_ ______ __ __ ____ _ _ _____ (_) | ____/\ | \/ |/ __ \| | | |/ ____| _ _ __ | |__ / \ | \ / | | | | | | | (___ | | '_ \| __/ /\ \ | |\/| | | | | | | |\___ \ | | | | | | / ____ \| | | | |__| | |__| |____) | |_|_| |_|_|/_/ \_\_| |_|\____/ \____/|_____/ ______ ______ ______ ______ _ _____ ______ ______ _ ( ___ \( ___ \( ___ \( __ )( ( /|( _ \ ( ___ \( __ )( ( /| | ( \/| ( \/| ( \/| ( ) || \ ( || ( \ ) | ( \/| ( ) || \ ( | | (____ | (_ | | | | | || \ | || | ) | | (____ | | | || \ | | (____ )| _) | | | | | || (\ \) || | | | (____ )| | | || (\ \) | ) || ( | | | | | || | \ || | ) | ) || | | || | \ | /\___) || (___/\| (___/\| (__) || ) \ || (_/ ) /\___) || (__) || ) \ | \______)(______/(______/(______)|/ )_)(_____/ \______)(______)|/ )_) This FAQ is copyrighted (c) by Jarrod Garripoli. You can e-mail me at mastervgamer782 (at) hotmail (dot) com This guide is for private and personal use only. No part or whole of this document shall be reproduced in any form whatsoever. This document is free and may not be used for any commercial uses. This document may not be altered without permission from the author. When you e-mail me, please do not use any colored backgrounds or fonts. If I have trouble reading it, I will discard it very quickly. I don't have much time in trying to decipher what you're trying to say. Also, please see if your question is answered in the guide before e-mailing me about it. That's all I ask of you when you e-mail me. Thank you. The only two sites where this FAQ can be hosted is at www.gamefaqs.com and www.gamewise.co, meaning no other sites will be allowed to host this FAQ/Walkthrough. .-----------------------------------SPOILERS-----------------------------------. | | | There will be spoilers for the game past this point, so read ahead at your | | own risk. | | | '-----------------------------------SPOILERS-----------------------------------' O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O ____________| |___________ ============| TABLE OF CONTENTS |=========== ¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯¯¯¯¯¯¯¯¯¯ O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O Due to the nature of the game, I have added a search engine of sorts to help look for specific parts of the game. Hit CTRL + F and then input the code to the right of each section to instantly jump to it in the walkthrough. I. Introduction II. Gameplay III. Main Story Missions 01. Delsin Rowe.......................A100 02. The Visitors......................A101 03. Aftermath.........................A102 04. Parting of the Ways...............A103 05. Welcome to Seattle................A104 06. Catching Smoke....................A105 07. The Gauntlet......................A106 08. Chasing the Light.................A107 09. Go Fetch..........................A108 10. Light It Up.......................A109 11a. Fight Intolerants (Evil)..........A110 11b. Trash the Stash (Good)............A111 12. The Test..........................A112 13. The Fan...........................A113 14. Reggie Takes Flight...............A114 15. Heaven's Hellfire.................A115 16. Zero to Hero......................A116 17a. Hunting the Hunters (Evil)........A117 17b. Flight of Angels (Good)...........A118 18. The Return........................A119 19. Quid Pro Quo......................A120 20. Smoke and Mirrors.................A121 21. Kill or Expose Augustine..........A122 IV. Powers/Skill Tree 01. Melee Powers......................B100 02. Smoke Powers......................B101 03. Neon Powers.......................B102 04. Third Power.......................B103 05. Fourth Power......................B104 V. Collectibles/Side Missions 01. Blast Shards......................C100 02. Security Cameras..................C101 03. Stencil Art.......................C102 04. Secret Agents.....................C103 05. Audio Logs........................C104 06. Hidden Cameras....................C105 07. District Showdowns................C106 VI. Trophies..............................D100 VII. Updates VIII. Frequently Asked Questions IX. Acknowledgements O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O ____________| |___________ ============| I. INTRODUCTION |=========== ¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯¯¯¯¯¯¯¯¯¯ O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O Welcome to my walkthrough for Infamous: Second Son, the Playstation 4's newest exclusive by Sucker Punch. It is the fourth game in the series and has become one of my favorite series, due to my love for superheroes and sandbox games. The walkthrough will mainly cover the main story missions, as the in-game map does a pretty good enough job at pointing out the collectibles and side missions (which may be added later). O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O ____________| |___________ ============| II. GAMEPLAY |=========== ¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯¯¯¯¯¯¯¯¯¯ O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O Infamous: Second Son is a sandbox, open-world game that focuses on superpowers, like the previous entries in the series. It retains the same Karma system as previous games, but introduces the ability to have a total of four different kinds of powers in your arsenal. .---------------------. ======| Powers/Skill Tree | '---------------------' Delsin starts out with just one power, Smoke, but will gain access to three more throughout the game. In order to switch to these other powers, Delsin must find them in the environment and drain the source. For example, he gains Neon not that far into the game and in order to switch back to Smoke, Delsin will need to find a source for it and drain it. Also, each power, as well as melee, has their own skill tree, which can be accessed by pressing Options, then R2. In order to purchase a powerup, you need to find Blast Shards in each of the districts. Some of the powerups are restricted to a certain alignment, and some even locked to a specific level of Karma. Note that certain powers remain locked until they are gotten during the actual storyline. .-------------. ======| Districts | '-------------' When the player first enters Seattle proper, they will find it divided into thirteen different districts. Each district is occupied by the DUP and it is up to the player to drive them out. In order to do this, they need to destroy the Mobile Commands in each district, which are introduced early in the game. Doing this will reveal the game's collectibles and side missions for that district on the map. To completely drive out the DUP from each district, the player needs to complete the side missions and get the collectibles. This will drive the influence of the DUP down in that district and once it reaches a certain point, the District Showdown will unlock. Completing this will drive the DUP out of that district for good. .---------. ======| Karma | '---------' The Karma system from previous entries has returned in Second Son, and it is divided into Good and Evil. Performing certain actions and completing certain missions will increase your Karma, where it will eventually level, unlocking more powerups for your Powers. Other than unlocking new moves and dictating your Karma Bomb, Karma doesn't do much else than affect the storyline. Speaking of Karma Bombs, each power in the game (except for the fourth) has one. Whether you're playing as Good or Evil, the more actions you perform aligned to that particular Karma, you will build up a meter that when full, will allow you to perform a Karma Bomb by pressing down on the directional pad. As Good, this meter will stay put unless you perform an Evil action, but there's a timer for Evil, so it will go away if you perform a Good action or a certain amount of time passes since your last Evil action. Note that once it's full, it will remain full unless you use the Karma Bomb or perform an opposite Karma action. Good Karma ============ - Subdue a surrendering or coughing enemy - Subdue enemy by shooting their legs with Laser Focus Neon power - Defeat and do Drug Bust activity - Help injured civilians and/or suspected Conduits - Choose Good Karma option when doing Stencil Arts - Rescue suspects from suspicion pens (swipe touchpad in indicated direction) Evil Karma ============ - Execute a surrendering or coughing enemy - Kill enemy by shooting their head with Laser Focus Neon power - Kill civilians/Akuran gang members - Beat down sign twirlers - Hit street musicians - Disrupt activist rallies - Choose Evil Karma option when doing Stencil Arts - Destroy suspicion pens O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O ____________| |___________ ============| III. MAIN STORY MISSIONS |=========== ¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯¯¯¯¯¯¯¯¯¯ O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O .------------------. ======| 1. Delsin Rowe | (A100) '------------------' The game opens up with a cutscene and once you gain control of Delsin, you'll be in charge of doing a little bit of graffiti. You need to turn the controller sideways and then shake it like it was a can of spraypaint. What you need to do is spray in the stencil areas with R2. There's quite a bit with the white and it will automatically switch to another portion with black paint. When you're finished, there will be another cutscene and you'll have to escape through the back door. You have to make your way to the Longhouse and the path is fairly linear that you don't really need directions. There will be yet another cutscene at the Longhouse, bringing this mission to an end and automatically starting the next. .-------------------. ======| 2. The Visitors | (A101) '-------------------' Your brother went over the two running away, so go ahead and investigate the truck that landed on its side. Go to the back and use the touchpad to lift the door off the guy, then watch the cutscene that occurs. When you stand up, try to walk forward only to dash forward with some strange powers. Keep doing this until you get to a tree, which you can dash through using the Circle button now. Keep going through the trees until you come to your brother, who gets trapped underneath a car. Approach it and press and hold both thumbs on the touchpad to launch the car. Follow Reggie to a locked gate, which you must dash through. There doesn't seem to be a way into the cannery, but Delsin can use the vent by the door to get onto the roof and into the building. Once you land, approach the blocked doorway straight ahead and Delsin will end up picking up the chain. Use Square to destroy the barriers and keep going until you meet up with Betty. After the cutscene, follow the Conduit and keep up with him, hitting him with your chain repeatedly. He will keep running away, so follow him as best as you can until you come outside. There will be a cutscene here and your first Karma Choice. Hold L2 until you can press X to choose Good, or hold R2 for Evil. It's best to stick with one side throughout the game. Watch the cutscene to the end of the mission. .----------------. ======| 3. Aftermath | (A102) '----------------' You'll wake up in a makeshift hospital, so follow the path inside until you reach Betty. This mission is really more of a cutscene than actual gameplay, so watch it until you reach the point where you can control Delsin again, beginning the next mission. .--------------------------. ======| 4. Parting of the Ways | (A103) '--------------------------' Go forward at the beginning until you reach some device that will end up giving you a new power, the Smoke Shot. Aim and shoot down the thing flying around, then when you get the chance, push in the touchpad to drain and get a Blast Shard. There are three more around here, but you need to refill your Smoke power first. There should be a car smoking on your left, so go near it and when prompted, push in the touchpad to refill your smoke meter in the bottom left corner. With it refilled, shoot down the other two flying things and grab the Blast Shards. The final one is on the wall ahead, so shoot it first and then grab it. Keep going until you get to the bus. Shoot the concrete slabs in the way, only to have it do nothing. This prompts the game to make you go into the Powers menu (press the Options button) and purchase the Cinder Blast ability. All you have to do is hold R2 down until Delsin fires the Cinder Blast, which is similar to a shotgun. Use it to clear the way, shooting a car and refilling your smoke along the way, until you get to another cutscene. You should now be in front of a bridge, or was once a bridge before it was destroyed. Drop down and go to the first Core Relay, which will give you the ability to launch Delsin off the top of cars. Use this to get to the next section of the bridge and keep going to the next Core Relay, which grants the ability to hover for a short period of time. You'll learn to combine the abilities you have learned thus far, like using the Smoke Dash while in the air to cover longer distances, as well as using the hover. Keep going until you reach the end of the bridge, where you will see the bus Reggie was driving fall into the water, but you'll see Reggie in the distance. Hurry to him and you'll automatically grab him out of the water. .-------------------------. ======| 5. Welcome to Seattle | (A104) '-------------------------' Although Delsin wants to just trash the DUP guards, Reggie suggests that they try to sneak through the Scanning Station. Follow him to the checkpoint and wait your turn, then move to the scanner when you can. Go to the scanner and push the touchpad, then slide your finger in one motion to the designated point. Of course, the scanner recognizes you're a Conduit and now you'll be forced to fight the DUP security. At the moment, you only have the Smoke Shot, Smoke Dash, and Cinder Blast as your primary abilities, as well as your melee capabilities. The DUP will basically use their guns, but some of them can launch grenades at you, so it's wise to keep moving. If you need to refill your smoke meter, you can shoot a vehicle a few times and drain the smoke. You should see some towers, which you can destroy easily with a few or a well- placed Cinder Blast. Keep going, watching out for the sniper at the second set of towers, and Reggie will chime in and tell you about the Mobile Command. These are basically vehicles that the DUP use to monitor the various districts. They are located in restricted areas where the DUP will attack pretty much on sight. There will be a lot of resistance in the area and your goal is to destroy the vents on the Mobile Command to make the power core exposed. Before you do that, take out all of the DUP in the area, so you won't be interrupted. When it's clear, shoot the vents until you see the power core appear. Jump on top of the Mobile Command and do the motion on the touchpad (hold it), then press R2 repeatedly to destroy it. With the Mobile Command down, the DUP will send a heavily armored guy after you now, who is armed with a minigun. What you want to do is keep shooting him from a distance, using cover if needed, or by using the rooftops, allowing you access to refill your power meter. Once you've dealt enough damage, the big guy will retreat into a barrier, which is your cue to sneak up behind him and press the shown button to take him out. Go over to his body and try to drain him to no avail. .---------------------. ======| 6. Catching Smoke | (A105) '---------------------' Delsin mentions to Reggie about trying to find the locations of some of the Core Relays, which will be displayed on your map. You'll have to go to each location, take out any DUP guarding the devices, then break open and drain them to gain new abilities. The one in the northeast gives you Comet Drop, the southeastern one grants Cinder Missiles and the one in the southwest gives you Sulfur Bomb. Try out the power after acquiring it and the mission ends with all three gotten. .-------------------. ======| 7. The Gauntlet | (A106) '-------------------' Head to the Space Needle and find the mission marker to start it. You'll have to climb to the top of the Space Needle, so start with the ladder and then use the air vents to launch yourself to ledges you can grab. You'll also need to use wires and other parts of the Space Needle to get to the top. Whenever you see that something is about to hit you, don't worry as it actually won't, so just continue. When you hit the observation deck, you will have to fight with some DUP enemies. Take them all out, then use one of the air vents to get to the next area. Here, you're introduced to a new type of enemy, who can use concrete as a shield, as well as create a barrier around your feet, preventing you from moving (just dash if you get caught). Should things get a little too hectic, you can retreat to the level below to find some ammo crates to destroy and refill your smoke meter. Once the enemies are clear, try and shoot the winch only for it to have no effect. Find the nearby Core Relay and drain it to gain the Orbital Drop. Basically, you need to perform actions that reflect your Karma and for every one you do, a meter will fill until you can perform the Orbital Drop. Take too much time in between actions or perform something relating to the opposite Karma will reduce the meter to nothing. For now, you will see DUP guards on the ground, so perform the relevant action to fill the meter (Square for Evil and Triangle for Good). Once it's full, go near the winch and press down on the D-Pad to perform the Orbital Drop. When you get the chance, pick the design you want to be placed on the flag, which will end the mission. .------------------------. ======| 8. Chasing the Light | (A107) '------------------------' If the mission isn't available, keep exploring the city until Reggie calls you. When you get to the mission marker, you will have to destroy the Mobile Command in the area before you can actually start. If you haven't noticed, this one has some Jammers in the area, which will obstruct your map, so take them out first before going after the Mobile Command. When it has been cleared, head back to the marker and begin the actual mission. It's time to hunt down a Conduit who has been killing people. Reggie directs you to a crime scene, so head there and follow the neon lights until you spot the victim. Walk onto the camera icon and take the necessary pictures (you'll get the R2 prompt at the right spot). Reggie will call and say there's another victim, but this time the DUP has locked down the area. Head to the second spot and you'll have to fight with a bunch of DUP, including one of the big guys with the minigun. Once it's clear, head to where the second victim is and take the pictures like before. Reggie gets a hit on the face and says to check for the drug dealer's stash. The stash is located just down the stairs and as soon as you check it out, you get shot at by the sniper. Hurry up and head towards the sniper's located, where the Conduit will take off...very fast. Continue giving chase until Delsin gives up, which prompts Reggie to tell you to go back to the sniper's nest to check out things. When you get there, take pictures of the sign, book, boots and clothes. Once you get those things, head to the end of the walkway and snap a picture of the neon picture. After some time, Reggie identifies the man's face and sends you to the address where he was murdered. When you get there, you will have to take out some drug dealers, so deal with them according to your Karmic standing. Head inside and take the necessary pictures, which will bring the mission to a close. .---------------. ======| 9. Go Fetch | (A108) '---------------' The mission marker will be near Olaf's restaurant and upon starting the mission, you'll see an activist rally in front. If you want Evil Karma, disrupt it by any means, but leave it alone if you are Good. Either way, Reggie says to hide near the neon sign, so go on the roof and press the touchpad near the cardboard boxes. After the cutscene, you'll have gain some of the Neon powers, but only the dash ability, so give chase after Fetch. You'll learn how to run up walls, which is pretty much the extent of the ability for now. Eventually, you'll end up caught up with Fetch, who will blow up the roof and you'll crash inside the building. It's time to do battle with Fetch, although you really can't do anything to her yet. Actually, the only thing you can do is go around the area and drain all of the neon signs so she can't get more power. All but two are on the ground level, with those other two on the second floor. Once you've gotten then all, you can fire neon blasts with the R2 button. What you need to do now is take shots at Fetch until you can deplete her health at the top of the screen. Note that she'll stick to the ground floor and will move around a lot, but you can trail her thanks to the light trail she leaves behind. If you need to recover your health, hide behind something. After the fight, you get to make a Karma decision and then the mission will be over. .-------------------. ======| 10. Light It Up | (A109) '-------------------' With your newly acquired powers, Delsin decides to have Reggie locate some Core Relays to get some new abilities. Head to the first one to get the Laser Insight ability, then you will have to follow Fetch's neon tracks to get to the second, which gives Stasis Bubble, the third is Phosphor Beam and the last will give you the Radiant Sweep ability. Try out each move as you get them and the mission will be complete. .---------------------------------. ======| 11a. Fight Intolerants (Evil) | (A110) '---------------------------------' Note that this mission appears on your map, but you can only start it if you choose to "Corrupt Fetch" at the end of Go Fetch. Your goal in this mission is to go after the anti-Conduit activists, so head to the first location and just start shooting at them until you get the message that they were silenced. Of course, it's likely that the DUP will show up and cause some problems, so start going after them until you get rid of them all. Fetch mentions that she wants to go after the leader of the activists, but you will need to flush him out first. There will be three rallies marked on your map and you need to go to each one, disrupt the rally and take out the DUP that interfere. Note that you don't need to defeat all of the DUP Agents, but just keep at each spot until it disappears from your map. Once you clear all three rallies, Fetch will say that she got a fix on the location of the leader of the activists. Head to the tunnel and go inside, where you will find plenty of DUP Agents, including one or two of the stronger ones that can bind your legs. Remember to use the vehicles as cover and don't forget you have two different powers now, so you can switch if you want. At the end of the tunnel, you will fake surrender and be confronted with a barricade of DUP Agents. Note that you will automatically get a Karmic Streak attack if you didn't have one saved, so when you get the chance, use that to take them all out. Now, a bunch more DUP Agents will come, so continue fighting them until you finish them all off, which will end the mission. .-------------------------------. ======| 11b. Trash the Stash (Good) | (A111) '-------------------------------' Fetch wants some help taking out some drug dealers, who she says has a big shipment at the marina. Head there and you will see that there are A LOT of enemies in the area. Don't worry about the boats for now and just concentrate on taking out all of the enemies. As you're fighting them, Fetch will likely pinpoint the exact location of three boats with drugs on them. You need to go onto each boat, find the drugs and then tag the boat for Fetch to blow up later. On two of the boats, however, you will find someone trapped inside, so open the cabin door to let them out before tagging. When you get all three, Fetch says things are getting pretty hectic at the warehouse, so head there to find still even more enemies. Once you take them all down, meet up with Fetch and watch as she destroys the boats. The mission isn't over, though, as they appear to be shipping one last shipment via a truck. You will have to follow this truck without being seen, so stick to the rooftops and follow Fetch. When the truck stops, take out the remaining enemies to finish the mission. .----------------. ======| 12. The Test | (A112) '----------------' Head to the bridge that is marked, which you might have come across before, and use your Neon powers to climb to the top. Delsin will take out the enemies on his own, but it's up to you to actually cross the bridge. Note there will be plenty of auto-turrets on the bridge, so you will want to use a lot of cover to get behind them and take them out. When you get past the turrets, you'll come to a large gap with two snipers in towers on the other side. Quickly use the car as a launching pad to get across, then blast the two towers. There will be some more DUP guys who can erect shields past the towers and you can hop over the side of the bridge if you need some breathing room. Drop down into the large, open area and you'll be thrown into a boss fight with large DUP Agent. At first, you want to drain any of the neon spots since you likely have no smoke power left. The boss will surround himself with large rocks and can throw them at you. Shooting his body will deplete his health, but if you can aim the Phosphor Beams, they will drop the boss to the ground. Doing enough damage or hitting with a Phosphor Beam will put the boss to the ground, where it will come after you. Here, it will use a whip-like attack or try a melee one, so quickly dodge. Since there are many different neon sources to absorb, you can stick to Phosphor Beams for attack, which can take a good chunk of his life. Once you defeat him, some cutscenes will occur and you'll be in the Lantern District. .---------------. ======| 13. The Fan | (A113) '---------------' As with Chasing the Light, you can't start this mission until you take out the nearby Mobile Command. Once you do, you can properly start this mission, where you get to meet a fan named Eugene. After the introductions are over, you will need to head to a spot where a convoy of Conduits are coming. Head over to the spot and underneath the bridge, where you will need to destroy four of the support beams. Once you do that, head onto the bridge and wait until the convoy comes. It will be foggy out and you need to take out all of the DUP Agents guarding the convoy. There are quite a few of them, so make sure you retreat and find the power spots should you need to. When you are finished, head to one of the buses and touch the touchpad to initiate a scene. It turns out the buses are long gone, but Eugene is able to track them by using a phone app. He sends it to Delsin, so take out the phone and head in the direction that the phone tells you to (basically, head in the direction where you get closer and note you have to be so high to use it). When you get there, take out the DUP Agents and you'll have to fight some new enemies who look like they throw discs of concrete at you. Take out those new enemies, of which there are three, and check out the bus, only to find it empty. Make your way to the second bus, which has no resistance and nothing in it. When you get to the third, and final, one, you will see what look like angels and the DUP fighting. Just concentrate on taking out the DUP, which will include some of the stronger enemies from before, then search the bus to finish the mission. .---------------------------. ======| 14. Reggie Takes Flight | (A114) '---------------------------' It seems it's time to track down some of the escaped Conduits from the buses and you will start out by checking the porta-pottys in the area. Keep going to each one, swiping on the touchpad to open it, until you find the right one. The guy inside will go to escape and you'll have to go after him, but the angels from the last mission will come down and take him away. For the next one, you should see three circles on your map. Just go around in these areas until you hear about one of the Conduits being at the construction site. Go there and get to the top, where you will see a crane. The Conduit will be on the crane, at the end of the arm and he will jump when you get too close. Of course, an angel will catch him and take off, so give chase for a little bit until you realize you can't catch it. At this time, Reggie calls and says he has a plan, so meet him at the park. You need to chase after him and pretend to shoot close to him (you can shoot him a couple times if you want), until an angel comes and scoops him up. Now, chase after the angel and Reggie until you are on top of a building and a scene starts. You see angels and demons coming out of the TV screen and it's your job to destroy the screens. Angels will attack you by shooting a laser, while Demons will divebomb to your position (line of sight). There are a multitude of screens you need to destroy, four on the one side and four on the other side of the street. Use cover and be smart to take them all out, which ends the mission. .-------------------------. ======| 15. Heaven's Hellfire | (A115) '-------------------------' Walk around in the basement until you get transported to some large arena with floating platforms and lava below. You will see a big angel called He Who Dwells, and it's up to you to defeat it! The battle takes part in three phases, and your best weapons to use are the Cinder Missiles and Phosphor Beams. There will be sources for both powers throughout the fight on choice platforms, as well as beams that propel you upwards like air vents. The boss has two main attacks through the entire fight, one of which includes firing a laser similar to the angels from before. The other attack is a large blast that will explode when it hits you or anything else; this will increase to multiple ones in the second and third phase. Once you have caused enough damage, you will be back in the basement, so walk around until you get transported again. For the first phase, just move from platform to platform and shoot either of the two main shots to damage him. It is the second phase and beyond that things get tricky. Once you cause enough damage, the boss will be invulnerable and the platforms will start to fall into the lava (which does hurt you), so you need to find the new stable platforms. Once you get to the third phase, there will be angels that will create a barrier around the boss, so you need to shoot them to make them disappear (one shot should be enough). After the battle, you get the choice to either corrupt Eugene (Evil Karma) or redeem Eugene (Good Karma). When you've made your choice, the mission is over. .--------------------. ======| 16. Zero to Hero | (A116) '--------------------' Try to use your newly acquired powers and you find out that you can't do anything. So, you decide to meet up with Reggie in an alley. After some words with him, he decides to help you, so drain the Core Relay to get the power of Invisibility. However, this isn't going to help yet, so follow Reggie to the next one. This one will give you a melee ability, so use it in conjunction with Invisibility to take out the DUPs. Delsin calls Eugene to find him the next Core Relay, so head there and you'll have to take out some Akurans. Once you do, open the Core Relay and drain it to get Video Surge, allowing you to move in the air and up buildings. The next Core Relay will get you Bloodthirsty Blades, which are similar to Phosphor Beams and Cinder Missiles. Use it to take out the helicopter coming towards you from the left,then head to the next Core Relay, which will get you the ability to shoot normal shots with R2. Take out the DUP Agents that show up, then there will be one last Core Relay to get. When you get there, DUP will be hanging around, but you will have the help of Eugene and his demons. Take them all out, then drain the Core Relay to get Hellfire Swarm, the Karmic Bomb for the Video power. Use it on the DUP that come and the mission will be over. .------------------------------------. ======| 17a. Hunting the Hunters (Evil) | (A117) '------------------------------------' This mission will appear on your map, but it can only be started if you chose to corrupt Eugene. He wants to go after the Akurans and needs your help. There are some by the construction site, but he needs you to flush them out so his demon friends can get to them. When you get there, get onto the top level and go down the ramp to find some. Now, you just need to keep killing them until Eugene says to go onto the roof. Here, just continue taking out the Akurans until it's time to move on (even though there will be more Akurans to fight). Eugene mentions that something big is going on and says to use the signal app from before to locate the next batch of Akurans. If you don't remember what to do, get high enough and press up on the D-Pad to bring up a signal. You want to head in the general direction where the distance gets smaller and when you arrive there, there will be a few Akurans to kill. Use the signal app once again to find the next spot, where there will be more Akurans, as well as some DUPs. At the third spot, there will be a lot of enemies, so make sure you use caution. Once the first wave is cleared, two Enormous DUP Agents show up and things get a little more hectic. Remember to use your R1 attacks here, as they will do a lot more damage than normal shots. Eugene will eventually show again as a big demon and more regular DUPs will appear. Clean the rest of the enemies up and the mission will be over. .--------------------------------. ======| 17b. Flight of Angels (Good) | (A118) '--------------------------------' It appears the Akurans have been rounding up the suspected "Bioterrorists" that were freed and plan to sell them back to the DUP. Head to the construction site and you'll have to fight through a whole lot of Akurans, so make sure you retreat should you get low on health or your power. Once it's clear, check the enclosed space on each floor of the construction site (you can destroy the boards with red Xs) to find the Conduits aren't here. After you check the third one, you hear choppers, so go to the roof and you'll see them trying to get away with shipping containers. Luckily, Eugene will use his angels to keep the choppers close enough to where you can jump on the containers. Do just that and shoot the winch in the middle on top of the containers, then it will be lowered to the ground by Eugene. There are a total of five containers and the last one will bring some DUPs into its vicinity. Take out the first wave and two large DUP agents, like the one you fought at the end of The Test will appear. Keep moving around and stalling until Eugene comes with a big angel, which prompts more DUPs to appear. When all DUPs are gone, the mission will be over. .------------------. ======| 18. The Return | (A119) '------------------' Reggie begins the mission saying there was a huge explosion reported on the news that was since retracted, so he wants you to check things out. Head to the marker on your map to officially start the mission, where you will need to go to the Waterfront to investigate. When you get there, you find the place has been torched and you decide to take a picture to show to Reggie. After taking the picture, some DUPs will show up, so take them out and then pick up the helmet nearby to learn that Hank is still alive. More DUPs will show up now, so get rid of them and then there will be another photo opportunity nearby. It is at this point that Fetch chimes in and says someone is nearby smoking out DUP choppers. Head to the marker to meet up with Fetch, who decides to sit this one out. Now, go to the roof where Hank is said to be and when you get there, he will start running away. Chase after him until he stops on a roof with some DUP Agents, so take out a couple and Hank will get away again. Thankfully, Reggie knows where he's at, so head there and another chase will begin. Keep going until a cutscene occurs and the mission will end after some dialog. .------------------------------------NOTE--------------------------------------. | | | If you haven't done so, it might be wise to upgrade both your Video and | | Smoke powers before the next mission. Specifically, you will want to get | | Quick Drain for both, as well as upgrade the ammo capacity for their R1 | | moves. | | | '------------------------------------NOTE--------------------------------------' .--------------------. ======| 19. Quid Pro Quo | (A120) '--------------------' You will need to take out the Mobile Command in the immediate vicinity before you can tackle this mission. Unlike the normal ones, this one is a tower-like Mobild Command, where there will be four vents on the pillars similar to the ones on the normal Command. Once you destroy all four vents, you can pick up and destroy the core like usual. Also note that there will be two helicopters in the area. It turns out that both Fetch and Eugene were captured by Augustine and she's holding them on some speciality built island of sorts. Hank has a plan to rescue them and cause enough chaos that it will draw out Augustine. The game will automatically go and meet with Hank, as well as Reggie, who has a plan for breaking into the fort. Note that you will need Smoke to get onto the island, so grab it before you follow Hank. He will bust open a pipe and you can use Smoke Dash to get through the vent and onto the island. The plan is to break certain concrete pillars (marked by the touchpad icon) and draw out DUP guards. There will be a few enemies at first, but things can get pretty hectic after breaking the second pillar. You will be limited to your Smoke powers and due to the ceiling, you won't be able to use your Orbital Drop either. There will be some snipers and one of the bigger guys with the minigun, so make sure you utilize any cover you find, as well as use the rest of your arsenal. Once you break four pillars, Hank will uncover a vent you can use to reach a Core Relay. It turns out to be a trap, but luckily, your brother helps you. With your hands tied, you have to make it to your brother while dodging enemies and auto-turrets. The enemies themselves will get blown up thanks to Reggie, but you will have to utilize the cover to shield yourself from the Auto-Turrets, going to the next cover in between assaults. You will get stopped near Reggie, but you will break free and can continue to your brother. Unfortunately, some horrible events transpire and you'll be thrown into battle with Augustine. She has a concrete shield around her and her basic, and pretty much only, attack is to throw small boulders at you whenever she hovers in the air. At the start, you have the Smoke power and only that, and you need to hit her with Cinder Missiles to make her lose her shield. Note that you can hit her with normal shots if it's just her standing on her concrete platform, but they will bounce off the shield. Hit her enough and she will drop to the ground, allowing you to kick her (Triangle for Good Karma and Square for Evil). Do this three times and you will be able to perform an Orbital Drop on her, finishing up the first phase of the fight. Before the second phase begins, you will have to fight through some DUP chumps, including the stronger versions that look like they throw discs. When they're all gone, Augustine returns to the arena for phase two. You still have your Smoke powers, but Augustine can destroy the sources for it. The good thing is that monitors will be revealed that you can draw for your Video power. Note that the second phase of the fight is the same exact thing as the first, so do what you did before and finish her off with your Karmic Bomb to finish the mission. .-------------------------. ======| 20. Smoke and Mirrors | (A121) '-------------------------' You'll appear on solid land after the last mission and some DUP forces will come to attack you. Take them all out and then Delsin will use the phone app to try and track Hank down. Climb onto a high building and press Up on the D-Pad to get a position on him. Get close enough and a marker will appear on your map, where there won't be anything but some ruins of a battle. However, some DUP forces will show up to ambush you and it's up to you to defeat them. Once they're finished or enough time passed, you will have to locate the signal again, so get onto a high building and use your phone to track Hank's position. The next spot you have to investigate will be on top of a roof, where there will be more DUP and likely a chopper as well. Track him one more time and you'll see that Hank is heading to the marina, with a marker appearing on your map. When you get there, you'll find him standing there and all you have to do is hit him to initiate a cutscene. You'll be presented with one final Karmic choice, either to spare Hank (Good Karma) or to kill him (Evil Karma). Whichever you choose, the mission will be over. .--------------------------------. ======| 21. Kill or Expose Augustine | (A122) '--------------------------------' This final mission plays out pretty much the same no matter whether you're Good or Evil. You should see a marker on your map after finishing the last mission, so head there and you'll be on top of a building with a generator. Before you can do anything, though, you will be presented with a choice to either kill Augustine (Evil Karma) or expose her (Good Karma). Depending on your Karma, pick your option and then you can use the touchpad to shut down the power to the tower...only a little bit. There will be plenty of DUP agents in front of the tower, so you will have to fight your way through them all. Once it's clear, switch over to Smoke and use the vent shown before to start your climb up the tower. In the first area, you won't be able to progress, but a familiar face will show up and help. Fetch opens a vent you can use to launch yourself to the next section, where DUP goons will be there to fight. The next vent can be used to launch yourself to the pillar, which you can climb to the next section. This will keep going like this until two helicopters show up, but that prompts the arrival of Eugene to take them out. When you get to the point where you can switch to Video powers, do so and get onto the roof of the building. You'll have to protect Fetch here while she cuts a hole that will allow you to break into the building. Once she's finished, dash at the satellite dish and then hold Square to bust through the hole that Fetch cut out, sending you inside and into a boss fight. .--------------------------. | BOSS: Brooke Augustine | '--------------------------' The fight against Augustine starts out similar to the previous fight, although she has a few extra moves in her arsenal. She still has the shield and will throw stone boulders at you, but she can also send what look like buzzsaws along the ground. Since you have Video for this battle so far, you will still do the same thing as the previous fight, sending Bloodthirsty Blades to remove her shield and knocking her down three times, prompting a chance to use the Karmic streak. Now starts the second phase of the fight and you will finish the battle with Concrete powers, only you don't have any right now. Augustine will transform into a scorpion-like creature and she will come after you with two attacks at first. She will walk towards you, smashing her legs into the ground with each step, as well as shoot projectiles at you. Note that both of these attacks will stay throughout the entire final battle. You need to survive until Eugene throws in a Core Relay, which will grant you the Boulder Dash ability once you drain it. Keep going until the next Core Relay is sent, which will get you the Concrete Shrapnel, allowing you to shoot now with R2 and damage Augustine. Once you get this ability, she will add a new move into her set, which is to come forward and smash both front legs into the ground when you cause enough damage. The next ability you get is Concrete Thrusters, allowing you to hover in the air. She'll keep using the same moves for now, so continue doing as you did before until the last Core Relay drops, granting you the Concrete Barrage move. This is triggered by hitting R1 and will do a lot more damage than the normal shots, although you need to resort to those in between recharges. Augustine's projectile attacks are likely getting quicker at this point, but it should be pretty easy to dodge with the following tactic. Go to the opposite side of the arena and just dash back and forth horizontally to dodge all the shots, starting when she's about to shoot and going to the other side at the same time. At some point, she will likely gain a new attack, which is to make herself flat and slide along the ground; use the hover ability to go over her. She will follow this up by turning into a snake and lunging at you, so just wait until she's about to lunge and dash to the other side to avoid it. Keep blasting her and when her health is gone, you will have defeated her and completed the game. .------------------------------------NOTE--------------------------------------. | | | After completing the game and the credits are over, you will be back in the | | game's world. You can complete the rest of the side missions, remove the | | DUP's presence from all of the districts and gather the rest of the | | collectibles. There is also a trophy that you can only get after defeating | | the final boss, which is done by climbing the final tower the same way as | | before, using Video to launch yourself and then performing the Comet Drop | | all the way to the ground. | | | '------------------------------------NOTE--------------------------------------' O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O ____________| |___________ ============| IV. POWERS/SKILL TREES |=========== ¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯¯¯¯¯¯¯¯¯¯ O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O Delsin will learn various powers throughout the game, ending up with four different kinds in the end. Each power has basic abilities, such as a basic shot, a stronger shot that consumes ammo, a dash maneuver, and usually another kind of skill unique to that power. Also note that three of the four powers have an ultimate attack (Karma Bomb) that can be unleashed by performing actions specific to the Karma alignment. Each power also has a skill tree associated with it, as well as one dedicated to melee attacks (making a total of five). In each skill tree are upgrades to the abilities you learn for each power. In order to buy the upgrades, you will have to find and absorb Blast Shards found throughout the districts. Also, some upgrades are locked to a specific Karma alignment, and some even to a certain level of Karma. /==============\ ===============================( MELEE POWERS )==(B100)======================= \==============/ Delsin gets the ability to melee enemies during The Visitors, the second mission in the game. The best thing about meleeing is that it doesn't use up any power, so even when your meter is empty, it's possible to still attack. Depending on the power equipped, Delsin will use different kinds of weapons that all function the same, although some deal more damage than others. .------------------.
|  Karmic Healing  |
'------------------'
REQ - 5 Blast Shards and Level 3 Good Karma
INFO - Subduing surrendering or coughing enemy will restore some health.


.-----------.
|  Execute  |
'-----------'
REQ - * Blast Shards and Evil Karma
INFO - Press Square to brutally kill surrendering or coughing enemy, earning
       Evil Karma.


.---------------.
|  Enemy Drain  |
'---------------'
REQ - 4 Blast Shards and Evil Karma
INFO - Executing a surrendering or coughing enemy will restore some energy.


.-------------.
|  Dash Slam  |
'-------------'
REQ - Dash Strike, 4 Blast Shards and Evil Karma
INFO - Dash toward an enemy, then quickly Melee for a lethal takedown.


.---------------.
|  Dash Subdue  |
'---------------'
REQ - Dash Strike, 4 Blast Shards and Good Karma
INFO - Dash towards a surrendering or coughing enemy, then quickly press
       Triangle to Subdue them, earning Good Karma.


.---------------------.
|  Obliterating Drop  |
'---------------------'
REQ - Comet Drop, 4 Blast Shards and Evil Karma
INFO - Land directly on an enemy with Comet Drop to instantly obliterate them,
       earning Evil Karma.



                                /==============\
===============================(  SMOKE POWERS  )==(B101)=======================
                                \==============/

Smoke is the very first power Delsin gets in the game and it can be quite the
power in battle, offering a variety of uses, from mid-ranged combat and even up
close. Smoke Shot and its charged up version allow Delsin to attack both far and
close, with Cinder Missile supplementing the ranged attacks.

For traversal, while the second and third powers are much better, Smoke is still
great due to the abundance of vents that can be used to quickly get to the top
of buildings, as well as used to propel Delsin into the air. Sulfur Bomb allows
Delsin to quickly disable the lesser enemies, allowing him to rapidly earn Good
or Evil Karma.



.==============================================================================.
|                                   DRAIN SMOKE                                |
|==============================================================================|
|  Drain Smoke 1  | Increase Smoke Energy capacity by 20%. Requires 1 Blast    |
|                 | Shard.                                                     |
|-----------------|------------------------------------------------------------|
|  Drain Smoke 2  | Increase Smoke Energy capacity by 40%. Requires 1 Blast    |
|                 | Shard.                                                     |
|-----------------|------------------------------------------------------------|
|  Drain Smoke 3  | Increase Smoke Energy capacity by 60%. Requires 1 Blast    |
|                 | Shard and Level 2 Karma.                                   |
|-----------------|------------------------------------------------------------|
|  Drain Smoke 4  | Increase Smoke Energy capacity by 80%. Requires 1 Blast    |
|                 | Shard and Level 3 Karma.                                   |
|-----------------|------------------------------------------------------------|
|  Drain Smoke 5  | Double Smoke Energy capacity. Requires 2 Blast Shards and  |
|                 | Level 4 Karma.                                             |
|-----------------|------------------------------------------------------------|
|  Quick Drain    | Drain from Smoke Sources in half the time. Requires 2      |
|                 | Blast Shards.                                              |
'================='============================================================'

.==============================================================================.
|                                   SMOKE SHOT                                 |
|==============================================================================|
|  Smoke Shot 1        | Uses 25% less Smoke Energy. Requires 1 Blast Shard.   |
|----------------------|-------------------------------------------------------|
|  Smoke Shot 2        | Uses 50% less Smoke Energy. Requires 1 Blast Shard    |
|                      | and Level 2 Karma.                                    |
|----------------------|-------------------------------------------------------|
|  Cinder Blast        | Press and hold R2 to charge and fire a heavy blast of |
|                      | smoke and embers. Gotten during the story (took 4     |
|                      | Blast Shards).                                        |
|----------------------|-------------------------------------------------------|
|  Cinder Blast 1      | Uses 25% less Smoke Energy. Requires 1 Blast Shard    |
|                      | and Level 2 Karma.                                    |
|----------------------|-------------------------------------------------------|
|  Cinder Blast 2      | Uses 50% less Smoke Energy. Requires 2 Blast Shards   |
|                      | and Level 3 Karma.                                    |
|----------------------|-------------------------------------------------------|
|  Obliterating Shot   | Increase the lethality of the Cinder Blast so it will |
|                      | instantly obliterate some enemies, earning Evil       |
|                      | Karma. Requires 6 Blast Shards and Evil Karma.        |
|----------------------|-------------------------------------------------------|
|  Sustained Fire      | Increase the number of Smoke Shots possible in a      |
|                      | continuous burst. Requires 5 Blast Shards and Evil    |
|                      | Karma.                                                |
|----------------------|-------------------------------------------------------|
|  Sulfur Headshots    | Well-aimed Smoke Shots will cause enemies to be       |
|                      | overcome with uncontrollable coughing. Coughing       |
|                      | enemies can be Subdued to earn Good Karma. Requires 3 |
|                      | Blast Shards and Level 1 Good Karma.                  |
|----------------------|-------------------------------------------------------|
|  Knockout Headshots  | Well-aimed Smoke Shots will immediately Subdue some   |
|                      | enemies, earning Good Karma. Requires Sulfur          |
|                      | Headshots, 7 Blast Shards and Level 3 Good Karma.     |
'======================'======================================================='

.==============================================================================.
|                                   SMOKE DASH                                 |
|==============================================================================|
|  Double Air Dash  | Air Dash up to two times without touching the ground.    |
|                   | Requires 2 Blast Shards.                                 |
|-------------------|----------------------------------------------------------|
|  Car Boost        | Jump while standing on a car to ignite its exhaust fumes |
|                   | and launch into the air. Gotten during the story.        |
|-------------------|----------------------------------------------------------|
|  Vent Dash        | Smoke Dash into a red air vent to take a shortcut to     |
|                   | rooftop level. Useful for escaping pursuit or gaining    |
|                   | the high ground. Gotten during the story.                |
|-------------------|----------------------------------------------------------|
|  Vent Healing     | Dashing through a red air vent will restore some health. |
|                   | Requires ? Blast Shards.                                 |
|-------------------|----------------------------------------------------------|
|  Enhanced Vent    | Smoke Dash into rooftop vents for a more powerful Vent   |
|  Launch           | Launch. Requires ? Blast Shards and Level 2 Evil Karma.  |
'==================='=========================================================='

.==============================================================================.
|                                  SULFUR BOMB                                 |
|==============================================================================|
|  Sulfur Bomb 1      | Uses 25% less Smoke Energy. Requires 1 Blast Shard.    |
|---------------------|--------------------------------------------------------|
|  Sulfur Bomb 2      | Uses 50% less Smoke Energy. Requires 1 Blast Shard.    |
|---------------------|--------------------------------------------------------|
|  Corrosive Fumes    | Coughing enemies are stunned for a longer time.        |
|                     | Coughing enemies can be Subdued to earn Good Karma.    |
|                     | Requires ? Blast Shards and level 2 Good Karma.        |
|---------------------|--------------------------------------------------------|
|  Giant Sulfur Bomb  | Increase the effective range at which a Sulfur Bomb    |
|                     | will cause enemies to cough. Coughing enemies can be   |
|                     | Subdued to earn Good Karma. Requires ? Blast Shards    |
|                     | and level 2 Good Karma.                                |
'====================='========================================================'

.==============================================================================.
|                                 CINDER MISSILE                               |
|==============================================================================|
|  Cinder Missile 1  | Increase Cinder Missile ammo capacity to 3. Requires 4  |
|                    | Blast Shards.                                           |
|--------------------|---------------------------------------------------------|
|  Cinder Missile 2  | Increase Cinder Missile ammo capacity to 4. Requires 6  |
|                    | Blast Shards and Level 2 Karma.                         |
|--------------------|---------------------------------------------------------|
|  Cinder Missile 3  | Increase Cinder Missile ammo capacity to 5. Requires 8  |
|                    | Blast Shards and Level 3 Karma.                         |
'===================='========================================================='




                                 /=============\
================================(  NEON POWERS  )==(B102)=======================
                                 \=============/

Neon is the second power Delsin acquires in the game, during the Go Fetch
mission. This power is all about precision and speed, with the Neon Beam being
slightly slower than the Smoke Shot but being slightly stronger. With the Laser
Focus and its upgrades, you can slow down time for a few seconds when you use
the basic shot, as well as one-hit kill/takedown normal enemies by shooting them
in the head (Evil Karma) or in the legs (Good Karma).

One of the problems with Neon is that its R1 attack has to charge for a second
or two before it can be fired. However, Neon is definitely the best power for
traversing the game's world, as with an upgrade, it is possible to keep Circle
pressed and not have to worry about stopping. Also, Neon seems to be the easiest
power to replenish, since there are a lot of sources around.




                                /==============\
===============================(  VIDEO POWERS  )==(B103)=======================
                                \==============/

Video is the third power that Delsin will get in the game and it has its ups and
downs. Its normal shot has a high rate of fire, but doesn't hit as strong as the
previous two. The heavy shot paints the enemy with a green target and fires off
some swords that will home in on the target, and is quite powerful. Delsin can
become invisible, allowing him to sneak up on enemies and guaranteeing a one-hit
takedown/kill.

For traversing, Delsin uses angel wings to quickly fly through the air, similar
to the Smoke Dash. However, unlike with Smoke, Delsin can move up the side of
the building a lot faster than with Neon, although Neon is still better because
of the unlimited aspect. A downside to this power is that it doesn't have as
many sources to draw power from as the first two.




                               /=================\
==============================(  CONCRETE POWERS  )==(B104)=====================
                               \=================/

Concrete is the last power Delsin will learn, and it comes pretty late into the
game. While it is certainly is very strong, in regards to its strength, the fact
it comes so late makes it potentially useless depending on the side missions you
have left. Also, it doesn't have as many upgrades as the other powers, and is
actually lacking a Karmic Bomb. You can absorb power for Concrete from defeated
DUP agents.




            O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
____________|                                                       |___________
============|             V. COLLECTIBLES/SIDE MISSIONS             |===========
¯¯¯¯¯¯¯¯¯¯¯¯|                                                       |¯¯¯¯¯¯¯¯¯¯¯
            O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O

As with the previous inFAMOUS games, there are many different types of
collectibles in Second Son. This includes Blast Shards, which return, but also
many new things, such as Stencil Arts, Security Cameras and even more. Whenever
you first get to Seattle, you will notice that each district will have a
breakdown of how many of the collectibles/side missions are in that particular
district.

Once you take out the Mobile Command in a district, the entirety of the
collectibles/side missions will be shown on the map for that district. Each
collectible corresponds to a certain percentage that is reduced from the overall
percentage. When it gets to under 30%, the District Showdown will be available
and once it hits 0%, then the DUP presence in that district will be gone, and a
fast travel will be available.


                               /================\
==============================(  HIDDEN CAMERAS  )==(C105)======================
                               \================/

Hidden Cameras, as its name suggests, are cameras that are hidden that are meant
to keep tabs on the general populace. These are different from the regular
Security Cameras that players can find surrounding the Mobile Command in each
district, as they don't alert the DUP to Delsin's presence.

Unlike the Security Cameras, which are shown on the map, players must start a
side mission of sorts to find the Hidden Cameras. Starting the side mission will
show you the camera's feed and it is up to the player to find the camera within
the circle shown on the map and destroy it. Note that the targeting reticule
will turn red whenever the camera is targeted, so use that hint to help find
them if they are proving difficult in locating them.

Use the following link to find pictures of each camera's location should the
descriptions below not be enough:

http://gamewise.co/games/46227/inFAMOUS-Second-Son/Collectibles/Hidden-Cameras


.--------------.
|  QUEEN ANNE  |
'--------------'
Behind you is the monument for Sundial Park and behind that is a building. If
you're looking at the building, the camera is in the upper left corner of the
wall closest to you.


.------------------.
|  SEATTLE CENTER  |
'------------------'
When you initialize the camera feed, you will notice a tree in the way. If you
look to your northeast, the tree will be right there. There is an orangish-red
brick building right behind the tree and the camera will be hidden in the corner
closest to you.


.-------------------.
|  MARKET DISTRICT  |
'-------------------'
You will notice that the camera is straight ahead of you, but it's a little hard
to find because of how dark its surroundings are. It is actually on a beam right
before you reach the end of the walkway above you.


.------------.
|  BELLTOWN  |
'------------'
From the initial location, you will find a very tall building to your southwest.
The camera is on the third balcony from the bottom on the east side of the
building.


.-------------.
|  PARAMOUNT  |
'-------------'
Just north of your position is the G. McClain Bank building, and the camera is
right above the name.


.--------------.
|  GEORGETOWN  |
'--------------'
Right near the icon on the map is an umbrella in front of a building. The camera
is located at the top of this building, almost on the corner of it (above the
umbrella).


.------------------.
|  PIONEER SQUARE  |
'------------------'
This one is located under the bridge, in one of the corners. It's not the corner
against the wall, but within the next set of beams, on the southeast side.


.----------.
|  UPTOWN  |
'----------'
You should be right in front of a Burger Mann shop. Face it and then head to the
left side of the building and two tables with umbrellas close together. Standing
near those, face the building and you'll find the camera in the top left corner
of the colored tiles.


.------------.
|  DOWNTOWN  |
'------------'
You should be in front of a coffee shop, so face it and then look left to see a
brick building. Look at the first row of buildings and then the second window
from the left, where you'll find the camera right above it.


.--------------.
|  DENNY PARK  |
'--------------'
This one is pretty easy. There's a concrete barrier right north of your position
and the camera is right on it.


.-----------.
|  RAINIER  |
'-----------'
This can be a little tricky to find at first. See the blue-colored poles that
the string lights are connected to? The camera is on the easternmost pole, on
the north side (just above the blue part).


.--------------.
|  WATERFRONT  |
'--------------'
This one is stuck on the side of a tree. It's the tree with a clothesline
connected to it on the southeast side of the little camp there.


.--------------------.
|  LANTERN (BRIDGE)  |
'--------------------'
This is on the underside of the biggest part of the roof of the archway on the
bridge.


.-----------------------.
|  LANTERN (SOUTHEAST)  |
'-----------------------'
Find the dock closest to you from the camera icon and look on the corner to find
it.


.-----------------------.
|  LANTERN (SOUTHWEST)  |
'-----------------------'
From your initial position, look to the southwest to spot a building with
banners and an Oriental-style roof on top. The camera is at the top corner of
the normal section of this building.




            O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
____________|                                                       |___________
============|                   VI. TROPHIES (D100)                 |===========
¯¯¯¯¯¯¯¯¯¯¯¯|                                                       |¯¯¯¯¯¯¯¯¯¯¯
            O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O

The following is a list of the trophies you can earn while playing Second Son.
They are listed in XMB order (the order they appear when you look at your trophy
list on your PS4), and will include the official description, as well as a mini-
guide for each trophy as well.

Note that it's very possible to get all trophies in one playthrough, but this
entails keeping a save before the missions that present Karma choices, so you
can reload and choose the other to gain access to the missions that grant
trophies. Also, you would need to grind from level 5 of one Karma to the other,
which could take a good while.

Thus, it's best, if you choose to go after the Platinum Trophy, to play through
the game twice. One would be on Expert difficulty as either Good or Evil (both
have their advantages), then another playthrough on Easy with the other Karma.
It's probably easier to go for 100% on the Easy playthrough.


.---------------------.
|  Enjoy Your Powers  | (Platinum)
'---------------------'
This is the Platinum trophy and is acquired once you have gotten the rest of the
trophies in the game.


.---------------.
|  Unstoppable  | (Silver)
'---------------'
You need to finish the game on Expert difficulty. Note that you can start a game
as normal, change the difficulty to Expert and then start a new game, or you can
switch the difficulty as soon as you get control of Delsin the first time. If
you change the difficulty at all once you've started on Expert, then you negate
that playthrough and will have to start over.

Some tips to help with your Expert run:

- Don't rush into battles, but try and fight from a distance. This gives you
  more time to escape and will definitely help thin out the horde of enemies
  you will face. Likewise, when injured, get away fast until your health
  recovers, which takes longer on Expert.
- Once you get the Neon power and the Laser Focus move, you can essentially
  take down most normal enemies by shooting them in the legs (Good) or in the
  head (Evil).
- Collect Blast Shards and concentrate on the upgrades that cut energy usage, as
  well extend your energy meters. This ensures that you can fight more instead
  of having to go drain for more power.
- When faced with a difficult situation or enemy, don't forget about your R1
  attacks, as these are powerful and can quickly take down those more
  challenging foes.


.-------------.
|  Sacrifice  | (Bronze)
'-------------'
This trophy is given to you whenever you choose the "Turn Yourself In" karma
option at the beginning of the game.


.------------.
|  Ruthless  | (Bronze)
'------------'
When you choose to "Sacrifice the Tribe" at the beginning of the game, you will
earn this trophy.


.--------------.
|  Temperance  | (Bronze)
'--------------'
When you get the option to Corrupt or Redeem Fetch, choose to redeem her. This
will give you a Good Karma mission later on called, "Trash the Stash." Remember
that this is only accessible if you choose to redeem Fetch. Completing the
mission will earn you the trophy.


.----------.
|  Malice  | (Bronze)
'----------'
When you get the option to Corrupt or Redeem Fetch, choose to corrupt her. This
will give you an Evil Karma mission later on called, "Fight Intolerants."
Remember this mission is only accessible if you chose to corrupt Fetch.
Completing the mission will get you the trophy.


.-----------.
|  Courage  | (Bronze)
'-----------'
When you get to the second island, you will eventually be presented with a
choice to Corrupt or Redeem Eugene. Choose to redeem Eugene and you'll get to a
mission called "Flight of Angels." Finish this mission to earn the trophy.


.------------.
|  Contempt  | (Bronze)
'------------'
When you get to the second island, you will eventually be presented with a
choice to Corrupt or Redeem Eugene. Choose to corrupt Eugene and you'll get to a
mission called "Hunting the Hunters." Finish this mission to earn the trophy.


.---------.
|  Mercy  | (Bronze)
'---------'
During the mission, Smoke and Mirrors, you will confront Hank and be presented
with a Karma choice to either spare him or kill him. Spare him to get this
trophy.


.-----------.
|  Revenge  | (Bronze)
'-----------'
During the mission, Smoke and Mirrors, you will confront Hank and be presented
with a Karma choice to either spare him or kill him. Kill him to get this
trophy.


.-----------.
|  Justice  | (Bronze)
'-----------'
You will have a choice to either kill Augustine or expose her for the final
story mission of the game. You have to choose to expose her to get this trophy,
which is only available if you have Good Karma. The trophy will pop at the
beginning of the end credits.


.-------------.
|  Dominance  | (Bronze)
'-------------'
You will have a choice to either kill Augustine or expose her for the final
story mission of the game. You have to choose to kill her to get this trophy,
which is only available if you have Evil Karma. The trophy will pop at the
beginning of the end credits.


.------------------.
|  Reconciliation  | (Gold)
'------------------'
You have to finish the main story missions with Good Karma. It doesn't matter
whether you're level 1 or level 5, as both of these will earn you the trophy
once you finish the last mission.


.-------------.
|  Rebellion  | (Gold)
'-------------'
You have to finish the main story missions with Evil Karma. It doesn't matter
whether you're level 1 or level 5, as both of these will earn you the trophy
once you finish the last mission.


.-----------------.
|  Everybody Out  | (Bronze)
'-----------------'
You need to rescue 10 suspects from suspicion pens around Seattle, which are the
cages that you will likely find nearby the Scanning Stations. In order to free
the suspects, you have to go up to the door and swipe from right to left on the
touchpad. Note that freeing the people inside will give you Good Karma, so it's
best to get this trophy during your Good Karma playthrough. They are marked on
your mini-map as a small blue circle with a lock inside.


.------------.
|  Spin-off  | (Bronze)
'------------'
Sign twirlers are civilians spinning around an advertising sign, and you must
hit/kill 10 of them in order to get this trophy. They are marked on your mini-
map as a red circle with a rectangle inside of it, and they are completely
random throughout the city. Note that causing a ruckus around where one is, so
the DUP will come after you, will make the sign twirlers run off, but you can
still kill them to get the credit. Sign Twirlers will give you Evil Karma.


.-----------------------.
|  Everyone's a Critic  | (Bronze)
'-----------------------'
Street musicians are just as the name suggests, as they are civilians who are
playing a musical instrument (mostly a guitar), and you need to take out 10 of
them in order to net this trophy. They spawn randomly throughout the city and
are marked on your mini-map as a red circle with a musical note inside, but
might be more common in the northern set of districts. Similar to the sign
twirlers, causing a scene around them will make them run off, but you can still
kill them to get the credit. Street Musicians will give you Evil Karma.


.---------------.
|  Just Say No  | (Bronze)
'---------------'
You must take down 10 GROUPS of drug dealers around the city in order to get
this trophy. They spawn randomly around the city and are indicated on your mini-
map as a blue circle with a syringe inside. When you encounter one, you will
notice a bunch of enemies armed with guns. You have to kill all of them (they
appear as red markers once engaged) and then destroy the drugs stash in order to
complete this. Drug Dealers will give you Good Karma.


.---------------------.
|  Freedom of Speech  | (Bronze)
'---------------------'
At random locations on the map, there are groups of people with signs that are
anti-Conduit activists. These are marked on your mini-map as a red circle with a
line through it, and you need to disrupt 10 of these in order to get the trophy.
You can disrupt the rally by shooting one of them or doing anything else to
injure them, which will give you Evil Karma.


.-------------------------.
|  What Did You Call Me?  | (Bronze)
'-------------------------'
The trophy description says to kill 10 Akuran gang members, but you really need
to kill 10 groups of them. They are marked on your map as a red circle with a
hammer/sickle inside, and are only found in the southern set of districts. They
may look like normal civilians, but the target reticule turns red when you hover
over them. Shoot one and the rest will appear as red cursors on your map. Kill
them all to finish the instance and earn Evil Karma.


.-------------------------.
|  Someone Your Own Size  | (Bronze)
'-------------------------'
This event will only occur in the southern set of districts and you will need to
rescue 10 escaped Conduits from angry mobs to net the trophy. They are shown on
your mini-map as a blue circle with a closed fist inside. You should see some
people around the person on the ground, yelling and hitting that person. All you
have to do is press Triangle to help the person to their feet, earning you Good
Karma.


.---------------.
|  Walk It Off  | (Bronze)
'---------------'
As you explore the city, you will undoubtedly come across civilians who are on
the ground and yelling for help. For this trophy, you have to go up to them and
press Triangle to help them to their feet. Doing this will give you Good Karma
and you have to heal 10 civilians like this to get the trophy.


.-------------------------.
|  Kicking and Screaming  | (Bronze)
'-------------------------'
This trophy is the opposite of Walk It Off, as you need to finish off 10 wounded
civilians and/or enemies to get it. When you come across civilians on the
ground, you hit Square instead of Triangle to kill them. Sometimes, enemies will
remain on the ground in the same situation, so get close to them and hit Square
to kill them (Triangle restrains them). Doing this will give you Evil Karma.


.-------------.
|  True Hero  | (Silver)
'-------------'
Getting to level 5 Good Karma will net your this trophy, with the Good Karma
rank being the same name as the trophy's. There are a variety of ways you can
gain Good Karma throughout the game, such as helping injured civilians, shooting
enemies in the legs using the Neon power's Laser Focus ability, and many more.
You can find a list of Good Karma opportunities below:

- Subdue a surrendering or coughing enemy
- Subdue enemy by shooting their legs with Laser Focus Neon power
- Defeat and do Drug Bust activity
- Help injured civilians and/or suspected Conduits
- Choose Good Karma option when doing Stencil Arts
- Rescue suspects from suspicion pens (swipe touchpad in indicated direction)


.------------.
|  Infamous  | (Silver)
'------------'
Getting to level 5 Evil Karma will net your this trophy, with the Evil Karma
rank being the same name as the trophy's. There are a variety of ways you can
gain Evil Karma throughout the game, such as killing civilians, executing
enemies, and many more. You can find a list of Evil Karma opportunities below:

- Execute a surrendering or coughing enemy
- Kill enemy by shooting their head with Laser Focus Neon power
- Kill civilians/Akuran gang members
- Beat down sign twirlers
- Hit street musicians
- Disrupt activist rallies
- Choose Evil Karma option when doing Stencil Arts
- Destroy suspicion pens


.------------------------.
|  Bweep! Bweep! Bweep!  | (Bronze)
'------------------------'
Blast Shards return in Second Son and you need to collect half of the ones in
the game in order to get this trophy. Once you destroy the Mobile Command in a
district, all of the locations for that district's collectibles will be revealed
on your map. The blue dots on your map are the locations of the Blast Shards and
the tally for each district is in the table on the right hand side of your
screen. They are used to purchase upgrades to your skills.

There are a total of 210 Blast Shards in the game (including the four you
collect before getting to Seattle) and you'll get the trophy once you collect
105 of them. Each Mobile Command houses four Shards that you can get after
blowing them up. The most common way to get Shards is via Tracker Drones, which
are either flying around or are sitting still; they must be hit once before you
can drain the Shard. The last way is via Scanning Stations, which you must blow
up first.


.-------------.
|  Shardcore  | (Silver)
'-------------'
See the description for Bweep! Bweep! Bweep!, except you must collect all 210
Blast Shards. Note that there is one Shard located on a tower that you cannot
get to until you are on the last story mission. When you are stuck climbing the
tower, Fetch will come and meet you. The Blast Shard is in that area before
continuing.


.-----------------------.
|  Nothing To See Here  | (Bronze)
'-----------------------'
Situated on buildings around each DUP Mobile Command are cameras that when they
spot you, they will flash red and let out a sound to try bring DUP soldiers to
your location. There are a total of 73 Security Cameras in the game, and you
need to destroy 36 in order to get the trophy. A couple of normal shots is more
than enough to destroy them.


.-----------.
|  Blinded  | (Silver)
'-----------'
See Nothing To See Here for a description of the Security Cameras, except now
you need to destroy all 73 in order to get this trophy.


.----------------.
|  Inside Track  | (Silver)
'----------------'
Once you destroy the Mobile Command in a district, all of the collectibles for
that district are revealed on your map. One of these are Audio Logs, in which
there are one located in each district, except for Paramount which has two. For
these, you are given a thing for your phone that can be used to pinpoint the
location of each Audio Log.

When you go to each location, you need to track down the Audio Log by going in
the direction when both bars are full. This should bring you right to the Audio
Log, which gives some background information on the game's story.


.---------------.
|  Blown Cover  | (Silver)
'---------------'
Once you destroy the Mobile Command in a district, all of the collectibles for
that district are revealed on your map. One of the icons is a face with a hat on
it, which are Secret Agents. These are DUP Agents disguised as normal civilians
and it's your job to hunt them down and kill them all, which will give you the
trophy.

When you start a Secret Agent side mission, you are given a picture of the agent
and a certain radius in which he will be. If the Secret Agent sees you, they
will take off (they have some Concrete power, so they will continually dash
similar to Smoke) and you will have to chase them down. If possible, you want to
try and get him before that happens, which can be difficult sometimes.


.---------------.
|  Big Brother  | (Silver)
'---------------'
Once you destroy the Mobile Command in a district, all of the collectibles for
that district are revealed on your map. One of these is a side mission for
Hidden Cameras. These cameras were set up as a means to spy on the general
populace and are smaller in size than normal Security Cameras.

When you start these side missions, you will see a circle on your map, which is
where the Hidden Camera is located. Also, you will initially see the viewpoint
from the camera and that is all you get. There is one in each district, except
for Lantern District, which has three. One helpful tip is to hover your reticule
in the area you know it's in and if you see it turn red, that'll be the camera.


.-----------------------------.
|  Coloring Inside the Lines  | (Silver)
'-----------------------------'
Once you destroy the Mobile Command in a district, all of the collectibles for
that district are revealed on your map. One of these is a spray paint can icon,
which are called Stencil Arts. Each district has between one and three of them,
and you must complete them all to get the trophy.

When you initiate one, you have to hold the controller sideways, then shake it
as if it were a real spray can. Then, you have to hold down R2 and spray in the
spaces of each stencil until it's complete. Note that you have a choice between
a Good Karma version and an Evil Version one, but this doesn't affect the trophy
at all.


.--------------.
|  Prank Call  | (Bronze)
'--------------'
You must complete a single District Showdown. These are basically a final fight
against the DUP in a district, and they are unlocked by getting the enemy
control under 30% in a district. Doing these will unlock a fast travel point for
that district, as well as usually unlock a new vest for Delsin to wear.


.------------------.
|  Hello Operator  | (Bronze)
'------------------'
You must complete half of the District Showdowns, so doing six will get you this
trophy. See Prank Call for more info.


.------------------.
|  Final Showdown  | (Silver)
'------------------'
There are 13 districts in the game and you must complete all of the Showdowns to
get this trophy. See Prank Call for more info.


.------------.
|  One Down  | (Bronze)
'------------'
You need to clear the DUP completely out of one district for this trophy. To do
this, you must destroy the Mobile Command, find all of the collectibles,
complete the side missions and finish the District Showdown.


.------------------------.
|  Home Field Advantage  | (Bronze)
'------------------------'
You need to clear the DUP completely out of half the districts for this trophy
(six of them). To do this, you must destroy the Mobile Command, find all of the
collectibles, complete the side missions and finish the District Showdown.


.---------------.
|  Clean Sweep  | (Silver)
'---------------'
You need to clear the DUP completely out of all the districts for this trophy
(there's 13 total). To do this, you must destroy the Mobile Command, find all of
the collectibles, complete the side missions and finish the District Showdown.


.-----------------.
|  Total CARnage  | (Bronze)
'-----------------'
For this trophy, you have to destroy 5 cars within 5 seconds. The easiest way to
do this is to save one of your Karma Bombs (preferably Smoke or Neon) and use
that, but you need to find 5 cars within an area first. You can wait until five
line up on a street or you can find a parking lot. When you have the cars in
your sights, unleash the Karma Bomb.


.-------------------.
|  Drop Everything  | (Bronze)
'-------------------'
You need to Comet Drop over 170 meters in order to get this trophy, which can't
be done until after you finish the game. Once you have completed it, you have to
scale the same tower as in the final mission, using the same exact method. At
the top, dash into the satellite dish and then you probably need to dash in mid-
air to clear the building. When you can see the ground beneath you, do the Comet
Drop all the way to the bottom ground.


.--------------.
|  Keep It Up  | (Bronze)
'--------------'
You must stay in the air for 45 seconds to get this trophy. You can probably do
this in one of two ways, but you will need either the Video or Concrete power.
For the Video power, you will need the Airwave upgrade and find a very tall
building, one of which you can find in Belltown. When you jump off the building,
you want to tilt forward while gliding, then pull back on the left stick
immediately. This will make it so you will fall very slowly, but note the trophy
won't pop until you have hit the ground.

The other method utilizes the Concrete power, so you will have to wait until
after finishing the game. Purchase the Double and Triple Lift upgrades and find
a tall building (you can use the same building as mentioned before). Actually,
the upgrades are more of an insurance, as it will give you some more seconds in
the air. When you're ready, jump off the edge of the building and hold X or L1
to hover. Keep holding it until you hit the ground and earn the trophy.


.---------------------.
|  Put That Anywhere  | (Bronze)
'---------------------'
Throughout the game, you will find ammo boxes that explode when you shoot them.
In order to get this trophy, you have to kill 10 enemies by detonating these
ammo boxes. Ammo boxes are usually found around DUP bases, so it might be a
little trickier once you have cleared everything from the map. However, once
you've cleared a district completely, the DUP will sometimes raid that area,
which is marked on your map as a big red circle. So, if you're still missing
some kills, then you can use the raids to get the trophy.


.-------------.
|  Hat Trick  | (Bronze)
'-------------'
You have to defeat an enemy using three different powers, so you won't be able
to get this until you've gotten the Video power from Eugene. Once you do, you
will want to find a rooftop with all three power sources nearby, as well as kill
enemies and leave one behind. When you have it set up, shoot the enemy once,
switch powers and shoot again, then switch to the third and kill that enemy.


.-----------------------------.
|  Double Smoke Stack Attack  | (Bronze)
'-----------------------------'
Despite the trophy description, you can use the rooftop vents as well to get
this trophy, which requires you to Smoke Dash through two red air vents without
touching the ground and then Comet Drop on an enemy. The enemy doesn't even need
to be killed by the Comet Drop, but they must be hit by it. As mentioned, any
rooftop is great for this, as you can boost yourself into the air, then use the
same vent to boost back up

Another great spot for this comes when doing the final story mission in the
game. At the very beginning, you will need to dash through two vents (without
touching the ground) in order to continue on with the mission. If you ignore the
enemies before the first vent and dash through both, you can use a Comet Drop on
the enemies below to easily get this.


.--------------.
|  Cough Drop  | (Bronze)
'--------------'
You have to use Comet Drop and hit three coughing enemies with it, meaning you
have to use the Smoke power. The best spot to do this is against drug dealers,
as there are a lot of them sometimes. When you find a perfect group, use the
Sulfur Bomb (L1) attack on them to stun them; it might help to have the upgrade
that increases its radius (Good Karma). It's best to do this from a roof, since
the Comet Drop's radius increases with the distance dropped, making it easier to
hit the required number of enemies.


.--------------------.
|  Make Fetch Proud  | (Bronze)
'--------------------'
You have to hit three weak points within 6 seconds with the Neon power in order
to get this trophy. Once you have acquired the Neon powers, you will get an
ability called Laser Focus that lets you see weak points on enemies legs (blue)
and head (red). You need to hit three of these on three different enemies, which
will likely happen if you use the Neon power a lot.


.-------------------.
|  Excessive Force  | (Bronze)
'-------------------'
For this trophy, you need to kill just one enemy with a Karmic Streak attack.
This is probably something that won't be done naturally, as most people will use
the Karma Bomb when there are a lot of enemies around. That means you will need
to go looking for enemies that are slightly isolated, like on rooftops.

You also need to fill up your meter for the Karmic Streak attack, which can be
done by performing seven acts related to Karma, like subduing or executing
enemies. Once this is filled up, press down on the directional pad to initiate
the attack. If you stick to the rooftops, enemies usually come in groups of two
or three, so leave one alive and use the Karma Bomb (Smoke is best in this
case).




            O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
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============|                       VII. UPDATES                    |===========
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            O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O

03/27/2014.....Walkthrough completed and submitted to GameFAQs

03/27/2014.....Minor update, as one of the missions' walkthrough was missing for
               some reason. I'm working on adding a section for Powers and
               possibly the Hidden Camera locations, once I figure some
               formatting problems.

03/31/2014.....I added a section for Powers, although it isn't finished yet and
               also another section for the Hidden Cameras, with all locations
               listed. There's a few other things I might add, such as the
               walkthroughs for the DLC content, but that will be after
               finishing the Powers section.

04/07/2014.....A section for Trophies was added and the Collectibles section was
               expanded to include all of the collectibles. Smoke Powers have
               been completed and the others will come in due time, but I need
               to make another run or two through the game to get certain
               things pinned down as facts.




            O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
____________|                                                       |___________
============|              VIII. FREQUENTLY ASKED QUESTIONS         |===========
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            O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O

Q) What is the best power in the game?
A) For combat, I think it's a tie between Smoke and Neon. Smoke is all-around
   great in combat and the precision ability of Neon makes it great for taking
   out normal enemies. For exploring, Neon is my favorite because you can get
   unlimited running and can go scale buildings easily.

Q) Which is better, Good or Evil?
A) I don't think it matters too much in this game, as they both have their
   benefits. Evil is easier to play on Expert for some reasons, as you don't
   have to worry about repercussions due to being able to go wild in battles. On
   the other hand, it's easier to recover health with Good.




            O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O
____________|                                                       |___________
============|                   IX. ACKNOWLEDGEMENTS                |===========
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            O~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~O

- CJayC for creating GameFAQs and SBAllen and others for making it what it is
  today

- Sony and Sucker Punch for creating another great inFamous game