Damnation FAQ/Walkthrough –  Ver. 1.0 – 2 July 2009 – by CMBF


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•     Genre:Action > Shooter > Third-Person > Sci-Fi
•     Developer:Blue Omega
•     ESRB Rating:M

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T A B L E  - O F – C O N T E N T S

Forward (FOR01)
Introduction (INTRO)
Act 1: Prologue (MIS01)
Act 2: Rescue - Searching (MIS02A)
Act 2: Rescue – An Old Friend (MIS02B)
Act 2: Rescue – Extraction (MIS02C)
Act 3: The Battle Begins – FACADE (MIS03A)
Act 3: The Battle Begins – FRIENDS AND ENEMIES (MIS03B)
Act 3: The Battle Begins – CONVOY (MIS03C)
Act 4: Interlude – Race (MIS04A)
Act 4: Interlude – Redemption (MIS04B)
Act 5: City by the Sea – Attack (MIS05A)
Act 5: City by the Sea – Prodigal Son (MIS05B)
Act 5: City by the Sea – Let Justice Roll Down Like Water (MIS05C)
Act 6: Showdown – Tundra (MIS06A)
Act 6: Showdown – Infiltration (MIS06B)
Act 6: Showdown – Military Industrial Complex (MIS06C)
Act 6: Showdown – Prescott (MIS06D)
Cog Collection Locations (COL01)
Achievements (BLING)
PS3 Trophies (SHINIES)
FAQ's (FAQS)
About me (ABOUT)
Legal Stuff (REDTAPE)

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(FOR01) FORWARD

        “This looks really really stupid...
         And really really cool at the same time!”
     (My son's first impression of the introductory CS)

I am not going to tell you that everything you have heard about this
game is wrong – but the thing is, well, everything that you heard
about this game is wrong.

I made the mistake of reading the player and industry reviews before
I decided to do this FAQ/WT on it, and so I was expecting a real dog
of a game that I would hate – and that is certainly not what I got
at all!  I really like this game – sure it could have used a little
more polish, and the controls sometimes are a little wonky, but all
in all it was both entertaining and interesting.  I am not sure what
that says about me as a person though, considering that it is a
rather dark and miserable world depicted in this game, but still.

Seriously.  If you give it a chance, and resist the urge to compare
it to all of the other games it is sort of like, or borrows from –
Mech Warriors, Assassins Creed, the Tom Clancy games...  Just don't
go there, and you will be a lot happier with it than if you do.
Yes there are drawbacks, but the harsh negativity that is hitting
this title has more to do with the unreal expectations of the
players – who are angry that this title was not more like the game
they are comparing it to – than anything that this title deserves
on its own.

Let me put this another way – if you never played Mech Warrior or
Assassins Creed, you are really going to like this game!  I mean
compared to Stormrise this title is first class!


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(INTRO) INTRODUCTION

A mixture of steampunk and the wild west, Damnation presents a lot
of potential – imagine an alternate reality that split off from ours
around the end of the Civil War.  Electricity did not dominate the
power structure, steam did, leading to a different future.  Now factor
in a megalomaniac industrial tycoon intent upon dominating the United
States – or what is left of it – and the Confederate States with an
eye towards destroying the armies of both.  That is Damnation!

The controls are simpler than you probably expected, and there are
some play issues that you may find a little frustrating – for
instance you cannot shoot from cover, and there is no snap-to aim
in this game – but beyond that, game play is pretty brisk.  It is
not perfect, true, but considering its origins, well, it is a pretty
good game – so let's talk about its origins for a moment...

Damnation was originally conceived and created as a mod for Unreal
Tournament 2004 – and at the time its use of the Unreal engine was
cutting edge.  In fact it won the $40K prize for the Make Something
Unreal Contest – and was so well received that the decision to
develop it into a full stand-alone game was thought a no-brainer.

The problem – if there is a problem – likely stems from the early
PR work undertaken on behalf of the developer, Blue Omega.  Certain
promises were made, and facets of the game over-hyped, so that the
expectations of the players was..  Well..  If you will forgive the
pun.. Unreal.

My advice is to ignore everything you have heard, play the game, and
judge for yourself!

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(MIS01) ACT 1: PROLOGUE

After an interesting CS in which you learn that there is an enemy,
he plays with evil technology, and you are the good guys.  You are
left standing by yourself at the edge of a precipice, there to begin
your journey into Damnation.

Your RT is for throwing punches, LT for drawing your weapon (you hold
it down and then fire with the RT).  Use the D-Pad to select which
weapon you use, A to jump, X to punch, and B to crouch.  Got that?
Excellent!

Hit the Start button to pause – and learn how many collectibles you
have found so far – none – and what your present task is: Get to the
top of the bridge.

Right then!  So run forward to the bridge – but it is raised!  No
worries, because Winslow is there to tell you what to do, explaining
that the controls are jammed and that you should shoot the bolts in
both chains.  The bolts are the honking huge yellow things that will,
when you hold down LT and aim at them, show a red target ring which
means you can shoot them.  Well?  Shoot them!

Now your side of the bridge has dropped into place.  Head out onto
it and shoot the bolts for the other side, and it falls but hey,
there is a gap in between!  Winslow schools you on how to jump the
gap, and you do, but you are probably wondering – if the bridge has
that gap in the middle, how did they get vehicles to the other side?
Not much of a bridge I guess.

Next you arrive at a gate, but as Winslow tells you, it is “jammed
shut.”  Well, no, not really, because you can crouch down and go
under it, but still – way to teach us how to crouch!  Apparently
we are saving our explosives for something else, so the challenge
is to find a way to get the gates open.  Or is it?

Go into the gatehouse and run towards the window there, and hit A
to jump through it!  There you go, problem solved, and no need to
fix the gates.  Winslow comments that that is probably the last
unbroken glass in the city – he may be wrong about that but still,
it is fun jumping through windows...

So we don't actually raise the gates at all – we jump through a
window and bypass them – and then use a lift that may or may not
be iffy...  So follow your buds and then hit the zipline – does
Tom Clancy know about this??

Your first firefight has arrived – so take cover in the ruins of
one of the buildings either on the left or the right – your buds
are going to separate and do that too – and fight the enemy troops
who are up the stairs in the center of the background area.  At
some point one or both of your buds will get incapacitated, and
you will need to go to them and heal them by standing beside them
and hitting RB, so when that happens, do that.  The reason that
they get incap'd has more to do with the fact that you cannot shoot
from cover in this game – you basically have to expose yourself to
fire in order to fire yourself!

Aiming is a bit dodgy as well, as is spotting your targets unless
they move or shoot, and it might help to pay attention to where
your buds are shooting so you know what to aim at!  You may want
to use your pistol at this point and not the other weapons, simply
because you will go through a lot less ammo as you get used to
combat, and because there is plenty of pistol ammo laying on the
ground near you to replenish your supply.  How convenient is that?

Once you have taken the enemy out there will be one left at the top
of the stairs under the building overhang – so go up carefully and
kill him.  There is also a special interest item here – a blue
glowing cog that is part of the Collection System in the game.
So stand next to the cog and hit RB to collect it, and bang!  You
got your first achievement: Found It! (10 GP).

Okay so by now you should have figured out that you are Rourke, and
your buddies are Professor Winslow and Yakecan (Yak from now on).
Winslow seems to be in charge – well he is the one giving orders
anyway – and he tells you to follow him while he scales the buildings
to get closer to the target.  Just watch what he does and do that
yourself – the button sequences are simple: A to jump onto the light
pole, climb it, swing around so your back is facing the building he
jumped to, then hold RB and hit A to do an aimed jump.  Continue to
follow Winslow.

You will arrive at another battle, just prior to which you can pick
up a two-handed weapon that I think is a large hunting rifle.
Anyway it is large bore, pretty accurate and can be used to snipe
from a distance, but it will only have a maximum of 12 rounds of
ammo at any time, so it is not the be-all and end-all weapon I am
afraid.  Still it is pretty good and I swapped my shotgun for it
since the shotgun is a very close range weapon and I also have a
pistol and machine gun so...

After the last enemy is killed you get a CS of Winslow doing his
circus act – pay attention because you are going to have to copy
him!  Note that this is a scripted event, so even if Winslow is
incap'd early in the fight there is no need to risk dying to heal
him because he is automagically healed when the last enemy dies.
And speaking of dying, the checkpoint saves in this game are few
and far between, and if you due it means re-covering the same
ground and actions you already did once, so word to the wise:
don't die.

Just follow Winslow, do what he does, and eventually you will
arrive at a blocked passage inside what I am pretty sure was
once a train station.  There is a incap'd mech unit here, and
Winslow wants to try to repair it to use it to open the passage,
and he tells you to explore the building – so do that.  When
you walk through the archway below you will get a flashback CS –
you have been here before – and the memory is not pleasant.
After it ends Winslow calls to you – he is ready to go, and then
you get another short CS showing you the next stage of your route.

Winslow is not much of a leader here and even though it seems like
what he is saying is to follow him, that is not really going to
happen.  You take the initiative, and go explore the area inside
these buildings to your left first.  As you progress through them,
you should get your next achievement: Free Style Walker (15 GP) and
pick up some ammo, which you need.

Can I digress for a moment? Not complaining, but you'd think a radar
map or HUD indicating the position of your buds would be helpful
here, yeah? Or even just a map... I'm just saying....

Okay, once you explore far enough, Winslow appears and tells you to
“get to the roof” and you get a short CS showing you the route.
Once you are on the way, another short CS shows you how to jump
using a wall as a spring point – wait, is this Tom Clancy's
Damnation?!  Follow Winslow :)

So let me ask you, was that ladder jump a trip? I didn't think I'd
hit it, but there you go!  So, you meet Ramone Zalgado, your relief
army.  Now sit back for a long CS that gives you some background and
a notion for what you are in for.

Winslow will rig the charges, then all you need to do is drop down
and pull the lever, blowing the bridge. Or you could mount one of
the turrets and slay some bad guys first – that's what I did.

So the bridge blows, but nope, the enemy has a Corps of Engineers
with a replacement bridge all ready. You get surrounded, then Winslow
is captured and you get evac'd and meet the Shaman, who gives you the
4-1-1 and some of his powers to help you. You also learn that Dayden
– your chick – is in a POW camp, and what is more, you need to save
her!


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(MIS02A) ACT 2: RESCUE – SEARCHING

The airship takes you to Boomtown, the sight of a previous battle in
the war that went bad for your side. Slide down the ropes after the
CS and let's get going!

Okay now, once you reach a certain point, Yak tells you to use the
gift her brother gave you, so stand still and hold down the LB. Now
you can see all of the bad guys through rocks, walls, etc. Note: if
one of your team is disabled, you can remotely heal them by using
the gift – hold LB ten RB, and voila! Long distance bandage, woohoo!

After you take out the bad guys, use your acrobatic moves to get up
on the upper level of the catwalks, over the buildings, and you'll
find the continuation of the tunnel up there on the opposite side
from where you entered. Wait for Yak and Zal to catch up to you
and then head on in.

At the end of the tunnel is a big metal door blocking your way.
Stand to its right side by the discolored handle thingy, and
hold RB and move to the right to open it. Hit RB again to let
go. Once you go through you get a quick CS showing you the route
up, and then you are back in control.

Now if you were not paying attention, this part of the game could
get very frustrating  for you! You are going to have to approach
areas that are not safe to enter – areas with shotgun toting bad
guys if you see the problem – and so you want to give yourself an
edge. Well, your super-duper new power is that edge! Use the LB
power to scope out ahead of you, decide when the enemy is facing
the wrong (right?) direction, then get behind them and blow their
head off!  Better them than you, right?

There are a lot – over a dozen – of enemies you'll need to pass – so
be sneaky; be ninja; be a lean, green, fighting....err. Yeah, anyway,
you get the idea!

Head up the stairs to your right and go almost to the ladder, before
using your power to see where the enemy is above you. When it is safe,
go up the ladder and kill him, then when your buds join you, go up the
two flights of stairs, hit the zipline, and upon landing jump through
the window to your right.

Now use your power to scope out nearby enemy locations, and plan your
route accordingly. What I did was jump back through the window and
run out, spin around and wall-jump off the building I just left.
Pulled myself up and ran under the overhang with the enemy above,
then drew my weapon, eased out and killed him. Then I wall -jumped
off the stove wall to the top of the overhang, eased around the side
and jumped to the ladder, and then climbed to where I could see the
next enemy and  when he turned his back to the ladder, I commando-
killed him :)

Use your sniper rifle to take out the guy on the other side of the
gap for a one-shot kill, then cross over the bridge. Now be careful
and do not die!  The suck part of this mission, is, if you die, you
start back at the door!

Once you reach the other side, go carefully up the walkway that winds
around the spire, there is an enemy at the first landing, so kill
them and collect the rail gun and trip mines there. Note:  to reload
your weapon on command, hold LT and click the left joystick. Running
out of ammo on a short clip can get you killed easily, so be kind to
yourself and reload after each fight!

Now to recap: You've taken out all the bad guys, gone up to the top of
the spire, and here are these buildings with nothing to clue you in on
what to do next. Now, you could wall-jump on top of the building on
the left and then work your way along the beams bolted to the wall,
but that will not get you anywhere!

Instead, enter the building on the right, go upstairs, jump on the
crate and smash through the window and land on the roof. Now jump
to the broken catwalk in the corner and follow it to an alcove in
the rock, where you'll find more beams bolted to the wall. Wall-jump
to these, then climb and jump across and eventually you get up to the
next level.

On the second floor of the building here is the next collectible, so
get it now, and a few mines, so grab them as well. Now exit the
building for a short CS showing your next route.

Basically this is pretty simple:  Work your way along an obvious
path through tunnels, stairs, and ziplines, killing the enemy doods
as you go. Make strategic use of your sniper rifle, and yes I am
aware that at long range it is hard to aim and body shots requires
two shots to kill, but using it reduces the likelihood of you getting
killed, and let me remind you that checkpoints are few an far between,
so unless you like repeating the same path over and over, don't die!
Oh, you are using the zoom-view feature on the rifle, right?  Click
the right joystick once for medium view, twice for long view.

Once you were on the platform where the zipline leads to the factory-
like building, you need to be careful and patient; this zipline is
awkwardly placed and difficult to mount, but it can be done without
a running jump, which could get you killed.

Two of the enemy are inside the building on the other side and will
open up on you as you zip across. You cannot pre-emptively take them
out, so when you hit the ground, run to the far corner of the building
where you will see a door. Use your power to locate the guy on the
ground level, and when he turns away, go in and kill him. Mind the
guy on the second level now, he has a powerful weapon and it's an
open floor plan inside, and it would be a shame to die now, by his
hand. Once you have him located, pop in and kill him!

Note: you might wonder why I didn't say jump the bridge gap instead
of take the zipline – the reason is simple: the two guys inside the
building have a better chance of scragging you if you jump the bridge
for a frontal assault. The rear is safer!

The next stage is not really obvious, but what you need to do is wall-
jump off of the big boiler to the platform, and then jump across to
the next platform that has the ladder near it. Jump onto the ladder,
climb it a little, then swing around to the other side and finish
climbing to a platform close to the really annoying PA speakers.

Now you see the platform in the corner across form you?  Jump to that,
and then wall-jump to the platform above, and exit the factory at the
lift cage. Well done!  Use RB to call the elevator, then RB inside to
activate it, for a brief CS between Zal & Yak, with some minor
backstory fill-in. Yeah, the storyline is weak, but if you consider
the between the lines stuff, it is not so bad.

Now the cool bit is you hit your first checkpoint on this mission
when you exit the lift – Thank God!

Head into the cave and jump over the barricade, then through the
cave until it opens out. Jump through the window in the nearby
building and pull the lever for a short CS on how evil Prescott
really is! Go through the now open sluice tunnel and whoa!  The
mission ends with another (insulting) checkpoint.


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(MIS02B) ACT 2: RESCUE – AN OLD FRIEND

After you exit the cave, you'll see a few one-story buildings and a
two-story building positioned across from a structure with enemy
miners in it. You could try a frontal assault, but it is safer to
go up to the second story and break through the window and onto
the deck there, then jump across to the roof nearby, from which
vantage point you can easily snipe the enemy with zero risk to you.
Do that :)

Now run across the bridge and into the second building. Go upstairs
and smash through the window onto the deck. Follow that around the
back and jump the gap to the next building. Go up onto the box,
then the upper level, inside and climb to the roof. From the roof,
jump to the beams bolted to the rock wall, then climb twice and
work your way around the corner. Do an RB-A jump to the beam across
from you, stand on it, work your way around the corner, then RB-A to
the distant ladder, which will unfold a little. Now climb the ladder
to the platform above.

Around the corner is another metal door for yo to open – and after
you enter the opening you get a CS telling you that the bridge is
out, that you need to find another way. Hint: you are shown a vehicle
in the CS.

Now run over to the steampunk motorcycle and mount it. The bike is
already pointed in the right direction, so once you are ready, hit
the throttle (RT) then as soon as you clear the gate and are
approaching the small ramp, hit LB to boost. You should easily
jump the gap to the other side.

Now ride through the tunnel; at the end is a checkpoint and where
you should stop and dismount because there are enemy miners below
by the building for you to kill. Once they are done, take out the
groups by the other two buildings.

Okay, so you don't actually have to kill these guys, in fact you
can jump back on your bike and head for the ramp beyond the
building (to the left) and just jump the gap there to the next
area! Keep going, then past another group of bad guys and jump
another gap, then stay to the left for a bit to clear a chasm...

This is a little weird and the closest that the game comes to
vertigo, but you are – after the second gap – following a route
that involves driving on the walls. Thankfully there was a checkpoint
at the start of this part. The only thing I can say to help you is
save your boost for where you need it and use the track marks as a
guide.

It may take you a few tries, but eventually you'll get the hang of
it. Once through the hard part, just keep going until Zal gives you
a CS connect and see your next path. Dismount and climb the low
ledge, then use your power- Quite a few enemy infesting the buildings
ahead, eh?

Work your way through the enemy until you get tho the tower at the
end in front of a gated building. You can either use the tower to
get over or wall-jump to the overhang on the right side and use the
ladder, but either way, get inside the compound and take out the
last pair of miners.

Now go to the edge where the roof slants down and jump to the pole
there. Slide down to the platform then jump through the nearby
window and you end up in a closed building with a metal door for
you to open.

Open the door, go out and bang a U-turn, and kill the feral cannibal
guy! Then jump to the beam, work your way around the corner, and RB-A
jump to the water tower. You'll get a short CS showing your next
route – including a billboard? Well, anyway, jump from the tower to
the roof to join your buds, then jump down on the deck. Go inside and
walk to the rail across from the hanging chain. A-jump to hang on the
other side of the rail, then RB-A to the chain and slide down.

There are two trip-wire mines you can grab here, and then hit the
stairs down and the exit, where your buds are waiting for you. Cross
the bridge then use your powers... Oh no's! Lots of enemy here!

Tactics:  Well, there are a lot of enemy miners here, and as dying is
not convenient in this title, it might be an idea to take a shot to
get the enemy riled, and then hang back while our buds handle them.
Not exactly sporting, but it worked for me :)

Note to the Odd:  one of the enemy was hanging off the side of the
footbridge – What's up with that?

My bud's took out all but three of the bad guys, leaving the one
hanging off the side of the footpath for me, and the pair in the
far buildings. I easily took care of them, reached the area near
the gap, and got the CS there about the bikes.

The next cog is in the building to the right of where you shoot the
sign, so be sure to get it!

The bike is behind (in front of?) the building with the cog, so go
grab it now, it's a trike actually, if we want to be accurate here.
Hit the gas, jump the gap, and objective completed! Woohoo! Well,
not exactly... there is actually a series of gaps, remember our
first bike ride? Yeah, more of that I'm afraid.

Just follow the tracks along the tricky areas, you shouldn't need to
boost to do the jumps, and you should have no trouble with this at
all.

On the other side, dismount and use your power – lots of bad guys.
Now there are several ways to handle this, but I found that taking
the initiative and killing the first miner caused my team to go
into hunt-and-kill mode, and once that happened, I pretty much hung
back and took out the stragglers, using my remote heal on them as
needed. Easy-peasy!

Like the previous area my team took out all but the last pair, who
were situated so that specific moves are needed to target them. Near
the last building on the right is a chain hanging down – climb that
and RB-A jump to the roof. Immediately kill the enemy in the building
across from you, he is on a walkway or the stairs on the side of the
building. Then drop a trip-wire mine on the deck below and detonate
it to kill the other miner. Once he is dead drop down and grab his
ammo, then go through the window to get the trip-wire mine inside
which replaces the one you used to kill him – how cool is that?

Now if you look, you'll spot the very long zipline on the upper part
of the last building on the left – a part you cannot easily reach.
Head back the way you came past the next building to a single story
building with stairs. Go up the stairs then jump to the roof of the
one story section of the second building. Now climb up and over the
rail, cross this deck, climb up and over that rail, then RB-A to the
next building – the one with the zipline. You'll have to jump from
rafter to rafter to get to the far roof, then wall-jump up a level,
where you discover it is not a zipline after all, but a cable trolly!

Pull the lever to open the door, get on, then pull the lever inside
for a CS with two mutant babes and some snipers! Yak says it is a
good sign, but I don't know about that....

Your crew will go outside and start shooting at the snipers, but
unfortunately this is one of the times when you'll need to help
them out a little, so go do that. Now that you've taken out the
pair of snipers, Zal tells you that you must move the door. Well
he says “We” but he means “you.”

When you reach the door, you get a route CS showing lots of exploding
barrels – give you any ideas? Well, don't get your hopes up, because
there are two turrets inside and neither is very close to the barrels.

Crouch and enter behind the half-wall for cover, and the turrets,
take out the barrels. To your right is an opening – run through it.
You'll see a ladder ahead, so go wall-jump to the building next to
it using the one across from it, then jump to its roof, and from
there to the ladder. Climb the ladder up to the tower, cross to the
other tower, then RB-A jump to the next and cross the footbridge
there.

There is a ladder facing you over a gap – jump to it and climb up
to the roof, then target the huge pile of explosive barrels for a
CS FtW!  Yak heals Winslow, then you get to capture your own
prisoner! And wait! It's Winslow's daughter! Another CS and more
backstory! Yay us!

Winslow wants you to destroy the mines, and the best way to do that
seems to be to plug up the smokestacks on this never-ending mission
:)

Now before you take the zipline, explore around these buildings for
ammo or better weapons – there are a bunch laying around here.

After you kill all the miners go to the second from last building
on the right, to its upper floor, then jump to the window of the
last building and break through. Then RB-A to the deck and go to
the lever, pulling it. Get on the lift and pull its lever to ride
down, to get to the cable car. Pull the lever here to ride across,
for a brief CS. When you reach the other side, you get a checkpoint
save and a short CS reminding you what Winslow wants.

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(MIS02C) ACT 2: RESCUE – EXTRACTION

Jump to the roof outside, and from there using the beams, get to the
windows of the building over the gap. Jump through the window and
then wall-jump to the upper deck. Go through the window here and
RB-A jump to the chain outside. Climb up far enough to RB-A to the
roof of the same building, then cross it to the walkway and stairs.

Move along the stairs to the stone wall walkway and kill the miners
up here, working your way along the top. At the end of the walkway
is a ladder, take that up, then the stairs. Eventually you'll reach
a metal platform with a large crate; jump onto the crate, then the
walkway above, turn around and jump the gap here to the next level.

Go inside and down the stairs, through the doorway opposite into a
large room where Zal will stand. Take the ladder here, at the top
RB-A to another ladder, and climb that the rest of the way up the
shaft.

Run down the ramp to the left and drop down, then head through the
opening to the right, and you'll spot another ladder to your left –
climb it, run around the catwalk and cross to the next building –
and take cover! There are more enemies, and Zal will engage them.


There is a sniper rifle leaning against the wall here, so if you
need ammo, grab it, and help Zal take out the bad guys with that.
There is a pair of snipers ahead, so be careful here while you
take them out, then move along the catwalk. It might be helpful
to back up to the covered area where you came up the ladder and
snipe the snipers from there, since you can target exploding
barrels that they go near.

At the end of the catwalk, take the center pipe on the left and
jump through the window. There is a lever here you can pull that
moves a huge piston out – then you can wall-jump from the wall to
the rear of the piston, and from there to a beam on the wall. Climb
the beams, then jump to the top of the piston end and from there to
the adjacent walkway.

Run outside and up the stairs and bang a left – Zal will run ahead
and do battle with three or four miners. Let him kill them since
they have these super-sized shotguns. You'll have to remote heal
Zal a few times, but he can handle them eventually. When he is down
to one, you may need to kill that last one yourself if it goes inside
the building there, as otherwise Zal will just shoot the building
forever.

Go inside the left building and wall-jump to the upper deck, and
climb the ladder here. RB-A jump to the deck here and exit; go
through the window ahead and then drop down into the room below
with the two vertical pipes at the far end.

Use the rail on the wall to jump to the lower pipe fitting, then
jump to the next pipe, climb to its top fitting, then back to the
first pipe. Once you get to the top fitting of the front pipe and
jump across to the deck, you'll get a checkpoint save and a CS
showing you the route. Use your power now to familiarize yourself
with the location of the bad guys.

You'll see a walkway below you along the outer wall, where the
railing is missing (in the direction of the bad guys). Jump to that
walkway, then take out the miners ahead. The explosive barrels will
help with this part, but take your time and try not to die, okay?

Go into the big building ahead and wall-jump up to the next level,
then jump to the deck outside and over a gap. To your right is the
rest of the next building; jump to that and then up to the next
level deck there.

Inside, you'll notice two windows – you want the one on the left
with two beams on the wall. Go through the window and then RB-A
jump to the far beam, hand walk around the corner and climb up to
the next level then climb the beams in the right corner, working
your way to where you can RB-A to the ladder.

Outside be sure to grab the machine-gun ammo. If you are like me you
need it – then follow the walkway to the deck. See the ladder over
the gap? Jump to it. Climb to the top, RB-A to the pipe,  swing
using RB and jump using A, then climb onto the deck here. Okay,
there is a zipline here- DO NOT take it yet. Run around to the
back of the structure and get collection COG #4 FIRST!

Take the zipline and grab the sniper ammo if you need it, or kill
the pair of snipers on the other structure first, then grab the
ammo. You need to kill those snipers though, otherwise they'll
kill you when you drop down to the conveyor belt!

Now that they are dead, drop down to the conveyor belt and run
across, take the stairs to your left up, and when you get to the
top, turn around and run towards the stairs you just came up but
jump to grab the edge of a deck across the gap. Now enter the
tunnel here, for a checkpoint save.

The next bit is a little tricky – at the end of the tunnel, you'll
need to jump to the beam to the right, then cross over it and RB-A
to what is left of the catwalk there. Jump the next gap, and then
jump a longer gap to the metal catwalk on the smokestack structure.
You're almost there now!

Run to the end of the catwalk and drop down on the large red
horizontal pipe. Cross the pipe to the roof below, then climb the
roof till you can jump down to a metal platform – you get a
checkpoint save here. This is the Boomtown sign we saw earlier
in a CS (think Hollywood sign). At the end of it, jump the gap but
mind the patrolling miners on the other side!  BTW this is where
I got the Sniper Achievement (20 GP).

After you take the two patrolling miners out down here, there is a
third upstairs, so mind him. After you kill him, wall-jump to his
level, climb up and jump to the chain.  Climb the chain and jump off
to the wide deck, go outside and use the crates there to get to the
window above, which gives access to the next level.

Go over the rail and RB-A jump to the next deck, then jump out the
big hole in the wall to the beam over the gap. Climb these beams to
the roof and a checkpoint save.

There is a ladder on the other side of this structure – climb it
then RB-A to the ladder across the gap. Climb that to the next level,
and quickly kill the pair of patrolling miners here – Zal won't help
you with this!

Run clockwise around the catwalk to the ramp up. There are more miners
here so go easy and stay frosty. There are three miners at the top,
let Zal engage them and when he gets them so their backs are turned,
you machine-gun them. Now Zal says let's blow this puppy – and you do
that by pulling the three levers. It seems like a suicide mission,
until the Corseir comes to your rescue!


You get a nice CS, and assuming you did this on Hardcore level (I did)
the achievements Boomtown Hardcore (25 GP) and Boomtown Casual (10GP),
and the end of Act 2.

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


(MIS03A) ACT 3: THE BATTLE BEGINS - FACADE

A lengthy CS shows you the aftermath – the Professor is patching up
his daughter Jack, and he shares the info she gave about the attack
planned against the last free port in the alliance, Terra Verte. As
you approach the drop zone you hear an alarm – someone has breached
the launch bay! Yup! It's Jack! You barely make it down alive, and
now it is time for Act 3 to commence.

You are going to work your way to the ground by sliding down cables
and jumping from building to building and dropping down – just follow
Zal until you get to the bike and a CS, with a checkpoint save.

Mount the bike and enter the canyon, following the path. It is
important that you hit the ramp at the top in the center, and that
you use boost, or you will not make it. Once you hit the other side
you get a checkpoint save, so continue riding.

I'm sorry I cannot describe what you need to do here, but this part
is fast-moving and defies description. You'll just have to do it
until you get through – but luckily there are several checkpoint
saves. You'll know you are at the end when there's no place else
left to go and the bike bogs down. At that point dismount and look
for the ledge behind you. Follow that into a canyon with buildings.


-Collectible Cog S: Inside the building here, on a blue rug, so it's
kinda hard to see, but be sure that you get it!

After you get the cog, take the terraced rocks up to the path to the
top of the Mesa, where you'll find the huge artillery cannon and a
brief CS.

When you reach the top of the mesa you will find a half-dozen enemy –
use your power to determine their locations.  Jump up and snipe a
few so that Zal goes into hunter-killer mode, then sit back and
allow him to clear most of them away, healing him as needed.

After you have taken out the enemy around the guns, climb up on the
middle of the three and wall-jump off of the stacked ammo in the
front to reach the upper platform.  Use the first level to turn the
gun so that the barrel is pointed at the spire, and then run up to
the breech and pull the second lever to fire the gun – then RUN!
The spire falls and crushes all three artillery pieces – success!

After you run clear you get a checkpoint-save and are shown the
route you will need to ride the bike on – the bike is by the first
house, so go grab it now.  I know you are probably thinking – this
again?? - but it is a feature of the game play and you will be doing
it more in the future so have fun with it.  It is a vertigo race to
the end so pay close attention to the track marks on the ground, as
they will clue you in to where you should be riding – there are areas
that you can get hung up on and end up failing the race, but as there
are checkpoint-saves after the really hairy parts that should not be
a real problem.

At the end – and you will know when the ride is over – hop off of the
bike and climb the ladder on the side of the building to access a
tunnel through the wall.  As you exit on the other side you get a
save and a CS, and Zal gives you a hard time in a right testosterone
driven argument.  As the CS continues you are shown the route you
need to take – sort of a complicated one so watch it closely.

Go in the middle corridor and wall-jump from the left wall to the
deck on the right, get the CS and then jump to the nearby roof.
A-jump over the edge and then RB-A to the ladder and climb down.
Exit that room and jump to the window to your left on the next
building, and then work your way safely to the ground. Go back
to the ground floor of the building with the ladder and grab
collection cog #6 before you continue from here!

There are automatons ahead (mech warriors) so go careful and get
into the buildings near them and go up a level so they can't target
you. Their only vulnerable point is the fuel tank on their back,
so target that.

When you are ready climb to the top of the tall building next to the
red thing that reminds me of a huge totem pole, and look for the
shadow of the ladder on the wall; wall-jump from the shadow to the
ladder, climb up, cross the bridge and climb the next ladder, joining
up with Zal.

Now jump to the wall of the red thing, A-flip over, then RB-A to the
floor, climb the ladder and RB-A to the next ladder, and limb that.
Wall-jump to the level above, and join Zal.

Now jump to the chain and then RB-A to the pole, swing-jump to the
rail and climb over. Wall-jump the wall to your left to get up to
the next level, climb up to the beam and over, then RB-A jump twice
to the ladder. Climb the ladder for a checkpoint save and hit the
zipline to continue.

Take cover from the sniper immediately and take them out. Once you've
taken all the bad guys out, join Zal on the other platform and jump
to the cable at the end of the longer arm of the platform. Drop down
for a CS.

Now follow Zal and he will lead you down into the structure where the
local is being held prisoner. He'll open the gate and show you the
route you need to take, and ask you to do what you can to save his
people... and avenge his family.

Before you jump to the chain, crouch and target the explosive barrel
on the platform below; if you don't see it, use your power to see
the enemy there – now you know where to look! When both are near the
barrel, shoot it, then jump to the chain and slide down. RB-A to the
ledge and work your way to the platform. Just follow the platform and
jump to the next chain, then down to the serrated ledge.

Go to Zal (use your power if you cannot see him) and run to the end
of the water sluice, and hunker down. Use your power and start taking
out the bad guys. There is one more enemy on the upper floor of one
of the houses – climb up to that level on the house next to her and
shoot her through the window!

Look for the buildings with the cable stretched between them – wok
your way up, cross over, and go up the stairs. Go around the corner
and jump onto the beam,. Work your way around the corner and jump
up the next two beams above, and then RB-A to the adjacent roof.

Now go down the ladder and across the bridge, jump to the chain and
slide down. Jump down to the ground to join Zal. Look for the well,
grab the rope and climb down then drop down to the water. Run straight
ahead and climb the rope for the next well, and RB-A to the ground.
There is an Automaton and two heavily armored enemy here, so run into
the nearby building and climb to the third story. From here you can
take out all three, head shots for the enemy, target the tank on the
automaton.

After you've killed the enemies, get to the ground and run towards
the water wheel; the building on your right is the starting point,
so climb its stairs then a ladder, and jump from building to building
going up until you end up on the platform facing the giant totem.
Jump to the totem, climb its ledges, then go to the left side wing
and use the zipline. After you land, use your power to scope out the
enemy locations, and then begin taking them out.

Work your way through the area until you get to the stairs with the
checkpoint save, at which point you should crouch and let Zal take
the lead. Using your sniper rifle, take out the opposition that Zal
cannot easily reach; this should be a short firefight. Be aware that
there is a turret near the water wheel and act accordingly.

The Turret:  While Zal draws fire, use the buildings on the left to
get behind the turret and execute its operator. Easy-peasy!

Head towards the water wheel and you will reach a long ladder that
doesn't make it all the way to the ground; drop down, get to the
ground floor of that building, and collect cog #7 before you
continue on.

Run across the long green rope bridge to the huge idol thingy, run
around it to the other side, and then cross another rope bridge.
Basically, just follow Zal :)

Drop down into the sewers and follow the path, there is only one
way to go really. It is winding and climby but eventually you jump
a gap, kill two sewer mutants, and climb out again.

Warning! When you climb out you get a checkpoint–save and are almost
instantly surrounded by mutants. Don't say I didn't warn you! Take
cover immediately by getting to the upper floor of a nearby building,
then take out the mutants as you can.

Once you've got them killed, work your way up the buildings to the
platform and jump to the cable, slide down to the dangling crate,
and then jump down to the ground and join Zal by the bike. You get
a checkpoint save here.

Jump on the bike and follow the tracks until you reach a ramp up, at
the top of which turn right and go through the crocodile gate you
saw from the CS. Follow that path till the end when the bike bogs
down into the blue stuff and dismount.  Enter the ruins here and
wall-jump over, for a CS and checkpoint save.

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

(MIS03B) ACT 3: THE BATTLE BEGINS – FRIENDS AND ENEMIES

First, after the CS and the turret fight starts, run to the right; in
a shallow alcove is collection cog #8; grab it, and maybe die, maybe
not, it's all good :)  You still keep the cog whether you die and
restart at the checkpoint or not.

To beat this all that you need to do is move from totem to totem,
disabling the turret before each move. Once you get to the top, push
the last totem onto Selene FtW!  Get your CS that ends this part and
an update CS from good old Prescott, who now knows what you've been
up to!

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

(MIS03C) ACT 3: THE BATTLE BEGINS - CONVOY

Work your way down the winding path until you get to the rope bridge;
pull out your sniper rifle and head-shot all five enemy, then cross
over and make your way to the platform controls. Pull the lever to
lower the platform, then run out on it and slide down the ladder,
swing around and jump to the chain. At the bottom, jump to the
nearby deck for a checkpoint save, and then open the door here.

Let your team take out most of the bad guys – though you can help –
then work your way through the next area. Eventually you'll reach a
lift that has been disabled – so jump to the buildings roof below
and continue along, taking out the bad guys. There really is only
one way to go and eventually you will reach the cable car, so use
the lever on it!

After the ride ends, exit the cable car and head up the stairs, and
through the tunnel, where you will find a valley with buildings and
some enemy types. Kill them, or rather help your team kill them –
using your sniper rifle.

Now head to the building on the left (the zipline one) and make your
way to the top floor; jump to the building across the way (was
originally on your right) then drop down to its second floor and
grab collection Cog #9!

Kill the enemy, work your way to the next area, kill the enemy here,
and then use the buildings on the left to get to the other side and
lower the bridge with its lever, and your team can now reach you.
Head into the building, drop down and open the door here.

To get to the next area, clear out the three bad guys then use the
buildings to get to the beams, shimmy across the gap and then jump
to the pipe and then the roof. Voila! On the other side, work your
way safely down and meet up with the wonder twins, then go through
the tunnel and pull the lever, giving access to the lift.

Now this is where the game totally bugged on me – Zal stood in front
of the lever inside, and I could not use it. I had to reset to the
last checkpoint twice, but eventually he decided not to block me,
but then I got to the bottom and... no checkpoint! The two bad guys
killed me and three more restarts to get the lever pulled again!
Unreal bug!

So when I finally got to the bottom, I jumped through the window and
hid like a little girl – and still nearly died! But okay, on to the
next area!

So, drop to the roof, wall-jump up to the building at the crane and
shoot the bolt so it drops its load. Slide down the pipe an have
your escape... Sorry Arlo...

Now I grabbed the zipline without checking for enemy;  big mistake!
Anyway I hid in the building and let Zal take down the bad guys :)
Once the obvious ones were dead, I started helping out so it went
pretty fast.

What was odd for me was that I expected this to go on, but here was
where the second part ended! Got the two achievements: Mesa Dorado –
Hardcore (25 GP) and Mesa Dorado – Casual (10 GP)

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

(MIS04A) ACT 4: INTERLUDE – RACE

This time you are on a three-wheeler and it is a bit thick to control
so try to be careful. You race along a variety of surfaces including
a straight section with a lot of enemy on it – by the way, this
section was where I got the achievement: Pedestrian Crossing (20 GP)
LOL.

Eventually you come to a dead-end where you need to dismount, slay a
few mutants, then shoot the bolt holding a large idol head on a chain
to lower the ramp. Now get back on your bike and jump the ramp!

NOTE: After you get to the top of the ramp, stop and dismount. Go
inside the second opening of the building on the left and collect
cog #10 – and get achievement: Finders Keepers (30 GP) Yay Us!

Okay, the next section of the race is bad, pure and simple.
Understand something – it is NOT buggy, it was intentionally coded
this way. You must fight a skewed physics engine using a badly
tweaked three-wheel bike, and avoid invisible rocks that will send
you to your death... Other than that, it was great! The best I can
say is keep doing it until you are either really good, or get lucky.

- The Other End of the Race -

Okay, you made it! Grats!  Now , use your power to spot the enemy and
take them out. Once you've done that, work your way to the top as
shown in the CS. The lift takes you up, presumably on Selena's trail –
and at the top you should follow Jack.

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


(MIS04B) ACT 4: INTERLUDE - REDEMPTION

Run through the buildings and up the stairs for a CS and your first
look at Terra Verte. Run to the zipline and stop; take out as many
enemy as you can and then hit the zipline and clear out the rest.

The rest of this is more or less a rail run – Jack will lead you
through most of it, so follow the path until your each the spiral
staircase, then just past that the four statues holding globes in
sort of a fountain. Behind this fountain is collection cog #11, so
grab that now, and then head for the cable car!

Once you reach the room with the big screw use the pipes and beams
to get to the upper level and the cable car, then pull the lever for
a CS in which Jack... explains...

Now that you have the cog continue along he path – when you reach the
broken bridge, don't try to jump down, use the rail on the stairs to</pre><pre id="faqspan-2">
jump the building over the gap and then work your way down from
there. At the beam, jump across and work your way to the other side
and up twice, then climb out on top of the third abutment.

From here go to the large well and slide down the pipe. Kill the
mutants along the way until you reach the gate for a checkpoint –
save and an objective update: you've followed Selena and the
Hooded One. Grats!

To get over the gate, wall-jump to the left ledge, then jump to the
right ledge and up then jump over the gate for a CS in which you
finally learn who the Hooded One really is. Was not expecting that!

–     Ending Dayden's Suffering -

Once you jump over the gate and get the CS you basically have to
kill Dayden, your girlfriend who is now a Superfreak. But BEFORE
you or Jack kill her, you need to run to the first building and
wall-jump to the second floor in order to:

IMPORTANT! Get Collection Cog #12!

This cog is only present during the fight with Dayden – so if you
kill her, no cog!  So collect it during the fight. I did not, even
though I saw it was there when I was taking cover up on the second
floor, but after Dayden was dead when I went back the Cog had
disappeared. Yeah, I had to restart that chapter.

Dayden's pretty tough, but once you kill her and get the CS – and
then another CS that is even more interesting, you vow that Terra
Verte needs you. Well? Get going!

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

(MIS05A) ACT 5: CITY BY THE SEA - ATTACK

Run down the path and jump down to the bike – yeah, another bike ride,
but at least it is a two-wheeler this time! There is not much to say
to help you, other than one tip: when the road switches sides the
second time (from right to left) stick to the black center line to
mow down the three gunners with your bike so that they do not kill
you. When you reach the end and dismount run forward to:

Collect Cog #13!

And now that you have Cog 13, go ahead and talk to the gate guard.


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


(MIS05B) ACT 5: CITY BY THE SEA – PRODIGAL SON

After a brief CS, the guard opens the gate to let you in, so head for
the governor's mansion.

When I entered the tall building via its window from the first roof
you jump to from the landing, I was jumped by an enemy who did not
appear when I used my power – so be aware that this can happen. Also
of note, this building is where I got the achievement: Where'd They
Come From? (20GP).

Getting to the top of the governor's building is pretty straight
forward – sort of a rail since you cannot not go right. Just follow
the path, use the beams, ziplines, and roofs. Once you go on the
zipline from the glass-enclosed floor to the governor's building and
up the stairs, you'll have to wall-jump to a pipe and swing up, this
is on the way to meet the governor. Use the right wall to get to the
left side first and get:

Collection Cog #14!

It is over by the window on that side. Got it? Good!

Now run up the metal stairs – at the top Jack will tell you to
scout ahead. Go out the window onto the metal catwalk and jump
to the ledge of the broken section (over the gap). Now climb up
and go around the corner; use the beams here to get to the next
level – and the ladder leading up, where you get a save checkpoint.

Do two wall-jumps from the top of the ladder to get a CS in which
you meet the Governor. Now first the Governor denies Ramone is his
son, but has a change of heart and acknowledges Ramone. You have
the key, and you give props to Ramone – man you are a nice guy!

Give up on finding the secret passage? This was actually pretty cool,
if you want my opinion on the matter :) Okay, pull the lever on the
balcony to activate the water jet, then move the statue with three
women on it so that the beam of water splits and hits the two round
statues (waterwheels) to unlock the secret door over the organ!
Easy-peasy! Now run into the passage, pull the lever to call the lift,
then use the lift.

–     The Water Works -

This is more of the usual: Work your way along, killing the mutants
you encounter until you get to the top of the ladder, then jump down
to the catwalk and pull the lever at the end to open the gate. You'll
notice there are a lot of tripwire mines laying about here – now is a
good time to use them to get the achievement: Pyro (20 GP) if you have
not already gotten it!

Continue along until you get to a really long ladder, killing mutants
as needed to complete the objective and get a checkpoint save!


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

(MIS05C) ACT 5: CITY BY THE SEA – LET JUSTICE ROLL DOWN LIKE WATER

After you exit the sewers you get a CS showing your route and discover
that there is a hefty force awaiting you: a pair of automatons and some
machine gunners! The best strategy I found was to move to the left
while Jack engages to the right of the statue and snipe the gunners
first, then the automatons, then move to the balcony on the left and
head-shot the pair of gunners in the distance! Easy-peasy!

Now jump on to the ledge in the alcove on the left and then jump to
the ladder to access the catwalks. Use the metal rebar poles to get
to the catwalk above from the balcony, and then hang over the edge
of the catwalk railing and jump to the beam on the brick column.
Drop to the lower beam and work your way around, then along the
columns to the far roof. From the roof, jump into the next building.

Turn left and run along this corridor, grab the ammo if you need it,
then go down the stairs and wall-jump onto the upper deck along the
side wall. From here you should be able to target the tank on the
automaton, and kill it easier. Now drop down and open the door.

You probably do not have enough sniper ammo to take out the enemy in
the plaza below, so just grab the automaton's grenade launcher and
use that – once you get the hang of it you should be able to clear
the area below easily. Now take the stairs down and jump the gap!

Taking out the troops guarding the artillery piece will be tricky,
but be absolutely sure you save at least ONE sniper round. Once they
are dead go up on the corner and head-shot the guy in the broken open
hole in the far building, then rotate the cannon so the barrel points
out that opening. Jump onto the breech then the barrel and jump into
that building – it would be an idea to allow Jack to catch up with
you now :)

Follow the hall down to a checkpoint save, and then take a quick run
around and collect ammo. There is a zipline on the left wing of the
top floor  - there is also an automaton with a grenade launcher down
there! Try to take him out before you use the zipline, but if you
cannot, then be careful and get to cover when you land.

–     Collection Cog #15

In the building at the end of the zipline is the next cog, so you may
as well grab it now.

This battle is hard mostly due to the number of enemy, but I choose
to not use my sniper ammo for the simple reason that I figured it
would make Selena easier – and it did! The best strategy I found was
to constantly heal Jack so that the enemy concentrated on her, then
I picked them off from cover, that worked really well, seven head-
shots to Selena took her out, and a short CS in which you use the
key and objective completed!

–     Water Works

After the CS ends, run to the other side of the building and in an
alcove is:

–     Collection Cog #16!

Once you have that run back to Jack and pull the lever. You learn
that the mechanism is damaged and get a CS with the route you need
to take to manually activate it.

Wall-jump off the pillar with the beams to the top of the gazebo
then use the beams to get across. In the left corner are more beams,
use those to get to the pipes, and the pipes to get onto the huge
pump. Cross the pump shaft and wall-jump to the beam, then across,
then up and to the next level up. Run around the corner and jump the
gap, then use the balcony rail to RB-A to the ladder.

At the top of the ladder, run forward and left, then wall-jump over
the gap (don't mess up that wall-jump). Run forward then turn around
and jump this gap, then forward and use the left balcony rail to RB-A
to the deck where the switch is – activate the switch, and you get a
CS showing roughly how the puzzle works.

Part 1: Wall-jump to the pipes above you and move along them until
you drop on a level, move to the edge and drop to hang and RB-A. Now
jump this next gap and pull yourself up. Run to the far balcony rail
in the corner and RB-A across then grab the puzzle part and pull it
backwards to the center of the tile square there.

Part 2: Go back across the gap and pull the puzzle piece there back
until the stream intersects.

Part 3: Jump to the ladder you are facing and work your way across
to the piece the water is hitting; go past that piece and jump the
gap to the ladder there, slide down and drop. Rush the piece here
forward to engage the stream.

Part 4: Drop down and run to the back of the opposite pump and wall-
jump up to the beam then the pump. Cross over and jump to the deck.
At the end of this deck is a pillar with a beam. Wall-jump to it,
work your way around then jump to the chain. Climb then RB-A to the
pipe opposite, then jump to the beam on the wall. Work your way up,
jump to the ladder and then grab the piece here and pull it back to
the center of the second tile square back; the stream should be
hitting the far piece now.

Part 5: To the right over the balcony rail is a ladder; jump to it.
When it drops, reverse sides and jump to the adjacent ladder, and
slide down and drop. Now move the piece here under the stream to
engage the water wheel for a CS.

Drop down, run back to Jack and pull the lever to complete the Terra
Verte stage. The enemy is routed, Ramone is victorious and Winslow
picks you up in the airship. You should get the achievements: Terra
Verte – Hardcore (25 GP) and Terra Verte – Casual (10 GP).

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

(MIS06A) ACT 6: SHOWDOWN - TUNDRA

A lengthy CS sets up the scenario, and the airship drops you on the
train. You get a checkpoint  save and your marching orders! You jump
off to a stone ledge and follow the path to a gap; jump the gap for
a CS showing the route.

Take out the enemy ahead and more through the area, grabbing ammo if
you need it. There are conveniently placed explosive barrels on the
catwalks – bear that in mind :)

In the large building in the back wall-jump to the beam, move around,
and jump to the next level, then jump across the gap to the other
building. Now wall-jump off the side of the chemical tank outside
to the roof of this building, then jump to the catwalk of the tank.
RB-A to the other tank then jump to the nearby roof and go through
the window there RB-A to the inside deck then use the lift there.

Exit the lift and work your way to the far edge of the plateau where
you can jump to a beam on a tank.  Climb onto the top of this tank –
which is a good place to snipe from – and begin clearing away the
enemy.

After you snipe the guy below and the one in the building to your
left, jump to the other tank and then to the roof, and take out the
automaton below.  Jack will engage the other two gunners, but you
can help her if you want. If you are out of sniper ammo drop down
to the deck below and grab the sniper ammo in the building ahead,
then take out the second automaton an any gunners remaining. Once
you've done that meet up with Jack.

Now run down to the left of where the automatons were and grab the
trike – you know there would be another bike race, right? Personally,
I found this to be less challenging then some of the other races –
the only hard thing was figuring out some of the route turns!

So, run forward to the building ahead, but before you go in, go to the
right side of the building and:

Collection Cog #17

Pick up #17 of the collection! Now go in and use the lift to end this
mission and start the next.

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


(MIS06B) ACT 6: SHOWDOWN - INFILTRATION

Run down the hall and exit left, then pull the lever here. Go on the
lift and pull its lever; after a short CS you are thrust into a battle
at the lift top... So much for infiltration, eh?

Yak will tell you to go on ahead, so go to the top floor of the
building and watch Yak wall-jump to the roof there and then you do
it too. Now jump to the beam, then the window opposite, then back
to the window on the opposite side and through!

Run up the conveyor belt then work your way across the beam and drop
down. Jump the gap then wall-jump to thee next level up, and  jump
across to the catwalk. Go around the corner and wall-jump to the
roof, then to the ladder and climb up. Before you do anything else

Collection Cog #18!

At the top of the ladder turn left, go up the stairs on the right
and into the room, the cog is on the floor.

Now return to Yak, run past here and up to the left, go out on the
deck and wall-jump off the belt over the gap to the ladder. Climb
up for a checkpoint save, and then continue up the stairs. At the
top turn around and jump the gap then wall-jump up and jump to the
beams. Work your way up the beams and over the top to the next level.

Jump to the beam on the rusty tank and climb on top of it, then run
along the catwalk. Jump the gap, and then call the lift. When it
opens, go in and use it to complete this mission.


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

(MIS06C) ACT 6: SHOWDOWN – MILITARY INDUSTRIAL COMPLEX

A brief CS an checkpoint save then you exit the lift and make your
way to the open door. Use your power to spot the enemy then take
them out!

Once the way is clear run forward between the explosive barrels and
jump to the tank top, then to the building; run upstairs and outside,
then down the catwalk and look right. Jump to the pipes and swing
across them, then slide down the two pipes on the sides of the two
tanks. Jump over the two tank tops then run along the pipe going
to the big glowing green tank of poison.

Work your way up and around the tank using the indented beam points,
and at the topmost RB-A to the wall and ease around it, then jump to
the platform. Run across and jump to the catwalk, then go to the
door; use your power to spot the hostiles.

Shoot a few then drop down. Jack will follow you and you can can let
her lead the fight. When the bad guys are toast, jump over the rail
to the big tank on the right and climb its ladder. Run straight
along the pipe and jump on the joint and ease around to the other
side before you RB-A to the catwalk. Check the enemy location with
your power then go in the door.

Work your way down and across then onto the silver roof and drop off
its end. Through the door there is a checkpoint-save,  and you get
to see where the hooded ones are made. After the CS, go down the
stairs in the corner, out onto the catwalk and jump to the lower
catwalk on the left; jump to the beam and up through the window.

Head down – keep heading down and following Yak; use your power then
clear these enemies.

In the corner there is a set of boilers with beams on the wall; climb
the beams then jump to the rafter, flip over it and work your way
left, until you are centered with the big red cogs. Now flip over all
of them, and onto the far deck. From there keep climbing and heading
left to the lift lever.

Go up the stairs in the corner and start the killing. Go up the stairs
to the next level, take out the three brutes here, then run to the end
of the catwalk and jump the chain. Drop to the box, use the beam, then
hit the zipline.

Follow Yak down the ladder and stop at the next zipline. Snipe the
enemy you can prior to taking the zipline to even-up the odds, then
zip down. Kill the rest of the enemy then use the four tanks to get
to the roof and through the window..

Run along the catwalk to the stairs, use your power, then clear out
the enemy ahead. Once they are dead work your way through to another
set of tanks and then the roof, where you take a ladder to a zipline
and another set of tanks. Join Yak then jump to the silver roof for
a checkpoint save then check for enemy locations.

Follow Yak on the beams, break through the window and clear out the
enemy! Go up to the next level then jump to the catwalk on the tank;
on the other side slide most of the way down the ladder and jump to
the next tank catwalk, and then hit the next ladder for a checkpoint
save. Go through the door and use the beams and pipes to get to the
lift. Use the lift.

At the bottom, take out the army of inert automaton and the live
one(s) then go up the side of the tanks and along the catwalk to
the upper level. Keep following the catwalk, go into the building
and up, then jump the gap to the window and out to the catwalk,
to the roof and finally follow the long black thing to the door.

The building on the right of the raised bridge has a ladder you can
wall-jump to; snipe the three bad guys then use the rope line. Take
the ladder in the left building, then work your way along the catwalk
jumping gaps until you get a CS with the next route.

Wall-jump to the roof of the single story building then to the window
next door. Use the pipe to get to the catwalk and up the stairs; Keep
climbing until you reach Yak at the zipline and cross.

When you reach the artillery piece climb on and turn the cannon to
the gate then blow it open for a boss CS with Winslow and Jack.
Prescott goes mental.

After the CS run behind the lift and:

Collection Cog #19!

Collect Cog #19 then use the lift.

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


(MIS06D) ACT 6: SHOWDOWN – PRESCOTT

Getting to Prescott's Office by now is old hat to you; the route is
a rail and there are no red herrings. Once you get there, taking out
the enemy on the way, the only tough part is the last three mobs
before the office itself.

Best strategy is for you to make sure you get there with a full load
of tripmines. Go just inside the train door and use your power, then
kill the two guys in the distance with mines by lobbing them near
them. Once they are dead, the third guy drops down – you can take
him out with your machine gun.

Now go to the door for the CS, use the lift and then go immediately
to the building on the right:

Collection Cog #20

Collect this cog and get achievement: Emblematic (50 GP) Now it is
time to kill Prescott...

After much frustration, I learned that the troops that come up on
the lift will swarm you if you are in either of the buildings near
the lift you arrived on. The building in the back with the sign on
it that says “Notice “ Walkway must not be blocked” is where you
want to be. There is ammo inside and it is near one of the lifts.

You need to shoot the tank on Prescott's mega-suit until you get a
CS and the lifts deploy at which point you should move to the corner
with the sign and take out the guys from the near lift with the trip
mines and gun, then snipe the guys from other lift.

Once they are dead, refill your ammo and then QUICKLY run out around
the building with the sign, wall-jump on top on the lift, then jump
to the window adjacent and flip-in. Heal here if you need to; it
would be an idea, because Prescott was shooting you the whole way!

After you are fully healed, wall-jump to the rafter from the wall
facing Prescott, then flip over it and RB-A to the beam on the rear
wall. Flip through the window and take the beams to the roof, then
take the ladder up.

Jump the gap to the central catwalk, then jump the next gap and go
over the railing on the right and RB-A to the winch bay. Do this
quickly, he'll be shooting at you the whole way across!

Once in the winch bay, target the nut and shoot it, and the catwalk
falls on the armor, destroying it. No you are not done... Prescott
is now Mutant Prescott, and you still need to kill him!

Do not bother with picking up the grenade launcher! Just arm your
machine gun and make sure it is fully loaded, then wait until he
rushes you and empty it into his chest while backing away... Once
you hunt him enough, he turns and runs and jumps on the buildings.
RELOAD NOW! When he rushes you just rinse and repeat until he is
dead and you get the final CS.

You should now receive the achievements: Peacemaker (75 GP) and
Trooper (35 GP). When I finished I only had 420/1000 GP so you will
not likely be getting most of them in one play-through!

Finis


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



(COL01) COG COLLECTION LOCATIONS

ARROWTREE

(1) – Just to the left of the top of the stairs under the building
overhang after the first big fight.

BOOMTOWN

(2) – On the second floor of the house at the end of the zone after
you climb the beams that are bolted to the stone walls.

(3) In the 1 story building near the billboard after you exit the
building where you slide down the chain – you cannot miss it, it is
part of the CS..

(4) - At the back of the domed structures circled by a catwalk that
we worked really hard to get to – and you need to get this BEFORE
you use the zipline to move on!

MESA DORADO

(5) - After dismounting the bike at the end of the motorcycle race
through the canyons you will find the next cog past the narrow
passage where it opens up – the cog is inside the building here,
placed in a blue rug so it can be hard to see but it is there .

(6) -  When you reach the next area where you jump across to a
building after the CS, work your way to the ground and then go
into the building you originally jumped to and get this cog.  If
you face the automatons you went to far so check the walkthrough
for specifics.

(7) - Inside the building at the bottom of the long ladder that
doesn't quite reach the ground just before the water wheel.

(8) - When the turret fight vs. Selena starts, run to the right
and grab the cog from the shallow alcove there.

CONVOY

(9) – After the cable car arrives exit, go up the stairs and through
the tunnel – the cog is on the second floor of the building on the
right – climb up the left hand building to get to the top of the
right hand building then drop down.

(10) – During the Race sequence, about in the middle, you have to
get off and shoot a big totem head to lower a ramp.  At the top of
that ramp, in the building on the left, is the next cog.

(11) - After you go up the spiral staircase you will see a fountain
with four Grecian statues holding orbs – behind the fountain is the
next cog.

(12) - On the second floor of the first building while the Drayden
fight is active – note that the cog de-spawns after Dayden is killed,
so get it first.

TERRA VERTE

(13) – On the ground ahead of you and slightly right after you get
off your bike at the city gates.

(14*) - After you go from the glass building to the mansion and find
the metal stairs, use the pipe in the alcove to swing up on the left
side and get the cog by the window.

(15) - This one is on the ground floor of the building you zipline to
before the Selena fight.

(16) – After the CS in the Water Works run to the opposite side of
the building and grab this cog in the alcove there.

PSI HQ

(17) - Before you get on the elevator after the trike race, get the
cog to the right of the building on the ground.

(18) – Past the conveyor belt you will climb a ladder – run left and
up the stairs – this cog is in a room up there.

(19) - After you blow open the gate with the artillery piece, run
behind the lift to collect this cog.

(20) – During the fight with Prescott, in the building on the right –
not sure if you have to get this during the battle but it would be
an idea...

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

(BLING) ACHIEVEMENTS

There are 38 achievements worth a total of 1000 GP.  The secret
achievements are for completing the Acts on the specified difficulty
and they stack, so you will get whatever is below your level as well
as the level you completed the Act on.

--- Storyline Achievements (375 GP) ---

- Dumb Luck (10 GP) - Kill 5 enemies at once with explosive damage.
- Free Style Walker (15 GP) - Chain together any 3 physical abilities
 in 5 seconds or less.
- Peacemaker (75 GP) - Complete the Game on Hardcore.
- Pedestrian Crossing (20 GP) - Kill 20 enemies with a vehicle.
- Pyro (20 GP) - Kill 20 enemies with explosive damage.
- Revenant (130 GP) - Complete the Game on Insane.
- Skeet Shooter (10 GP) - Shoot 25 Trip Mines out of the air.
- Sniper (20 GP) - Get 20 Headshots.
- Trooper (35 GP) - Complete the Game on Casual.
- Wall Jumper (20 GP) - Successfully wall-jump 100 times.
- Where'd They Come From? (20 GP)  - Kill 20 enemies without alerting
 them.

--- Online / Multi-Player Achievements (370 GP) ---

- Been There, Won That (10 GP) - Win 1 Ranked Multiplayer Match of
 each Type.
- Cerebral Assassin (10 GP) - Get 10 headshot kills in one Ranked
 Multiplayer Match.
- Double Time (10 GP) - Complete any chapter after Arrowtree in
 Co-op on any difficulty
- Emblematic (50 GP) - You or a Co-op partner collects 20 Emblems.
- Explosive Expert (30 GP) - Kill 3 players at once with Trip Mines
 in a Ranked Multiplayer Match.
- Finders Keepers (30 GP) - You or a Co-op partner collects 10
 Emblems.
- Found It! (10 GP) - You or a Co-op partner collects 1 Emblem.
- Have Gun, Well Traveled (20 GP) - Win 1 Ranked Multiplayer Match
 on every Map.
- Let's Go Streaking (20 GP) - Win 10 straight Ranked Multiplayer
 Matches.
- Pacifist (20 GP) - Make a Flag Capture in a Ranked Multiplayer
 Match without firing a shot or using grenades.
- Party Animal (15 GP) - Host 25 Ranked Multiplayer Matches.
- People Skills (50 GP) - Complete the game in Co-op on any
 difficulty.
- Quick Draw (15 GP) - Kill 10 enemies using only the Autorevolver in
 a ranked Multiplayer Match.
- Sticky Fingers (10 GP) - Capture 3 flags in a Ranked Multiplayer
 Match.
- Sure Shot (10 GP) - Get 10 Kills in a Ranked Multiplayer Match.
- Thief In The Night (20 GP) - Capture a flag in 10 straight Ranked
 Multiplayer Matches.
- Top Of The World (20 GP) - Win 5 straight Ranked King of the Hill
 Matches.
- Winner's Circle (20 GP) - Win 25 Ranked Multiplayer Matches.

--- Secret Achievements (255 GP) ---

- Boomtown - Casual (10 GP) - Completed Boomtown on Casual.
- Mesa Dorado - Casual (10 GP) - Completed Mesa Dorado on Casual.
- Terra Verte - Casual (10 GP) - Completed Terra Verte on Casual.
- Boomtown - Hardcore (25 GP) - Completed Boomtown on Hardcore.
- Mesa Dorado - Hardcore (25 GP) - Completed Mesa Dorado on Hardcore.
- Terra Verte - Hardcore (25 GP) - Completed Terra Verte on Hardcore.
- Boomtown - Insane (50 GP) - Completed Boomtown on Insane.
- Mesa Dorado - Insane (50 GP) - Completed Mesa Dorado on Insane.
- Terra Verte - Insane (50 GP) - Completed Terra Verte on Insane.

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

(SHINIES) PS3 TROPHIES

There are a total of 14 Bronze Trophies, 7 Silver Trophies, 7 Gold
Trophies, and 1 Platinum Trophy in Damnation for the PS3.  They
are provided here sorted by metal.

--- Bronze Trophies (14) ---

- Arrowtree Casual: Complete Arrowtree on Casual.
- Boomtown Casual: Complete Boomtown on Casual.
- Mesa Dorado Casual: Complete Mesa Dorado on Casual.
- Terra Verte Casual: Complete Terra Verte on Casual.
- Double Time: Complete any chapter after Arrowtree in Co-Op on any
 difficulty
- Dumb Luck: Kill 5 enemies at once with explosive damage.
- Found It!: Collect 1 Emblem (Solo & Co/Op).
- Free Style Walker: Chain together any 3 physical abilities in 5
 seconds or less.
- Pedestrian Crossing: Kill 20 enemies with a vehicle.
- Pyro: Kill 20 enemies with explosive damage.
- Skeet Shooter: Shoot 25 Tripwire Mines out of the air.
- Sniper: Get 20 Headshots.
- Wall Jumper: Successfully wall-jump 100 times.
- Where'd They Come From?: Kill 20 enemies without alerting them.

--- Silver Trophies (7) ---

- Arrowtree Hardcore: Complete Arrowtree on Hardcore.
- Boomtown Hardcore: Complete Boomtown on Hardcore.
- Mesa Dorado Hardcore: Complete Mesa Dorado on Hardcore.
- Terra Verte Hardcore: Complete Terra Verte on Hardcore.
- Finders Keepers: Collect 10 Emblems (Solo & Co-Op).
- People Skills: Complete the game in Co-Op on any difficulty.
- Trooper: Complete the Game on Casual.

--- Gold Trophies (7) ---

- Arrowtree Insane: Complete Arrowtree on Insane.
- Boomtown Insane: Complete Boomtown on Insane.
- Mesa Dorado Insane: Complete Mesa Dorado on Insane.
- Terra Verte Insane: Complete Terra Verte on Insane.
- Emblematic: Collected 20 Emblems (Solo & Co-Op).
- Peacemaker: Complete the Game on Hardcore.
- Revenant: Complete the Game on Insane.

--- Platinum Trophies (1) ---

- Master Of All: Unlock all Damnation Trophies.

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

FAQ'S (FAQS)

Q1. Are there any cheats in the game?

A1. Yes there are – and while I do not advocate using cheat codes,
   here they are:

BlowOffSomeSteam (Unlock max power weapon)
LincolnsTopHat (Gives all enemies big heads)
LockNLoad (All weapons unlocked)
PeoplePerson (Choose Custom Character)
Revenant (Unlock Insane Mode)

It may interest you to know that the Lincoln code is what most
old-school gamers would consider a “Classic Cheat” in that it has
something of an historic implementation in certain iconic games
from the past :)



Q2: Will using cheat codes block achievements?

A2: I do not know...  Err..  Umm... Well, as far as I understand it
they will not block achievements – but I have not actually used them
myself so I cannot give you the definitive answer on that.

However I can tell you this:  Cheat Codes are the leading cause for
Gamus-Unsatisfactorus, an insidious disease in which the gamer loses
interest in and pride for success in playing video games.  Just a
thought for you...



Q3. How do I ask you a Question?

A3. You send me an Email at the address below with Damnation as the
start of the Subject.  If you did not put Damnation as the first word
of the subject and you are not in my address book, your question
never got past my Spam Filter.



Q4. Where do you play Damnation?

A4. On the Big Comfy Couch of course.  Where do YOU play Damnation?



Q5: I run Website X, and I want to use your FAQ/Walkthrough. But
   when I email you to ask for permission you tell me no!  I know
   that you always send replies to me but I do not read them because
   I immediately send you a follow-up asking for permission again
   even though you took the time to explain to me in detail why I
   cannot use your file!  What is the deal?

A5: If the FAQ/WT I write was part of the Bounty Program, I restrict
its use to GameFaqs and My360.com.au – and I will explain to you why
again:

In simple terms, GameFaqs paid me for that file.  I know that GameFaqs
says I can use that file anywhere I like, but the bottom line is this:
they paid me for it and that gives them exclusive use of it in North
America as far as I am concerned.

Now that is a sticky point – North American rights I mean – because as
you can see I give My360.com.au open license to use my files.  Why is
that? Well for one thing they do not compete with GameFaqs, for
another they are not in North America, and finally, being an expat
Aussie, I rather like it that my files are on that site as some of
my mates are regulars there.

When the REDTAPE section below says that the file is for use
exclusively on the GameFaqs and My360.com.au sites, that means just
that – it was a Bounty File and I will never release it to the net
for general use.  When the REDTAPE section says that you must seek
my permission first, than the file was NOT a Bounty file, and you
actually have a shot at getting it to use on your site.

Perhaps I would have a different attitude about this if I was not in
the writing profession, but being that I am, I have a pretty good
grasp of the economics of writing, and the fact that GameFaqs is
willing to pay a Bounty at all in this day and age is a gesture that
deserves our loyalty.

That should cover all of the bases.



Q6: I like your files and I still want to use them on my site / Do
   you want to write for my site?

A6: Here is the deal – writers do not get paid a lot of money – some
of them do but they are the handful that have syndicated columns in
the Big papers. My files on GameFaqs bought my kids an Xbox 360 (so
they will leave mine alone).  I also use the Bounty to buy some of
the games I write about here.

Having said that, if you really want me to do a FAQ/WT for a specific
title, and you are willing to SEND me that title – I may be willing
to do it.  Email me with the specifics and your deadline needs.

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

ABOUT ME (ABOUT)

I have been gaming on console since before most of you were born,
starting with Pong in the early 1970's.  I quickly moved on to the
Intellivision and then the Atari 2600 and never looked back.  In
real life I write a column for the Cape Cod Times Business Section
called Digital Grind, covering the Internet, technology, and every
now and then, games.

I can be reached via email at [email protected]
My personal web pages are at chris.boots-faubert.com

If you are writing me about this walkthrough, please be sure to
begin the subject line with Damnation as my spam filter can be
rather wonky.

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

LEGAL STUFF (REDTAPE)

This guide Copyright © 2009 CM Boots-Faubert.  This document
is licensed for use exclusively on www.GameFaqs.com and
My360.com.au. Unauthorized use or republication of this guide
will result in my releasing a hoard of angry ninja hamsters on
you, and my nana being very disappointed in you...  It is not
pretty, so do not do it.
----------------------------------------------------------------------