inFamous: FAQ/Walkthrough

       inFamous 
FAQ/Walkthrough 

Table of Contents

I - Introduction

001.0 - Contact Info 
002.0 - Legal Info
003.0 - Version History

II - Collectibles, Gameplay, and Everything Else 

001.0 - Controls  
002.0 - Powers  
003.0 - Blast Shards 
004.0 - Dead Drops  
005.0 - Stunts 
006.0 - Trophies  
007.0 - Frequently Asked Questions 

III - Walkthrough

001.0 - Neon District  
002.0 - Warren District  
003.0 - Historic District
004.0 - Side Missions (incomplete) 


Welcome to my inFamous FAQ. 

Any questions, comments, corrections, or contributions are welcome - my email 
is tarrun75(at)gmail(dot)com if you wish to contact me. Please make sure to 
add something related to inFamous in the subject line so I don't have to 
figure out what game you're talking about. Questions regarding something 
that's already covered in the guide will not be answered. Credit will be 
given to anything sent to me that I add or major corrections. For 
corrections, please email me only if it's something really important, 
something that will clearly confuse anyone reading.

Legal information:
This document is copyrighted Tarrun 2008. 
This guide may not be reproduced under any circumstance except for personal 
or private use. It may not be placed on any web site, magazine, or otherwise 
distributed publicly without advanced written permission. This guide may not 
be used for profit, and may only be used on gamefaqs.com. Use of this work on 
any other web site or as a part of any public display is a violation of 
copyright and is strictly prohibited.


Version History: 

First Submission: Neon District missions complete.   

Second Submission: Warren District missions and Section II complete.

Third Submission: Historic District missions complete. 



II - Collectibles, Gameplay, and Everything Else 


001.0 - Controls  

For those who don't have the instruction manual or are too lazy to read it, 
this section outlines the basic controls of inFamous. 

- Start - Pauses the game and enters the menu. 

- Select - Brings up the map of Empire City. 

- Left Analog Stick - This button moves Cole and highlights options in the 
various menus. 

- Right Analog Stick - The right stick controls the camera. By tilting the 
stick, the player can swing the camera around in any direction. 

- L3 - Creates a radar pulse and displays nearby Dead Drops, Blast Shards, 
and power sources on the radar. 

- R3 - Switches which hand Cole attacks with. This is useful for trying to 
attack behind cover, allowing as much of Cole to remain hidden as possible. 

- L2 - Drains electricity from a nearby power source to recharge Cole's 
power. 

- R2 - Creates a polarity wall. 

- L1 - Holding down the L1 button puts Cole in targeting mode, and is the 
only way to fire a standard lightning bolt. While aiming, use the right 
analog stick to move your crosshairs. 

- R1 - Fires a lightning bolt while in targeting mode. While not aiming, 
holding R1 will lock on to nearby downed characters, allowing you leech, 
heal, or restrain them. 

- Triangle - The Triangle button is the action button, so pressing it will 
cause Cole to look at a Point of Interest or interact with the environment. 
While aiming, it causes a Megawatt Hammer, and while locked on to a downed 
enemy Cole with heal them.  

- Square - While standing on the ground, Square allows Cole to perform melee 
combos, and while falling through the air Cole will perform a Thunder Drop. 
Pressing Square while aiming causes Cole to throw a Shock Grenade, and while 
locked on to a downed enemy Cole will perform a Bio Leech. 

- Circle - The Circle button performs various miscellaneous actions. Near 
cover it will allow Cole to crouch down and hide behind whatever object is 
available, and while hanging from a ledge Cole will drop down to the ledge 
below. If Cole is standing and the left analog stick is pointed in any 
direction, the Circle button will cause Cole to perform a Dive Roll. 
Additionally, while locked on to a downed enemy, pressing Circle performs the 
Arc Restrain.  

- X - While aiming, pressing X will cause a shockwave. When not in targeting 
mode, the X button causes Cole to jump. 

- Directional Pad - Navigates the menu items. The Up direction also aims for 
Precision Shots.  



002.0 - Powers  

Powers are what give Cole an advantage over the common thug. All of Cole's 
abilities are electric-based, and though you start out fairly weak you can 
gain new abilities throughout the game. You can also upgrade your current 
powers by "spending" the XP you earn by completing stunts, killing enemies, 
and completing missions. 

What follows is a list of all sixteen powers Cole can learn in the game, a 
short description of it and its upgrades, and what requirements must be met 
to acquire them.   


002.01 - Lightning Bolt 

Description: Fire a single bolt of electricity at a foe. The Lightning Bolt 
does a moderate amount of damage and does not use power from your battery 
cores, so it will likely be the attack you rely on the most. 

When This Power Is Obtained: You begin the game with this power. 


002.011 - Good Upgrades 


- Upgrade One - 

Name: Righteous Blow 
Required Rank: Guardian 
Cost: 800 XP

Description: Restores a moderate amount of energy each time you successfully 
hit an enemy. 


- Upgrade Two - 

Name: Righteous Shot 
Required Rank: Champion 
Cost: 2900 XP

Description: Headshots chain electricity to nearby enemies.


- Upgrade Three - 

Name: Righteous Strike 
Required Rank: Hero 
Cost: 12000 XP

Description: Restores a significant amount of energy each time you hit an 
enemy. Headshots also restore health.



002.012 - Evil Upgrades  


- Upgrade One - 

Name: Sadistic Blow
Required Rank: Thug
Cost: 400 XP

Description: Defeated enemies have a change of triggering an electric 
explosion before dying.


- Upgrade Two - 

Name: Sadistic Shot 
Required Rank: Outlaw
Cost: 2900 XP

Description: Increases the radius of the electric explosion.


- Upgrade Three - 

Name: Sadistic Strike 
Required Rank: Infamous
Cost: 12000 XP

Description: Headshots automatically trigger an electric explosion.



002.02 - Shockwave 


Description: The Shockwave sends out a force that propels anything it comes 
into contact with backwards. It is only effective at short range, however, 
and its power will diminish as it continues traveling. The Shockwave is 
particularly effective against Reaper Conduits and enemies on rooftops, since 
it will send them plummeting down to the ground and a gruesome end.  

When This Power Is Obtained: First Glimpse 


002.021 - Good Upgrades 


- Upgrade One - 

Required Rank: Guardian 
Cost: 800 XP

Description: People caught in the blast temporarily float in the air.


- Upgrade Two - 

Required Rank: Champion 
Cost: 1800 XP

Description: Increases blast force.


- Upgrade Three - 

Required Rank: Hero 
Cost: 2800 XP

Description: Increases blast range.



002.022 - Evil Upgrades  


- Upgrade One - 

Required Rank: Thug
Cost: 800 XP

Description: People and objects caught in the core of the blast get 
electrified.


- Upgrade Two - 

Required Rank: Outlaw
Cost: 1800 XP

Description: Increases blast force and range.


- Upgrade Three - 

Required Rank: Infamous
Cost: 3300 XP

Description: Cars hit by blast are electrified, causing them to explode.



002.03 - Overload Burst


Description: Overload Burst is a power exclusive to characters with Good 
Karma and does not cost any XP to purchase. Instead, you unlock the upgrades 
for every five Good missions you complete. When shot at something metal, 
anyone nearby will be electrocuted, making this a good skill for attacking 
pesky enemies hiding behind cover. 

When This Power Is Obtained: Whenever you get around to completing five Good 
side missions and have a rank of Guardian, Champion, or Hero. 


002.031 - Good Upgrades 


- Upgrade One - 

Required Rank: Guardian 
Cost: Five Good Side Missions Completed

Description: Fires a bolt that chains off conductive surfaces, striking 
anyone using metal objects for cover. 


- Upgrade Two - 

Required Rank: Champion 
Cost: Ten Good Side Missions Completed

Description: Doubles the damage inflicted by Overload Burst. 


- Upgrade Three - 

Required Rank: Hero 
Cost: Fifteen Good Side Missions Completed

Description: Increases damage and reduces charging time. 



002.04 - Arc Lightning 

Description: Arc Lightning is a power exclusive to characters with Evil Karma 
and does not cost any XP to purchase. Instead, you unlock the upgrades for 
every five Evil missions you complete. Arc Lightning fires a continuous 
stream of electricity and is reminiscent of the Emperor's lightning attack in 
the Star Wars movies. 

When This Power Is Obtained: Whenever you get around to completing five Evil 
side missions and have a rank of Thug, Outlaw, or Infamous.


002.041 - Evil Upgrades  


- Upgrade One - 

Required Rank: Thug
Cost: Five Evil Side Missions Completed

Description: Releases a continuous stream of lightning. 


- Upgrade Two - 

Required Rank: Outlaw
Cost: Ten Evil Side Missions Completed

Description: Unlimited branching and increases damage. 


- Upgrade Three - 

Required Rank: Infamous
Cost: Fifteen Evil Side Missions Completed

Description: Weakened enemies trigger an electric explosion at their position 
before dying. 



002.05 - Shock Grenade 


Description: Shock Grenades are essentially hand grenades. The grenades do 
not stick to walls, but they won't roll away once they come into contact with 
either the ground or an enemy. Good for crowd control or dealing out more 
damage quicker, and the resulting explosion can often cause nearby cars or 
other objects to explode as well, causing even more destruction. Once the 
grenades come to a rest, it has about a one or two second timer before going 
off. 

When This Power Is Obtained: High Ground


002.051 - Good Upgrades 


- Upgrade One - 
 
Required Rank: Guardian 
Cost: 800 XP

Description: Increases knockdown time.


- Upgrade Two - 

Required Rank: Champion 
Cost: 1900 XP

Description: Increases blast radius and damage.


- Upgrade Three - 

Required Rank: Hero 
Cost: 5500 XP

Description: Increases damage and weakened enemies are automatically 
restrained.



002.052 - Evil Upgrades  


- Upgrade One - 

Required Rank: Thug
Cost: 1200 XP

Description: Cluster of three Shock Grenades that separate on impact. Causes 
splash damage.


- Upgrade Two - 

Required Rank: Outlaw
Cost: 1900 XP

Description: Cluster of five Shock Grenades that separate on impact. Causes 
splash damage.


- Upgrade Three - 

Required Rank: Infamous
Cost: 4600 XP

Description: Cluster of seven Shock Grenades that separate on impact. Causes 
splash damage.



002.06 - Megawatt Hammer


Description: The Hammer is a rocket that flies in a straight line and 
explodes upon impact. 

When This Power Is Obtained: Playing Hero


002.061 - Good Upgrades 


- Upgrade One - 

Name: Rocket Redirect
Required Rank: Guardian 
Cost: 800 XP

Description: Redirect an airborne rocket by firing Lightning Bolt at the 
target you wish to hit.


- Upgrade Two - 

Name: Reverse Magnetism
Required Rank: Champion 
Cost: 2500 XP

Description: Enemies caught in the blast temporarily float in the air.


- Upgrade Three - 

Required Rank: Hero 
Cost: 5300 XP

Description: Increases blast damage of rocket.



002.062 - Evil Upgrades  


- Upgrade One - 

Name: Mini-Rockets
Required Rank: Thug
Cost: 800 XP

Description: Adds a pair of smaller rockets that attach to their targets 
before exploding.


- Upgrade Two - 

Required Rank: Outlaw
Cost: 2500 XP

Description: Adds four smaller rockets that attach to their targets before 
exploding.


- Upgrade Three - 

Required Rank: Infamous
Cost: 5300 XP

Description: Adds six smaller rockets that attach to their targets before 
exploding.



002.07 - Thunder Drop


Description: While in the air, holding down the Square button causes Cole to 
store up energy. When he lands on the ground, that energy is released and 
creates an earthquake that destroys anything unlucky enough to be in the way. 
The closer to the center the object or enemy is, the more damage it will 
receive. The upgrades for Thunder Drop are the same for both Good and Evil 
characters. 

When This Power Is Obtained: You begin the game with this power. 


002.071 - The Upgrades 


- Upgrade One - 

Cost: 800 XP

Description: Increases blast range.


- Upgrade Two - 

Cost: 1300 XP

Description: People and objects caught in the center of the blast get 
electrified.


- Upgrade Three - 
 
Cost: 3200 XP

Description: Increases blast force.



002.08 - Reduce Damage 


Description: As the name implies, this power reduces the amount of damage 
Cole receives when attacked. This is a great power that you will definitely 
want to purchase as soon as possible. The upgrades for Reduce Damage are the 
same for both Good and Evil characters.

When This Power Is Obtained: This power is available as soon as you obtain 
enough XP to purchase it.   


002.081 - The Upgrades 


- Upgrade One - 

Cost: 600 XP

Description: 10% Damage Reduction.


- Upgrade Two - 

Cost: 1800 XP

Description: 20% Damage Reduction.


- Upgrade Three - 
 
Cost: 2600 XP

Description: 30% Damage Reduction.



002.09 - Melee 


Description: Even with all of your super powers, sometimes nothing can quite 
get the job done like a good punch in the face. Melee boosts the attack power 
of your melee attacks. The upgrades for Melee are the same for both Good and 
Evil characters.

When This Power Is Obtained: This power is available as soon as you obtain 
enough XP to purchase it.   


002.091 - The Upgrades 


- Upgrade One - 

Cost: 600 XP

Description: Increases melee damage.


- Upgrade Two - 

Cost: 1000 XP

Description: Further increases melee damage.


- Upgrade Three - 
 
Cost: 1500 XP

Description: Maximum increase to melee damage.



002.10 - Electric Drain 


Description: Electric Drain is the source of Cole's power - the ability to 
leech life from nearby power sources to charge his own attacks and replenish 
his life. The upgrades for Electric Drain are the same for both Good and Evil 
characters.

When This Power Is Obtained: This power is available as soon as you obtain 
enough XP to purchase it.   


002.101 - The Upgrades 


- Upgrade One - 

Cost: 800 XP

Description: Increases the rate of electricity drain.


- Upgrade Two - 

Cost: 1400 XP

Description: Automatically recharge energy by grinding on electrified power 
lines or train tracks. 


- Upgrade Three - 
 
Cost: 2000 XP

Description: Once your Karma meter fills to full Good or Evil, press left on 
the Directional pad to activate Karmic Overload. For a short period of time, 
you'll have unlimited energy.



002.11 - Polarity Wall 


Description: Polarity Wall creates an electric field that serves as a shield, 
deflecting any gunfire that hits it. This power does not use battery cores 
and can be used as long as you aren't in targeting mode (holding L1). The 
upgrades for Polarity are the same for both Good and Evil characters.

When This Power Is Obtained: Light in the Tunnel 


002.111 - The Upgrades 


- Upgrade One - 

Cost: 1600 XP

Description: Converts blocked damage into energy.


- Upgrade Two - 

Cost: 3000 XP

Description: Increase the size of the wall.



002.12 - Pulse Heal 


Description: When you come across an injured civilian lying on the ground, 
lock onto them by holding R1 and hold Triangle to heal them. Besides personal 
satisfaction, you'll gain three Good XP for your noble deed. Pulse Heal 
doesn't have any upgrades. 

When This Power Is Obtained: Blood Trail 



002.13 - Arc Restraint 


Description: When you come across an injured enemy lying on the ground, lock 
onto them by holding R1 and press Circle to non-lethally incapacitate them. 
You'll earn one Good XP for doing so on a normal enemy and five Good XP for 
restraining a Conduit. Arc Restraint doesn't have any upgrades.

When This Power Is Obtained: Blood Trail



002.14 - Bio-Leech 


Description: When you come across an injured enemy lying on the ground, lock 
onto them by holding R1 and tap the Square button to drain the life from 
their body, restoring your battery cores in the process. You'll also earn one 
Evil XP for it. Bio-Leech doesn't have any upgrades.

When This Power Is Obtained: Blood Trail



002.15 - Precision Shot  


Description: Taking a leaf from the Max Payne book, if you hold down the Up 
button on the directional pad your crosshairs will zoom in and time will slow 
down, allowing you to carefully aim and get a near-perfect shot at the cost 
of a boatload of energy. Precision Shot doesn't have any upgrades.

When This Power Is Obtained: No Protection



002.16 - Lightning Storm


Description: Press Down on the directional pad to begin this attack. 
Lightning will strike and begin moving forward before you can control its 
direction with the controller's SixAxis. It's an absolutely devastating 
attack and is fun for playing God to smite your enemies. Lightning Storm 
doesn't have any upgrades.

When This Power Is Obtained: Vengeance 



003.0 - Blast Shards  

Blast Shards are pieces of metal with a glowing blue aura around them that 
have been scattered around Empire City. As Cole collects Blast Shards, your 
number of battery cores will increase to a maximum of twenty-four from the 
original twelve you began with. 

There are a total of 350 Blast Shards in Empire City. Besides acquiring new 
battery cores, you can also earn three trophies - Junior Geologist, Member of 
the Mineral Club, and Rock Hound - depending on how many you've found. There 
are other Blast Shards that you can earn through side missions, but these 
only count towards increasing battery cores.  

As for actually collecting them, the easiest way is by simply keeping your 
eyes open while exploring the city. While some Shards are hidden, there are 
just as many out in the open stuck against the side of buildings. You'll 
easily be able to score a few battery cores just by picking up the Blast 
Shards you find as you play through the missions. 

For a more precise approach, you can use your radar. When you press L3, any 
Blast Shards in the area will appear as a large blue dot on your radar. From 
there, you simply have to start at one end of the island and go block by 
block, checking your radar for any new Shards. Yes, this is extremely time 
consuming and only very dedicated players will manage to find every single 
one, but that's what it takes. I would also recommend completing the side 
missions before doing this to avoid being distracted by gang members looking 
to pick a fight with you.


Number of Blast Shards in the Neon District: 147

Number of Blast Shards in the Warren District: 135

Number of Blast Shards in the Historic District: 68



004.0 - Dead Drops (incomplete) 

Dead Drops are satellites that contain audio clips created by John. You first 
encounter a Dead Drop in the mission Mysterious Strangers, and Moya provides 
you with a decoder to listen to the encrypted messages. These satellites are 
found on the rooftops of buildings throughout Empire City, and you can go 
back and listen to any of them by entering the Pause Menu and selecting Dead 
Drops. 

You can search for Dead Drops in a similar way that you search for Blast 
Shards. When you press L3, a white ring will appear around your radar and 
begin flashing. As it flashes, bits of the ring will disappear until it 
focuses on a single direction - that's where the nearest Dead Drop can be 
found. As you get closer to it, the ring will become a white circle on a 
single point on your radar, allowing you to hone in and locate its exact 
position. Once you're within range you'll also hear the Dead Drop beeping. 


Number of Dead Drops in the Neon District: 13

Number of Dead Drops in the Warren District: 14

Number of Dead Drops in the Historic District: 5



005.0 - Stunts 

Stunts are essentially style points in inFamous. Sure, just blasting an enemy 
gets the job done, but there's no reason not to reward a little flair. Some 
of them are pretty easy to accomplish, and you'll probably score a few just 
in the course of fighting enemies. Others will take a little planning and 
luck. Every time you complete a stunt you'll be rewarded a certain amount of 
XP, and you'll continue to receive these bonuses every time you complete a 
given stunt. 


Stunt: Melee Finisher

XP Earned on Normal: 5
XP Earned on Hard: 3

How to Earn This Stunt: Perform at least a three-hit melee combo to kill an 
enemy. This is one of the easiest stunts to perform. 


Stunt: Ride the Lightning 

XP Earned on Normal: 5
XP Earned on Hard: 3

How to Earn This Stunt: Kill an enemy with a Precision Shot while grinding on 
a power line or train track. This will take some planning to actually find 
the right place, but actually performing the stunt is fairly easy. 


Stunt: Air Strike

XP Earned on Normal: 5
XP Earned on Hard: 3

How to Earn This Stunt: Kill an enemy with a lightning bolt while you're in 
the air. I recommend standing on a rooftop, shooting an enemy a few times to 
weaken him, and then jumping down and attacking to finish him off. If you're 
Good, use a shockwave to blast them into the air, and then finish them off as 
they're coming back down. 


Stunt: Enviro Take Down

XP Earned on Normal: 10
XP Earned on Hard: 7

How to Earn This Stunt: Kill an enemy by causing an explosion and catching 
them in the blast. This does not include shock grenades or megawatt hammers, 
but rather explosions from shooting propane tanks or destroying cars. 


Stunt: High Fall 

XP Earned on Normal: 10
XP Earned on Hard: 7

How to Earn This Stunt: Cause an enemy to fall to his death. Remember, the 
enemy has to be alive when they fall, so try and get them backed into a 
corner and use a single punch or lightning bolt to knock them off. 


Stunt: Flying Melee

XP Earned on Normal: 10
XP Earned on Hard: 7

How to Earn This Stunt: Kill an airborne enemy with a melee attack. The 
easiest way I've found to score this stunt is by hitting an enemy off a 
rooftop and using Cole's roundhouse kick to finish him off in the air. A bit 
of a cheat, but it works.  


Stunt: Blast and Bolt 

XP Earned on Normal: 10
XP Earned on Hard: 7

How to Earn This Stunt: Use a shockwave to knock an enemy up in the air and 
then kill him with a lightning bolt. 


Stunt: Unquenchable Thirst 

XP Earned on Normal: 10
XP Earned on Hard: 7

How to Earn This Stunt: Grind on four different power lines or train tracks 
without stopping. This can be a bit tricky at first, but it's much easier to 
do it on the train tracks. Using your Static Thrusters will also help you fix 
any mid-air errors. 


Stunt: Sticky Bomb

XP Earned on Normal: 15 
XP Earned on Hard: 10

How to Earn This Stunt: Throw a grenade and hit an enemy with it. The grenade 
will stick to their body and explode. Just find a group of enemies and throw 
a bunch of grenades at them to get this stunt.  


Stunt: Splash and Crash 

XP Earned on Normal: 20
XP Earned on Hard: 14

How to Earn This Stunt: Hit an enemy with a lightning bolt while in the air, 
then finish them off with a Thunder Drop. 


Stunt: Crush 

XP Earned on Normal: 20
XP Earned on Hard: 14

How to Earn This Stunt: Kill an enemy by crushing them with something. The 
easiest way is to hit a car with a shockwave and have it flatten anyone using 
it for cover. 


Stunt: Right Back At Ya

XP Earned on Normal: 20
XP Earned on Hard: 14

How to Earn This Stunt: Use a shockwave to deflect an enemy's grenade back at 
them and kill them. 


Stunt: Whack-A-Mole

XP Earned on Normal: 20
XP Earned on Hard: 14

How to Earn This Stunt: Kill a Conduit with a Thunder Drop. Your best bet is 
to do this on a Dust Man Conduit, but make sure to weaken them beforehand. 


Stunt: Flying Head Shock 

XP Earned on Normal: 20
XP Earned on Hard: 14

How to Earn This Stunt: Kill an enemy with a headshot after juggling them in 
the air with a shockwave. This one involves more luck than anything. 


Stunt: Premature Detonation 

XP Earned on Normal: 25 
XP Earned on Hard: 17

How to Earn This Stunt: Explode a kamikaze goon and kill another enemy in the 
resulting blast. 


Stunt: Insult to Injury 

XP Earned on Normal: 25
XP Earned on Hard: 17

How to Earn This Stunt: Attach a sticky bomb to an enemy, then kill the enemy 
before it detonates. 


Stunt: Suspended Sentence 

XP Earned on Normal: 30
XP Earned on Hard: 21

How to Earn This Stunt: Kill an airborne enemy with a Lightning Storm. 


Stunt: Air Sticky Bomb 

XP Earned on Normal: 30
XP Earned on Hard: 21

How to Earn This Stunt: Kill an enemy by attaching and detonating a sticky 
bomb while they're in the air. 


Stunt: Have A Nice Fall 

XP Earned on Normal: 50
XP Earned on Hard: 35

How to Earn This Stunt: Cause three enemies to fall to their death with a 
single shockwave. 


Stunt: Up Close and Personal 

XP Earned on Normal: 50
XP Earned on Hard: 35

How to Earn This Stunt: Kill five enemies within thirty seconds using only 
melee attacks. The easiest way to accomplish this is by finding a Dust Man 
Conduit and allowing it to release five crabs. 


Stunt: Crowd Control

XP Earned on Normal: 50
XP Earned on Hard: 35

How to Earn This Stunt: Kill five enemies with a single shock grenade. This 
is easy enough once you can actually get five enemies grouped together.



006.0 - Trophies  

Name: AC/DC
Rank: Bronze
Description: Drain 750 megawatts of power from Empire City.  


Name: Back With Trish 
Rank: Bronze
Description: Reconcile with Trish.  


Name: Casey Jones
Rank: Bronze
Description: Take down twenty-five enemies while riding on a moving train. 


Name: Civic Leader
Rank: Silver
Description: Take over all territories in the Warren District. 


Name: Clean Up Your Act
Rank: Silver
Description: Defeat Sasha  


Name: Community Organizer
Rank: Bronze
Description: Take over all territories in the Neon District 


Name: Confirmed Bachelor 
Rank: Bronze
Description: Trish hates you. 


Name: Doctor Cole
Rank: Bronze
Description: Heal 250 pedestrians.  


Name: Drop Everything
Rank: Bronze
Description: Thunder Drop for a total of at least 500 meters. 


Name: Electric Hobo
Rank: Bronze
Description: Ride the train for two kilometers. 


Name: Evil Eats
Rank: Bronze
Description: Bad guys never share their food. 


Name: Evil Exposure
Rank: Bronze
Description: Bad guys love to be seen. 


Name: Evil Finish
Rank: Silver
Description: Finish the game at Infamous rank.  


Name: Evil Intentions
Rank: Bronze
Description: Bad guys can't say goodbye.  


Name: Evil Riot
Rank: Bronze
Description: Bad guys love starting riots.  


Name: Evil Sphere 
Rank: Bronze
Description: Bad guys always want more power. 


Name: Evil To The Core
Rank: Silver
Description: Purchase every Evil Karma upgrade available.  


Name: Evil Train
Rank: Bronze
Description: Bad guys make it clear who the boss is. 


Name: Fish In A Barrel
Rank: Bronze
Description: Kill fifty enemies by using water.  


Name: Frequent Flyer 
Rank: Bronze 
Description: Travel five kilometers using the Static Thrusters 


Name: Further Down the Rabbit Hole
Rank: Bronze
Description: Collect all Dead Drops in the Warren District. 


Name: Get Off My Cloud
Rank: Bronze
Description: Get one hundred High Fall stunt takedowns.  


Name: Good Eats
Rank: Bronze
Description: Good guys feed the needy.  


Name: Good Exposure
Rank: Bronze
Description: Good guys are heroes to others. 


Name: Good Finish 
Rank: Silver
Description: Beat the game at Hero rank.  


Name: Good Intentions
Rank: Bronze
Description: Good guys work for the greater good.  


Name: Good Riot
Rank: Bronze
Description: Good guys stand up and take the heat. 


Name: Good Sphere
Rank: Bronze
Description: Good guys put a stop to the madness.  


Name: Good Train
Rank: Bronze
Description: Good guys proactively facilitate transportation solutions.  


Name: Goody Two Shoes
Rank: Silver
Description: Reach maximum Good Karma 


Name: Hard Finish
Rank: Gold
Description: Finish the main story on the Hard difficulty without adjusting 
the difficulty settings.  


Name: Hotfoot
Rank: Bronze
Description: Travel twenty-five kilometers while riding the rails. 


Name: InFamous
Rank: Platinum 
Description: Collect all trophies.


Name: Junior Geologist
Rank: Bronze
Description: Collect 25% of the Blast Shards 


Name: Just Scratched the Surface
Rank: Bronze
Description: Collect all Dead Drops in the Neon District.  


Name: Member of the Mineral Club
Rank: Bronze
Description: Find 50% of the Blast Shards 


Name: Oh, You've Done This Before
Rank: Bronze
Description: Take down fifty enemies by sticking them with grenades.  


Name: Red Baron 
Rank: Bronze
Description: Take down one hundred enemies while they are airborne. 


Name: Road Kill
Rank: Bronze
Description: Take down twenty-five enemies while riding on the roof of a 
moving vehicle.  


Name: Rock Hound 
Rank: Bronze
Description: Find 100% of the Blast Shards 


Name: Stunt Coordinator
Rank: Bronze
Description: Complete any ten stunts.  


Name: Stunt Man
Rank: Bronze
Description: Complete any one stunt.  


Name: Stunt Master
Rank: Silver
Description: Complete of the stunts.  


Name: Taking Out the Trash 
Rank: Bronze
Description: Defeat Alden. 


Name: The Hunger
Rank: Bronze
Description: Bio-Leech one hundred enemies. 


Name: True Hero
Rank: Silver
Description: Purchase every Good Karma upgrade available.  


Name: True Potential
Rank: Bronze
Description: Purchase every upgrade for a single power.  


Name: Truly Infamous
Rank: Silver
Description: Reach full negative Karma. 


Name: Urban Designer
Rank: Silver
Description: Take over all territories in the Historic District.  


Name: You're So Sly
Rank: Bronze
Description: Collect all Dead Drops in the Historic District. 



007.0 - Frequently Asked Questions

This section is dedicated to any miscellaneous questions that may arise while 
playing the game. Feel free to send in your own and it may just be added here 
to help out anyone else who has the same problem. 


                 - Question: Can I be both good and evil? -   

Answer: This is the big one people want to know. Both sides have some pretty 
cool powers, so you may be tempted to try and play the middle of the road to 
get the best of both worlds. 

That being said, for all intended purposes the answer's no. If you play 
through the main story switching between good and evil you'll definitely miss 
out on the Infamous or Hero upgrades and probably the Outlaw and Champions 
ones as well. As the saying goes, you'll be a jack-of-all-trades but a master 
of none. 

But what about reaching the highest rank and then switching? Is it possible? 
Hypothetically, I suppose it is. There's no reason you couldn't mass heal or 
execute thousands of citizens until you were able to alter your Karma, but 
for the amount of time it would take, is it really worth it? 

Of course, you do have some flexibility, so if you're trying to be Good and 
take the Evil route during a Karma Moment a few times by mistake, you can 
still reach Hero status and visa versa. 


        - Question: There aren't any side missions left but I don't' - 
             - control all of the territories yet! What gives!? - 

There are three possibilities for a side mission not appearing. The simplest 
explanation is that you haven't completed enough of the main story missions 
yet, so if you've just reached a new island you should take a crack at some 
of those missions first. 

Second, some of the side missions require you to complete some sort of action 
before they become available. This occurs most often for the Hidden Package 
missions since you have to kill a specific gang member and search their body 
for the photo of the package's location. The game doesn't tell you which gang 
member will trigger this mission, so it's up to you to run around the 
unconquered territory and hunt him down. It's easier to do this once you've 
taken over all of the other territories so you'll know exactly where to look 
instead of wandering into the wrong area. 

Finally, there's also the possibility that the person who was supposed to 
give you the side mission is no longer able to do so. For missions given out 
by regular citizens, if a gang war erupts nearby they'll run away and hide. 
For good missions given out by police officers, sometimes they'll go and help 
the other cops fight off a gang attack. In both cases, you'll have to wait 
for the commotion to die down and the person to return to their designated 
spot. If they're killed, go somewhere else and wait for them to respawn, but 
if they're just injured you can revive them and avoid the wait. 


           - Question: I'm done with the missions but still have - 
                    - powers to purchase, what do I do? - 

Go for style points, stunts are a great way to earn easy XP. Some of them, 
like High Fall, Sticky Bomb, and Insult To Injury, are pretty easy to 
complete, allowing you to score some free XP without really doing anything 
different. 

Also, search out the tougher enemies. First Sons give more XP than the other 
gang members, so if you're just looking to rack up XP your best bet is to 
stay in the Historic District. You should also search out Conduits and 
enemies with rocket launchers, as they'll earn you more XP than the average 
goon. 

Lastly, don't ignore the wounded civilians. If you're Evil you can kill them 
for an execution, which earns you two Evil XP, and if you're Good you'll earn 
three Good XP if you use the Pulse Heal. 


       - Question: Why does it say my actions have made me slightly - 
          - more Evil or Good after a mission? What's that mean? - 

This depends on how reckless you were while completing the mission and what 
actions you took during the Karma Moments. Collateral damage will make you 
more evil, so if you killed a lot of innocent civilians during the mission or 
chose the Evil routes during the Karma Moments, your actions will make you 
slightly more Evil. If you avoid killing civilians, or heal them back to the 
health, you'll earn Good Karma. 



III - Walkthrough


001.0 - Neon District 

001.01 - Prologue 
001.02 - First Glimpse 
001.03 - The Escape 
001.04 - Mysterious Signals 
001.05 - Medical Emergency 
001.06 - Blood Trail
001.07 - High Ground
001.08 - Mind Games
001.09 - The Good Stuff
001.10 - The Rescue 
001.11 - Nemesis Revealed
001.12 - No Protection
001.13 - Trish Reaches Out
001.14 - Dinner With Sasha 



001.01 - Prologue 

Objectives: 
- Escape to safety. 

The game begins with a massive explosion that destroys much of Empire City. 
Afterward, the focus turns to one of the survivors, Cole, and the game 
directs you to play around with the camera controls. When asked, look up at 
the helicopter and then to the left at the car park. With that simple task 
complete, you can finally move, so follow what remains of the street around 
to reach the parking garage. Jump over the gap between the cars and explore 
inside. 

Despite being electrocuted, Cole miraculously survives, so run around the 
corner, but watch for cars falling through the ceiling from the upper levels 
and other hazards. At the opposite side of this level, climb up onto the 
large pipe and walk across it to reach the street. You'll see some police 
barricades down the road, so run over to initiate a cinematic. 

As bolts of lightning begin striking, continue down the street towards Zeke 
beyond the bridge. When you finally meet up with him, another cinematic plays 
describing the aftermath of the blast. 

When you take control again, you're on Zeke's roof. Here you'll get a crash 
course in your newly acquired powers, so follow the on-screen prompts to 
target and charge the three batteries that power the TV. The batteries have a 
red light on them, and there's one to your right, one to your left, and 
finally one behind you on the next roof near some mannequins. Return to Zeke 
and begin attacking the mannequins until a plane flies overhead. Once it's 
gone, watch the report on TV by someone calling himself "The Voice of 
Survival". When it finishes, the prologue ends.  



001.02 - First Glimpse 

Objectives: 
- Collect Zeke's gun 
- Investigate the food airdropped at Archer Square. 

Show off your nifty super powers by jumping off the roof and wait for Zeke to 
meet up with you in the street. Zeke tells you that before heading over to 
Archer Square he wants to pick up a weapon he traded for, just in case. Since 
you don't really know the area that well, just follow Zeke. If you get 
separated, use the mini-map in the bottom right corner to find him again, 
though Zeke will also stop and wait for you if you fall behind. 

When you reach the parking lot where the weapon is hidden, use a shockwave 
(L1 + X) to lift up the cars to find the one with the gun underneath. 
However, the shockwaves will leave Cole drained, so you'll have to find 
somewhere to charge up again. Press L3 to bring up all the nearby power 
sources as directed, walk over to the electric generator against the wall, 
and press L2 to draw power from it. 

Back at 100%, follow Zeke to Archer Square. The supply of food is caught on a 
tower, so jump onto the nearby flagpole and climb up until you can jump onto 
the tower itself. Find the metal pole in the far corner on this level and 
climb up to reach the main girder that leads to the food. Zap the big metal 
hook above it to let it drop to the ground, but a pack of Reapers crash the 
party before anyone can grab a bite. 

The gang can be easily identified by their red hoodies, and you can find 
where they are on the radar if you can't see anyone. The Reapers mainly hide 
behind cover and take potshots at you occasionally, but they're really pretty 
weak so play around with the attack system while you run around beating them 
up. Try to approach them at angles to avoid being shot, and if you start 
taking damage, retreat for a moment and find a power source to recharge. As 
the Reapers attack you from all different directions, don't stay in once 
place for too long or you'll likely be caught by surprise from behind. It 
takes several lightning attacks to bring them down, but you can always try 
different combinations of long range and melee attacks as well. There are two 
main waves of Reapers that attack, and you have to take them all out before 
you can advance to the first karma moment. 


- Karma Moment - 

The honorable thing to do is to let everyone get their share of food, but if 
you're only interested in self-preservation you can scare them off and horde 
it all for yourself. If you'd like to be evil, send a shockwave out towards 
the group and the rest will scatter, otherwise just stand around until the 
cinematic kicks in. 


Either way, you'll be awarded a trophy and the mission will end. 



001.03 - The Escape  

Objectives: 
- Escape with Zeke from the city. 

This mission begins near the bridge leading out of town on the south side of 
the island. Follow the marker on your map to find it. 

The government has quarantined Empire City, but Zeke is looking to try and 
escape. Of course, he'd love it if you'd lend a hand with the assault on the 
barricades, so run over to the bridge to check it out. 


- Karma Moment - 

The exit from the city is guarded by a group of riot cops, and there's an 
angry mob protesting just in front of them. You could avoid taking the brunt 
of the police attack if you attacked them from within the crowd to start a 
riot, but that would result in the deaths of innocent civilians. 

To take the evil route, stand behind the crowd and zap one of the cops to 
coax them into attacking the whole crowd. If you're looking to remain 
virtuous, run right up to the row of police and send a shockwave their way. 


The riot police aren't a major threat, mainly because they're quite slow. As 
long as you don't let them surround you, you can easily blast away at them 
and quickly back up to avoid taking damage while they regroup. If you can 
separate one or two from the main group, use melee combos to take them down, 
otherwise use shockwaves to knock them down and finish them off with bolts of 
lightning. When the whole crew is done for, zap the mechanism on the left to 
open the gate and recharge if you need to before continuing. 

Past the gate is a series of barricades that include more riot cops and 
mounted machine guns. Unlike before, these cops will shoot at you from long 
range, and the mounted turrets in particular are devastating if you get 
caught out in the open in front of one. The key in these areas is patience. 
Take it slow, focus on a small group or a single turret at a time, and don't 
get overwhelmed. When you finish clearing an area, zap the gate switch to 
proceed to the next one.  

In the beginning, simply use the cover to avoid most of the gunfire and 
return with your own attacks. Later on, hang from the top of the large 
rectangular storage containers and shoot over them to get good looks at the 
riot cops without exposing yourself too much. For the turrets, Zeke suggests 
flanking them, which turns out to be a pretty solid strategy. If you can 
sneak around to the side, you'll be able to catch the guy manning the turret 
while he's shooting other civilians, leaving himself open for a jolt of 
lightning. You can also switch which hand you attack with by pressing R3, 
which comes in handy trying to shoot around a corner. Additionally, if you 
walk up to the turret and press Triangle, you'll permanently disable it, 
earning you more XP and preventing another cop from using it against you. 

The final area on the bridge contains two mounted turrets on top of 
containers. Although you may be tempted to try and climb up after them, hug 
the container they're on and get behind them on the ground below to get a 
clear shot. With the turrets out of commission, all that's left is to sweep 
through and take out and straggling riot cops. When that's finished, head 
through the final gate to watch a cinematic. 

Things don't quite go as planned, and long story short you have to return to 
Empire. Beneath the bridge, look up and you'll see several pipes with wheels 
handles and red lights at the end. If you zap the hooks holding them up with 
jolts of electricity, they'll flip down and create a convenient middle ground 
between the gaps in the piping. Jump from pipe to pipe until you near the 
end, when two Reapers on a platform at the far end decide to attack. At this 
range they'll have a tough time hitting you, so take your time aiming and 
eliminate them before continuing. At the end, recharge from the power box. 
From here, look to the left - you should see a blast shard and a thin pipe 
that snakes around the wall. Stand on this pipe and shimmy down and around, 
collecting the shard as you go. There are several exhaust ports above your 
head that blast hot smoke on regular intervals, so wait for them to pause 
before crossing underneath to avoid taking damage. At the end, jump to the 
hanging wire and then drop down to the platform under it. 

The final area is nearly identical to the previous puzzle, only this time the 
horizontal pipes will collapse underneath your weight after a few seconds. 
You have more than enough time to get from one end to the other, but you 
should knock the vertical pipes down before stepping on the collapsing pipe 
so you'll have something to jump to. Like before, a pair of Reapers will 
attack from the platform at the end, so take them out before continuing. 
Finally, run along the collapsing pipes as quickly as you can and you should 
be able to reach the end without a problem. 



001.04 - Mysterious Signals 

Objectives: 
- Locate three Dead Drops for Moya. 

This mission is located southwest of Zeke's rooftop. Moya will call and 
mention something about an unknown signal being transmitted nearby, so follow 
the marker on your mini-map to the building southeast of here. Climb up the 
red water tower here and check out the satellite dish, which turns out to be 
emanating the signal. These satellites are known as Dead Drops, and Moya will 
ask you to retrieve the recording from it by walking up and pressing Triangle 
next to it. 

Unfortunately, the recording is encoded, and you'll need more samples to 
decrypt it. Thankfully, you won't have to search the entire city to find one 
little satellite. Instead, press L3 - besides the usual lightning bolt icons 
that appear on your mini-map, you'll notice a gray ring that appears around 
the map and eventually focuses on a single direction. The nearest one from 
the water tower is shown to be to the south, so head in that direction, 
occasionally checking the map again to hone in on the Dead Drop. As you get 
closer, the gray ring will begin to become more precise and center on the 
exact location. Beat up any nearby Reapers and retrieve the second Dead Drop 
on the roof. 

Moya still can't quite decode the Dead Drop, so use the power line in the 
southeast corner of the building to cross over the street. There's a group of 
Reapers guarding the last Dead Drop, so wipe them all out before getting it - 
you can use a shockwave to try and knock them off the roof. Grab the last 
Dead Drop to complete the mission - you can listen to any Dead Drops you 
collect by selecting them in the main pause menu from now on. 



001.05 - Medical Emergency 

Objectives: 
- Reclaim the clinic from the Reapers. 

To find the marker that triggers this mission, head over to the rooftop 
between Archer Square and the bridge. Moya will tell you that Reapers have 
been attacking a local clinic and asks you to find the medical worker and 
help him out. The medic is south of you, so follow the yellow icon on your 
map to track him down. When you meet him, he'll ask you to get rid of the 
Reapers that have taken over the clinic down the street. 

From here it's pretty straightforward - take out the Reapers. Some of them 
have shotguns and try to attack you at close range, so keep your distance and 
stay behind cover to take them down. If you take out the Reapers on the roof, 
you can use the higher ground to pick off the remaining Reapers in the street 
as well. 

Once you've won the battle, the clinic will be unlocked as a respawn location 
and a small section of Neon will be considered safe from the Reapers. From 
now on, any side missions you complete will secure that area of the city and 
Reapers will no longer attack there. 



001.06 - Blood Trail

Objectives: 
- Locate Brandon, an electrician. 
- Restore power to Neon. 

When you reach the mission marker west of Archer Square, Moya will ask you to 
locate an electrician named Brandon. Check out the alley northwest of here 
and locate where the icon is pointing, behind a tractor-trailer. You'll find 
the corpse of a woman, not exactly someone who looks like a "Brandon". When 
you investigate the body, you'll be able to see the final moments of the 
woman's life, where she was attacked and murdered by the Reapers. You'll also 
see the green outline of a figure running away, and Cole will tell Moya he 
can see echoes of past events. Follow after the figure - you may have trouble 
keeping up with it, but you can press L3 to make it reappear nearby and show 
up on your radar. You can't permanently lose track of the echo, so take you 
time and fight off any Reapers that attack you. 

In particular, in a back alley you'll encounter a mini-boss in the form of an 
extra large, extra powerful Reaper known as a Conduit. Besides being able to 
take more damage, the Conduit will occasionally send out a shockwave towards 
you. The game will introduce the Combat Roll at this point (any direction + 
Circle), which makes dodging the shockwaves much easier. Return fire with 
your own shockwaves until it goes down, and then follow the echo to an open 
area filled with catwalks and large generators. Use the generators for cover 
and pick off as many Reapers as you can from a distance, just be careful 
about what you hit, as some of the generators will explode. There are also a 
few remaining Reapers who hide behind their own generators and wait for you 
to walk by, so locate them on your radar and take them down.

At the end of the facility you'll find an electrical station, but a Reaper 
wearing an explosive vest will destroy the power grid and knock out the 
electricity in this area of Neon. Follow the echo back into the street, and 
it stops on top of a manhole. Press Triangle to open it up and climb down. 

Down in the sewers, make your way to the transformer by jumping to the 
various metal pillars and partially destroyed catwalks. Avoid falling into 
the water, which will cause massive damage to Cole's electric body. Once you 
reach the conduit, reestablish the circuit to gain three new power - Pulse 
Heal, Arc Restraint, and Bio-Leech, which you can use on and injured enemies 
or citizens you find. Pulse Heal with revive any injured citizens you find 
lying around reward you three XP for it, Arc Restraint creates a pair of 
electric handcuffs than non-lethally incapacitates injured enemies and 
rewards one Good XP, and Bio-Leech replenishes your power from an injured 
individual and earn you one Evil XP.  

After healing the injured guy nearby, he'll show his thanks by letting you in 
through the gate where there are some people you can heal, leech from, and 
restrain to test out your cool new powers. Beyond this camp are a pack of 
Reapers, so eliminate them and continue to the end, where you'll find 
Brandon. 


- Karma Moment - 

Poor Brandon is keeping you locked out because the Reapers are threatening to 
kill his wife if he doesn't comply. Unfortunately for him, that corpse you 
found earlier happens to be Brandon's wife, leaving him no reason to continue 
helping the Reapers. 

If you want some good karma, press Triangle near the gate to tell Brandon 
about the fate of his wife. If you're looking for some juicy evil karma, kill 
him. 


Afterward, head down the walkway and stand in front of the dead generator. 
You'll see the familiar red light that indicates it requires a charge, so zap 
the battery until power is restored to the city. Mission complete. 



001.07 - High Ground

Objectives: 
- Recharge the cell tower. 
- Restore power to Neon. 

The Reapers have once again knocked out the power to part of the city, so 
it's up to you to return things to normal. What this means, of course, is 
that the number of places you can recharge have been cut down dramatically. 

The cell tower you need to power up first, however, is fortunately very close 
by - just across the street, in fact. Use the power line to cross the street 
and reach the rooftop, where you'll have to blast the cell tower with all of 
your energy to charge it. Being electrically drained is a bad call in most 
situations, but when there are several Reaper-manned anti-aircraft guns, it's 
even more of a problem.

Luckily there are a few backup generators still running in the area, so head 
over to the nearest rooftop and steal its juice. 

Back at 100%, now it's time to turn to the main problem at hand - powering 
the city back up. Once again, you have to find the manhole that leads down to 
the transformer, so follow your map to the icon marked on your radar. Along 
with the anti-aircraft guns, the streets are swarming with Reaper thugs, so 
your best chance at remaining in one piece is to stick to the rooftops and 
ignoring anyone who attacks you. Without the numerous supplies of power to 
recharge, trying to fight against overwhelming odds is even more of a bad 
idea than usual. When you find the manhole, drop down and enter the sewers.   

There aren't any Reapers down here, but once again you have some jumping 
puzzles with the metal pillars and catwalks. When you reach the conduit, 
reestablish the circuit to gain a new power - Shock Grenades. Test them out 
on the rubble blocking the exit just ahead to clear a path and continue. In 
the next room you'll find some electrical equipment and a group of Reapers, 
if you want to get some more practice in, try taking out the whole group with 
a single shock grenade. The grenades work like sticky bombs, so they'll latch 
onto an enemy and explode a few seconds later if you hit one.  

The next group of Reapers are manning mounted turrets, one in front and one 
on either side, so take cover behind the machinery and lob grenades in their 
direction. Fortunately, your cover is also an unlimited supply of power, so 
even if it takes a few tries you don't have to worry about running out of 
juice. Remember that you can bank the grenades off of walls to make it over 
the fences. 

Once all three are dead, continue along this walkway, but watch out for a 
pair of kamikaze Reapers that appear up ahead. Zap them from a distance and 
continue to the transformer that you need to charge up. Throw a few jolts at 
the panel to power it back up and complete the mission.  



001.08 - Mind Games

Objectives: 
- Turn off the valves dumping tar into the fountains. 
- Destroy the Reaper tar truck.

Moya tells you that the fountains and drinking water around Neon are polluted 
with some sort of sludge, and she wants your help purifying it again. From 
the starting point, jump down and run over to the fountain and talk to Trish. 
She'll treat you quite coldly, but will also point you towards the valve that 
controls the flow of tar into the fountain and ask you to turn it off. Do 
exactly that, and your reward is a blast in the face with the Reaper's mind-
altering goop. As Trish leads you to her ambulance to clean you off, ignore 
all of the hallucinations of giant Reapers and just follow Trish. 

After you're cured, Moya will tell you to locate the remaining two valves and 
shut them down as well. Both of them are northwest of you in the park, so 
head over and pick off any Reapers hanging around before turning the second 
valve. 

Once again, poor Cole receives a blast of sludge to the face and is 
temporarily blinded, but Trish isn't around to help you out and some Reapers 
are arriving to crash the party. Run away from the action until you come back 
to your senses - everything returns to normal after a few seconds, but two of 
your electricity orbs on your power meter are blacked out. Until you can cure 
yourself again, they'll remain that way. 

At this point, though, the Reapers you fled from before require your 
attention, so head back and start taking them down one by one. The trees 
around the park make for great cover, so the only real threat is another 
Conduit, which you can easily take care of with a shockwave. 

With the coast clear, head over to the final valve, where you have to make a 
decision.


- Karma Moment - 

Fool me once, shame on you. Fool me twice, shame on me. After getting a shot 
in the face of the Reaper's mind-altering goop twice already, Cole is 
understandably hesitant to shut down the last one. He spots a civilian 
sitting nearby and reasons that it wouldn't be too difficult to scare him 
into doing Cole's dirty work for him. Why he can't just stand to the side and 
turn it is beyond me. 

If you want to take the good route, man up, turn the valve yourself, and 
receive your sludge blast as a reward. If you're evil and interested solely 
in self-preservation, smack the civilian around and force him to turn it 
instead. 


If you decide to earn some good karma, you'll be temporarily blinded again 
and will lose two more of your power orbs for the time being. Fight off some 
more Reapers, including another Conduit, and head towards the tunnel on the 
east side of the park to find the source of the pollution. 

There are some Reapers holed up in here behind some barricades, so toss a few 
shock grenades their way to take them out. Also remember that all of the 
abandoned cars in the tunnel can be destroyed, and there's a good chance a 
few Reapers will get caught in the blast each time. Otherwise, hurl some more 
grenades and blast any remaining stragglers away. 

As you near the end of the tunnel you'll become intoxicated again and the 
enormous Reapers will return with a vengeance. Unlike before, these Reapers 
can inflict damage on you, but thankfully a single jolt of electricity is 
enough to make them disappear. Afterward you'll face a handful of normal-
sized Reapers and a Conduit putting up a last stand, but that's nothing a 
shockwave and a grenade or two can't take of. 

That just leaves the poor defenseless truck. Blast it with anything you have 
left to destroy it, and return to Zeke's rooftop to rest up and cure yourself 
of the poison to complete the mission. 



001.09 - The Good Stuff

Objectives: 
- Restore power to Neon. 

The mission marker is uncomfortably close to another anti-aircraft turret, so 
watch out for it as you begin the mission. 

The sewers are remarkably similar to the others you've visited before this, 
so by this point you shouldn't have any trouble with the catwalk puzzles. 
When you reach the conduit, reestablish the circuit to gain a new power - the 
Induction Grind. This power allows you to automatically slide along any train 
tracks or power lines, launching you forward at the end like a slingshot. 
This ability comes in handy immediately, as the rest of the sewers are 
littered with power lines for you to grind along. 

There are some Reapers scattered around a few areas, but they don't appear in 
large enough groups to cause you any trouble. Zap them from a distance, and 
remember that if they fall you can shoot the water to electrocute them. As 
soon as you reach the transformer and recharge the generator, exit the sewers 
and complete the mission. 



001.10 - The Rescue 

Objectives: 
- Rescue the train of hostages and bring them to safety. 

This mission will look familiar to anyone who played the inFamous demo. Moya 
alerts you to a set of train cars filled with hostages, and it's possible 
that John is among them. The area where the train is stationed, however, is 
deep in Reaper territory, so you'll have to lead the train to safety to avoid 
any casualties. 

As Moya describes, Cole can act as a third rail, so even if the train doesn't 
have power simply standing on the front car will cause the train to move. 
Good deal, use a shockwave to push the abandoned cars off of the tracks and 
try it out. 

Everything's looking good at first, but all of a sudden the train comes to a 
mysterious halt. Those pesky Reapers have disabled the circuit panel beneath 
the tracks on one of the support beams, so jump down and zap it to get the 
train moving again. After another block or two the train will stop again, so 
you'll have to repeat the previous steps to get it powered back up. Before 
you do that, however, use your height advantage to scope out any Reapers you 
can find and take them out before dropping down to the street. Charge the 
circuit back up and get moving again. 

When the train comes to a stop this time, more Reapers will attack along with 
a Conduit. You don't actually have to fight any of them, but you're better 
off taking them out instead of trying to rush through. Either way, recharge 
the circuit once more and get back to the train. 

The Reapers throw everything they have left at you at the final stop, and the 
barricade they set up includes another Conduit, more wrecked cars blocking 
the tracks, and a mounted turret. For now, jump down to the right side of the 
train to avoid the turret and start fighting any Reapers you can find, 
particularly the Conduit. When the streets are clear, climb up one of the 
buildings on the right side of the tracks and kill any of the remaining 
Reapers. With just the turret left, toss a grenade down to eliminate the thug 
manning it. 

Step one complete, now it's time to clear away the junk blocking the path of 
the train. Use more shockwaves to knock them down, and remember that you have 
to completely knock the cars off of the tracks to have it register as being 
cleared. Run ahead a little and clear the handful of cars blocking the tracks 
up ahead as well while you're at it. 

With all of that complete, you can now finally charge up the circuit panel 
and get the train moving again. From here on it's smooth sailing to a safe 
station, and although you'll encounter a few Reapers attacking from rooftops 
they don't really pose a threat. When the train pulls into the station, the 
hostages are set free, Cole is hailed a hero, and the mission ends.  



001.11 - Nemesis Revealed

Objectives: 
- Destroy the tar kegs polluting the water towers. 

Ugh, more of that Reaper tar - wonderful. Moya deduces that the only way the 
Reapers can continue polluting the water is by contaminating the water 
towers. She tells you to go check out the surrounding towers to see if 
anything comes up. 

Jog around the corner and climb up to the roof of the building that's taller 
than the one you're supposed to go on. From here you'll have a bird's eye 
view of the group of Reapers guarding the water tower, so pick them off one 
by one before jumping down and getting a closer look. There are some injured 
civilians here, but they've been taken over by the tar and will attack if you 
revive them. 

Press Triangle to examine the tower - the Reapers have attached a small black 
keg to the side of the tower, so you'll have to destroy it to stop the 
pollution. However, if you stand on the roof and blast it with jolts of 
lightning, nothing seems to happen. 

Climb up the ladder and get a closer look - you'll see a charge panel, but if 
you charge it up the keg simply starts working overtime and rumbles. Instead, 
stand right in front of it and hurl a shockwave at it - the keg will explode 
and Cole will get another sweet blast of that filthy tar in the face again, 
with the same side effects as in the park. 

After the keg is destroyed, wait for the effects to wear off and attack the 
Reapers and Conduit that attack. When they've all been killed, head to the 
next marker on your radar. More Reapers are protecting this tower as well, so 
stick to the adjacent rooftop and take them down from a distance just like 
before. When the coast is clear, blast the crane to create a bridge between 
the two buildings and climb up to the water tower. You now have a decision to 
make. 


- Karma Moment - 

Between losing some of your battery cores and the bad trips, there are few 
things more annoying than that Reaper tar. Cole is getting pretty fed up with 
it, too, as a matter of fact, and he comes up with a solution. By 
overcharging the circuit panel, the keg will overload and become useless, but 
at the same time all of the current tar in the keg will be pumped into the 
water supply. 

If you're a good guy, sacrifice your battery cores and use shockwaves on all 
of the remaining water towers. If you're evil, charge the panels to avoid 
being exposed to the tar yourself. 


For each tar keg you disable or destroy you'll gain a small amount of good or 
evil karma, so this Karma Moment extends for the entire mission. The next 
tower is east of the one you're at, so head over and disable that one as 
well. As expected, some light Reaper pressure is present, but nothing you 
can't handle. Do whatever you'd like to the keg, and then head southeast to 
the final water tower, which is guarded by a large group of Reapers, 
including one manning a mounted turret. 

To avoid some fire, drop down to the street and climb up the nearby building 
south of the tower. Hang from the ledge and blast any Reaper thugs on the 
roof, and sneak up behind the turret and destroy it. From here you have a 
nice height advantage over the remaining Reapers, so take them all out before 
disabling the tar keg. 

With all of the kegs out of commission, return to Zeke's to heal up to 
complete the mission. 



001.12 - No Protection

Objectives: 
- Restore power to Neon. 

The entrance to the sewers is right next to another Reaper anti-aircraft gun, 
so you can either attempt to destroy it or more a mad dash for the mission 
marker, which will take you down to the sewers and away from danger. 

At this point you should be a pro at dealing with the usual sewer puzzles 
like jumping from the sewage pipes to partially destroyed catwalks, but these 
sewers throw in yet another twist. Just up ahead you should see a small 
circuit panel that needs to be charged up that activates a large mechanical 
arm that swings back and forth across a large, otherwise uncrossable gap. 
Wait for the arm to come your way before jumping onto it, and wait until it 
gets to the other side to jump down. At the end of this area is another 
conduit that, when its circuit is reestablished, will grant Cole the power of 
Precision Shots. 

While in Precision Mode, the crosshairs zoom in and time slows down, allowing 
Cole to take his time, aim, and get a perfect shot at the cost of a boatload 
of battery power. You can test this new toy out immediately, as you have to 
shoot between the blades of a spinning fan to charge a circuit panel behind 
it. Once charged, another mechanical arm will swing your way, so use it to 
cross the gap and continue. 

At the end of this area you'll find some cover that provides an unlimited 
source of power and, farther ahead, some Reapers. Crouch behind it for cover 
and use precision shots to take them out and then keep moving. As you can 
imagine, those pesky turrets and blast shields some Reapers have been using 
can be dealt with much easier now since you can stay back and pick them off 
with precise headshots. 

There are some more Reapers beyond the first group, so blast them as well and 
head over to the ledge, where you'll have to charge another panel through a 
fan with a precision shot. As always, the mechanical arm will let you cross 
over, and you'll have to repeat the same thing again to reach the next 
checkpoint. 

From here it's pretty much a straight run to the transformer. Besides the 
fairly mundane jumping puzzles, you'll run into a pair of kamikaze Reapers at 
the end of the first catwalk, so be prepared to shoot them down before they 
can run up and explode on you. When you get to the transformer, charge it up 
and head for the exit to complete the mission



001.13 - Trish Reaches Out

Objectives: 
- Defend the medical supplies from the Reapers. 

A government plane has dropped another crate of supplies, and Trish asks you 
to defend them from the Reapers. 

The crate of supplies lands in a back alley, in the middle of an area 
surrounded by a chain link fence with three entry points - one in the front 
and one on each side. The Reapers will switch between attacking you and going 
straight for the supplies, and if they manage to destroy it you'll fail the 
mission. Also, remember that you can't shoot through the chain link fence. 

Although it's probably much safer to stick to the rooftops and pick off the 
Reapers as they arrive, you probably won't be able to protect the crate so 
you're best bet is to jump down to the street and stand in the front of the 
main entrance. At first, a handful of Reapers will attack in groups of three 
or four from a single direction, so keep an eye on your radar and watch for 
which direction the red dots appear from. When you know what direction 
they're coming from, run over and either throw a shock grenade or just spam 
lightning bolts at the main crowd. Most of the Reapers are armed with 
shotguns, so you'll want to keep your distance anyway. 

The next wave of Reapers is more of the same, but with a handful of the 
kamikaze variety along for the ride that make a bee line straight for the 
crate of supplies. Obviously they pose a significant threat, but if you can 
take them out while they're still grouped together with the rest of the mob 
you'll inflict some bonus damage on the others as well. As long as you focus 
on the kamikaze Reapers first, though, this section isn't any more difficult 
than the last. 

When that wave is eliminated, a single Reaper armed with a mini-gun will 
appear on the rooftop to the west. He isn't really that difficult to kill as 
long as you quickly take cover and blast him, either with a series of 
lightning bolts or a single precision shot. When he goes down, some more 
Reapers with a Conduit leader will show up, but this time they attack from 
multiple directions. The radar is key in this situation, and you'll want to 
toss grenades or use shockwaves to keep one group at bay while you deal with 
the other. Try to start right in the center of the intersection so you can 
fall back and retreat if you need to. Around this time Zeke will call you for 
no other reason than to harass you, so try to ignore him and focus on the 
more pressing concern. 

With that's finished, three tractor-trailers will pull up, one by one, with a 
mounted turret in the flatbed. To make matters worse, the turrets are on a 
swivel mount, so even if you try to run around them the gunner will follow 
you, preventing you from attacking him from behind. The solution, then, is to 
go for the truck itself. As each tractor-trailer shows up in the front, hide 
somewhere in the alleyway and blast it from there until it explodes, taking 
the gunner with it. After the first two trucks are out of action, toss a 
grenade in the walkway underneath the building in the front alleyway to wipe 
out the four Reapers who try and catch you off guard. When they're dead, 
finish off the final tractor-trailer and any remaining Reapers to complete 
the mission. 



001.14 - Dinner With Sasha

Objectives: 
- Gain access to the tunnel where Sasha is located. 
- Rescue the hostages.
- Find and eliminate the leader of the Reapers, Sasha.  


NOTE: After completing this mission, you will be transported to another 
island and temporarily lose access to Neon. If you were planning to complete 
any of the side missions or collect anything in Neon and don't want to wait, 
do it before Dinner With Sasha.  


Since the blast, the Reapers have taken over the tunnel between Neon and 
Warren and transformed it into their home base. Sasha is hiding out inside 
the tunnel, but before you can think about taking her out you'll have to open 
the main entrance first. 

To the right of the main entrance is a metal gate that will open when you 
charge the circuit panel. As soon as you step inside a kamikaze Reaper will 
leap out and run towards you, so be prepared to take him out or risk being 
caught in the blast. You'll be attacked by some Reapers, including a pair of 
gunners, from the level above you, but you're at a funny angle so ignore them 
for now. Hug the high wall to avoid their gunfire and climb up the ladder at 
the end. 

You're currently at the far end of the complex, and there are snipers in each 
watchtower as well as a pair of mounted turrets in between them. There's also 
a Blast Shard sticking out of the guard tower behind you, but you'll want to 
clear the area first. Take cover behind the large storage containers and use 
precision shots to eliminate them. When the coast is clear, run over to the 
southwest tower and use it to cross over to the other one, where you'll find 
a lever that opens the main entrance to the Reaper lair. As it opens, a small 
group of Reapers will pop out and loiter around waiting for you. Take them 
out from you vantage point before dropping down and entering the tunnel. 

Inside the Reapers' lair you'll find a handful of Reapers, a single kamikaze 
Reaper that attempts to sneak up from the left side behind an abandoned bus, 
and a mounted turret. Hide behind the various debris for cover and watch for 
the kamikaze Reaper, and then use bus it came from behind as cover yourself. 
From here, take out the remaining Reapers before using a precision shot to 
kill the gunner on the turret. There are two Conduits and a kamikaze Reaper 
behind them, so destroy them all and blast open the locked gate at the end. 

Inside this area is another Reaper prison, so go ahead and free the hostages 
one by one for some free XP. There are some Reapers also being held in cages, 
but you don't get any XP for letting them out and they don't attack you, so 
do whatever you'd like to them. 

Once all of the prisoners have been freed, continue to the end of the tunnel, 
which is a dead end. There's a large pit down below you, though, so be bold 
and dive down to fight the boss. 


Boss: Sasha  

Sasha's the mysterious voice who's been in your head since the beginning of 
the game. She's also quite insane, and throughout the battle she'll ramble on 
about getting ready to go to some formal party. For everyone's sake, let's 
put her out of her misery, shall we? 

When the initial cinematic ends, Sasha will run up and grab you. From here, 
the camera view will change and Cole will be stuck fighting Sasha off of him. 
Take notice of the two circles floating in the foreground - the blue one that 
acts as Cole crosshairs, and another white one that's centered around some 
gold object on Sasha's clothes. Rapidly tap the X button and push the blue 
circle so it lines up with the white one, and Cole will rip the gold object 
off Sasha. 

Now it's time for the actual battle. Sasha acts a bit like a Conduit in the 
sense that she has a shockwave attack and will teleport away when attacked, 
so you should be able to avoid taking damage for the first part of this 
battle. 

As for actually attacking Sasha, since about three-quarters of the room is 
covered with water, moving around can be a bit tricky. Stick to one of the 
patches of dry land in the corners and use a nearby pillar for cover, peeking 
out from it to attack and only moving to avoid Sasha's shockwave, which 
penetrates through the pillar. Don't try and be fancy here, just blast her 
with lightning bolts, and eventually she'll collapse to the ground and a 
green force field will surround her. 

This is your chance to actually deal out some damage. Run up to Sasha and 
you'll be engaged in that same mini-battle as before. Once again, tap X as 
fast as you can and overlap the white circle with the blue one to rip away 
another gold piece from Sasha, and then run back to your pillar and prepare 
for the next round. 

After inflicting damage on Sasha a few times she'll add a few more attacks to 
her repertoire. Besides her shockwave attack, she'll also summon tentacles 
around her that fire rockets at you, as well as the giant Reapers that still, 
fortunately, only require a single bolt of lightning to eliminate. Even with 
this new set of attacks, stick to the same proven formula. Your pillar will 
still protect you for the most part, so just be sure to avoid the rockets and 
destroy the giant Reapers before they can attack you. 

Successfully complete the mini-battle sequence on Sasha a few more times and 
she'll finally kick the bucket, ending the first chapter and sending you to 
Warren District. 



002.0 - Warren District  

002.01 - Stranded 
002.02 - Zeke's Request
002.03 - An Old Friend 
002.04 - Playing Hero 
002.05 - Standard Protocol 
002.06 - Alden Strikes 
002.07 - Spy Drones 
002.08 - Anything For Trish 
002.09 - The Arrest
002.10 - Terrorized Streets 
002.11 - Alden In Chains 
002.12 - Light in the Tunnel 
002.13 - Secrets Revealed 
002.14 - The Ray Sphere 
002.15 - Alden's Rampage 



002.01 - Stranded 

Objectives: 
- Restore power to Warren. 

Zeke describes the Warren as "a bad area even before the blast." Wonderful. 
To make matters worse, the local gang in this area, the Dust Men, are a lot 
tougher than the Reapers were, so you have your work cut out for you. But 
let's not get ahead of ourselves, the first order of business is to begin 
restoring power to the city. 

From the bridge, follow the marker north down the street until to reach the 
manhole. You may be attacked by random Dust Men, but you'll probably want to 
avoid waging a war for now - at least until you have a few more power sources 
to fall back on. 

Down in the sewers, you'll see another conduit just ahead, so reestablish the 
circuit to gain a new power - Static Thrust. From now on, if you're in the 
air and press R1 Cole will glide through the air, extending the distance of 
your jumps significantly. As a bonus, it doesn't use up your battery cores. 
As always, the game lets you test out your new toys immediately, so jump 
towards the doorway to your left and glide at the peak to safely land on the 
catwalk. Some debris is blocking the exit, so toss a grenade over to clear it 
and continue through. 

In the next area you'll have your first mandatory encounter with the Dust 
Men. The majority of the Dust Men sport white uniforms with the occasional 
dirty brown cape, and they're a much bigger target than the Reapers. Use 
precision shots if you'd like, but you really shouldn't have a problem using 
normal lightning bolts. Also check your radar for any stragglers in the 
water, and zap them if you find any. 

Continue deeper into the sewers and you'll come upon some more Dust Men, 
including one with a rocket launcher. Pick them off or use a grenade and jump 
to the familiar swinging mechanical arm when it comes your way. At the other 
side, jump to the pillar, walk around to the other side, and climb up the 
ladder. At the look, look around and find the nearby pillar and glide over to 
it. You'll land near the bottom near another ladder, so climb back up to the 
top and jump to the doorway that leads to the next area. 

The final puzzle is a pair of swinging mechanical arms, and you have to time 
it so that you jump from the first as the second is coming your way. If you 
fall, just run to the nearest catwalk or wall and try and climb up, 
continuously jumping out of the water to minimize the damage. Once on the 
other side it's a straight shot to the transformer, and once you charge that 
bad boy back up you're home free. 



002.02 - Zeke's Request 

Objectives: 
- Find and eliminate the murderer.

Zeke wants you to search out an old friend of his while you're stuck in 
Warren. When you find his body, Cole does his memory thing and you'll see a 
large, bulky green echo outline jogging away. Zeke wants vengeance, so follow 
after it. As you appear from the alley onto the main road, a citizen will 
stop you for a pretty random Karma Moment. 


- Karma Moment - 

A picture's worth a thousand words, right? Apparently one of Cole's many fans 
has been working on some posters, and he wants your opinion on which ones to 
hang around the city. The two depict very different themes, so you'll want to 
pick the right one depending on how you want the public to see you. If you're 
good choose the loved poster and if you're evil choose the feared one. 


Back on task, follow the echo around town until you run into some crab-like 
creatures made from scrap metal. They only have melee attacks and aren't that 
powerful alone, but they make up for it in their quickness and the fact that 
they roam in packs. If they get too close, use melee attacks to get rid of 
them - a single hit will destroy them. 

As soon as you start to gain the tactical advantage, the remaining crabs will 
retreat to the alley again. If you follow them you'll run right into a 
mounted turret, so wait for them to crawl back to you before throwing a 
grenade around the corner to deal with the turret. 

From here on it's more of the same. As you follow the echo around you'll 
occasionally run into groups of crabs and Dust Men - the first led by a Dust 
Man with a rocket launcher and the second by a group of kamikaze Dust Men. 
Deal with them accordingly before catching up to the echo. 

The murderer turns out to be a Dust Man Conduit, who's armed with a rocket 
launcher and carries some of those mechanical crabs around on his back. As 
you approach him, he'll release the crabs on you, but you should focus more 
on the Conduit itself. Use shockwaves to deflect the rockets and just hit it 
as hard you can, and then deal with the remaining crabs. Alternatively, you 
can also climb up a nearby building and use precision shots to take the 
Conduit down. When the Conduit and its minions are dead, the mission ends.   



002.03 - An Old Friend 

Objectives: 
- Rescue Roger the engineer. 
- Defend Roger and Lou while they lower the bridge. 

If you want to return to Neon, you'll be able to do so at the conclusion of 
this mission. Trish calls and tells you that a friend of hers, Roger, is an 
engineer and may be able to help you. However, he's been kidnapped by the 
Dust Men, who will execute him at the first sign of trouble. Fortunately, you 
have a great sniping point and Precision Mode will slow time down, allowing 
you to aim and take them down with a clean headshot each. Remember to have 
full power going into this mission and hold the Up directional the entire 
time to keep everything in slow motion.

When Roger's safe, he'll ask you to escort him to the bridge. The area's 
relatively safe, so you can pretty much cross to the other side and take the 
main road south straight down to the water's edge. Along the way you'll 
probably encounter the occasional Dust Man or group of crabs, but they only 
attack you so don't worry about losing Roger. 

As Roger starts to repair the bridge, he asks you to watch his back, so 
prepare for incoming Dust Men. The first wave comes from the tunnel to the 
east, while the second one comes from the west. For the most part the first 
wave shouldn't give you too much trouble barring the ones that carry shields, 
but they can be dispatched easily enough with grenades or by destroying the 
nearby cars. There's also a Dust Man lugging a mini-gun with him, but you 
have more than enough time to take him out from a distance with a precision 
shot or shock grenade. As for the second wave, the main threats are the 
kamikaze Dust Men that will rush at Roger from around the corner. Take them 
out first, obviously, but keep in mind that sometimes they get back up, so 
make sure they stay down and disappear from your radar. 

Roger completes the work on the bridge, but it only lowers part of the way, 
meaning that something's wrong on the Neon side. He tells you to enlist the 
help of his buddy Lou, who's hiding out in Memorial Park. Climb up the 
partially lowered bridge and jump across to the other side. Make your way to 
the park and find Lou, being held hostage like Roger was. Use another pair of 
precision shots to take down his Reaper captors, and lead him back to the 
bridge. Once there, some Reapers will attack from the el tracks above you, so 
climb up there so you can actually get a good shot at them, as well as the 
others that appear from the street alleys afterward. 

After the Reapers have been dealt with, Roger requests your help back on the 
Warren side. Head over and defend Roger from a small group of Dust Men, and 
then Lou from some Reapers. With the coast finally clear, Lou will tell you 
to charge up the bridge's control panel, so blast it with electricity to get 
the Neon side working. Make one last try to Warren, do the same thing, and 
the bridge will finally be restored. 



002.04 - Playing Hero 

Objectives: 
- Restore power to Warren. 

It time again to pump some life back into another area of the city, but the 
manhole where this mission is located is pretty deep in the blackout area. 
What this means is that, as with Stranded, you'll want to try and avoid 
getting into a battle with the Dust Men. There are some more truck-mounted 
turrets around the manhole, but you're better off just going around them and 
making a dash for the mission marker. 

Half the battle is actually getting to the mission, though. The sewers 
themselves are nothing you haven't seen before since your new ability, the 
Megawatt Hammer, is essentially a rocket. 

After the conduit, you'll run into groups of Dust Men hiding behind chain 
link fences. Even though you can't shoot bolts of electricity through the 
fences, the hammers pack more than enough of a punch to take them out. Near 
the end you'll find a Dust Man with a rocket launcher, so use a precision 
shot to take him down before heading towards the transformer. As always, 
charge it up and complete the mission. 



002.05 - Standard Protocol 

Objectives: 
- Disable the Dust Men's boats. 

The Dust Men have taken hostages and are keeping them on various ships docked 
around Warren. They're planning to try and leave the city, and keeping the 
hostages with them will, presumably, prevent the government from attacking 
them. The government, however, has no problem taking out the Dust Men's 
ships, so to save the hostages Moya wants you to disable the boats. 

The first boat is located on a dock to the south, so run over and examine the 
area. There are two mounted turrets in the alleyway and a handful of Dust Men 
on the roof, so stay back and pick off the ones on the roof before getting in 
close. Peek around the corner and use precision shots to kill the Dust Men 
behind the turrets and run to the end of the dock. There are a few more Dust 
Men on the pier itself, but none of them pose much of a threat so you should 
be able to wipe them out before boarding the ship. The hostages are being 
kept in cages similar to the ones from Dinner With Sasha, and as before 
you'll score five XP for each one you rescue by shocking the circular lock. 
With the hostages freed, check out the ship's stern and zap the engine to 
disable it. 

The next closest boat is to the west, but it's relatively unguarded compared 
to the previous one. As before, stand across the street and use precision 
shots to eliminate the Dust Men on the roof before taking on the thugs on the 
dock. There aren't any turrets and the ship itself is once again clear, so 
free the hostages and disable the boat. 

The third boat is a bit of a hike from where you are, but the train tracks 
run around the perimeter so you can grind all the way there and save some 
time. Stand on the tracks and check out the building in front of the dock - 
you'll see some Dust Men roaming around and a pair of turrets on the roof. 
From here on the tracks, use some more precision shots to snipe as many 
enemies as you can. Remember that if you run out of battery power you can 
grind along the tracks to replenish it. 

When the coast is clear, jump down and run towards the ship. A kamikaze Dust 
Man will jump out from around the corner to catch you by surprise, and when 
you destroy it a ring of fire will block you from the end of the pier. 
Instead, climb up the side of the building, which is clear because of your 
work on the tracks, and pick off the Dust Man hiding out behind the main 
cabin. When he's dead, fly over to the ship and disable it. 

But wait, there's more! For some reason there's a fourth boat that Moya 
forgot to mention earlier that requires your attention, and it's all the way 
on the other side of the island. The Dust Men don't bother throwing anything 
new at you, though, so use the same strategy you've gone with the previous 
three ships to take out the handful of enemies guarding the boat. There 
aren't any turrets or thugs with rocket launchers, so you should be fine 
getting through. When the fourth and final boat is disabled, the mission will 
end. 



002.06 - Alden Strikes 

Objectives: 
- Rescue Zeke. 

In trying to help, Zeke goes and gets himself captured, so it's up to Cole to 
bail him out of trouble. Zeke is being held in cage held up by a crane in the 
shipping complex, so you'll have to navigate around the maze of storage 
containers to find him. Of course, it'd be foolish not to expect a few 
surprises along the way. 

When you first enter, just as you round the first corner one of the walls of 
a storage container will fall open and a group of Dust Men will ambush you. 
If you're quick enough, a single grenade or a megawatt hammer will take them 
all out while they're bunched together, otherwise you can just fight them 
normally. When they're dead, continue to the end of the row and turn the 
valve in front of the pipes spewing toxic gas. Instead of turning it off, 
however, it simply redirects it to spew out just above you, but the area 
beyond the pipes is a dead end. There is, however, another valve, which will 
restore the pipes to leak the gas from the lower end again. You'll have to be 
quick here, so turn the valve and run over to the ladder against the storage 
container opposite of the pipes. If you timed it correctly, you'll be safely 
on the ladder when the pipes change back, allowing you to climb up and jump 
to the cable hanging near the top. 

Follow the cable to the next area and jump down. A Dust Man is tossing 
grenades at you, so watch out for the little grenade icon in case one rolls 
your way. There's also a Dust Man carrying a rocket launcher around on top of 
a bunch of stacked storage containers, so you'll want to use a precision shot 
to take him down as quickly as possible. As you continue deeper into the maze 
of containers you'll run into another small group of Dust Men and another 
thug with a rocket launcher above you. There's also a mounted turret to worry 
about around the corner, so you'll want to stay back and take it slow here. 

Afterward, walk under the stacked containers to fall victim to the Dust Men's 
trap - chain link fences are dropped on either side of you, blocking off both 
exits and leaving you hopelessly trapped and awaiting certain slaughter. 

Oh wait, there's actually a ladder on the side that you can use to get away. 
Climb up and jump over the fence using your static thrusters, and then drop 
down to be greeted by another swarm of Dust Men. Hang back here so you aren't 
surrounded, and don't be stingy with the grenades and megawatt hammers here, 
they'll help even the sides drastically. Use the corners for cover and let 
the Dust Men come to you instead of the alternative, and try and attack them 
individually instead of taking them all on at once. 

Continuing around the side, you'll see a moderately steep ramp with a turret 
at the top. Use a precision shot to take the gunner out, but be careful to 
avoid the barrels the others roll down at you. At the top you'll encounter 
some more Dust Men goons, so quickly get to them before they take up the 
turrets again. 

As you walk around to the next area, another gate will drop down and block 
your path. Turn around and climb up the side of the containers instead, and 
use the vantage point to clear away any Dust Men you can find. When the coast 
is clear jump down and continue on. At the end of this area is another ladder 
that you can use to jump and glide over the wall. The bad news is that 
there's a turret waiting for you to stick your head out, and to make matters 
worse there's a chain link fence block your own attacks. 

Unfortunately, there's no way to avoid taking damage here. Make sure you have 
full health and make a break for the ladder - your best bet is to jump to it 
so you'll already be part of the way up and can avoid any more gunfire. At 
the top, jump to the storage container and drop down behind him. Take out 
your vengeance and climb up the ladder in this area to get a view of the 
battlegrounds. There are quite a few Dust Men out for blood here as well as a 
pair of turrets, though they face perpendicular to you. From up here, blast 
as many foes as you can with hammers and grenades, and jump down to finish 
off the stragglers before continuing. There are some more ladders to climb 
here, and once you reach the end you'll spot Zeke being held in a cage by a 
crane. 

You can overlook nearly the entire maze from here, and there are a handful of 
Dust Men on top of the containers shooting at you from all over. You only 
really have to worry about the one with a rocket launcher, however, so run 
over to the cement blocks and hide behind them until you can get a shot at 
the rocket Dust Man. The cement barricade should keep you safe, but should 
you fall you'll get game over, so try to be careful. When the rocket launcher 
is out of the picture, pick off the remaining Dust Men and glide down to the 
set of containers they were attacking from. Follow the containers up to the 
crane where Zeke is being held, taking care of the few remaining Dust Men 
that get in your way as you go. At the foot of the crane, climb up to the 
controls and use the lever to lower your buddy back down to the ground. Jump 
down to the street to say a few words and complete the mission.  



002.07 - Spy Drones 

Objectives: 
- Shoot down four spy drones and recover its data. 

This mission seems a bit tricky at first, but precision shots make it a 
breeze. Go check out the drone wreck nearby under the crane by the pier and 
press Triangle to recover the data it was carrying. Moya will tell you to 
deal with the remaining ones in a similar fashion, but warns that the drones 
will self-destruct their databases once they've been shot down. From the time 
you shoot the drone down to the time it destroys its data is about a minute, 
so as long as you play your cards right you shouldn't have a problem getting 
there.

The first thing to do is to get away from the water. If you accidentally 
destroy a drone and it crashes in the water you won't be able to get to it, 
so run a few blocks away and you'll be ready. The drones pretty much fly in 
circles, so pick the nearest one and position yourself on a nearby rooftop. 
When it gets close, use precision shots to shoot it down - it will take three 
hits to accomplish this. When the drone goes down, grind along the power 
lines or jump to the street and run to the marker on your radar. Some Dust 
Men will come following after you, but you should only fight to get past them 
in one piece, so don't worry about killing every single one. Once you reach 
the drone, press Triangle to recover its data and climb up the nearest 
building to search for another. 

Should you fail to reach a drone in time, another drone will appear in the 
sky to take its place. You only need to collect data from four, and it 
doesn't matter how many tries it takes. 

When you've accomplished that, Moya tells you to send her the data via an old 
satellite uplink on one of the nearby rooftops. Run over and do so to 
complete the mission.   



002.08 - Anything For Trish 

Objectives: 
- Protect the bus as it drives to the hospital.
- Rescue Trish. 

Trish is looking to transport some medical supplies from Neon to Warren, and 
she wants you to protect the bus she's driving from the Reapers. To help you 
out, the bus is also carrying a generator and the entire roof is electrified, 
providing an unlimited source of power for Cole. Sweet. 

The downside is that you're going to need it. The regular Reapers aren't 
really a big deal and you can easily hurl a few megawatt hammers their way to 
deal with them, but there are also several Reapers carrying rocket launchers, 
and if you don't pick them out and kill them they'll destroy the bus in no 
time. 

Lastly, if at any time you leave the roof of the bus, Trish will stop and 
wait for you to get back on. This can be helpful at times since the Reapers 
will then attack you and not you and the bus, so if the bus starts taking 
damage you can jump down and get take a few out. Of course, you can always 
just spam megawatt hammers in all directions and take them out that way, too. 

But it's worth repeating - the Reapers with rocket launchers are the ones you 
really have to worry about. You'll see them lumbering around preparing to 
fire off a rocket on the streets and rooftops, so you'll want to shoot a 
hammer or precision shot to take them out before they do. If you can hold off 
the rockets, you stand a very good chance of getting through this mission in 
one piece, so make that your first priority. 

When the bus reaches the bridge, you'll stumble upon a war between the 
Reapers and Dust Men, and the two gangs will focus on killing someone other 
than you for a change. Let them mow each other down for a while, and then 
jump down and use shockwaves to clear a path for the bus. Just be mindful of 
the propane tanks sitting near the pile of cars, you'll want to destroy those 
first before going for the cars. Before hitting the road again, the remaining 
gang members will likely turn their attention to you once again, so blast 
them and get moving towards the hospital again. The Dust Men won't give you 
much trouble for the most part, so just attack the ones you see and you'll 
reach the checkpoint in no time. 

Once there, Alden appears and throws the bus onto the roof of the hospital, 
so you'll have to climb up and make sure Trish is safe. However, there's a 
swarm of Dust Men around here, so unless you're interested in an all-out 
brawl you might want to consider a less direct route. 

If you look across the street, you'll see the hospital itself where the bus 
is. To the left of the hospital is another building overrun by Dust Men, 
including a turret just in front of the main entrance. The next building 
over, however, is relatively unguarded, so keep your distance and get to the 
far side of that building. Take out anyone who tries to pick a fight and 
climb up. There are a few Dust Men mulling around on the roof, but you can 
easily take care of them. From here, there's a gap between the building 
you're on and where bus is created by a smaller building in between the two. 
Zap any Dust Men you can see, and use your static thrusters to glide to the 
side of the hospital wall. There is a single Dust Man holding Trish hostage 
on roof, so kill him and rescue your woman to complete the mission. 



002.09 - The Arrest

Objectives: 
- Follow Alden's echo through the junkyard maze. 
- Defeat the Dust Golem. 

When you arrive at the mission marker you'll find a dead cop. After doing his 
memory thing, Cole finds the echo of Alden slowly hobbling away. Follow after 
down the alley and back out into the streets, where you'll stumble upon 
another somewhat random Karma Moment. 


- Karma Moment - 

There's a bit of a feud going on between two citizens - something about 
stealing food, certainly a heinous crime if it was something delicious. The 
accuser has taken the thief and strung him up from a streetlight, and Cole 
has to decide whether or not to take action. If you're a good guy, shoot the 
rope to cut him loose, otherwise just continue following Alden's echo for 
some juicy evil karma. 


With that out of the way, follow the echo to the junkyard maze. The area's 
littered with enemies, but most of them are just your average, run-of-the-
mill Dust Men goons, so take your time and pick them off one by one. This is 
pretty much identical to the shipping yard in the Alden Strikes mission, so 
use the same strategies that worked there - use corners to your advantage, 
break up the large groups into more manageable ones, and use your radar to 
figure out who's attacking you and where they're hiding. The maze is fairly 
straightforward, and when you reach a dead end you'll have to climb up the 
nearby pipe to reach the next area. 

When you jump down into the park you'll come face to face with a very large, 
very scary looking creation - the Dust Golem. Appearance-wise, it's basically 
the older brother of the Conduit's mechanical crabs, but this heap of scrap 
metal poses much more of a threat than those little pieces of junk do. 

The Golem has two main attacks - it'll either fire its machine gun or throw a 
ball of scrap metal at you. Additionally, if you get too close to it the 
Golem will try and step on you, so keep your distance at all times. For the 
machine gun, Cole is actually quick enough that if you just run perpendicular 
to the stream of fire you'll be able to avoid being hit. For the scrap 
projectiles, you can either use a shockwave to deflect them away or simply 
dodge them as well. Just be warned that if you're hit by either attack you'll 
lose a ton of health so be careful. You can also play hide and seek around 
the monument near where the Golem spawned, but eventually the Golem's attacks 
will destroy it. There's also a small little alcove in the lower right hand 
area of this map that you can also use for cover as well. 

As for attacking, for now you'll pretty much want to stick to regular 
lightning bolts. In the future you can use your megawatt hammers to really do 
a number on the Golems, but your power sources are limited here so you may 
want to conserve them for regenerating your health instead. It may seem like 
it's taking forever, but just keep at it and use the moments after it attacks 
to counter with your own. As the Golem takes more damage its core will turn 
from yellow to red, so you can pretty much gage how far along you are in the 
battle. When you have it down to a dark red, you can probably just drain your 
battery cores with megawatt hammers to finish it off. When it dies you'll 
have completed the mission. 



002.10 - Terrorized Streets 

Objectives: 
- Destroy the Dust Men's armored buses. 

This is a nice simple mission after the past few ones. The Dust Men have 
stolen some city buses, covered them entirely in armor plating, and armed 
them with turrets that point in all directions, allowing them to crawl down 
the street and gun down anyone unfortunate enough to be in the area. 

Find the nearest bus on your map and chase it down. Find the nearest tall 
building and climb up to the roof to get a good look at it. However, if you 
try and shoot it, your bolts have absolutely no effect, and Cole suggests 
getting a closer look to try and find its weak point. Of course, if you get 
anywhere near it you'll get greeted by a stream of turret fire. 

The solution? The roof. 

From the rooftop, use your static thrusters to glide over the street until 
you're directly above the bus so you can drop down onto the roof. Now stand 
near the front of the bus and look towards the back - there's a small slit 
that covers a control panel from the top, but you can see it from here. Blast 
it to overload the circuits, causing an explosion that will kill everyone 
inside.  

You probably have some very angry Dust Men surrounding you, so create a path 
for yourself and escape to the roof of the nearest building. From there, 
track down the next bus and repeat the same strategy. Easy. 



002.11 - Alden In Chains 

Objectives: 
- Defend the prison. 
- Restore power to the prison. 

From the entrance to the prison, head left and climb over the wall to reach 
the enclosed area where the mission marker is. Zeke shows up to let you know 
he's helping keep Alden secured, and tells you that he's set up a few 
electric grids in the area that will keep your battery cores full as long as 
you stand on them. Hang out here until the battle begins. 

Before attacking directly, the Dust Men use the Golems to hurl more of those 
chunks of scrap metal at you like the previous one did. Line up your 
crosshairs on each one and send a shockwave out to deflect them away. 
Eventually the Golems begin throwing multiple scrap balls at a time, so ease 
up on the aiming and concentrate more on simply sending out as many 
shockwaves as you can. The prison can take a fair beating, so even if you 
miss a few don't worry about failing the mission. 

When the firestorm ends, Golems will bust through the wall and a small army 
of Dust Men will begin attacking. Fortunately, not only do you have unlimited 
power as long as you stay on the grid, but you have your own army of cops to 
back you up. How effective they'll actually be is a totally different story, 
but they do serve as a wonderful distraction for the Dust Men, allowing you 
to fire an endless barrage of megawatt hammers at them. The finale of this 
wave is another Dust Golem. As soon as it shows up, disregard the Dust Men 
and shoot as many hammers at it as you can. However, when it counters with 
its own attacks, dodge or move for cover, but don't stray too far from the 
electric grid. The previous Golem mini-boss was a bit of a pain, but the 
megawatt hammers make this one, and the others to follow, much easier to 
manage. 

As soon as the Golem is dead, Zeke will tell you that the power's cut out, so 
you'll need to find the generator on the opposite side of the complex to 
restore it. In order to reach the generator room, Cole will have to scale the 
side of the partially destroyed prison, jump across hanging girders, and a 
plethora of other fun stuff.  

Follow the blue marker and look for the fat pipe sticking out against the 
side of the building nearby. Climb up and use it to reach the first roof. At 
the top you'll encounter a half-dozen Dust Men fighting a small group of 
police officers, but a shockwave or two should send them plummeting back to 
the ground in a pinch. Afterward, stand at the top of the partially destroyed 
stairway and grab onto the yellow pipe sticking out of the cracked wall to 
reach the catwalk above. Additionally, you can also climb up the wall around 
the corner, nab a Blast Shard, and glide onto the catwalk as well. 

From here, follow the marker on your radar by crossing a handful of beams and 
girders jutting out from the wall. Climb up the poles against the wall at the 
end to reach the ledge, which you can use to climb up to the next roof where 
the generator room is. The Dust Man responsible for cutting the power is 
hanging around here, so blast him before charging the generator back up. At 
this point, Zeke will phone in and request your assistance again. 

Fortunately, the trip down is significantly easier and shorter than the trip 
up, so jump back down wherever you see a place to land until you're close 
enough to the courtyard where the Dust Men are attacking and glide back down.

Round Two is essentially more of the same - a lot of Dust Men with the 
occasional Golem thrown into the mix. This courtyard contains multiple power 
grids for you to stand on and leech from, so if things get too crowded in one 
area you can retreat to another and still have unlimited juice. As before, 
when it's just the Dust Men, toss as many grenades and hammers as you 
possibly can to wipe them all out. When the Golem finally shows up, hammer 
him back to oblivion just like before as well. 

For the grand finale, two Golems join the party and attack at the same time. 
Your strategy, however, remains relatively unchanged. You'll still want to 
spam your hammers, focusing exclusively on either one of them at a time. If 
the Golems get too close for comfort, run to another power grid and finish 
them off there. Remember that if you start taking damage you can leech life 
from the grids as well. When the first Golem falls, focus all of your energy 
on its partner, who you should be able to defeat without batting an eye. 

When both Golems are junk heaps, Zeke will show up and want to chat. Go over 
and talk to him to end the mission.  



002.12 - Light in the Tunnel 

Objectives: 
- Restore power to Warren. 

More sewers - terrific. As you've undoubtedly gathered by this point, there 
isn't a whole lot of new material the game can throw at you, but these sewers 
do place an emphasis on using the static thrusters more than the others. 
Glide to the vertical pipes and use them to reach the walkway, and at the end 
the conduit. Reestablish the circuit to gain a new ability - the Polarity 
Wall. With it, you can create a shield to hold up and block enemy attacks. To 
sweeten the deal, it doesn't use up your battery cores, either. 

As you continue to the next area, you'll come up to a group of enemies and a 
mounted turret, which is positioned behind a chain link fence. Use the large 
fat pipe by you for cover to take out everyone besides the turret, and use 
your shield to safely jump from platform to platform until you can get behind 
it. Take out the gunner before he unmans the turret and can attack you. 

Run down to the next area and jump over to the mechanical arm. There's 
another mounted turret in this area, so you'll want to keep your shield up as 
much as possible. Use the various mechanical arms to reach the pipes at the 
end, and then use the second mechanical arm swinging back and forth to get 
closer to the collection of transformers. Use the transformers for cover and 
make your way behind the gunner the same way you did previously and zap him 
into submission. 

The next area contains some Dust Men that will require your attention, but 
the trick here is that the catwalk will collapse when you try to walk on it. 
Your best bet is to jump across it, after which you can wipe out any 
remaining Dust Men and power of the substation's transformer and complete the 
mission. 



002.13 - Secrets Revealed 

Objectives: 
- Follow the helicopter to find John. 

The John Moya's been searching for reveals himself to Cole and wants to meet, 
but gets spooked by the helicopter that shows up and tries to "rescue" him. 
John escapes and the helicopter goes to track him down, so Cole must follow 
after the helicopter to in turn find John.  

As soon as the mission begins, locate the helicopter either visually or on 
your map and find the power line that will take you in that direction. The 
key here is to exclusively use the power lines. You can be several blocks 
behind the helicopter, but Cole isn't nearly fast enough to track the chopper 
on foot. To make sure you don't slip up, take your time, find the right power 
line to grind along, and make a good jump to reach it. Despite the inherent 
time limit, there's no reason to rush this part of the mission.   

When you reach the end, the confrontation between John and the chopper is 
just about to come to a climax when a Dust Golem decides to crash the party 
and the helicopter. Before you can destroy it, you'll have a quick Karma 
Moment. 


- Karma Moment - 

The Golem's about to throw the helicopter's fuel tank at you, so it would 
save you some band aids to shoot and destroy it before the Golem does so. 
However, there are several injured civilians nearby, and they'll be 
incinerated in the blast. Do you save yourself at the cost of some collateral 
damage? 

If you're the hero, shoot another part of the Golem or simply wait for it to 
throw the tank at you before dodging it. If you're the villain, shoot the 
tank and destroy it. 


Either way, fight the Golem the way you have in the past, using the nearby 
cars for a source of power to replenish whatever you spend on megawatt 
hammers. When the Golem bites the dust, you'll find that John's gotten away 
and the mission ends. 



002.14 - The Ray Sphere 

Objectives: 
- Scale the junk tower with Zeke and find the Ray Sphere. 

John informs you that Alden is keeping the Ray Sphere at the top of the tower 
in his junkyard hideout. At Cole's request, Zeke comes along for the ride, so 
you'll have to help him reach the top since his climbing abilities aren't as 
honed as your own. The mission marker is located in the same park area where 
you fought the Dust Golem mini-boss. 

Use the pipes near Zeke's elevator to climb up the first part of the tower. 
Once you reach the next level, zap the turbine near the elevator stop to 
power it and bring Zeke up with you. A small group of Dust Men appear here, 
but they don't pose much of a threat so take them out with a grenade and move 
on. 

Head over to the next elevator and begin climbing up the wall again, starting 
with the "Club Bar" neon sign that sticks out like a sore thumb. Use the 
other signs and various things to grab to reach the top of this area, use 
your thrusters to glide to the bus and then over to the girder just beyond 
that. From here, head over to the next girder followed by a large neon sign 
(the one with the circles), another girder, and then finally the platform. 
Charge the turbine to bring Zeke up, causing another wave of Dust Men to 
attack. As before, they're little more than a nuisance in this case. 

With the Dust Men out of the way, it's time for another jumping puzzle. Climb 
up the wall using the various junk sticking out until you make it to the 
highest point, where you can glide over to a girder around the side of the 
tower. There's another one even further to fly to, and afterward you can jump 
across to the wall and climb the rest of the way up. As you head over to the 
turbine to bring Zeke up, a pack of Dust Men will bust through a shipping 
container to ambush you, so use a megawatt hammer to take them all down in 
one shot. When you get closer to the elevator, a Conduit will appear from 
around the corner as well, so use a shockwave to knock him off the side and 
power up the turbine. 

Go past the elevator and climb up the neon sign to gain enough height to 
reach the girder sticking out. When you glide over towards the next one, be 
sure to try and hit the right side to catch the thinner side, otherwise it 
won't register. If you do miss, you can glide around and land on the platform 
where Zeke is waiting to avoid getting a game over and try again. When you do 
grab onto it, however, climb up and power the final turbine. 

Alden declares his war on Kessler and gives his speech, and Zeke attempts to 
get a hold of the Ray Sphere while Cole fends off the coming attack. The 
first wave consists of normal Dust Men who can be sent flying off the edge by 
a well-placed shockwave. The second wave contains a pair of Conduits and 
their little monsters, so avoid their rockets and take them out as well via 
shockwaves before finishing off any crabs that managed to survive. Lastly, a 
Golem climbs up to try and protect Alden and the Ray Sphere, and 
unfortunately you can't send it over the edge with shockwaves. However, 
you've had plenty of practice taking these guys out up to this point, so, as 
always, hammer it with megawatt hammers and lightning bolts. When it dies, 
the mission ends and Zeke manages to screw things up once again...



002.15 - Alden's Rampage

Objectives: 
- Eliminate Alden. 

I mean really, has Zeke done anything productive since the blast? Thanks to 
your brainless buddy, Kessler has the Ray Sphere, the majority of the city is 
without power, and Alden is rampaging through Warren and into the Historic 
District. 

Jump down from the building you start on and run over to the bridge. The 
actual roads are ablaze thanks to Alden, so climb onto the support beams on 
the left and use that to get across. You'll run into some Dust Men on the 
support beams as well, so stop and take them out as soon as they show up on 
your radar. Fortunately they'll slip and fall after only a few hits, so 
clearing the area isn't too much trouble. When the beams on the side become a 
dead end, use the girders hanging over the center to press forward. 

You'll eventually encounter a large gap with enemy turrets shooting you from 
below and a taxi hanging from a girder stuck in it. Snipe any of the Dust Men 
and jump back to the support beams on the left, which will allow you to 
continue forward. Jump onto the taxi hanging by a girder, then to the traffic 
sign, where you'll begin the boss battle with Alden. 


Boss: Alden 

Alden is controlling what can only be described as the ultimate Dust Golem. 
It's as tall as the average skyscraper, but luckily you only have to deal 
with the arms and head. Even still, this boss manages to put up a pretty good 
fight. 

At first Alden will simply hurl the balls of scrap metal at you similar to 
the Dust Golem's attack. As with the Golems, you can either dodge them or use 
shockwaves to deflect them, after which you can blast away at Alden's robot. 
When you begin attacking, pick any spot and use megawatt hammers on it until 
you stop seeing bits of scrap metal flying off. Once this happens, pick 
another spot such as the face or the other arm and repeat the same strategy. 
After taking enough of a beating, the robot will collapse and its mouth will 
open, leaving Alden himself vulnerable to an attack. Blast away at the old 
man until his robot gets back up. He'll release some of those Dust Men crabs 
at you, and you'll have to get rid of them before the battle picks up again. 

Next up, Alden adds in the robot's machine gun - again very similar to the 
Dust Golem's. Alden's machine gun, however, results in massive damage, and if 
you'll be lucky to survive if it catches you. In addition to your Polarity 
Wall, there are also three cement roadblocks you can use for cover, so you 
should be able to avoid being hit as long as you aren't attacking when he 
begins firing. In between attacks, throw more hammers until the robot's mouth 
opens again. Hit it again and it'll send out more crabs for you to deal with. 

For the third and final round, Alden unleashes yet another annoying attack. 
The robot will lean back and hurl fireballs at you. Unlike the balls of scrap 
metal, however, the fireballs will remain lit for a while after it hits, 
blocking off a portion of the area you can fight on. Instead of simply 
dodging the fireballs, use shockwaves to deflect them away and avoid this 
problem. With his fireball and machine gun attacks, this part of the boss 
battle is easily the most difficult, and mistakes here will likely result in 
death, so be careful. However, attacking still hasn't changed, and when you 
get your third hit in Alden will bite the dust. 



003.0 - Historic District (incomplete) 

003.01 - The Price
003.02 - Vengeance 
003.03 - Against The World 
003.04 - Hunt for the Ray Sphere 
003.05 - End of the Road 
003.06 - The Truth 



003.01 - The Price

Objectives: 
- Repair the bridge to the Neon District.
- Rescue the hostages. 

Head south towards the blue marker on your radar to find the bridge. You may 
run into some of the First Sons, but just like when you first entered Warren 
you'll want to try and avoid getting into all-out wars for now. When you 
reach the bridge, find the control panel on the side and charge it up to 
bring it back to life. 

Once this objective is complete, the game introduces you to the First Son 
Giant Conduit. One of the nearby First Sons will become surrounded with an 
energy field that takes the shape of a two-story First Son goon. Fortunately, 
the Giant Conduit is pretty weak and only has melee attacks so keep your 
distance and blast away with lightning bolts at its head. When the energy 
field disappears, quickly run up and finish it off or else it will reappear 
and you'll have to fight it all over again. If this happens, defeating it a 
second time will permanently kill it. 

Now comes the surprise. Kessler calls and tells you he's planted bombs around 
the city and wants you to go diffuse them. Once the bomb is activated you'll 
have one minute to diffuse it, so don't waste any time with unnecessary 
fighting. You actually have a little extra time because the bomb isn't 
activated until Kessler specifically says so, but the marker will appear on 
your radar well before then. 

A group of hostages are being held inside an electrical field around each 
bomb and are guarded by a First Son or two, so aim carefully when you attack 
to avoid accidentally detonating the bombs. Use your Polarity Wall and any 
back alleys along the way to reach the bomb without taking too much damage. 
Clear away any First Sons in the immediate area and drain the electricity 
from the bombs to diffuse them, and then worry about the remaining thugs. 
Another Giant Conduit will appear along with all of the other First Sons 
still in the area. Don't worry, Kessler won't activate the second bomb until 
after all of the enemies here have been defeated, so take your time and focus 
on staying alive. 

The second bomb is nearly identical to the first, except now there's a 
mounted turret guarding it. If you approach the bomb from the northwest, 
however, you'll be able to sneak up behind it and avoid having to deal with 
it. Of course, your Polarity Wall works just as well. Once you've taken out 
the gunner, use the same strategy as before to diffuse the bomb and eliminate 
the remaining First Sons, including another Giant Conduit. 

Run over to the final bomb and repeat the same strategy. There aren't any 
turrets here so you shouldn't have a problem taking care of it. Since you're 
in the park and it's nearly pitch black out, the First Sons' dark uniforms 
may blend in with the surroundings, so if you're having trouble you may want 
to escape to the street and lure them out to fight on your terms. 

When the third bomb is taken care of, head over the marker and face a rather 
cruel Karma Moment. 


- Karma Moment - 

Kessler has kidnapped Trish and six doctors and have strung them up to the 
roofs of two separate buildings and armed them with more bombs. There's only 
time do save one of them - what will you do? 

Neither choice really seems like an evil decision per say, but saving Trish 
is giving in to Cole's own personal desires, whereas saving the six doctors 
is, strictly by the numbers, the more honorable way to go.  

Unfortunately, the game doesn't actually specify which building contains 
which group, and it's so dark you may not be able to tell from the street. To 
clarify things, the doctors are on the roof to the southwest while Trish is 
on the roof to the north. 

Without getting into spoilers, if you're worried about the storyline, the 
story remains the same regardless of what you choose to do here, so don't let 
that affect your choice.


Once you reach the roof of either building, a cinematic will kick in and the 
mission will end.  



003.02 - Vengeance 

Objectives: 
- Restore power to the Historic District. 

Again with the sewers! Fortunately, not only do you get an extremely cool new 
power here, but a good portion of this mission doesn't actually take place in 
the sewers for a change. 

The beginning is the same old song and dance - use the pipes to reach the 
catwalk on the other side of the room, using your thrusters to get across the 
particularly wide gaps. The conduit is just ahead, so reestablish the circuit 
to gain your final power - Lightning Storm. 

Lightning Storm is essentially the ultimate electric attack. When you press 
the Down button on the directional pad, Cole will summon several bolts of 
lightning and strike in front of him and move away for as long as you hold 
the button down, utterly destroying anything in its path. You can influence 
the direction of the storm by tilting the SixAxis controller left or right. 
This is your most powerful attack, and it can be used to destroy either one 
single, heavily armed enemy or a large group of weaker enemies. The only 
drawback is that you can only summon a lightning storm outside in the open, 
so this power is useless down here in the sewers.

Beyond the conduit you'll find a small group of First Sons scattered around a 
large room. A few of the platforms, including the one right in front of you, 
have charged pieces of scrap metal that will provide an unlimited source of 
energy for you, so take advantage of it and use precision shots whenever 
possible to clear the area. Follow the marker on your radar to reach the exit 
and get out of the sewers. 

Something's not quite right here, though, you never charged up the substation 
to power up the rest of the Historical District. Don't worry, we'll get to 
that. In the mean time, a turret truck is approaching, to summon a Lightning 
Storm and destroy it without batting an eye. Two more will pull up after 
that, so line them up in a straight line and summon another storm to take 
them out as well. Wow, was that easy or what? 

The three substations that you need to charge up to power the city are 
actually outside, so run over to the first one and zap its control panel to 
activate it. However, John will call at this point and tell you that the 
substations are old and will need time to reach full power, so it's up to 
Cole to defend it until then. 

Luckily, there's an electrified mesh grid on top of the substation, so climb 
up and hang here for an unlimited power source. Keep an eye on your radar, 
and as each wave of First Sons approaches from whatever direction, summon a 
lightning storm and send it in that direction. Each bolt of lightning will 
branch out and electrocute an enemy that's relatively close by, so the narrow 
alleyways where the First Sons attack from really work to your advantage 
here. Summon as many lightning storms as you need to obliterate any wimpy 
attack they try and throw at you, and then move onto the next substation when 
the one you're at reaches 100%. 

It's really not even fair, and it doesn't get any more difficult at the other 
two substations. The absolute worst threat you face is the occasional turret 
truck, but your lightning storms will devastate them just as badly as it does 
everything else, so don't worry about it. Power up all three to complete the 
mission and restore power to the city. 



003.03 - Against The World 

Objectives: 
- Destroy the balloons releasing toxic fumes around Empire City. 

John informs you that there are four balloons floating throughout Empire City 
releasing mind-altering fumes, so it's up to you to destroy them and prevent 
chaos from breaking out. 

Destroying the balloons involves three steps - destroying the UAV drone 
flying around it, deactivating the shield protecting it, and jumping onto the 
platform underneath the balloon itself to unhook the latches keeping it from 
floating away. The first two are fairly straightforward, but the third might 
give you some trouble. 

The first thing to do is to climb up the highest building near the balloon. 
From here, you have a nice vantage point to find the UAV drone. A single 
precision shot will destroy it, so blast it out of the air. 

Step two - the shield. If you attempt to shoot it with megawatt hammers or 
your lightning bolts, you'll find that it has absolutely no effect. Cole 
suggests trying something that packs a little more punch, so summon a 
lightning storm to rain down on the balloon. The force field will disappear 
for sixty seconds, and if you don't hurry you'll have to use another storm to 
disable it again. 

Now comes the tricky part. In theory this is also quite simple - jump from 
the nearest rooftop and glide over to the platform and do your thing. In 
practice, however, it doesn't always work that way. The first balloon in 
particular is quite high up in the air and it doesn't float by many tall 
buildings, so you may have to wait until it does to make your move. The key 
is to just remain patient, because if you miss the jump you'll wind up being 
infected by the poison gas and have to fight your way through the streets to 
try again. The most important thing to remember, though, is not to shoot the 
balloon. Doing so will cause it to explode, and you'll fail the mission as a 
result.  

Once you're on the balloon, find the three latches on the platform and press 
Triangle to unhook them. When all three have been detached, the platform will 
fall to the ground and the balloon will harmlessly float away. 

The second balloon is in the Warren District, so head back and repeat the 
same strategy. To make things more difficult, the UAV will now fire missiles 
at you, so shoot them down as quickly as possible and use shockwaves to 
deflect any missiles it does fire. 

The final two balloons are in the Neon District, and on top of the UAV's the 
balloons themselves have turrets in all directions that can fire through the 
energy shield. This makes it a little more difficult, but all this means is 
you have to find something to hide behind while you shoot down the UAV drone 
and summon your lightning storm. The turrets are underneath the platform, 
though, so once you make it onto the balloon you don't have to worry about 
being attacked. Additionally, a Reaper Conduit is guarding the very last 
balloon, but you can easily take care of him with a shockwave to send him 
tumbling off the roof. 

When all four balloons are destroyed, John will call to tell you to get some 
rest and the mission will end. 



003.04 - Hunt for the Ray Sphere 

Objectives: 
- Defend the helicopter while John searches for the jamming devices. 
- Destroy the jamming devices. 

Kessler is using radar-jamming equipment to hide the location of the Ray 
Sphere, so John is using an old police helicopter to search for it. Since 
this is obviously going to attract the wrath of the First Sons, John has 
rigged up an electrified platform hanging below the chopper for Cole to ride 
on and provide protection. During this mission, you can't leave the 
helicopter until John finds one of the jamming devices. 

As the helicopter flies around the city, First Sons will appear on the 
rooftops and fire RPG's at you and the chopper. Since you have an unlimited 
supply of energy, use precision shots to take them all out. Keep an eye on 
your radar to see where you're being attacked from and make sure to only go 
for headshots. If you see a rocket coming at you, you can use a shockwave to 
deflect them away from the helicopter. 

When John stops at the first jammer, jump over to the rooftop and look over 
the edge to see the group of First Sons standing guard. Along with multiple 
First Sons, including some with rocket launchers, flying First Son Drones 
will lob grenades at you. These things can be a real pain because they're 
small and quick, making it difficult to shoot the little buggers down.  Stick 
to the rooftops and use shockwaves to deflect any grenades or rockets that 
come your way. 

With the area secure, jump down and search for the jamming device. It's 
equipped with a cloaking device, but it still shows up on your radar and you 
can see a blurry outline of it when you get close. There are also two 
invisible First Son Conduits who use this same cloaking equipment, so be sure 
they don't sneak up on you. 

When you locate the jammer and you attempt to destroy it, you'll find that it 
doesn't have any effect. As with the balloon, use a lightning storm to 
obliterate it and return to the chopper. 

The trip to the second jammer is nearly identical as the first, so continue 
using precision shots to protect the helicopter. If you come across a larger 
group of three or four enemies, you can use a megawatt hammer to wipe them 
all out in one shot. When you reach the second jammer, stick to the roof 
again and eliminate anyone you can find, in particular the First Drones. When 
all of the enemies are dead, jump down and destroy the jamming device with 
another lightning storm. 

On the way to the third jammer, the only difference is that Giant Conduits 
will appear in the streets and attempt to smack at the helicopter. Although 
you may not be able to prevent them from reforming, they'll be far enough 
behind that they won't be able to catch up to you and John. Besides, you'll 
want to focus on the First Sons shooting rockets at you from the rooftops 
instead. 

The last jamming device is inside a parking garage. Since you have the 
advantage of the higher ground, make good use of shock grenades to clear a 
path and avoiding jumping down into an ambush. The jammer is located three 
levels down and is just sticking out in the open, allowing you to use a 
lightning storm to destroy it, ending the mission. 



003.05 - End of the Road 

Objectives: 
- Destroy the anti-aircraft guns. 
- Follow John's helicopter to the Ray Sphere. 
- Locate and gain control of the Ray Sphere.

With the location of the Ray Sphere confirmed, John's plan is to drop a bomb 
of knockout gas on the building, allowing Cole to run in and obtain the 
Sphere. However, Kessler has three anti-aircraft guns positioned around the 
building, so you'll have to destroy them first. 

The anti-aircraft guns actually aren't that well guarded, so you'll find a 
small group of First Sons and First Drones hanging around each one. Try and 
attack from an adjacent rooftop to cut down their initial numbers and then 
finish them off at closer range. If you can, try and deflect the Drones' 
grenades back at them and the other First Sons to give them a taste of their 
own medicine. When everyone's dead, use a lightning storm to destroy the gun 
itself. Afterward, find the next gun and repeat the same strategy. John will 
occasionally ring in and yell at you because he's taking fire, but his 
chopper won't ever actually be shot down so don't worry about rushing. 

When all three guns have been destroyed, head over to the marked rooftop to 
trigger a cinematic. John will drop the bomb, but the First Sons have already 
loaded the Ray Sphere into a truck and are heading for the docks to escape. 
As John follows the truck in his helicopter, you have to follow after the 
chopper. 

Similar to the Secrets Revealed mission, the main reason you're going to fail 
this part of the mission is if you fall and have to chase after the chopper 
on foot. To avoid making a mistake, be sure to find the correct power line 
that will take you in the helicopter's direction and make a good jump to 
reach it. Nearly all of the buildings in this area have power lines 
connecting them, so you really shouldn't have to rely on your static 
thrusters to get you from rooftop to rooftop. After you enter the Historic 
District, you can use the train tracks to take you straight to the docks 
where the First Sons take the Ray Sphere. Jump from the tracks and make your 
way to the end of the pier. 

As before, John will yell at you for taking too much time occasionally, but 
there's no time limit here so go at your own pace. The first area is void of 
any enemies, instead replaced by a minefield, so use the storage containers 
to bypass that section. Drop down near the chain link fence and poke your 
head around the corner. Some enemies will toss smoke grenades to limit the 
visibility, so hang back and return fire with your shock grenades. Destroy 
the First Drones before they can clobber you with a volley of grenades and 
clear any stragglers camping out around corners before continuing. 

There are two more mini-battles and consist of essentially the same sort of 
attacks. There are some mounted turrets positioned in some of the corners to 
catch you off guard, but this only makes it easier to lob a grenade behind it 
to kill the gunner. Continue farther down until you reach the dock where the 
Ray Sphere is for your final main story Karma Moment. 


- Karma Moment - 

The Ray Sphere has brought you death and destruction. It's also brought you 
power. If you destroy it you'll be preventing anyone else's greed to cause 
the sort of misery that's afflicted Empire City for the past three weeks. On 
the other hand, if you active the Ray Sphere again, you'll become even more 
powerful and no one would dare try and mess with you.

If you take the Evil route and activate the Ray Sphere you'll gain four more 
battery cores on top of the Evil Karma. If you destroy it, you only get your 
Good Karma - such is the life of a hero. 



003.06 - The Truth

Objectives: 
- Defeat Kessler. 

Fittingly, the final battle takes place at ground zero where the game began. 
Nothing fancy here, it's just one-on-one between you and Kessler. 


Boss: Kessler 

Kessler is the only boss that actually has a health meter, and it'll take 
quite a bit of punishment to knock it all the way down. Still, this battle is 
all about remaining on the defensive and only attacking when Kessler leaves 
himself open. 

As such, it's only fitting to go over all of Kessler's attacks before getting 
into how to inflict damage on him. The big boss man has a few different 
attacks at his disposal, but they're all fairly easy to avoid once you're 
able to recognize them. Kessler's arsenal includes: 

- A telekinetic blast that will knock you down. Kessler will teleport 
diagonally towards you several times before stopping to attack, and you'll 
have to roll to either side to avoid it. This is probably the most difficult 
attack to avoid at first, but it also doesn't really do that much damage. 

- An earthquake attack similar to your Thunder Drop, only with greater range. 
When Kessler pounds the ground and initiates this attack, back up and use 
your thrusters to glide over the quake without getting too close to Kessler 
himself.  

- Planting three or four mines in front of him. They're large, they glow, and 
they're yellow, so they're extremely easy to pick out against the black and 
gray ground. Destroy them if you can get them fast enough, but don't let 
Kessler out of your sight. If you ignore them for long enough the mines will 
explode by themselves.  

- A stream of electric energy that will do some serious damage if it 
connects. Fortunately, you can simply run from side to side or dodge out of 
the way to easily avoid them. After firing four times, Kessler will drop to 
his knees to rest. 


So not dying doesn't seem that difficult, but how about attacking? If you try 
and hit Kessler with any of your attacks, you'll find that he either 
teleports away or they simply have no effect. So what can we do? 

As mentioned above, after Kessler fires his series of electric streams he has 
to pause and recuperate for a moment. This is the universal video game signal 
for "Attack Me Now", so use this short window to blast him with megawatt 
hammers, lightning bolts, or arc lightning if you're Evil. When he gets up 
again, go back to avoiding his attacks and wait for him to use the energy 
attack again. 

After taking a third of his life, Kessler will attack you directly and 
initiate the same mini-battle that you used to defeat Sasha. Only this time, 
no matter how fast you tap, Cole just isn't able to get those crosshairs over 
the white circle on Kessler's face. After failing to win the mini-battle, 
Kessler will push Cole to the ground and prepare to finish him off. Just when 
the situation seems utterly hopeless, your previously useless buddy Zeke 
shows up to distract Kessler just long enough to let Cole get back up and 
continue the fight. Zeke ol' buddy, I take back anything bad I said about 
you. 

Round Two appears to be the same as it was before the cinematic, and for the 
most part it is. The only difference is that when Kessler performs his 
earthquake attack he'll also summon a half-dozen giant echoes that will 
slowly lumber after you. This makes avoiding the earthquake attack a bit 
trickier since you have to glide over the shockwave but stop before crashing 
into his echo minions. However, as with the Reaper hallucinations, a single 
lightning bolt will destroy Kessler's minions, so quickly blast them away and 
go back to watching Kessler. If you're taking too long, just forget about 
them, as after about ten seconds they'll disappear naturally. Besides that, 
though, nothing else is new, so continue to hammer Kessler after his energy 
attack. 

With just a third of his life remaining, Kessler throws out one final twist. 
Occasionally he'll summon three First Drones to fly around and throw grenades 
at you, and unlike the mines and echo minions, these won't just go away if 
you ignore them. With that in mind, you'll want to destroy these things as 
quickly as possible, so spam lightning bolts or arc lightning as soon as they 
appear. 

When you finally drain Kessler's health meter to zero, he'll reinitiate the 
mini-battle sequence again. This time you can actually win it, though, so tap 
X as fast as possible and overlap the white and blue circles to finish him 
off and complete the mission. 




With Kessler dead, you've successfully completed the main story section of 
inFamous. Be sure to stick around for the ending, though, because the game 
throws a very cool and very unexpected twist in at the end, setting up the 
possibility for an inFamous II in the process. The fun doesn't have to stop 
here, though - after the credits you'll retake control of Cole, leaving you 
free to search for Blast Shards and Dead Drops, take over any remaining 
territories in the three districts, or simply continue exploring Empire City. 



004.0 - Side Missions (incomplete)

004.1 - Neon District   
004.2 - Warren District 
004.3 - Historic District 

To be added.

This guide is still incomplete. I am working as quickly as I can to finish 
it, but in the mean time I ask that no one email me questions related to 
sections that haven't been written yet. Thank you for your consideration.
     
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