
    
    *******************************
    Alpha Blast
    *******************************
    
    Description: Shoots a weak, wide shockwave 
    
    Starting Power
    
    Power Cost: 1 Core
    
    Use: This is only useful for the beginning of the game. Use it against foes
    at a short distance. An alternate way to use it is to deflect rockets and
    send foes flying off buildings.
    
    *******************************
    Detonation Blast
    *******************************
    
    Description: Shoots 1 slow ball of lightning that sticks to targets
    
    Power Level 1
    
    XP Cost: 600 Xp
    
    Stunt Cost: 5 Watch Your Step (Kill 5 enemies by making them plummet to
    their deaths)
    
    Power Cost: 1 Core
    
    Use: This isn't that good a power. It can stick to foes, but it's weak
    compared to even the Alpha Grenade. Alternately, if you jump near it, Cole
    uses the blast to jump fairly high.
    
    
    *******************************
    Graviton Blast
    *******************************
    
    Description: Shoots a wide, weak shockwave that causes enemies and objects
    to float in the air 
    
    Power Level 2 Good
    
    XP Cost: 1200 XP
    
    Stunt Cost: 1 Rubber Rocket (Deflect a Rocket back with a Blast Attack)
    
    Power Cost: 1 Core
    
    Use: This is a good replacement for the starting Alpha Blast. It's uses can
    be considered the same as the starting Alpha Blast, plus the ability to be
    able to pick foes off while they dangle in midair is a good plus
    
    *******************************
    Punch Blast
    *******************************
    
    Description: Shoots a narrow, medium distance strong shockwave
    
    Level 2 Evil
    
    XP Cost: 1200 XP
    
    Stunt Cost: 1 Blast Party (Hit 3 or more enemies with 1 Blast Attack)
    
    Power Cost: 1 Core
    
    Use: This is an alright power. It's fairly strong, and useful for knocking
    enemies off buildings, but the shockwave's lack of width can be a turnoff.
    
    
    *******************************
    Shatter Blast
    *******************************
    
    Description: Shoots a large, medium range strong wave of icicles 
    
    Note: Takes a fraction longer to shoot that the other Blasts
    
    XP Cost: 2800 XP
    
    Level 3 Good
    
    Power Cost: 2.5 Core
    
    Use: This pretty much becomes your mainstay Blast power once you get it.
    It does an incredible amount of damage, and while not being able to freeze
    enemies, it does send them flying back a considerably far distance.
    
    *******************************
     Nightmare Blast
    *******************************
    
    Description: Shoots a wide, burning cloud of smoke a short distance
    that stuns and damages enemies
    
    Level 3 Evil
    
    XP Cost: 2400 XP
    
    Power Cost: 2.5 Core
    
    Use: This is a useful power to gain some breathing room. If enemies are
    swarming you, and you don't have any Ionic Charges with you, this can 
    distract them long enough to put some distance between you and them.
    
    GRENADE POWERS L1 + Square
    ~~~~~~~~~~~~~~~~~~~~
    
    Grenade Powers are pretty self explanatory. Cole throws a ball of energy
    that causes lots of damage, wrecks the environment, and sends enemies flying.
    Also, while Cole is superhuman, he can't exactly chuck these things across
    New Marais, and standing too close when they go off will ruin your day pretty
    fast.
    
    *******************************
     Alpha Grenade
    *******************************
    
    Description: Throws a small ball of energy that bounces and explodes after
    3 seconds
    
    Default Power
    
    Power Cost: 2 Cores
    
    Use: This is a useful power until you gain any other grenade. It's use is
    best saved for the strong foes or groups of enemies, considering its power
    cost. It can also knock enemies off rooftops or destroy environmental
    objects easily.
    
    *******************************
     Sticky Grenade
    *******************************
    
    Description: Throws a small ball of energy that sticks and explodes after
    3 seconds
    
    Note: You can bounce the grenades if you hold down square
    
    XP Cost: 1400 XP
    
    Stunt Cost: 5 Enviro Kill (Kill 5 enemies with the environment: cars, fuel
    tanks, etc...)
    
    Level 1 Good
    
    Power Cost: 2 Cores
    
    Use: This pretty much replaces the Alpha Grenade, due to the fact it can now
    stick. It's now useful against annoying roofside snipers, and is pretty much
    an insta-kill against any low level enemies you stick with it.
    
    *******************************
     Double Grenade
    *******************************
    
    Description: Throws a small ball of energy that bounces and explodes, then
    bounces up and explodes again
    
    Level 1 Evil
    
    XP Cost: 1400 XP
    
    Stunt Cost: 1 CARnage (Destroy 4 cars in 4 seconds)
    
    Power Cost: 2 Cores
    
    Use: This pretty much replaces the Alpha Grenade. It's uses can be considered
    pretty much the same, but now it's twice as powerful!
    
    *******************************
     Ice Grenade
    *******************************
    
    Description: Throws a small ball of freezing gas that explodes on contact and
    creates a clutster of ice spikes.
     
    Level 2 Good
    
    Power Cost: 2 Cores
    
    Use: This is pretty much an insta-kill against any low level enemies, as it
    freezes them, and even if it isn't a direct hit against enemies, it still does
    an extrodinary amount of damage. Due to its instantaneously explosive nature,
    it pretty much replaces the Sticky Grenade.
    
    *******************************
     Napalm Grenade
    *******************************
    
    Description: Throws a small ball of sticky flaming oil that creates a very
    large, very strong explosion
    
    Level 2 Evil
    
    Power Cost: 2 Cores
    
    Use: This pretty much replaces the Double Grenade, as it creates a very wide
    and much stronger than the both the explosions the Double Blast creates.
    
    *******************************
     Cluster Grenade
    *******************************
    
    Description: Throws a small ball of energy that explodes into several sticky
    grenades in midair
    
    Level 3
    
    XP Cost: 5500 XP
    
    Stunt Cost: 10 Precision Headshots (Shoot 10 enemies in the head using the
    Precision Power)
    
    Power Cost: 2 Cores
    
    Use: The ultimate grenade. This will make sort work of pretty much anything,
    even Titans and Devourers! Its best use is against groups, since it cluster
    bombs a pretty wide area with even a single greande. Don't try to running into
    the blast radius though, since that's pretty much a death sentence for Cole.
    
    
    
    ROCKET POWERS L1 + Triangle
    ~~~~~~~~~~~~~~~~~~~~
    Like the Grenade Power, this one's pretty self explanatory. While they may not
    have the save punch or blast radius as grenades, rockets make up for it in range
    and accuracy. Like grenades, using this at close range is inadvisible. Feel free
    to try your luck at sniping with Rockets though!
    
    *******************************
     Alpha Rocket
    *******************************
    
    Description: Shoots a small ball of slow moving energy that explodes on impact
    
    5th Blast Core Power
    
    Power Cost: 2 Cores
    
    Use: This, like the Grenades, it's is best used against strong enemies or 
    groups.However, it can be used at quite farther distances, making it useful
    for surprise attacks and rooftop sniping.
    
    *******************************
     Redirect Rocket
    *******************************
    
    Description: Shoots a small ball of slow moving energy that explodes on impact
    that can be redirected by shooting using a Bolt Power against another target
    
    Note: Redirecting with a Bolt power affects all the Rockets in flight
    
    Level 1 Good
    
    XP Cost: 2000 XP
    
    Stunt Cost: 5 Flying Enemy (Shoot 5 enemies while they are in the air)
    
    Power Cost: 2 Cores
    
    Use: This is pretty much an improved version of the Alpha Rocket. However, 
    the fact that redirecting a Rocket significantly increases its speed and 
    affects all Rockets in flight makes it very useful when targeting specific foes.
    
    *******************************
     Tripwire Rocket
    *******************************
    
    Description: Shoots a small pair of slow moving balls of energy that explodes
    on impact
    
    Level 1 Evil
    
    XP Cost: 2000 XP
    
    Stunt Cost: 1 Rocket Party (Hit 3 or more enemies with 1 Rocket)
    
    Power Cost: 2 Cores
    
    Use: This is pretty much an improved version of the Alpha Rocket. However,
    since it fires two Rockets instead, it's basically twice as powerful and 
    has an increased projectile size.
    
    *******************************
     Sticky Rocket
    *******************************
    
    Description: Shoots a trio of fast moving balls of energy that converge on a 
    single enemy
    
    Level 2 Good
    
    XP Cost: 2600
    
    Stunt Cost: 3 Dead Eye (Get a direct hit with a missile on an enemy)
    
    Power Cost: 2 Cores
    
    Use: This is a very good power. Accuracy isn't so much an issue, and it pretty
    much kills any low level enemy instantly and significantly wears down the 
    health of tougher ones,
    
    *******************************
     Freeze Rocket 
    *******************************
    
    Description: Shoots a small, fast moving ball of freezing gas that creates a 
    cluster of ice on impact
    
    Level 3 Good
    
    XP Cost: 4100 XP
    
    Power Cost: 2 Cores
    
    Use: This, like the Ice Grenade, kills any low level enemy with a close or 
    direct hit instantly, freezing them in place. It also moves pretty fast. 
    It also has the largest blast radius of all the Good Rockets.
    
    *******************************
     Hellfire Rocket 
    *******************************
    
    Description: Shoots several small, fasting moving ball of black flame
    
    Level 3 Evil
    
    XP Cost: 4100 XP
    
    Power Cost: 2 Cores
    
    Use: This Rocket is rather intersting in regard that it does continuous damage
    to foes caught within its blast over time. Like its good counterpart, it has
    the largest  blast radius of all the Evil Rockets.
    
    
    
    IONIC POWERS: Down Directional Button
    ~~~~~~~~~~~~~~~~~~~~
    These are your ultimate powers, your super moves, your greatest insurance 
    policy. However, you have to collect Ionic Charges, which is purple energy
    randomly dropped by defeated enemies to use these awesome weapons.
    
    *******************************
    Ionic Vortex 
    *******************************
    
    Description: Summons a fast moving, electrified tornado
    
    2nd Blast Core Power
    
    Power Cost: One Ionic Charge
    
    Use: This is your first Ionic Power. The tornado that Cole summons moves 
    directly forward, tearing up the environment and anything in its way, 
    sendings people and cars flying. While these are useful against groups of
    weaker enemies, it isn't thatuseful against stronger enemies, since it 
    doesn't send them flying or does a wholelot of damage to them.
    
    
    *******************************
     Ionic Freeze
    *******************************
    
    Description: Summons a field of ice around Cole, freezing enemies in a wide 
    radius
    
    Transfer Power Kuo
    
    Power Cost: One Ionic Charge
    
    Use: This is your second Ionic Power if you choose to transfer with Kuo. The 
    ice field that Cole summons pretty much freezes all nearby enemies, but its 
    range isn't that far compared to the Vortex. However, it can actually be 
    used very effectively against stronger foes, damaging them severely.
    
    *******************************
     Ionic Drain
    *******************************
    
    Description: Drains all nearby enemies of their Bio-Electricity
    
    Transfer Power Nix
    Power Cost: One Ionic Charge
    
    Use: This, like the Ionic Freeze, is your second Ionic Power if you choose to 
    transfer with Nix. Cole drains the life out of all nearby enemies, recharging 
    his energy and health in the process. Its practically useless against strong
    enemies however. An upside to it over the Ionic Freeze is that it always 
    kills all weak enemies, unlike the Ionic Freeze, which may or may not freeze
    all enemies.
    
    *******************************
     Ionic Storm
    *******************************
    
    Description: Summons a large continuous bolt of lightning to strike against the 
    strongest enemy in the area
    
    7th Blast Core Power
    
    Power Cost: One Ionic Charge
    
    Use: This is pretty much the opposite of the Ionic Vortex. It doesn't hit 
    groups, but it ruins the day of any individual hit by it, making it best 
    reserved against stronger foes such as Titans or Devourers.
    
    
    The AMP: Square: Normal Attack, Triangle: Charged Attack
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~                 
    Your melee weapon. Square make Cole swing the Amp against the closest person,
    causing his Amp Meter. When the bar reaches halfway, he can unleash a powerful
    Finishing Move. When the bar reaches full, he can unleash a devastating Ultra
    Attack, which is much stronger than a Finishing Move. This weapon is incredibly
    effective against single enemies, and is best used for such situations to save
    energy. Using it against foes such as Crushers and Hive Lords can also be
    effective, since Ultra Attacks due incredible amounts of damage. However, the
    Amp is next to useless against foes such as the Devourer and Titans.
    
    Finisher Attacks: Level 1
    
    Ultra Attacks: Level 2
    
    Ultra Drain: When you land a succesfull blow with an Ultra Attack, all
    energy is recharged
    
    Quicker Combos: One Normal Attack charges the Amp Meter by 50%.
    
    
    Misc Powers R2
    ~~~~~~~~~~~~~~~~~~~~
    
    ****************************************
     Kinetic Pulse Hold R2, use X to throw
    ****************************************
    
    Description: Cole levitates the largest object near him and throws it,
    impacting with a large explosion
    
    1st Blast Core Power
    
    Power Cost: None
    
    Use: This is pretty useful if you have no energy, and there are lots 
    of cars about. Cars are probably the best things to throw, since they
    are so large and they explode rather strongly. However, you can throw
    practically anything from cardboard boxes to park benches. Nothing
    says humiliation more than being killed by a flying outhouse!
    
    ***************
     Ice Launch
    ***************
    
    Description: Cole creates a column of ice under him, making him jump
    to an incredible height
    
    Transfer Power Kuo
    
    Power Cost: 2.5 Cores
    
    Use: This is really useful when traveling around the city, and is
    best used in conjunction with the Static Thrusters, letting you get
    off the street and onto the rooftops in no time. You can cover lots
    of ground with a single jump. You have to use this however when both
    of Cole's feet are on a solid surface however.
    
    *****************
     Firebird Strike
    *****************
    
    Description: Cole flies forward a short distance in a fiery aura,
    ending it with a small explosion
    
    Transfer Power Nix
    
    Power Cost: 2.5 Cores
    
    Use: This isn't as useful as the Ice Launch for traveling, but
    you can actually spam it to fly forward quite a long distance.
    However, it can be used offensively unlike the Ice Launch, as
    Cole tackles his enemies in a foe tossing explosion, letting
    you close your distance between them incredibly fast.
    
    *****************
     Frost Shield
    *****************
    
    Description: Cole creates a shield of energy in front of him
    
    Transfer Power Kuo
    
    Power Cost: None, adds energy with subsequent bullets
    
    Use: This is best used against groups of Militia, Vermaak
    Bruisers and Titans when they use their Ice Beams. Also,
    you can also use this while you're using Static Thrusters
    
    
    *****************
     Spikers
    *****************
    
    Description: Cole creates 3 Spikers
    
    Transfer Power Nix
    
    Power Cost: 3
    
    Use: These guys are just useful for distractions. You can't
    really rely on these guys to be anymore than distractions.
    You can summon up to 12 at a time though.
    
    
    @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
                  ENEMIES
    @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
    
    
    
    
    Militia
    ~~~~~~~~~~~~~~~~~~~~
    The New Marais Militia are a group of ordinary citizens gathered by 
    the charismatic Bertrand to fight against "Deviants". Though they 
    lack the superhuman powers of Vermak 88, or the raw strength of the
    Corrupted,they make it up with superior firepower. They are the 
    first enemies that Cole encounters in New Marais and are easily 
    identified by their orange and white apparel.
    
    *******************************
    Miltia Riflemen
    *******************************
    
    Apperance: Ordinary men in orange and white hoodies, usually wearing
    some sort of face concealing headwear such as hockey masks or ski
    goggles. They are armed with assault rifles and grenades. They may
    sometimes have Riot Shields.
    
    
    Abilities: They aren't that strong individually, but they're aim is
    pretty good, and a group of three or more can easily overwhelm you
    if you're not careful. Also, they're very accurate at throwing
    grenades, and can easily kill you if you stay still. Also, the
    Riot Shields they may have will block your Bolt Attacks.
    
    Combat Strategies: Pretty much anything is good agains these guys
    individually. If they swarm together, Rockets and Grenades are
    probably your best bet.
    
    *******************************
    Miltia Shotgunners
    *******************************
    
    Apperance: Large men wearing gasmasks and shotgun shell bandoliers.
    They are armed with large pump action shotguns.
    
    Abilities: These guys will ruin your day if you let them get up
    close to you. However, they are still pretty weak. 
    
    Combat Strategies: While they do more damage than Militia Riflemen,
    they are actually easier to kill since they move so slowly and
    their range is so pathetic. Still, try not to use the Amp on them.
    
    *******************************
    Miltia Snipers
    *******************************
    
    Apperance: Ordinary men in orange and white hoodies, usually wearing
    some sort of face concealing headwear such as hockey masks or ski
    goggles. They are armed with sniper rifles.
    
    Abilities: These guys are usually found supporting other miltias.
    Their sniper rifles do a ton of damage, but are thankfully indicated
    by a bright red targeting laser. They have to line it up on you for
    a few moments before they shoot.
    
    Combat Strategies: These guys aren't that much of a threat, but try 
    not to stay still for too long, since their rifles do hurt a lot.
    They are just as squishy as the Militia Riflemen though.
    
    *******************************
    Miltia RPG Troopers
    *******************************
    
    Apperance: Ordinary men in orange and white hoodies, usually 
    wearing some sort of face concealing headwear such as hockey masks
    or ski goggles. They are armed with RPGs.
    
    
    Abilities: These guys are what you call glass cannons. They can't
    take much more punishment than Militia Riflemen, but their RPGs can
    send you flying off rooftops and cause extreme amounts of damage to
    you with direct hits.
    
    Combat Strategies: Precision and Rockets are your best bet against
    these guys. Since they're priority targets, but certainly far from
    the worst foe you will face, it's best to save some energy for
    Grenades and Ionic Charges for stronger foes. Also, using 
    variations of the standard Alpha Blast attack can deflect their
    Rockets.
    
    *******************************
    Miltia Grenadiers
    *******************************
    
    Apperance: Ordinary men in orange and white hoodies, usually
    wearing some sort of face concealing headwear such as hockey 
    masks or ski goggles. They are armed with Grenade Launchers.
    
    
    Abilities: These are the strongest infantry the Militia fields.
    Their miniguns are pretty powerful, about as strong as the 
    emplaced turrets the Militia fields.
    
    Combat Strategies: These guys aren't that much of a threat unless
    you stay still. Their grenade launchers are rather accurate, so
    staying on top of buildings won't help you so much. However, the
    grenades they fire take about a second to blow, so there 
    shouldn't be much problem with closing in on them and finishing 
    them off with Bolt attacks and the Amp.
    *******************************
    Miltia Minigunners
    *******************************
    
    Apperance: Large men with gasmask and ammunition backpacks. They
    carry a large minigun.
    
    
    Abilities: These are the strongest infantry the Militia fields.
    Their miniguns are pretty powerful, about as strong as the emplaced
    turrets the Militia fields.
    
    Combat Strategies: Grenades are pretty good against these guys.
    Since they move so slow, accuracy isn't so much a problem. Don't
    linger in their range of fire for too long though, since their
    miniguns will kill you pretty fast.
    
    *******************************
    Miltia Helicopters
    *******************************
    
    Apperance: Large Black Helicopters with Rocket Pods and Miniguns
    
    
    Abilities: This is the strongest unit the Militia has. The miniguns
    are strong but innacurate, and the rockets are also very strong, 
    but are telegraphed by shining a bright red targeting laser.
    
    Combat Strategies: Running around helps a lot. Both the miniguns fire
    simultaneously, but lacks the accuracy Militia Minigunners and 
    emplaced turret gunners have. Rockets are ridiculously easy to avoid,
    just stand still and wait for the laser to finish targeting you,
    then bounce the rockets back with a Blast Power.
    
    
    Vermaak-88
    ~~~~~~~~~~~~~~~~~~~~
    A South African Private Military Company that offered their members
    for augmentation via becoming Forced Conduits. However, their
    incredible Cyrokinetic powers came at the price of their sanity.
    
    *******************************
    Vermaak Riflemen
    *******************************
    
    Apperance: Men in full body white robotic armor, carrying submachine
    guns and shields made of ice
    
    Abilities: These guys' attack power is about the equivalent of the
    Miltia Riflemen armed with Riot Shields, but they are much tougher,
    have the ability to jump far distances like the Corrupted, and
    can regenerate their shield if they lose it
    
    Combat Strategies: Bolt Powers are out of the question unless you
    are using Precision. Melee is also harder against Vermaak members
    since they have a tendency to jump away from you. Using Blast
    powers to disarm their shields and following up with Bolts or just
    using straight Grenades and Rockets works.
    
    *******************************
    Vermaak Shotgunner
    *******************************
    
    Apperance: Men in full body white robotic armor, carrying sawn-off
    shotguns
    
    Abilities: These guys are much more dangerous than the Militia
    Shotgunners. They have the ability to "skate" across the ground
    at incredible speeds, which makes it incredibly easy for them
    to surprise you and take off about half your health
    
    Combat Strategies: Unlike their riflemen counterparts, they lack
    shields, and using Bolt Powers is a viable tactic. When they
    do skate up to you though, using a Blast Power to knock them 
    away is a good tactic.
    
    
    *******************************
    Vermaak Bruiser
    *******************************
    
    Apperance:Large men in full body black robotic armor
    
    Abilities: These guys are the heavier "normal" infantry of the
    the Vermaak. They can make incredible jumps like the rest of
    their brethren, but also serve the role as snipers for the
    Vermaak. They construct a tower of ice that serves as their
    perch and fire their ice beam with incredible accuracy.
    
    Combat Strategies: These guys aren't that hard to kill even
    though they do have much more health. Hitting them with
    Grenades is a harder since their ice towers are rather small
    on top, but Rockets and Bolts can take them down pretty
    easily. Their towers can also be climbed, but they soon
    disintergrate after they leave it, and they usually jump'
    away after you get to close.
    
    *******************************
    Vermaak Crusher
    *******************************
    
    Apperance:Large men with ice covered arms and robotic armor
    
    Abilities: These guys are one of the two miniboss enemies
    that the Vermaak field. They have two ranged attacks: One
    of them makes a line of ice travel through the ground
    towards their target, and the other summons chunks of ice
    to throw at their enemies. Their melee attack is an strong
    overhead smash, usually indicated by a running jump
    
    Combat Strategies: These guys are pretty hard to kill. You
    shouldn't even try going close to these guys since their
    melee attacks will send you flying. A good strategy is to
    use Grenades and Missiles, rolling out of their way when
    they try to perform their ranged attacks.
    
    *******************************
    Vermaak Titan
    *******************************
    
    Apperance:Giant humanoid creatures made of ice
    
    Abilities: These guys are the toughest non-boss enemies
    you will probably face in the game. The fact that they
    can regenerate doesn't make it much better. They can
    shoot out dual ice beams like the Bruisers, throw ice
    chunks like the Crushers, and have a very strong melee
    attack that sends chunks of out all around them. But
    despite all that strength, they lack the mobility of
    the other Vermaak soldiers, just simply trudging
    around at a slow pace.
    
    Combat Strategies: These guys take a really long time
    to kill (until you get Ionic Storm), but your primary
    concern is running out of energy for your Grenades.
    Greandes and Rockets are the only things that really
    make a dent in their health, but since Grenades are
    so much more powerful and the Titans are such large
    that they are your best choice. After they get to
    about a third of their health, they will kneel down
    to regenerate. Run up immediately to them, and press
    R1 to execute the command prompt. Cole will take the
    Amp out and try to expose the weak point. Mashing
    square will reveal it. Immediately run away and get
    to cover. Start throwing grenades until the big guy
    keels over. Once you get Ionic Storm though, just
    1 hit from it activates the command prompt however.
    
    
    Corrupted
    ~~~~~~~~~~~~~~~~~~~~
    The Corrupted are the mutated citizens of New Marais, having
    been changed into mindless bloodthirsty monsters. They inhabit
    the rural areas and cemeteries of New Marais, looking for fresh
    food to consume.
    
    *******************************
    Corrupted
    *******************************
    
    Apperance:Insectoid human shaped mutants with crab 
    like arms
    
    Abilities: These guys have a fairly strong melee atack,
    but thankfully, lack all ranged attacks. They can also jump
    very far like the Vermaak
    
    Combat Strategies: These guys aren't that strong and smart,
    preferring to just rush you and try to slash you with their
    arms. Using the Amp to save energy is your best bet.
    
    *******************************
    Corrupted Bombers
    *******************************
    
    Apperance:Insectoid human shaped mutants with crab 
    like arms and green glowing sacs on their body
    
    Abilities: These guys are essentially suicide bombers. Due
    to their nature, melee is out of the question. They are
    quite powerful with their explosions though, so make sure
    they don't get too close.
    
    Combat Strategies: They aren'tthat durable however, and a
    few Bolts can easily kill them.If they do get too close, a
    Blast can easily send them flying away.
    
    *******************************
    Spikers
    *******************************
    
    Apperance: Large beetle like insects with green spikes
    
    Abilities: These guys are pretty agile and can shoot very
    some weak spikes, and their small frame makes for a smaller
    target
    
    Combat Strategies: These guys die in one hit from anything.
    Practically anything works against these guys, but you
    should use melee to conserve energy.
    
    
    *******************************
    Ravagers
    *******************************
    
    Apperance: Large gorilla like monsters with insect like
    faces
    
    Abilities: These guys are among the two minibosses that the
    Corrupted have. They come in two forms: Regular and Hivelord.
    They can make spore pods that summons Spikers after a short
    time, and shoot balls of acid that can easily knock Cole 
    down. Their melee attack is a fast charge. They burrow through
    the ground to move fast.
    
    Combat Strategies: These guys are pretty irratating to fight.
    Since they tunnel through the ground so much, using Ionic
    attacks or Bolts isn't as useful, due to the wind up
    animations and their invulnerability to Bolts. Using Grenades
    and Rockets are your best bet.
    
    *******************************
    Devourers
    *******************************
    
    Apperance: Several story tall armored Quadruped with a spiked
    tongue 
    
    Abilities: These guys are the tougher of the two minibosses,
    and have two powerful attacks. They can barf up balls of acid
    like the Ravagers, and shoot their tongue out to grab Cole.
    
    Combat Strategies: These guys are actually pretty annoying to
    fight. Their barf homes in on you, and so does their tongue.
    You have to shoot them in their mouth while you get caught by
    their tongue, or you will be insta killed. The best way to
    avoid their barf is to roll out of their way. Also, don't
    melee them, or you will instantly be killed.
    
    New Marais Citizens
    ~~~~~~~~~~~~~~~~~~~~
    These are just the normal people of New Marais, who would
    rather go to work and party in peace, but have been dragged
    into this war between Conduits and humans. Whether they are
    collateral damage or genuine assets depends on how you play
    the game.
    
    *******************************
    New Marais Citizen
    *******************************
    
    Appearence: Male or female, wears a variety of clothes. Just a
    regular Joe.
    
    Abilities: While they lack firearms, they can resort to good
    old fisticuffs and have the ability to throw rocks at you. They
    can be a force to be reckoned with in high numbers, however.
    
    
    Combat Strategies: Anything is effective against these guys, but
    it's suggested to use the Amp to save electricity.
    
    
    *******************************
    New Marais Police Force
    *******************************
    
    Appearence: Men in blue police uniforms, armed with pistols
    
    Abilities: While they only have pistols, they are about on par
    with the Militia Riflemen. They also have frag grenades.
    
    Combat Strategies: Use the same strategies against Militia
    Riflemen if you have to fight them
    
    *********************
    New Marais Rebel
    *********************
    
    Appearence: Men in BDU pants and tan shirts, armed with a variety
    of weapons
    
    Abilities: These guys are pretty much like the Militia, but lack
    the Minigunners sadly.
    
    Combat Strategies: Same as the Militia
    
    CopyRight Information
    *********************
    Copyright  2011
    This document cannot be altered, changed, transcribed, copied, 
    sold,published, posted on another website or reproduced for profit 
    without permission from the writer,me, Wasteland Oasis. Posting 
    on any other sites must receive my notification, or at least 
    acknowledgement that I have written it. inFamous 2 is property
     of Sucker Punch Production.