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

    UNOFFICIAL STRATEGY GUIDE

    V1.10 2009-07-03Copyright 2009 by Barry Scott Will

    ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~CONTACT INFORMATION~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

    To contact me about the guide, send email to:

    [email protected]

    Please include "inFAMOUS FAQ" in your subject line so I don't auto-discard themessage. Also, please read the FAQ carefully prior to asking for help on anypart of the game. If you send me additional suggestions or hints for the gameand I find them useful, you will be acknowledged in the Credits.

    Additional guides, including premium guides with screenshots & maps can befound at my Web site:

    http://www.papagamer.com/

    Thank you, and enjoy the guide!

    ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~TABLE OF CONTENTS~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

    Overview....................................1.00Controls..................................1.01Menus.....................................1.02The Basics................................1.03Enemies...................................1.04Hints & Tips..............................1.05

    Main Story Mission Walkthrough..............2.00Genesis...................................2.01First Glimpse.............................2.02The Escape................................2.03Blood Trail...............................2.04Mysterious Signals........................2.05Medical Emergency.........................2.06High Ground...............................2.07Mind Games................................2.08The Good Stuff............................2.09The Rescue................................2.10Nemesis Revealed..........................2.11

    No Protection.............................2.12Trish Reaches Out.........................2.13Dinner with Sasha.........................2.14

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    Stranded..................................2.15An Old Friend.............................2.16Zeke's Request............................2.17Playing Hero..............................2.18Standard Protocol.........................2.19Spy Drones................................2.20Alden Strikes.............................2.21

    Anything for Trish........................2.22The Arrest................................2.23Terrorized Streets........................2.24Alden in Chains...........................2.25Light in the Tunnel.......................2.26Secrets Revealed..........................2.27The Ray Sphere............................2.28Alden's Rampage...........................2.29The Price.................................2.30Vengeance.................................2.31Against the World.........................2.32Hunt for the Ray Sphere...................2.33

    End of the Road...........................2.34The Truth.................................2.35

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

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

    Item Collection.............................5.00

    Blast Shards..............................5.01Dead Drops................................5.02Stunts....................................5.03Trophies..................................5.04

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

    Philosophy of Gaming and Legal..............7.00

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

    ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~OVERVIEW [1.00]~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

    Controls..................................1.01

    X -> Jump/ShockwaveCircle -> Take Cover/Arc Restraint/Dive RollSquare -> Melee Attack/Bio Leech/Thunder Drop/Shock Grenade

    Triangle -> Use Object/Heal/Point of Interest/Megawatt HammerL1 -> Aiming Mode (hold)L2 -> Electric Drain (hold)

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    R1 -> Fire Lightning Bolt/Lock On (hold)R2 -> Overload Burst (hold)/Arc Lightning (hold)/Polarity Wall (hold)L3 -> Radar PulseR3 -> Switch Reticule Side (change hand that is firing)D-Pad Down -> Lightning StormD-Pad Left -> Karmic OverloadD-Pad Up -> Precision (hold)

    D-Pad Right -> Gigawatt Blades (pre-order bonus content)Left Stick -> Move ColeRight Stick -> Move cameraSelect -> MapStart -> Game Menu

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

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

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

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

    * Powers -> Opens the menu where you can buy upgrades for your powers. Use the

    D-Pad or Left Stick and L1/R1 to navigate through this menu.

    * Controls -> Shows you all the controls for the game. The controls are notcustomizable.

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

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

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

    * Dead Drops -> Listen to any collected Dead Drops

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

    * Saved Data -> Save or load a game or start a new game. You can only have ten

    saved games (including the auto save).

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

    inFamous is half platformer, half third-person shooter. Platforming throughthe city consists of running or grinding across wires and gliding through theair. There are many missions where you will have to race through the city intimed sequences; so, you must learn to use the wires and gliding to your best

    advantage. There are also missions in the sewers where you will have to dosome more traditional platforming, jumping from platform to platform or poleto pole--in some cases, you'll have to jump to moving objects or jump toplatforms that fall away, forcing you to make your next jump quickly.

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

    The gangs get tougher as you reach new islands; fortunately, so do you. You'll

    constantly earn new powers and be able to upgrade those powers as you play.Also, as you play you'll reach Karma Moments. These decisions affect whetheryou are considered Good (Heroic) or Evil (Infamous). The game changes a littlebit depending on your path; but, not much. The biggest change is the types ofPowers and upgrades you receive.

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

    There are three difficulty levels in inFamous: Easy, Medium and Hard. Easy and

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

    Easy/Medium Hard---------------------------------------------------------Number of Bolts to takedown a basic Reaper 3 4---------------------------------------------------------XP for each Reaper taken down Gunner 5 Gunner 3

    RPG 15 RPG 10Conduit 25 Conduit 17

    ---------------------------------------------------------

    The game features a mix of both story missions--marked on your map with a blueexclamation mark in a blue circle--and side missions--marked on your map witha yellow exclamation mark in a yellow circle. There are a total of 97 sidemissions in the game. Sixty-nine missions are neutral and can be completed byany player. Thirty missions are split between Good and Evil side missions (15each) and can only be completed by a player with the same Karma. The Good sidemissions are marked by having the yellow circle filled with blue; the Evilside missions are filled with red.

    When you complete side missions, you clear territory. The game will tell youenemies will not return to the cleared territory. The game lies. Random enemyspawns will drastically decrease in cleared territory; but, they will still

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    occur. You can clear every territory (there are 84 total) in every districtand still encounter random mobs.

    inFamous uses a no-penalty system for dying, which is good because you willdie a lot. If you die while on a mission, you will restart at the lastcheckpoint. Checkpoints are not noted while you play; but, they are plentiful,so you never have to replay a huge amount of the mission again. If you die

    outside a mission, you will respawn at the closest clinic or other safe spot(e.g. Zeke's pad).

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

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

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

    GUNNER========The average gang member is equipped with a rifle and is a crack shot. Really.These guys must all be ex-military snipers. They can hit you from two or threecity blocks distance--further than you can actually see them. It's prettyirritating. When bullets start flying, press L3 to try to see a flash of red

    that will indicate where the rifleman is, and then take cover and try to snipehim back. About halfway through the game, you get your own sniping Power(called Precision) that will put you on a more even footing.

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

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

    RPG=====

    Instead of a rifle, RPGs carry a rocket propelled grenade launcher. Deflectthe grenades with Shockwave and shoot the bums. RPGs are generally larger andslower than regular gang members, making them easy to pick out of the crowd.

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    Always take them out first (unless you're dealing with a kamikaze or Conduit--see below).

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

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

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

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

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

    Second is a giant trashbot. This thing shoots a machine gun, uses a shockwaveand blasts you with meteors made of trash. You first fight one as part of astory mission; thereafter, you'll meet them with regularity. Take their arms

    off with Lightning Bolts and then fill them with Grenades. They are mucheasier once you have Polarity Wall; until then, you have to run in circles toavoid the machine guns.

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

    The first Conduit you meet turns into a large, neon-purple, semi-transparentgiant. These massive Conduits can do a lot of damage; but, they only havemelee ability and they're slow. Fill them with Bolts until they revert tonormal size and then take them down.

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

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

    * Melee attacks are next to useless. The gang members you fight are all ranged

    attackers and they're crack shots. (The exceptions are the kamikaze bombersthat blow up when you touch them. Don't want to melee those guys.) You'll relyheavily on your standard Lightning Bolt attack since it has unlimited ammo.

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

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

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

    * You can create your own energy source by filling a metal object withelectricity from your Lightning Bolts (which never run out) and then suckingthat energy back out to heal and recharge your meter. Objects that work wellfor this are buses, HVAC units, already blown-out cars, etc. Basically, if

    something starts sparking when you shoot it, you can unload your ownelectrical power on it and then use it to restore your electrical power. Neat,huh?

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

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

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

    the game progresses.

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

    * Don't worry much about collateral damage, even if playing Hero. Civiliansare very, very good about getting in the way during firefights and there's noway to avoid killing some of them. Even though the Heroic path emphasizesprecision and avoiding pedestrian deaths, you won't lose too many Karma pointsand you can make those up easily by going around healing the injured after thebattle.

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

    Harvest time!

    Blow up a bunch of bad guys; then, kill yourself by planting a Grenade at yourfeet. Start over from the last checkpoint and earn all that XP again. Thecheapest way to do this is on the final substation run, "Vengeance." Duringthat mission you have to power up three substations above-ground and you have

    just been given the Lightning Storm power. When you reach the last substation,blast the first two waves of First Sons and part of the third wave and thensuicide. Rinse and repeat until you have all the XP you want. On Hard mode,

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    you can earn about 500XP each time; or, get about 800XP on Medium or Easymode.

    ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

    STORY MISSION WALKTHROUGH [2.00]~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

    This walkthrough attempts--as much as is possible--to avoid spoilers. Feelfree to read through without having important story points revealed to you.

    Most directions are given in cardinal points based on the compass of the mini-map. While the mini-map rotates with the camera, there's an arrow on the outerring that shows north. You can calculate cardinal directions from that compasspoint.

    Story missions are worth 500XP. Story missions that take you into the sewers

    to re-establish power will also earn you additional powers. Most storymissions have a Karma Moment that gives you a big boost to your positive ornegative karma. Story missions begin as soon as you walk into the marker.

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

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

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

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

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

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

    After, use your lightning bolt to target some of the dummies until the TVannouncer talks about a food drop. (You don't actually have to do anything;just wait until the food announcement is made.) After talking about the food

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    with Zeke, jump off the north side of the building through the gap in thefence.

    Follow Zeke a few blocks to a parking lot. When he complains about trying tofind the gun under the cars, stand to the right of the line of cars and useyour Shockwave (L1 + X). The power will injure you (screen will dim and bloodwill splash around the edges), so press L3 (left control stick button) to

    start a radar pulse and look for sources of electrical power. Sources willshow on the mini-map as light-blue lightning bolts and will also flash blueelectricity on the object itself. Approach a source (like the panel next toZeke) and press-and-hold L2 to drain the electricity and recharge your BatteryCores (as well as heal you).

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

    Reapers (gang members of the Neon District) approach. If you don't mind somecollateral damage, you can wait for the first wave of Reapers to approach andtake them out with a Thunder Drop (jump from the tower and press Square on theway down). There are two more waves of two or three Reapers. You can eitherrun-and-gun (and possibly melee them), or utilize all the excellent coverlocated around the park and trade shots until they're down.

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

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

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

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

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

    You'll also have to fight with Reapers as you travel. Since these guys aremostly stationed on the roofs, you'll be on equal footing. Remember you canaim and fire even when traveling over a wire or hanging from a building. Usethe HVAC ducts, towers and other paraphernalia scattered on the tops ofbuildings as cover (press Circle when near a low wall, crate or similarobject).

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

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    up to the police standing guard at the bridge entrance.

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

    To play the hero, run up close to the guards until you are told you have madethe good choice. The guards will then begin attacking you. Use Shockwave to

    force them back; then, pick them off with lightning bolts. To play the anti-hero, stand back in the crowd and zap the police.

    Once the police are down, run up to the gate and charge the control panel tothe left (zap it). Run through and take cover behind a concrete barricade andpick off the police on top of the crates. Move up to the crates and climb upthe left side. Run across and jump down and take out the machine gun (it can'treach you if you stay on the left side of the bridge).

    Just beyond that are two machine guns, one on each side of the bridge. Just infront of the guns and in the center of the bridge is a stack of crates. Stayin the center of the bridge to avoid the line-of-fire of the guns and take out

    any police. Once the police are down, climb to the top of the crates and takecover behind a metal slab at the top. From there you can snipe the machinegunners and any other police in the area.

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

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

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

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

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

    At the end of the pipe on the pylon, jump to the wire and hand-over-hand yourway down to the next platform. From here, most of the pipes will not hold yourweight for more than a few seconds, so make sure you knock down as many light

    poles as possible from stable platforms like the one you're on now. Jump to afew light poles and then take out the Reapers ahead of you while hanging fromone of the poles.

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    Keep going, making sure you get all the light poles down before jumping onto apipe. Once you reach a platform, you have nothing but pipes in front of you.Quickly run along the pipes to reach shore. After a conversation with Zeke,you get a call from Moya and three story missions pop up on your map. Two ofthese (Mysterious Signals and Medical Emergency) introduce new concepts (DeadDrops and Cleared Areas). The other, Blood Trail, continues the story. You can

    do these missions in any order; however, if you complete Medical Emergency,the game will start giving you side missions.

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

    Your first objective is marked on your mini-map as a light blue dot. Headtoward it and find the body of a woman. Press Triangle to pick up the echoesof past events. You then have to follow a "ghost" across town; don't worry ifyou lose it, just press L3 to bring it back. Watch out for a new type ofReaper, the Conduit. This electrically-charged enemy wears a long white trench

    coat and can teleport short distances as well as create an electricalshockwave that tears up the ground (and you).

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

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

    Beyond the station watch the cutscene and notice how there is now very littleleft in the way of electrical sources to draw energy from. And, oh yeah, youhave no power left for anything other than your basic lightning bolt.

    Fortunately, you don't need to fight anything just yet. Use L3 and follow theghost out into the street to a manhole cover. Press Triangle to enter thesewers and do a bit of platforming over to a partially lit power transformer.Step up to it and press Triangle to re-establish the circuit.

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

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

    KARMA MOMENT: Tell Brandon his wife is dead, or shoot him.

    To play the good guy, step up to the gate and press Triangle to give Brandonthe bad news. Otherwise, just fry the guy. Go through the now open gate and

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    platform your way over to the substation. Zap the panel with the red, flashinglight and you'll light up a whole area of the city.

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

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

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

    Press L3 to activate a Radar Pulse and watch your mini-map. A gray circle will

    surround the map and gradually fade out. The last section of the ring to fadeindicates the direction of another Dead Drop. From the tower where you gotyour first Dead Drop, the map points south.

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

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

    Reapers, some with shields.

    Oh goody.

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

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

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

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

    This is a simple kill-or-be-killed mission (of which there are many in thegame). Don't go running down the street, though. A few Reapers are forted upon top of a roof (where the clinic is located). Stay back and take out the

    Reapers running at you down the street, then sidle along the building next tothe clinic and take out the Reapers on the roof from some cover. Alternately,you can climb that building and Thunder Drop on them from above.

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

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

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

    Follow your objective marker across to the next roof and an emergencygenerator you can use to charge up. Cross back over to the previous buildingand find the long wire that leads from the west side of the building to a highbuilding a block away. Go to the corner of the roof and find the turret truckon the train tracks. Rain lightning bolts on it until it blows up; then, take

    out the Reaper who had been manning it.

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

    Your objective is a manhole in the middle of a street. If you wait around on abuilding, taking the occasional shot at a Reaper below, eventually the wholemob will gather below you. Thunder Drop on them and then make a run for themanhole. If you're taking too many hits, look for the gas station at theintersection west of the manhole. If you lure a few there and then turn and

    blow the place up, you can rid yourself of a lot of heat very quickly. (Well,there will be a different kind of heat from the fires, but you get the point.)

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

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

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

    Energize the substation and pat yourself on the back for lighting up more ofthe city.

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

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

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

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

    Take care of any Reapers in the area and then make sure you're in full health

    by draining a light. Turn one of the valves. Reapers will spawn in front ofyou, so run away until the dizziness wears off and you can turn and fight. Trynot to go charging in the direction of the other valve; or, you will triggereven more Reapers.

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

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

    Once again, the choice is obvious. Good players will take the shot of tar tothe face, while evil players will torture a civvie into doing it for them.There won't be any Reapers coming after you this time; but, you won't lose the

    effects of the tar until the end of the mission. Recharge yourself and headtoward the tunnel.

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

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

    This time, when you have a dizzy spell and giant Reapers appear in front ofyou, start blowing stuff up. Target the cars lying around and take out thephantasms. Keep an eye out for electrical sources along the walls and keepyourself recharged.

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

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

    Another platforming adventure into the sewers. This mission is most notable

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    for the difficulty in getting into the sewer. There are mobs of Reapers aroundthe objective, including a turret truck that has the manhole in its sights.Your best bet is to enter the area on top of the train tracks. Keep moving toavoid fire from the rooftops and take out the few Reapers that are on thetracks. When you get over top of the turret truck, you can fire on the exposedhood without exposing yourself to the machine gun. After you blow up thetruck, jump down and hurry into the sewer.

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

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

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

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

    Drop to the street and find the feeder box mounted on the bottom of thetracks. You're looking for the standard light panel that has a row of unlitgreen lights and one large, lit red light. If you're having trouble spotting

    it, use the objective marker on your mini-map. The feeder boxes are allmounted in the center of the tracks on the cross supports running underneath.Zap it until all green lights are lit. Climb back up to the train and ride thelead car again.

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

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

    Now is a good time to Abandon this mission and start again if you're workingon the "Casey Jones" trophy. That trophy is awarded for taking down 25 enemieswhile riding a moving train; and, most of the enemies you meet through therest of this mission will be fought after the train stops. This is your bestchance to earn that trophy, so keep doing this first half of the mission over

    until you get the trophy. Three or four runs should be all it takes.

    From the fight with the Conduits, you won't go far before being beset by

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    Reapers stationed on rooftops. Use the cars as cover to pick them off; then,drop to the street. Watch for kamikazes coming from a nearby alley. Shootthem, or blow up the cars between you before they can reach you or you're infor a world of hurt. Recharge the feeder box and yourself and keep going.

    As you round the bend, notice the big pile of autos in front of you. Startblowing them up now. As you get closer, drop off the right side of the lead

    car, and keep blowing up automobiles. There's a machine gun over on the leftside of the tracks; try dropping so you're hanging off the right side of thetracks, then creeping forward until you have a shot at the gunner. Also watchout for a Conduit who will make your life unpleasant.

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

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

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

    As you play this mission, you'll notice sick civvies on the roofs. If you heal

    them, they will start attacking you. They don't do a lot of damage; but, theycan interfere while you're trying to shoot it out with Reapers; and, if youget several together on the same roof they can gang up on you prettyeffectively. In short, leave the sick pedestrians alone.

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

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

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

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

    Jump down to one of the beams crossing the track and run over to thatbuilding. Climb to the top and hang off the edge. Shimmy over to the left andtake out the Reapers to the south. You can then get up on the roof and use thecover up there to trade shots with the Reapers to the north, on top of your

    target building. Look for a propane tank at the corner of the building. Blowit up and you can probably get one or two Reapers in the blast.

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    The fifth tar keg is to the south and appears to be lightly guarded. Do notlet appearance deceive you. Take out the lone Reaper running around on theroof; but, do not just jump up on the roof. There's a machine gun up there.Make sure you're as charged as you can get, then climb to the roof's edge andlob Shock Grenades at the turret. When it's disabled, look for a generatornear the turret to recharge; then, take out the keg.

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

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

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

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

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

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

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

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

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

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

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

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

    Beauty, mate.

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

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

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

    After the cutscene introducing the first turret truck, run quickly to yourright and scale the building. From here you can rain electricity down on the

    trucks and Reapers from relative safety.

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

    This is the boss battle that finishes the Neon district (except for sidemissions) and opens the Warren (second island). The mission start is justaround the corner from the construction yard where you were protecting themedical supplies; so, it's a pretty easy decision to just get on with it.

    Or, is it? You'll be stuck in the Warren for a couple of missions before youare able to get back to the Neon; so, now might be the time to clean up thispart of town. Your choice.

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

    Stay behind cover and take out the Reaper in the tower close by; then, waitfor another Reaper wandering around down here to come to you. Once they areout, you can use the large containers as cover and Precision to take out themachine gunners.

    There's a generator in the back of the area you can use to recharge; but, becareful, it's open to fire so you'll have to clear the machine guns before you

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    can really access it. Take out the machine gunners first, recharge, and thentake out the tower guards. You may be able to get the tower guys with regularLightning Bolts--just blow away their protection first.

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

    Getting down the Jefferson Tunnel is just like the tunnel under the park youcleared earlier. Use the buses for cover (and to recharge by pumping them fullof Lightning Bolts). Try blowing up the cars lying around the tunnel; and,keep an eye out for a machine gun turret.

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

    As you walk in Sasha's underground lair, she will jump down and grab you.Rapidly tap the X button while trying to move the glowing blue (Good) or red

    (Evil) dot (your hand) over the clear target circle (a part of Sasha's body).Do this successfully and Cole will hurt Sasha. If you don't succeed, you gethurt. Simple enough and a mini-game you will have to repeat three times.

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

    Nice.

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

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

    When Sasha is finally sent packing, you have to escape out of the tunnel intothe Warren. At the tunnel's end, you will meet a large number of Dust Men--theresident gangsters in the Warren. These guys are much tougher than Reapers,but, be careful about using up your energy. The Warren is dark and you can'tget an easy recharge. Once you actually get out of the tunnel and have somebreathing room, you only have one option--get some power back to parts of theWarren.

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

    This is another sewer mission; and, it begins as soon as Dinner with Sasha isfinished. Once you get past the Dust Men at the tunnel exit; make a run for

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    your objective marker. Don't worry about the Dust Men; you don't have thepower to deal with them right now. Just run for the waypoint and step into theblue circle to enter the sewers.

    Again, your initial run to the transformer is unopposed; though, you will havea little trickier platforming to get there. The power you learn for re-energizing the transformer is Static Thrusters. Static Thrusters allows you to

    glide (not really fly) over short distances. In the air, press-and-hold R1 toglide slowly down. No energy is consumed by Static Thrusters.

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

    You'll have to advance cautiously, as the Dust Men like to get down in thewater and shoot up at you. You can electrify the water and take them down in

    bunches. A couple of platforms past this first group are some Dust Men withshields. Get rid of the front line, advance a platform or two and usePrecision on the shielded Dust Men.

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

    Now you need to glide down to the platform with the fire. Again, you probablywon't quite make it, but jump quickly out of the water. Glide to the next

    doorway and get a whiff of electricity from the fuse box.

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

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

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

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

    This is a multi-part quest to get the bridge open to the Neon. Your firstobjective is in the small park right below you. An engineer is guarded by twoDust Men. You have to take both out with a Precision head shock and you'll

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    have to get the second within a few seconds after the first; or, he'll killthe engineer.

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

    and let him have it as his head comes into range.

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

    When you reach the bridge, you'll have to fend off two waves of Dust Men.Recharge quickly before the first wave comes into view. The first comes fromthe east and has a machine gunner. The Dust Men come in two columns, one toyour left and one to your right as you look up the street. The machine gunner

    will be to your right. Run toward the Dust Men and throw a bunch of grenadesdown the right side of the street and then turn and deal with the left column.If you start to get hit by machine gun fire, throw some more grenades and thenrun back toward the engineer and take care of any Dust Men that got throughyour first attack. If the engineer is down; but, not dead, heal him.

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

    Or not.

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

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

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

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

    As the mission starts, approach Dwight's body and read his memories. Follow

    the bulbous shape down the street. You'll soon meet an artist hanging posters.

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

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    Continue following the electrical signature of what is a Dust Men Conduit.Around the corner you'll run into the Conduit's scorpion spawn. They're easyenough to take care of; just use Lightning Bolts or melee attacks. The DustMen that come behind, on the other hand, are a different matter. Spray themwith grenades. Around the next corner is a machine gun turret. Cower behindthe wall and use Precision to take out the gunner.

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

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

    Zeke's "apartment" to continue the story.

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

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

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

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

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

    Down the next tunnel, get a recharge and approach the exit carefully. Thereare two Dust Men behind chain link fences ahead. As you know, Cole cannotshoot through a chain link fence; but, a Hammer blast hitting the fence willtake out the Dust Man behind it. Jump around toward the next tunnel and takeout two Dust Men inside. Jump to the tunnel and quickly take cover behind thesandbags at the far end.

    There's an RPG behind a similar sandbag wall ahead of you. Take him out withPrecision or bombard him with Hammers before he eats away your cover with his

    rockets. The Dust Men at the far end of that next tunnel are clever enough tododge your Hammers; so, dose them with a few grenades and finish them off withBolts. You're now at the substation and can finish this mission.

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

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

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

    From the roof, take out the Dust Men and board the first ship. Go to the backand zap the engine and free the prisoners. Go swiftly west to the second boat.Resist the temptation to ride the rails; you will come under heavy fire. Goacross the buildings on the opposite side of the tracks until you are oppositethe pier. If you approached quietly enough, you will not stir up the Dust Menon the pier and you can glide across to the roof of the warehouse and take

    them down from there. Otherwise, you have a nice vantage point from theopposite side of the tracks to lob Grenades and Hammers at them.

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

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

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

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

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

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

    The shipping crane over the wreckage of the downed UAV makes a great firstplatform to take down one of the drones still in the air. Climb to the top andshoot at anything that comes close. When one goes down, a single objective

    marker will show on your map. Get there as quickly as possible, approach thewreckage and press Triangle to collect the flight recorder.

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

    You're directed to a satellite on top of the tall round tower in the north

    central part of the Warren. Of course, the place is now crawling with DustMen. Find a tall building on the perimeter and take out the Dust Men on thetower; then, glide across and climb to the satellite.

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

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

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

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

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

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

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

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

    When all the Dust Men are down, climb up to the platforms and run around the

    top of the containers. Keep moving, even though you come under fire. There areconcrete walls in front of you and you can take cover behind them and snipethe Dust Men.

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

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

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

    By inching your way through the city like this, you will only have to dealwith a handful of mobs at any one time and they will be shooting at you andnot the bus. You can always run back to the bus and recharge from it withoutgetting on top of it.

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

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

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

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

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

    The police are trying to capture Alden. Ha! Head northeast to the objectivemarker on the map to join in the fight between the Dust Men and the police.When you arrive, you'll find a dead officer and will read the shadow of Alden.Follow it.

    Stay on the ground; after a couple of turns, you'll come across a mob trying

    to exact some vigilante justice.

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

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

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

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

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

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

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

    There are lots of lights around the park you can use to recharge. Keep up fireon the bot's arms (use Lightning Bolts) until both arms are destroyed. It thenloses its machine guns and will, briefly, fall to its knees. Stick it with abunch of Grenades. If it does get up, all you have to worry about is the

    meteor and ground slam--both easy to deal with. Keep sticking it with Grenadesuntil it blows up.

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

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

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

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

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

    First up are a bunch of meteors from Conduit trashbots. Use Shockwave todeflect the missiles. After the wave of meteors, Dust Men burst through the

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    far wall. Let loose with Grenades and Hammers. Your platform may be destroyedand you'll find yourself on the ground without unlimited energy. If so, takecover behind a concrete barricade and use your Lightning Bolts. You may face atrashbot as well--you know how to take them down--target their arms first.

    Finally, you'll receive a distress call from Zeke. You have to get up to thegenerators on the roof of the prison. If you've previously done the Good side

    mission, "Containment," you'll have been up there before. From the prisonyard, make your way to the wall to the left of where the Dust Men broke in.Climb a light pole and jump to the walkway.

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

    At one side of the roof is a set of broken walkways. Jump up from the first

    broken section to the wall and across to the other section of walkway. At theend of the walkways, look down to see broken pieces of the wall sticking out.You will have to quickly jump and glide your way around the wall. Never stopmoving because the broken bits will fall off as soon as you land on them.

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

    Jump up to the ledge and go back the other way, jumping from beam to beam.Work your way around to a set of barred walls with fire burning behind them.Climb the ledges over the barred walls to find the generator platform. Charge

    the big control panel on the back wall; then, climb a beam to a broken walkwayand get higher on the roof. You'll have to dust a few more Dust Men up on top,then work your way down to the prison yard. Watch out for machine gunners uphere and take them out from on high.

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

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

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

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

    Once again, your progress to the transformer is unopposed and requires a bitof platforming. After re-establishing the transformer circuit you learnPolarity Wall. This shield requires no energy to maintain and protects you

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    from most attacks. The only limitation is you can't hold it while in aimingmode and you can't climb while holding it (though you can cling to a climbingsurface). To put up the Wall, hold R2.

    You'll need to use the Wall a lot through the rest of the sewer. You'll comeup against a number of gun turrets enclosed in fencing, which you can't shootthrough. You have to navigate your way past the gun emplacements while holding

    the Wall to keep from being killed.

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

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

    portion of the Historic District.

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

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

    KARMA MOMENT: Shoot the gas tank, or wait for it to be thrown at you.

    For Good Karma, take the hit from the gas tank. For Evil Karma, shoot the gastank, which kills a bunch of civvies.

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

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

    This mission is the worst of the lot in terms of platforming. If you don'tpull quite a bit of hair out during this mission, you're made of sterner stuffthan 92.3% of the gaming public.

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

    Go back around the wall near the elevator and use the boxes at the base to getto the top. Go up the center of the tower wall until you're able to get on thebus that's sticking out. From there, glide to a girder near the elevator and

    then look for an orange girder way off around the tower. Take a good jump andglide to reach the girder. From here, the path is a little more obvious; but,no easier to get from point to point, whether it be girder to neon sign.

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    If you start taking fire, use Precision to take out the Dust Men above you.When you reach the next platform, clear it; then, charge the turbine to bringZeke up. From here, the platforming doesn't get any easier. Go around thecorner from the elevator and use signs and girders to scale the wall. There'sa tricky part about halfway up where you have to go back-and-forth along thewall and most of the jumps will just be doable (even with Static Thrusters).

    Again, you reach a platform with Dust Men and a turbine that has to be chargedto bring Zeke up. Again, go around to the other side of the platform from theelevator and climb the big neon sign projecting out from the tower. Work yourway from girder-to-girder (or sign-to-sign as the case may be) to reach thefinal platform. Bring Zeke up to start the cutscene with Alden and then fightoff the Dust Men.

    First up will be normal Dust Men, some with grenades. Shockwaving them off thetower works pretty well, as does simply shooting them. Remember you havePolarity Wall now, as well, to fend off their attacks. After they are gone,you have to fight a small Conduit and his scorpion spawn as well as some more

    Dust Men. Again, Shockwave works pretty w