------------------------------------------------------------------------------
Winner of the GameFAQs FAQ of the Month for January 2014
------------------------------------------------------------------------------
___
__ / / ,--. __ _
| | / /| / / \ | ||\___ ,' |---.
|\ |\ / / | / /\ \ | |'-\ `-. / ,'___|`-.
| \| \ / / | / / \ \ | | `-. \ | ( \ \
| | \ | /| | /\ / \ \ | |___ ) | \ `-.__ `-'
| |\ \ | / | | / /,-----' \ | | |-' _,' `.__| |_
| | \ \ |/ | | / //\_______ \ | |---'\ \ '--| `.
| | \ \,| | | |\/ /'--' \ \ | | | | .-. | |
| | \ | | | | '-\_/ \ \ | | | | \ `.__,| |
| | \| | '--' \__\ | | | | `._/ / ,'
|_ | |/ '--' \ \ `--/,'
'-' `--'
_ __ __ __ __
\ / /_\ |__) | / \ / _ (__`
\/\/ / \ | \ |__ \__/ \__/ .__)
______________________________________________________________________________
==============================================================================
MARS: WAR LOGS
--------------
FAQ/Walkthrough
Copyright (c)2014 DomZ Ninja
==============================================================================
Author: DomZ Ninja
E-mail: domzninja[at]hotmail[dot]com
Updated: 03/03/14
Version: 1.0
NOTE: This guide does contain spoilers!
______________________________________________________________________________
==============================================================================
TABLE OF CONTENTS
==============================================================================
See that series of numbers to the right of each section? If you want to find
a specific section in the FAQ, press CTRL + F to open a search box. Type in
the series of numbers for the desired section that you're trying to find and
press Enter. Whabam! The search function will take you there in an instant.
[1] VERSION HISTORY.................................................. [0100]
[2] CONTROLS......................................................... [0200]
[3] THE BASICS....................................................... [0300]
[4] WALKTHROUGH...................................................... [0400]
CHAPTER 1....................................................... [0401]
First Steps in Prison.......................................... [0402]
Weapons for the Battle......................................... [0403]
The Mole Queen................................................. [0404]
A Diversion.................................................... [0405]
Water for the Trip............................................. [0406]
The Great Escape............................................... [0407]
CHAPTER 2....................................................... [0408]
Back Home...................................................... [0409]
An Out-of-the-Way Place........................................ [0410]
An Old Friend.................................................. [0411]
Find Faith..................................................... [0412]
Meeting the Resistance......................................... [0413]
A Strange Explosion............................................ [0414]
Meeting with the General....................................... [0415]
A Bit of Perspective........................................... [0416]
Find Innocence................................................. [0417]
Choose a Side.................................................. [0418]
CHAPTER 3 (RESISTANCE).......................................... [0419]
Resistance..................................................... [0420]
Sabotage....................................................... [0421]
The Shadow Council............................................. [0422]
In Enemy Territory............................................. [0423]
Political Prisoners............................................ [0424]
Back to the Source............................................. [0425]
The Heart of the Source........................................ [0426]
CHAPTER 3 (HONOUR).............................................. [0427]
Strength and Honour............................................ [0428]
A Strange Work Site............................................ [0429]
Guardian Angel................................................. [0430]
High-Risk Spying............................................... [0431]
Shadowy Experiments............................................ [0432]
Back to the Source............................................. [0433]
The Heart of the Source........................................ [0434]
[5] SIDE MISSIONS.................................................... [0500]
Chapter 1....................................................... [0501]
Chapter 2....................................................... [0502]
Chapter 3....................................................... [0503]
[6] CHARACTER PERKS.................................................. [0600]
Skills.......................................................... [0601]
Feats........................................................... [0602]
[7] EQUIPMENT........................................................ [0700]
Weapons......................................................... [0701]
Weapon Upgrades................................................. [0702]
Armor........................................................... [0703]
Armor Upgrades.................................................. [0704]
[8] ITEMS............................................................ [0800]
Items........................................................... [0801]
Components...................................................... [0802]
[9] ACHIEVEMENTS..................................................... [0900]
[10] THANKS/CREDITS................................................... [1000]
______________________________________________________________________________
==============================================================================
[1] VERSION HISTORY [0100]
==============================================================================
FAQ/Walkthrough #69
-------------------
Version 1.0 (01/19/14) - FAQ/Walkthrough complete and submitted.
______________________________________________________________________________
==============================================================================
[2] CONTROLS [0200]
==============================================================================
-----------------------------.----------------------------------------------.
| D-Pad | Map (Up), Skills (Left), Quests (Down) |
|-----------------------------|----------------------------------------------|
| Left Analog Stick | Movement, Stealth (Click) |
|-----------------------------|----------------------------------------------|
| Right Analog Stick | Camera, Lock on Target (Click) |
|-----------------------------|----------------------------------------------|
| Start | Pause |
|-----------------------------|----------------------------------------------|
| Back | Inventory |
|-----------------------------|----------------------------------------------|
| X Button | Physical Attack |
|-----------------------------|----------------------------------------------|
| Y Button | Guard Break |
|-----------------------------|----------------------------------------------|
| A Button | Evade |
|-----------------------------|----------------------------------------------|
| B Button | Block |
|-----------------------------|----------------------------------------------|
| Right Trigger | Skill Quick Access |
|-----------------------------|----------------------------------------------|
| Left Trigger | Skill Quick Access |
|-----------------------------|----------------------------------------------|
| Right Bumper | Skill Quick Access |
|-----------------------------|----------------------------------------------|
| Left Bumper | Tactics Menu |
'-----------------------------'----------------------------------------------'
______________________________________________________________________________
==============================================================================
[3] THE BASICS [0300]
==============================================================================
------------------.
| Player Alignment |
'------------------'
____________________________________________________________________________
A common staple in western RPGs is the ability to decide your character's
alignment/personality by choosing "good" or "bad" responses in conversation.
Most of the available responses during talks are blatantly nice/mean, so it
isn't so much of a guessing game; you can easily choose whether to lead Roy
down a good or a bad path.
In addition to selecting good or bad responses during conversations, you are
also given the option of killing or sparing human enemies after defeating
them in battle (needless to say, killing fallen foes is the "bad" thing to
do).
Both sides has their pros and cons. Being bad generally creates an easier
playing experience (since killing enemies nets you more currency) and you
have the option to intimidate NPCs during some side missions to get what
you want without getting your hands dirty. However, characters lose respect
for you if you are evil, and some side missions are unavailable if your
moral scale dips too low (thus possibility eliminating the chance for the
"Completionist" Achievement).
Sparing enemies prevents the chance of obtaining extra Serum (the game's
currency), which is normally very scarce, thus creating a more difficult
journey for the player. However, people (including merchants) are nicer to
you if you take the path of righteousness.
----------------------------.
| Skills and Character Feats |
'----------------------------'
____________________________________________________________________________
You gain two skill points and one character feat point every time you level
up, each pertaining to skill trees and character feats, respectively. The
skills menu features three skill trees: Renegade, Combat, and Technomancy.
Renegade focuses on stealth and defensive strategies, Combat hones in on
your offensive powers, and Technomancy upgrades your magic spells (available
at the start of Chapter 2).
You can use character feat points to obtain character feats, which include
perks focused on things other than combat. You also have to meet certain
requirements to even make the feats available to purchase, such as maxing
out your alignment to good/bad or by recycling a certain amount of items.
----------.
| Crafting |
'----------'
____________________________________________________________________________
Precious commodities are hard to come by on Mars, forcing its denizens to
scavenge for scraps and parts. The game's currency is called Serum, and that
is even rarer to find. You won't run into many shops or merchants in the
game, so you'll have to rely on the scraps and random components you find in
order to help craft items and upgrade equipment.
When equipping a weapon or armor, look to see if there are any circular
slots next to 'em in your inventory. If there are, you can use components to
upgrade them and increase their stats. That's why rummaging through waste
piles and crates is key to surviving; because those seemingly useless pieces
of junk can be used to upgrade your gear and can be sold to merchants.
If you have an abundance of gear, you can either sell them for Serum or
recycle them for a chance at getting back some components. Some character
feats increase your crafting abilities, so you can look into them if this
element interests you.
---------------------.
| Excelling at Combat |
'---------------------'
____________________________________________________________________________
Combat is not super detailed in Mars: War Logs, and the game isn't terribly
tough unless set on the hardest difficulty settings. When you encounter an
enemy, you brandish your weapon and the fight begins. X is your normal
physical attack while Y is a guard break that can break an enemy's block.
Use A to perform an evasive roll and B to block. If you press B at the exact
moment a foe tries to strike you, you can counterattack.
Mix up the use of X and Y to keep your target on their toes and help land
more hits. Rolling and blocking are both incredibly important, since there
are often times where you and your companion will be facing off against
multiple targets.
Speaking of, at most points throughout the game you will be with a faithful
companion. This person will aid you in fights and has their own separate
health bar. If they die, they will be rendered useless through the remainder
of the fight but is revived at the conclusion of the duel. Using the tactics
menu (LB), you can select different ally commands, such as attacking the
same target as Roy or holding a defensive stance. There are multiple
companions found throughout the game.
In addition to the basic button commands, you also have different tactics
that can be viewed by pressing the Left Bumper. When used in battle, time
slows down significantly and you can change skills, equip new items, and so
forth. You can set three different tactics to the Right Trigger, Left
Trigger, and Right Bumper. The tactics range from crafted items (explosive
traps, nail gun), to Technomancer spells (Electric Arc, Energy Shield).
Lastly, you can use stealth to your advantage in battle. By upgrading
certain parts of the Renegade skill tree, you can sneak up on opponents and
ambush them to deal great amounts of damage. Click the Left Analog Stick to
enter stealth mode and carefully sneak up behind an enemy before attacking.
If brute force isn't your cup of tea, try this more elusive approach.
______________________________________________________________________________
==============================================================================
[4] WALKTHROUGH [0400]
==============================================================================
NOTE: This walkthrough is based on the Medium difficulty.
==============================================================================
CHAPTER 1 [0401]
==============================================================================
-----------------------.___________________________________________.--------.
| First Steps in Prison |___________________________________________| [0402] |
'-----------------------' '--------'
Rewards: 1500 EXP
1. Leave the sand pit
2. Neutralize Fatso and his gang
3. Go to the mess
4. Find a quiet table
5. Go to the recruitment office
6. Go to the elevator leading to the drilling well
7. Sweep the drilling well by killing all the moles in the tunnels
8. Give the nail gun to Joe the guard
9. Join Innocence in the mess
__________________________________________________________________________
POW Camp
--------
The game starts off through the eyes of a young man nicknamed "Innocence",
as he is brought to a slave camp. After a scene, you are given control of
the main character, Roy. Talk to Innocence and choose one of the responses
given. Remember, you can influence your character's personality by choosing
either good or bad responses throughout the game, which ultimately alters
how other people in the game act towards you.
I prefer selecting all the "good" choices, because while your adventure is
typically easier as a "bad" character, you can access more of the game (such
as side missions) when people respect you rather than fear you.
Snoop around in the sand pit and scavenge for loot in the glowing [WASTE
PILES] on the ground. Walk down the hallway to find a mechanic mumbling to
himself. Talk to him and offer to help to begin the side mission "Handyman's
Assistant" (side mission walkthroughs are found in Section 5).
Exit the sand pit to run into Fatso and his gang again. This time, there is
no escape. Start off by clicking the Right Analog Stick to lock onto a
target. Use X to attack and Y to guard break, B to block, and A to roll.
Enemies will also block your attacks, which is why you should utilize guard
breaks and try to alternate between X and Y to fight.
You can also use the Sand Throw skill, which can be assigned to RT, LT, or
RB; use this to temporarily blind your foes. The first two guys are easy to
take down, but the third blocks a lot. Use guard break and block his attacks
with B. If you time your button press right, you can perform counterattacks.
Eventually Fatso joins in on the fun, and Innocence helps even the playing
field. Take out his lackey first and then gang up on the tubby prisoner,
using Sand Throw to blind him.
Roy levels up after the brawl. Now at Level 2, you are given two skill
points that can be used on your skill trees. Press Back (or Left on the
D-Pad) to access the skills menu. There are three total skill trees
(although Technomancy is currently unavailable); Combat increases your
fighting skills and is more of an offensive tree, and Renegade aids you in
stealth and long-range fighting, and is more of a defensive tree.
Regardless of what path you want to take, you should begin by adding your
two points to the "First Aid" skill in the Renegade tree.
You also receive a character feat point, which allows you to unlock
character feats. This is a more all-around group of perks focusing on things
outside of combat, such as increasing experience gained and chances of
obtaining loot from defeated enemies.
Search the [WASTE PILE] in the corner and proceed east until a prisoner
stops you and gives Roy a cracked tube in thanks for stopping Fatso. Bring
up your inventory and equip it. You can upgrade the cracked tube using
various components, but hold off on selecting an upgrade until you have
better items. You can find components by scavenging through waste piles and
crates. They are all over the place in the game and glow pretty brightly,
so I will not be pointing out each individual one in this walkthrough.
The mess hall is to the north, but go through the southern doorway for a
short detour. A prisoner informs Roy that a guard named Bob is looking for
him. You can find Bob on the other side of the eastern door, and this will
trigger a cutscene and a couple sidequests.
Go up the stairs and climb over the wall towards the Crater Zone. Unsheathe
your weapon as you loop 'round the corner near the four prisoners guarding
the [BLUE CRATE]. One of the enemies is wearing sunglasses that prevents
him from being blinded by sand. They're tough customers, but Innocence
should help relieve the pressure a bit. The crate contains 10 Serum.
Make your way to the mess hall and look for a quiet table: one is found
directly opposite the entrance. Take a seat and watch the cutscene, which
unlocks the main story mission "The Great Escape".
We still aren't done with this quest. Look on your map for the entrance to
the Crater Zone.
Camp: Crater Zone
-----------------
Head forward and into the small recruitment office to assign Roy and
Innocence to the proper jobs. As you walk south towards the Drilling Well,
the duo splits up. Search the area for items before continuing south towards
the entrance. When you get a chance, talk to Joe behind the desk to receive
a nail gun out on loan; this also unlocks another story mission.
Camp: Drilling Well
-------------------
You can continue this mission and "Weapons for the Battle" simultaneously
since both sections take place in the Drilling Well. You'll meet up with
your two co-workers, Sobriety and Courtesy, at the mouth of the tunnel.
Enter the cavern and sneak towards the group of mole eggs. Quietly bash
the first one to alert moles to your location.
Moles are tough enemies and this part of the mission can be challenging.
These monsters are immune to blinding (so Sand Throw is useless), they
block often, and have a lunging jump attack. The nail gun is effective
against enemies from a long distance, but make sure not to waste too much
of its ammo.
Defeat all the moles with the help of Sobriety and Courtesy, then smash the
remaining egg piles. Drop down the ledge and continue to an intersection.
Go east and climb up the ledge, then activate stealth mode and slip closer
to the unsuspecting moles. You should be able to get a jump on the two
patrolling moles before wiping out the rest. Search their bodies and follow
the path to a dead end; check the body for a Health Injection Pack and the
[BLUE CRATE] for 5 Serum and some alloy.
Backtrack to the fork and head north this time, searching the corpse for a
couple handmade grenades. At the second branch, you run into a warrior mole.
He's a lot tougher than the little guys, but it's three on one. Grab all the
surrounding loot and wait for your health to regenerate (yep, your health
automatically regenerates after a few seconds) before going northeast.
There are a lot of moles here, so get the upper hand by using a stealth
attack on the warrior mole. Tinker around with your companions and order
them around via the tactics menu. Also make sure to use your nail gun in
this fight, as it'll potentially be a life saver.
Back at the intersection, go the other way towards the northwest end. Take
on the fourth group of moles (those handmade grenades are real effective)
to complete your job. Watch the scene. Wait for your health to fully top
off, then descend into darkness.
Camp: Crater Zone
-----------------
After completing "The Mole Queen", your duty in the Drilling Well will be
finished. Return the nail gun to Joe; by lying to him about the whereabouts
of the remaining guns, he mentions that a patrol will be sent down to the
well in order to find them. Return to the POW Camp.
POW Camp
--------
Meet up with Innocence at the mess hall again and ask for a recap. In order
to plan your escape, you must retrieve the weapons, collect some water for
the road, and create a mutant rebellion. End the conversation to wrap up
the mission.
------------------------.__________________________________________.--------.
| Weapons for the Battle |__________________________________________| [0403] |
'------------------------' '--------'
Rewards: 5500 XP, 10 Nail Gun ammo
1. Find a way to divert weapons
2. Pick up the 3 weapons from the previous squad
3. Hide the weapons found in the drilling well tunnels
4. Gain access to the drilling well
5. Get into the drilling well tunnels to recover the weapons
6. Recover the hidden weapons
__________________________________________________________________________
Camp: Crater Zone
-----------------
After stopping by at the recruitment office and Innocence and Roy goes their
separate ways, talk to the guy behind the counter near the Drilling Well
entrance. Joe lends you a nail gun and also asks if you can retrieve three
weapons from unsuccessful mole exterminators down in the tunnels.
1. The first gun is just beyond the first batch of mole eggs, after jumping
down from the ledge.
2. From the first dead body, walk over to the intersection and continue
east. Slay the moles up ahead to find another gun strapped to a corpse.
3. The third and final weapon is at the second intersection, and can be
obtained after killing the warrior mole.
Now all you have to do is hide the three guns down in the tunnels so you
can reclaim them when the time is right. At the second intersection, make
your way to the northwest branch to find a small crate lying against a wall.
Place the weapons inside the container for later.
After wrapping up "The Mole Queen", give the nail gun to Joe. Roy tells him
that he couldn't find the missing guns, and the guard proclaims that he'll
have to send down a patrol squad to get them. The Drilling Well will be off
access for the time being.
POW Camp
--------
Stop by at Bill's guard post and ask him to get back inside the Drilling
Well; he obliges. If you went ahead with the bad sidequest and got Bob sick/
killed, then talk to Jack in the Crater Zone for entry. Either way, you must
speak with Jack in order for him to let you in.
Camp: Drilling Well
-------------------
As Joe mentioned earlier, a patrol team has been sent down in the tunnels in
search for the weapons. Defeat the Abundance army sergeant and two soldiers.
Roy steals a Serum extraction syringe from the sergeant.
Extracting Serum from downed human enemies offers another way to
differentiate between good and evil. After defeating a human enemy in
battle, you can now press Y to kill them and extract 5 Serum. It's a great
way to earn Serum (which is normally fairly scarce in the game), but doing
so quickly leads you down a bad path. If you want a good reputation, I
advise you from finishing off even a single enemy throughout the game.
Make your way to the weapons stash and take them, including the nail gun
which is now added to your tactics menu.
----------------.__________________________________________________.--------.
| The Mole Queen |__________________________________________________| [0404] |
'----------------' '--------'
Rewards: -
1. Destroy the mole eggs
2. Draw the queen to the bottom of the tunnel
__________________________________________________________________________
Camp: Drilling Well
-------------------
During "First Steps in Prison", this mission unlocks after exterminating the
four mole nests down in the tunnels. Mary gets knocked unconscious by the
mole queen and you must face the beast on your own. She is too tough to
bring down, so you'll have to find an alternative way of defeating her.
You must destroy the six mole eggs surrounding the chamber. The mole queen
has the same attacks as the other moles you have been battling, and can also
summon more moles to do her bidding. Use your lock-on targeting ability to
focus on the eggs and try your best to ignore the big boss.
After smashing all six, Mary wakes up and Roy orders her to use some
Technomancer magic. Lure the mole queen to the bottom of the tunnel (the
north end on your map) and Mary will seal the queen behind a rock wall.
Crisis averted!
-------------._____________________________________________________.--------.
| A Diversion |_____________________________________________________| [0405] |
'-------------' '--------'
Rewards: 3000 EXP, Mole Bone
1. Ask about the rebel mutant at the recruitment office
2. Find the rebel Dust among the other mutants
3. Find the tools the mutants need
4. Take the tools to Scum, the leader of the mutants
__________________________________________________________________________
Camp: Crater Zone
-----------------
Stop in the recruitment office and speak with Saul, specifically asking him
about the rebel mutant. Instead of finding and turning the criminal in, it's
probably best to use him to our advantage. Head to the northwest sector of
the Crater Zone, where all the mutants live.
This is a bit of a hostile environment, so try not to be a huge jerk when
talking to the Dust mutants. Talk to the one named Scum and interrogate him
about the rebel. Unfortunately, things devolve into a fight, so beat him
down to half health to get him to confess - turns out he himself is the
rebel.
Scum offers his assistance, so long as you retrieve two tool boxes from
the surrounding areas. First off, look around for [WASTE PILES] and make
sure to climb the hill to find a [BLUE CRATE] containing 10 Serum and
chemical components.
Return to the kennel area where the Dog Master resides. Search the workshop
on the northern wall to collect one of the two toolboxes. Now make your way
back to the POW Camp.
POW Camp
--------
Enter the mess and look for another workshop in the southeast corner of the
room. Now that you have both sets of tools, return to Scum.
Camp: Crater Zone
-----------------
With the tools in hand, offer them over to Scum and he will hold up his end
of the bargain. Now you have the Dust on your side when your eventual escape
plan comes to fruition.
The mole bone is given to you once you complete this mission; it's a good
weapon and a definite upgrade over the cracked tube, so equip it when you
get a chance.
--------------------.______________________________________________.--------.
| Water for the Trip |______________________________________________| [0406] |
'--------------------' '--------'
Rewards: 4000 EXP
1. Find a prisoner with access to the cistern
2. Talk to Jey
3. Try and get a key to the mushroom field from a guard
4. Stock up on water from the cistern
5. Leave the mushroom field
__________________________________________________________________________
Camp: Crater Zone
-----------------
The water supply is stowed away in the Cistern, which happens to be
unavailable to prisoners. Talk to Saul in the recruitment office and he'll
spill that Jey handles who can and cannot access the Cistern. Leave the
office and return to the POW Camp - Jey can be found at the mess hall.
POW Camp
--------
Enter the mess and look for Jey, who wanders around the middle of the room.
He divulges some unpleasant news, leading you on a scavenger hunt among
other detours. Exit the cafeteria and meet up with Bob at his guard post;
your acquaintance gladly forks over a key. When Innocence asks you, agree to
let him join you. Now make your way to the door leading to the Cistern
(west of the mess hall).
Camp: Cistern Area
------------------
Snoop around for some goodies before walking on the circular platform to the
north. Sneak around and knock out as many prisoners as possible before
assaulting the others. Clear the place out, loot everything (including a
[BLUE CRATE] on the west side containing a broken lighting), and then head
on down into the tunnels.
Some dogs dwell in the tunnels, so watch out when walking 'round corners or
else they may surprise you. Head south to run into about four prisoners; it
can be tough, but there are [2 PURPLE CRATES] behind them containing a
broken lighting and chemical components among other common components. Now
follow the northern path to the Mushroom Field.
Search the dead dude in front of you for 12 Serum and a reinforced prison
uniform; make sure to put it on right away. Up ahead is a circular room with
patrolling moles. Execute an ambush and eliminate the remaining foes. In
the following room you run into quite a few moles: the first batch isn't
terribly big, but more emerge from the ground after they bite the dust. Loot
the corpse for a handmade grenade and go through the caverns.
You run into two warrior moles and a dog (they are usually duking it out if
you manage to sneak up on them), so now's a good time to use that handmade
grenade you just found. Climb the ramp and open the door - one final dog
stands between you and the water supply. Make sure to look around for
[WASTE PILES] and a [BLUE CRATE] before leaving with the water. Just before
the Mushroom Field exit is a [PURPLE CRATE] containing an explosive trap.
These are nifty proximity mines that can be used in battle.
Well that's that. You've got your water and now you can go back to camp.
------------------.________________________________________________.--------.
| The Great Escape |________________________________________________| [0407] |
'------------------' '--------'
Rewards: 6000 XP
1. Make all the necessary preparations for the escape
2. Go see Jey to start the escape
3. Remove the security around the train
4. Escape in the train
__________________________________________________________________________
POW Camp
--------
You finish the first mission requirement by completing "First Steps in
Prison", "The Mole Queen", "Weapons for the Battle", "A Diversion", and
"Water for the Trip".
Once you have wrapped up all other main quests, now you can complete all
additional sidequests. This includes: "Handyman's Assistant", "The Blues",
"Escape Together", "Mean Dogs", "An Explosive Plan", "The Lucky Charm", and
"Another Face".
Find Jey in the mess and tell him to spread word of the Dust mutiny. This
gets the ball rolling in your favor.
Camp: Cistern Area
------------------
It's a battle between the mutants and the Abundance guards, so jump in and
help your brothers out. The Abundance guards are nasty, and some of them
have shock batons that can deal electrical damage. There are also anti-riot
soldiers equipped with riot shields; you must roll and attack their backs.
Loot their bodies (they usually have good stuff) and enter the Power Plant.
Camp: Power Plant
-----------------
If you took the sidequest "Escape Together", Bob will be waiting for you at
the entrance and becomes a companion throughout a portion of the Power
Plant. The building is small and cramped, but exit the foyer to the west
wing. Defeat all three enemies and a scene will play (assuming Bob is with
you). Bob falls in combat, leaving Roy and Innocence alone.
Run up the ramp to the control panel and press the button to remove the
protective shield around the train. Drop down into the east wing and sneak
through the chute to ambush the trio of soldiers. Search their bodies and
check for any objects to scavenge (such as a [PURPLE CRATE] containing a
health injection pack) before leaving.
Camp: Station
-------------
After the cutscene, you are pitted in a battle against Sean, the
Technomancer overseeing the POW camp. You can either have Innocence stay
out of the fight or join in; I don't know if there are any negative results
between the choices, but two is always better than one!
Make sure to eliminate the Abundance soldiers first. They aren't nearly as
strong as Sean and some of the Technomancer's spells even hurt his allies,
so they should not last long.
On the other hand, Sean is one tough customer. His weapon of choice is an
electrical sword and has a supply of dangerous spells. He can fire lighting
bolts at Roy, create a powerful shockwave, and can also protect him with a
bubble shield. Refrain from physically attacking Sean if his shield is up.
Try to use whatever items you have in the tactics menu. Handmade grenades
work well, especially if you can target multiple enemies huddled together.
The nail gun is always a good long-range option, and make sure to bind
health injection packs to one of the three shortcut buttons.
Block, dodge, and heal if your health drops to below half. Use your nail
gun and tell Innocence to back off if the Technomancer raises his shield.
A weapon with a chance of critical hits really help out in this fight.
Roy takes Sean's Technomancer glove after the latter's death, giving him the
ability to use Technomancer magic. Watch the cutscene and Chapter 1 will be
in the books.
==============================================================================
CHAPTER 2 [0408]
==============================================================================
-----------._______________________________________________________.--------.
| Back Home |_______________________________________________________| [0409] |
'-----------' '--------'
Rewards: 4000 XP
1. Go to Innocence's house
2. Escape to the poor neighborhoods
__________________________________________________________________________
Shadowlair
----------
For starters, let's have a quick talk about Technomancy. You can now use
Technomancy, thanks to the glove you stole from Sean, and spells can be set
to the RT, LT, and RB by accessing the tactics menu. Finally, the
Technomancy skill tree is now open.
The two fugitives are stopped by the Aurora guards directly in front of you.
Make sure to respond with the following answers:
- "I just escaped from prison"
- "Yes"
- "He was fine when I left"
One of the guards talks about Prowess - the fiance of the guard's sister.
Give him the reassuring news and he lets you off the hook. It seems like
nothing now, but selecting those responses opens up a sidequest later on in
the chapter.
Follow the left path, eventually leading to a courtyard populated by Aurora
soldiers. They are fairly tough, but you can also try out your new magic
powers here. Spells cost fluid (the aqua-colored bar beneath your health),
and fluid regenerates periodically over time just like health. Open the
[BLUE CRATE] in the courtyard for an iron bar.
Go east to leave the courtyard and snoop around for a [PURPLE CRATE] that
contains 18 Serum. Now continue north to reach Innocence's shop, with
unpleasant results.
Defeat the group of Aurora soldiers that catch up to you. Serum, and, in
turn, health injection packs are hard to come across if you're playing the
game the "good" way, so remember that your health regenerates after a few
seconds of inactivity. If you're in a fight and out of items, stay on the
defensive and run/hide as your health restores itself.
Check the [BLUE CRATE] near the store remains for a worker's outfit and
some chemical components, then climb the wall to reach Tierville, another
sector of Shadowlair.
At the fork, enter stealth mode and take down the Aurora soldiers. It does
not matter which path you take, but I recommend doubling back and exploring
both sides once the road merges into one (the right trail contains more
items, including 18 Serum inside a [PURPLE CRATE] near the merge). There are
plenty of enemies in Tierville, which gives you good combat experience and
plenty of XP/items.
One last band of Aurora soldiers guards the entrance to Sand. Defeat them
proceed to the desert town.
Shadowlair: The Sand
--------------------
Take a couple steps to initiate a chat with Innocence. Regardless of how
you answer, the mission ends and two new ones open up.
-------------------------._________________________________________.--------.
| An Out-of-the-Way Place |_________________________________________| [0410] |
'-------------------------' '--------'
Rewards: 4000 XP
1. Go to the Sand
2. Get rid of the junkies squatting in the hideout
__________________________________________________________________________
Shadowlair: The Sand
--------------------
The Sand is a desert community that doesn't look all that different than the
POW Camp. It is pretty small, so the journey to the south end should not
take very long. There is a merchant here after going under the bridge that
sells some nice stuff. Don't bother getting any new weapons or armor, since
you'll be able to find them a little later in the game without any cost.
Head east on the map, towards the abandoned building. Some lowlifes have
taken residence in the hideout, so start clearing them out. There are three
down here, and four more after climbing the ladder to the balcony.
Don't forget to investigate the interior, where you'll find a [BLUE CRATE]
containing 19 Serum and an iron bar.
---------------.___________________________________________________.--------.
| An Old Friend |___________________________________________________| [0411] |
'---------------' '--------'
Rewards: 3000 XP
1. Go to Charity's bar in the Sand to speak with her
__________________________________________________________________________
Shadowlair: The Sand
--------------------
After hunkering down in your new pad, it's time to set out for Charity's
bar. From the abandoned building, go through the door and follow the road
west to see the glow of the surrounding neon lights.
Roy asks Charity on the possible whereabouts of Innocence's parents, but she
needs a favor of her own done. This opens a new mission.
------------.______________________________________________________.--------.
| Find Faith |______________________________________________________| [0412] |
'------------' '--------'
Rewards: 6000 XP, Leather Uniform
1. Find Faith in Tierville's merchant district
2. Question Faith, Charity's friend
3. Find a way to free Faith from the pimp
4. Give Faith the good news
5. Go back to see Charity
__________________________________________________________________________
Shadowlair: The Sand
--------------------
After accepting this quest, you can talk to Charity again and ask for an ID
to trigger the sidequest "False Identification". Another sidequest begins as
you head towards Tierville, as you are stopped by a man named Frugality...
thus begins "Requiem for Dreamers". Feel free to do 'em both now, or you can
hold off until later.
Two guards are on post in front of Tierville. If you completed the "False
Identification" sidequest, give them your papers and they let you through.
Otherwise, you have to knock them out and they appear as enemies any time
you enter/exit Tierville from the Sand.
Tierville
---------
Tierville is a fairly big location that's filled with scavenging spots and
a bunch of enemies. Make sure to explore the city, thick and thin. Your
goal is to reach the circular market in the center of Tierville, and you can
access it from the south or the west.
On the west side of Tierville, on the path leading east into the central
plaza, you are stopped by the same guard that you spoke to at the start of
Chapter 2. If you said all the right things, then you can do the side
mission "Smuggling". You can complete the first half of the mission, but
before moving on to the second half you might want to find Faith first.
Aurora soldiers patrol the market, as well as a Technomancer. This guy acts
and fights like a weaker version of Sean - capable of using the same spells
as him (and you). They all follow a similar route, so stay in the shadows
and try to get a sneak attack to throw them for a loop. Just make sure to
run away after defeating a Technomancer, for they explode in a blast of
electricity.
Once the coast is clear, talk to Faith. Exhaust all possible questions until
she reveals more info about her current situation. Faith's pimp is right
behind her. You can either pay up a hefty sum of 150 Serum or straight-up
kill the pig. I'm not sure if one option is good and one is bad, but I went
the safe way and paid him.
Inform Faith of her freedom. Before backtracking to Charity's bar, look
around the area a bit. You can climb up a wall to explore the upper ledge
near the northern part of the market. There's a [BLUE CRATE] containing 41
Serum and electrical components, and some [PURPLE CRATES] holding some
other goodies. Most of the northeast section of the city is blocked off,
though.
Shadowlair: The Sand
--------------------
Charity thanks Roy and Innocence and gives him a leather uniform to help
blend in to the Resistance members.
------------------------.__________________________________________.--------.
| Meeting the Resistance |__________________________________________| [0413] |
'------------------------' '--------'
Rewards: 6000 XP
1. Go back to see Charity
2. Go to the bar in the Slums
3. Talk to the Resistance
__________________________________________________________________________
Shadowlair: The Sand
--------------------
You should still be standing in front of Charity as soon as you receive this
job, so immediately talk to her to complete the first requirement. Charity
still needs several more things done for her, so your end of the deal is
going to have to wait. Three new sidequests open up: "Working for Charity",
"The Bad Payer", and "The Exhibitionist". Feel free to kill time with these
missions (you unlock another side job by talking to Faith).
Charity usually has the information you seek by the time you complete a
couple of these sidequests. Talk to her and she points you in the direction
of the seedy bar in the Slums.
Shadowlair: Slums
-----------------
Proceed through the Slums as usual and be on the lookout for the seedy bar
on the map - it's in the southeast side of the region. Talk to your old pal
Tranquility behind the bar; he's a bit hesitant but ultimately divulges
the location of the Resistance hideout.
Turns out they are right around the corner from the bar! Walk, like four
steps to the left and Jerry will stop you. Tell him the password "There can
be no rest..." and he grants you access. Continue inside to meet Marco and
Judy. They let Innocence join the group, but the leader, Marco, doesn't
trust Roy. Following an unexpected explosion, the Resistance and Innocence
exit the building, leaving Roy alone.
---------------------._____________________________________________.--------.
| A Strange Explosion |_____________________________________________| [0414] |
'---------------------' '--------'
Rewards: 4000 XP
1. Go to the site of the explosion
2. Talk with Mary
3. Give Mary a health injection
__________________________________________________________________________
Shadowlair: Slums
-----------------
With Innocence joining the Resistance, Roy is now on his own. Exit the bar
to face off against some Aurora soldiers and a Technomancer. Down them all
and make your way to the north part of the Slums. The pathway that was
previously unavailable is now open thanks to the big boom. Help up Mary for
a cutscene.
Shadowlair: The Sand
--------------------
Mary wakes up back in the abandoned building with Roy, and she's a bit
banged up. You can either get her some medicine or put the grieving woman
out of her misery. The latter is a bad choice and eliminates many potential
options in the future. Choose to get her medicine.
Assuming you have a health injection pack, Roy automatically gives it to
Mary upon talking to her.
After rescuing Mary, she bluntly asks if you are going to sleep with her.
Kindly decline by saying "It shouldn't be an obligation" and "I'd rather you
had other reasons". This opens up a romance mission (which is not a
requirement for the "Completionist" Achievement); picking one of the other
two answers rules it out.
If you save Mary, she will become your companion in place of Innocence. She
is a Technomancer and can use damaging spells, but she can be a bit reckless
and you can get hurt from her Technomancy as well. Press Y to talk to Mary
and ask that she tags along: the more, the merrier!
--------------------------.________________________________________.--------.
| Meeting with the General |________________________________________| [0415] |
'--------------------------' '--------'
Rewards: 6000 XP
1. Go under the ground in Tierville to get to Honour's offices
2. Meet Honour
__________________________________________________________________________
Shadowlair: The Sand
--------------------
Exit your cozy pad for a cutscene. A woman named Devotion tracks you down
and offers you a proposition. You must meet with the so-called "general"
in his base underneath Tierville. Getting there requires going through the
Slums.
Shadowlair: Slums
-----------------
This should be a quick trip. Proceed to the site of the explosion - where
you found Mary - and open the door leading to Tierville.
Tierville
---------</pre><pre id="faqspan-2">
You are now in the east side of Tierville, which used to be off limits. In
the second room you encounter a bunch of Aurora soldiers. The harsh reality
is that Mary isn't a very good sidekick: she is weak, her own attacks hurt
you, and they take a long time to charge up. She's all you've got for the
time being, but be aware that you may be relying on Roy more often.
Up ahead is a Technomancer and some Aurora riot soldiers, so watch out.
Before you leave, unfold the nearby ladder to create a super convenient
shortcut. Now continue forward and descend the stairs to the Undercity.
Shadowlair: Undercity
---------------------
This area is loaded with moles, which is never a good thing. Destroy the
first pack and walk forward towards the sounds of a prisoner's war cry.
Climb the wall to find the remains of the prisoner, with moles surrounding.
It's a big room with plenty of space to run and defend yourself. Once they
have been eliminated, search the place for items and climb the wall.
In the corner, on the northeast end of the map, is a [BLUE CRATE] with a
copper tube and 27 Serum inside. If you haven't noticed by now, blue crates
usually contain rare and nicer items than the purple ones, so be on the
lookout for them during your journey.
Defeat the last two moles and open the door. Inside is Devotion and the
general, Honour Grant. Honour is working underneath the dowser and is just
as fed up with the Technomancers and Roy and the Resistance. However, his
viewpoints differ from the Resistance and wants Roy on his side. It is quite
simple: do you side with the Resistance or with Honour? Don't worry, you
have plenty of time to make this choice.
Shadowlair: The Sand
--------------------
You automatically return to the Sand with the mission sent to the archives;
"A Bit of Perspective" now starts.
----------------------.____________________________________________.--------.
| A Bit of Perspective |____________________________________________| [0416] |
'----------------------' '--------'
Rewards: 8000 XP
1. Go to the hideout to rest up
2. Defeat Tenacity
3. Free Charity
__________________________________________________________________________
Shadowlair: The Sand
--------------------
Roy has a lot on his mind, so head to your hideout to try and clear your
head. R&R is the last thing you find at the abandoned building, since you
are ambushed by the bounty hunter Tenacity!
Tenacity starts the battle by sitting on the sidelines and letting his two
pet dogs do the dirty work. They are considerably stronger than the war dogs
you have fought in the past, but the same general premise stands: roll
behind then and target their back. Mary should hold her own - or at the very
least distract one of them - while you kill the other.
If your companion falls, she will be revived once the dogs die and Tenacity
steps into the fray. The bounty hunter fights like an advanced version of a
bandit and relies primarily on close-hand combat. He should be no match for
the two of you if you make sure to continually alternate X and Y attacks
(especially since you only have to drain half his health bar).
After overcoming Tenacity's sneak attack, you have the option of killing him
or sparing him. There is really no upside to executing Tenacity, but if you
save his life you can let him be a companion. He is a good hand-to-hand
fighter, as you just saw, and can be a good asset going forward.
Charity is inside your home. Speak up to free her, then make your way to
Charity's bar for your reward... I guess your reward is experience, since
that's all you get for finishing the quest.
----------------.__________________________________________________.--------.
| Find Innocence |__________________________________________________| [0417] |
'----------------' '--------'
Rewards: 11000 XP
1. Intervene in the attack on the prisoner train
__________________________________________________________________________
Shadowlair: The Sand
--------------------
Charity mentions that she heard some rumors about Innocence after you rescue
her from Tenacity, so Roy sets off to find his young friend.
Shadowlair: Slums
-----------------
It's only logical to start your search at the Resistance HQ in the seedy
bar. Stop inside their meeting room to find a [PURPLE CRATE] with a health
injection pack and some leather, then talk to Tranquility for an update. If
you are ready to go ahead with the mission, have Tranquility take you to
the site of the planned heist.
Convoy
------
The Resistance plans on hijacking a train, and Roy is here to help out and
also find Innocence. The first area is filled with a large amount of Aurora
soldiers and a single Technomancer.
For the most part, the remaining pathway is a straight line. But it deviates
slightly to the west; go this way to find a [WASTE PILE] and a [BLUE CRATE]
with two alloys and electrical components inside. Now return to the main
trail and move along.
It's pretty much walking, then fighting, then more walking, then more
fighting. Eventually, you find Innocence a split second too late, as he gets
captured and arrested by Aurora.
Shadowlair: The Sand
--------------------
Roy and your companion return to Charity's bar and vent. Charity agrees that
you will need help from an outside source if you want to free Innocence:
either the Resistance or Honour.
---------------.___________________________________________________.--------.
| Choose a Side |___________________________________________________| [0418] |
'---------------' '--------'
Rewards: -
1. Choose between the Resistance and Honour's action cell
__________________________________________________________________________
Shadowlair: The Sand
--------------------
It is time to pick a side: the Resistance or Honour Grant. Their
representatives are found here in the Sand: Judy of the Resistance is next
to Faith in Charity's bar. Honour's right hand woman, Devotion, can be
found at the abandoned building.
NOTE: This is a pivotal part of the game, as the Resistance and Honour each
have their own separate story and missions. Unless you want to play through
the entire game twice, I recommend creating a separate save file here so
that you can complete the game with one faction, reload the save point, and
start again with the other faction.
There isn't much else to say. Talk to Judy to join the Resistance, or talk
to Devotion to join Honour's group. Your decision concludes Chapter 2, so
make sure you have wrapped up any unfinished sidequests beforehand.
Prison Yard
-----------
The following cutscene greatly varies depending on which side you choose. If
you side with the Resistance, Innocence is executed via firing squad and Roy
has no choice but to look on in horror. If you side with Honour, he sneaks
Innocence out of jail and essentially puts him into witness protection.
Either way, you continue the game without Innocence and you keep his diary.
You should also unlock the "Mentor" Achievement if you at all interacted
with Innocence through conversation.
==============================================================================
CHAPTER 3 (RESISTANCE) [0419]
==============================================================================
------------.______________________________________________________.--------.
| Resistance |______________________________________________________| [0420] |
'------------' '--------'
Rewards: 5000 XP
1. Go to the Resistance camp in the district in ruins
2. Talk with Marco
__________________________________________________________________________
Agricultural Zone
-----------------
When you regain control of your character, Mary will have left the party and
is replaced by Judy. If you acted nice to Mary through conversation, you
unlock the next step in "Electrical Relationship". Furthermore, "A
Passionate Woman" begins. Remember, romance quests do not count towards the
"Completionist" Achievement.
Roam around the tiny half of the region you can reach before continuing east
to the Farming Village.
Farming Village
---------------
The Farming Village is a small, fairly poor community that is still brimming
with activity. There are more jobs to pick up if you are interested, so
make sure to get involved and speak with the townsfolk. There is also a
merchant present, and plenty of scavenging objects, but otherwise head
towards the northeast exit.
Agricultural Zone
-----------------
You are now on the opposite end of the map. From here, walk a few steps and
then hang a right as you proceed west. Defeat the moles and stand in front
of the building. Instead of going inside, follow the wall to the right of
the building and climb the stairs to reach a cliffside; loot the corpse
lying near the edge for 25 Serum and a steel bar.
Now return to the building and walk through, continuing west towards a wall
you can hop over. Slay the three dogs here in the ruined district and then
enter the Resistance base camp. Your other companions will be waiting for
you here (if you have any) along with Marco. Before you chat with the
leader, climb the stairs and jump the wall to reach the camp roof. Knock the
ladder down to the ground to create a shortcut spanning the entire
Agricultural Zone.
----------.________________________________________________________.--------.
| Sabotage |________________________________________________________| [0421] |
'----------' '--------'
Rewards: 10000 XP
1. Go to the Technomancers' work site
2. Sabotage the gas valve in the worksite
3. Report to Marco
__________________________________________________________________________
Agricultural Zone
-----------------
From the Resistance camp, backtrack east as if you were heading to the north
side of the Farming Village. When you reach an intersection, climb a ladder
and run through a crop to the work site.
Construction Site
-----------------
Hop over the wall and take down the band of Aurora soldiers. The door to the
western trail is locked, so instead go northeast or directly north - both
take you to the same place. Sneak around and surprise the Aurora soldiers
and the Technomancer; the latter holds the Yard Key. Continue west towards
the aforementioned gas valve, which is guarded by a number of baddies. Wipe
them all out and turn the valve.
With the gas valve out of commission, you can backtrack to the entrance of
the site by opening the south door and climbing up the ladder. At the top,
search the [BLUE CRATE] for electrical components and a technician's outfit.
Leave the area.
Agricultural Zone
-----------------
Make your way back to camp and speak with Marco to complete the mission.
--------------------.______________________________________________.--------.
| The Shadow Council |______________________________________________| [0422] |
'--------------------' '--------'
Rewards: 5000 XP
1. Go to the meeting point
2. Repel the Technomancers' attack
3. Talk things over with Marco
__________________________________________________________________________
Agricultural Zone
-----------------
It is time to meet up with some other Resistance members at some sort of
secret council. Luckily, the location isn't very far away - it is between
your location and the entrance to the Construction Site. Once you get there,
watch the scene.
Take down the Aurora soldiers and the Technomancer once you regain control;
the latter drops the Technomancer HQ Key upon his defeat. It's just nice to
know that even though you are surrounded by your Resistance brethren, none
of them decide to help you out against the opposition; not even Marco.
Whatever.
Talk things over with Marco, who is still standing at the round table, to
wrap this incredibly short mission up. He suggests you snoop around in the
Technomancer HQ to try and find some answers.
--------------------.______________________________________________.--------.
| In Enemy Territory |______________________________________________| [0423] |
'--------------------' '--------'
Rewards: 10000 XP
1. Infiltrate the Technomancers' building located in the Industrial Complex
2. Find information on the traitor
3. Report to Marco
__________________________________________________________________________
Agricultural Zone
-----------------
You are still at the council meeting at the start of this quest. From this
spot, make the short trip back to the Farming Village.
Farming Village
---------------
Make any pit stops along the way, otherwise cut through the village to the
west side and enter the Industrial Complex.
Industrial Complex
------------------
From here, proceed towards the HQ on the west side of the map. You can try
to sneak around the enemies guarding the entrance or fight them head-on.
The Aurora soldiers and Technomancers get to be pretty challenging from
here on out, so make sure to get the best available equipment and have them
fully upgraded.
Technomancer Headquarters
-------------------------
Even though this is a stealth/spying quest, there is no consequence for
getting caught (aside from the obvious enemy battles). The headquarters has
a very sharp, boxed-in layout that provides many places to hide and bypass
enemy patrol routes. Though sometimes it's easier to clear the place out
unless you are short on supplies.
On the south side of the first room is a [BLUE CRATE] with electrical
components and a steel bar inside. The second room is empty, so ascend the
stairs to the third room. More enemies here; you're best off defeating them.
Enter the southern door and jump down into the sewers to spy on Wisdom and
the Technomancer boss from below.
Once that's done with, proceed to the north region of the headquarters to
end up in an office-type room. Take down the handful of foes and search the
files on one of the desks to learn the identity of the Resistance traitor.
Go down the ladder and enter the room straight ahead to find a bunch of
[BLUE CRATES] and [PURPLE CRATES]. When you are ready, head out and return
to camp through the Industrial Complex and Farming Village.
Agricultural Zone
-----------------
Divulge your secrets to Marco and the mission will come to a close.
---------------------._____________________________________________.--------.
| Political Prisoners |_____________________________________________| [0424] |
'---------------------' '--------'
Rewards: 18000 XP
1. Go to the Shadow Line being constructed
2. Find the key to free the prisoners
3. Fight the drilling worm
4. Free the prisoners
5. Report to Marco
__________________________________________________________________________
Shadow Line
-----------
Roy ends up here as soon as "In Enemy Territory" is turned in. You won't
make it far before a political prisoner stops you from behind a cage. Next
up, you must find a key used to free the prisoners.
Right around the corner is a group of baddies that you will need to
neutralize. As you cross the bridge ahead, Roy takes note of the humongous
drilling worm residing underneath. Drop down from the ledge and take on the
enemies, leaving the dog for last since he sometimes inadvertently helps you
out.
There is one last group of enemies at the end of the line. You have no time
to regroup after, since the Technomancer boss appears immediately after and
knocks Roy off the cliff and into the drilling worm's grasp.
The drilling worm is easy if you know what to do and how to avoid its
attacks. You can only damage the monster when its carapace is raises,
revealing the blood-red face underneath. The drilling worm is invulnerable
to wounding and stun, so you may want to respec your weapons to account for
a boost in critical hits.
The drilling worm has many variations of the same general attack: smashing
its front limbs down on the ground. It either slams its left limb, its right
limb, both simultaneously, or both while alternating.
It also uses its tiny feelers near its face to slash you when up close, but
they are easy to scout and can be avoided with a roll. Lastly, the worm also
hurls toxic green spit at you - either one giant glob or continuous fire
like a machine gun.
When the red skull face is exposed, run up and begin slashing over and over
again. That's really all the strategy you need. You can stay face-to-face
with the drilling worm if it uses its feeler strikes, but roll away to the
opposite end of the room if you see the beast lurch back or rise up.
Technomancy and your nail gun works to a degree, but only settle for them if
you have those skill trees mastered. Keep your health up and let it recharge
if needed, and eventually you'll win.
The Technomancer boss is a lame encore, but he is the last line of defense
and has the key in his possession. He fights like an extra powerful
Technomancer, but two-on-one ain't fair and he should go down easily.
You receive the Detention Key from the Technomancer boss. Return to the
prisoners and use the key to set them free. During the process, one of the
guys held captive reveals some juicy gossip surrounding Marco.
Industrial Complex
------------------
You end up at the north side of the map, near the Technomancer Headquarters.
Backtrack to the Farming Village.
Farming Village
---------------
If you choose to proceed with the story, this is the last possible chance
you have at visiting a merchant. Make sure to buy anything you desire and
sell any leftover equipment that you aren't going to salvage. The next
mission is the last one, so make sure to wrap up all sidequests and other
loose ends before setting off for the Source. Pick your companion, then head
out.
Due to Marco's traitorous ways, you have the option of sparing his life or
ending it. If you choose to spare him, he aids you in the next mission. If
not, Judy is promoted to Resistance leader and only she travels with Roy to
the Source.
--------------------.______________________________________________.--------.
| Back to the Source |______________________________________________| [0425] |
'--------------------' '--------'
Rewards: -
1. Accept Marco's offer
__________________________________________________________________________
The Source
----------
Yeah... you complete this placeholder quest by agreeing to set off for the
Source with your Resistance cohorts.
-------------------------._________________________________________.--------.
| The Heart of the Source |_________________________________________| [0426] |
'-------------------------' '--------'
Rewards: -
1. Move through the Source building
2. Defeat the Praetorian Guard
3. Stop Wisdom
__________________________________________________________________________
The Source
----------
Your trip is halted by a group of opponents seconds after smashing into the
building. Take everyone out before moving down the corridor to the next big
room. A trio of foes, including a Technomancer, reside here. Take one of the
two staircases to the chamber below.
Praetorian Guards are tough, mean upgrades from the regular Technomancer.
They are more durable and their spells can put you in a world of hurt. Use
the same basic strategies as you would a Technomancer, but be wary of the
fact that they are more dangerous.
Once the Praetorian Guard and his cronies are toast, descend the stairs west
to the next door. Save your game here, because the final test is on the
other side of the metal door.
Waiting for you is the Captain of the Praetorian Guard, flanked by one
Praetorian Guard and three Aurora Elite Soldiers. This battle is a doozy;
the two Technomancer specialists immediately throw up energy shields and
fire long-range lightning bolts at you when you focus on the soldiers.
Unless you have the "Charismatic" and "Natural Leader" feats, your allies
will be virtually useless. This one lies on your shoulders.
You can either take down the soldiers first or the Technomancers. In both
cases, someone is going to be hitting you from afar while you have your
hands full. The soldiers shouldn't be that difficult, but it's all about
dodging electricity and trying to keep the other guys at bay.
Since this is the last battle in the game, exhaust all your weapons and
items. Get rid of all the handmade grenades, explosive traps, and nail gun
ammo you have in your inventory. Any leftover Serum is also deemed useless,
so craft ammunition and as many health injection packs as you can.
It's probably easiest to try and eliminate one of the Technomancers before
your allies kick the bucket. Since they throw up their shields as soon as
the duel begins, resort to all types of projectile weapons and spells. Then
the battle becomes significantly easier, and taking on three soldiers by
yourself is no daunting task.
Once the headache of a fight is over, proceed up the staircase and through
the doorway for a cutscene. You are presented with one final choice: kill
Honour Grant, who is mere seconds removed from assassinating Wisdom, or let
him free. This choice offers no bearing on your reputation/status and only
very slightly alters the storyline. Watch the cinema and the epilogue that
follows. Congratulations on completing Mars: War Logs!
==============================================================================
CHAPTER 3 (HONOUR) [0427]
==============================================================================
---------------------._____________________________________________.--------.
| Strength and Honour |_____________________________________________| [0428] |
'---------------------' '--------'
Rewards: 5000 XP
1. Go to Honour's camp in the Industrial Complex
2. Talk with Honour
__________________________________________________________________________
Agricultural Zone
-----------------
When you regain control of your character, Mary will have left the party and
is replaced by Devotion. If you acted nice to Mary through conversation, you
unlock the next step in "Electrical Relationship". Furthermore, "The Spy Who
Loved Me" begins. Remember, romance quests do not count towards the
"Completionist" Achievement.
Roam around what little portion of the region you can reach before heading
east to the Farming Village.
Farming Village
---------------
The Farming Village is a small, fairly poor community that is still brimming
with activity. There are more jobs to pick up if you are interested, so
make sure to get involved and speak with the townsfolk. There is also a
merchant present, and plenty of scavenging objects, but otherwise make for
the Industrial Complex to the west.
Industrial Complex
------------------
At the entrance, go north past the mutant posse and through the east door.
Now speak with the general. He gives you a new task.
---------------------._____________________________________________.--------.
| A Strange Work Site |_____________________________________________| [0429] |
'---------------------' '--------'
Rewards: 10000 XP
1. Go to the Technomancers' work site
2. Search the work site to find out what is going on
3. Prevent the Resistance from sabotaging the site
4. Report to Honour
__________________________________________________________________________
Industrial Complex
------------------
Leave to the Farming Village.
Farming Village
---------------
Stop by at the merchant if you wish, then head off to the northeast exit to
the Agricultural Zone.
Agricultural Zone
-----------------
Use the ladder to reach Tolerance's crops, then continue south to find the
entrance to the work site.
Construction Site
-----------------
Hop over the wall and take down the band of Aurora soldiers. The door to the
western trail is locked, so instead go northeast or directly north - both
take you to the same place. Sneak around and surprise the Aurora soldiers
and the Technomancer; the latter holds the Yard Key. If you want some more
XP and items, continue west to the dead end and clear out the enemies.
With the Yard Key, you can backtrack to the locked door and proceed to the
dead end. Waste everyone here and inspect the artifact. Now backtrack to the
entrance to the site by climbing up the ladder. At the top, search the
[BLUE CRATE] for electrical components and a technician's outfit. The
Resistance is waiting for you at the entrance, so engage in battle and wipe
them all out. Leave the area and return to Honour at the Industrial Complex.
Industrial Complex
------------------
Talk to Honour to complete the mission.
----------------.__________________________________________________.--------.
| Guardian Angel |__________________________________________________| [0430] |
'----------------' '--------'
Rewards: 5000 XP
1. Go to the "secret" meeting of the Resistance
2. Repel the attack of the Technomancers so the Resistance can escape
3. Report to Honour
__________________________________________________________________________
Industrial Complex
------------------
Time to go spy on your enemies, who are having a private meeting not too far
from here. Start by exiting the Industrial Complex.
Farming Village
---------------
Leave the village through the northern exit.
Agricultural Zone
-----------------
Open your map and move west, towards the district in ruins. Along the way
you stumble across the location of the secret meeting. Things start off
poorly, as the Technomancers arrive a second after you do. Focus on the
soldiers first, then eliminate the Technomancer to receive the Technomancer
HQ Key.
Marco and the Resistance escapes, leaving you to return to your own boss.
Loot the bodies and make your way back to Honour.
Industrial Complex
------------------
Fill Honour in on the events. He suggests that you find out more information
on Wisdom by searching the Technomancers' headquarters. Since it's always
better to have a pal, let Devotion tag along for this next mission.
------------------.________________________________________________.--------.
| High-Risk Spying |________________________________________________| [0431] |
'------------------' '--------'
Rewards: 10000 XP
1. Enter the Technomancers' building
2. Spy on Wisdom
3. Protect the dowser from the Resistance attack
4. Report to Honour
__________________________________________________________________________
Industrial Complex
------------------
Exit the room and head for the HQ on the west side of the map. You can try
to sneak around the enemies guarding the entrance or fight them head-on.
The Aurora soldiers and Technomancers get to be pretty challenging from
here on out, so make sure to get the best available equipment and have them
fully upgraded.
Technomancer Headquarters
-------------------------
Even though this is a stealth/spying quest, there is no consequence for
getting caught (aside from the obvious enemy battles). The headquarters has
a very sharp, boxed-in layout that provides many places to hide and bypass
enemy patrol routes. Though sometimes it's easier to clear the place out
unless you are short on supplies.
On the south side of the first room is a [BLUE CRATE] with electrical
components and a steel bar inside. The second room is empty, so ascend the
stairs to the third room. More enemies here; you're best off defeating them.
Enter the southern door and jump down into the sewers to spy on Wisdom and
the Technomancer boss from below.
As soon as you leave the sewers and exit the door, Roy bumps into Marco and
the rest of the Resistance. The clash between Honour and the Resistance is
getting too forceful, so there is only one way out of this mess. Marco and
the Resistance fighters should not put up much of a fight.
If you explore the northern region rather than backtracking, you can find a
bunch of [BLUE CRATES] and [PURPLE CRATES], along with a handful of foes.
When you are ready, head out.
Industrial Complex
------------------
Trek back to Honour's hideout and speak with the general. After a series of
conversations, you will automatically be brought to the Shadow Line.
---------------------._____________________________________________.--------.
| Shadowy Experiments |_____________________________________________| [0432] |
'---------------------' '--------'
Rewards: 18000 XP
1. Go to the Shadow Line being constructed
2. Find the key to free the prisoners
3. Fight the drilling worm
4. Free the prisoners
5. Report to Honour
__________________________________________________________________________
Shadow Line
-----------
Roy ends up here as soon as "High-Risk Spying" is turned in. You won't make
it far before a political prisoner stops you from behind a cage. Next up,
you must find a key used to free the prisoners.
Right around the corner is a group of baddies that you will need to
neutralize. As you cross the bridge ahead, Roy takes note of the humongous
drilling worm residing underneath. Drop down from the ledge and take on the
enemies, leaving the dog for last since he sometimes inadvertently helps you
out.
There is one last group of enemies at the end of the line. You have no time
to regroup after, since the Technomancer boss appears immediately after and
knocks Roy off the cliff and into the drilling worm's grasp.
The drilling worm is easy if you know what to do and how to avoid its
attacks. You can only damage the monster when its carapace is raises,
revealing the blood-red face underneath. The drilling worm is invulnerable
to wounding and stun, so you may want to respec your weapons to account for
a boost in critical hits.
The drilling worm has many variations of the same general attack: smashing
its front limbs down on the ground. It either slams its left limb, its right
limb, both simultaneously, or both while alternating.
It also uses its tiny feelers near its face to slash you when up close, but
they are easy to scout and can be avoided with a roll. Lastly, the worm also
hurls toxic green spit at you - either one giant glob or continuous fire
like a machine gun.
When the red skull face is exposed, run up and begin slashing over and over
again. That's really all the strategy you need. You can stay face-to-face
with the drilling worm if it uses its feeler strikes, but roll away to the
opposite end of the room if you see the beast lurch back or rise up.
Technomancy and your nail gun works to a degree, but only settle for them if
you have those skill trees mastered. Keep your health up and let it recharge
if needed, and eventually you'll win.
The Technomancer boss is a lame encore, but he is the last line of defense
and has the key in his possession. He fights like an extra powerful
Technomancer, but two-on-one ain't fair and he should go down easily.
Once he's down to a sliver of health, Devotion pleads with you to spare his
life. Turns out the Technomancer boss is her brother! Again, this is
another basic "good vs. evil" choice, and it doesn't have any effect
outside of your own reputation.
You receive the Detention Key from the Technomancer boss, either by his own
will or by prying his from his cold, dead fingers. Return to the prisoners
and use the key to set them free.
Industrial Complex
------------------
Like always, report to Honour. If you choose to proceed with the story, this
is the last possible chance you have at visiting a merchant. Make sure to
buy anything you desire and sell any leftover equipment that you aren't
going to salvage. The next mission is the last one, so make sure to wrap up
all sidequests and other loose ends before setting off for the Source. Pick
your companion, then head out.
--------------------.______________________________________________.--------.
| Back to the Source |______________________________________________| [0433] |
'--------------------' '--------'
Rewards: -
1. Set off for Shadowlair
__________________________________________________________________________
The Source
----------
Yeah... you complete this placeholder quest by agreeing to set off for the
Source with Honour.
-------------------------._________________________________________.--------.
| The Heart of the Source |_________________________________________| [0434] |
'-------------------------' '--------'
Rewards: -
1. Move through the Source building
2. Defeat the Praetorian Guard
3. Stop Wisdom
__________________________________________________________________________
The Source
----------
Your trip is halted by a group of opponents seconds after smashing into the
building. Take everyone out before moving down the corridor to the next big
room. A trio of foes, including a Technomancer, reside here. Take one of the
two staircases to the chamber below.
Praetorian Guards are tough, mean upgrades from the regular Technomancer.
They are more durable and their spells can put you in a world of hurt. Use
the same basic strategies as you would a Technomancer, but be wary of the
fact that they are more dangerous.
Once the Praetorian Guard and his cronies are toast, descend the stairs west
to the next door. Save your game here, because the final test is on the
other side of the metal door.
Waiting for you is the Captain of the Praetorian Guard, flanked by one
Praetorian Guard and three Aurora Elite Soldiers. This battle is a doozy;
the two Technomancer specialists immediately throw up energy shields and
fire long-range lightning bolts at you when you focus on the soldiers.
Unless you have the "Charismatic" and "Natural Leader" feats, your allies
will be virtually useless. This one lies on your shoulders.
You can either take down the soldiers first or the Technomancers. In both
cases, someone is going to be hitting you from afar while you have your
hands full. The soldiers shouldn't be that difficult, but it's all about
dodging electricity and trying to keep the other guys at bay.
Since this is the last battle in the game, exhaust all your weapons and
items. Get rid of all the handmade grenades, explosive traps, and nail gun
ammo you have in your inventory. Any leftover Serum is also deemed useless,
so craft ammunition and as many health injection packs as you can.
It's probably easiest to try and eliminate one of the Technomancers before
your allies kick the bucket. Since they throw up their shields as soon as
the duel begins, resort to all types of projectile weapons and spells. Then
the battle becomes significantly easier, and taking on three soldiers by
yourself is no daunting task.
Once the headache of a fight is over, proceed up the staircase and through
the doorway for a cutscene. Watch the cinema and the epilogue that follows.
Congratulations on completing Mars: War Logs!
______________________________________________________________________________
==============================================================================
[5] SIDE MISSIONS [0500]
==============================================================================
==============================================================================
CHAPTER 1 [0501]
==============================================================================
----------------------._____________________________________________________
| Handyman's Assistant |_____________________________________________________|
'----------------------'
Location: POW Camp (Part 1)
Camp: Crater Zone (Part 2)
Rewards: 10 Serum, 2500 EXP (Part 1)
2500 EXP (Part 2)
1. Find the parts needed by the mechanic
2. Take the parts to the mechanic
3. Check on the mechanic later on
4. Gather the parts the mechanic needs
5. Take the parts to the mechanic
__________________________________________________________________________
POW Camp
--------
You can grab this mission pretty much right at the start of the game. After
you gain control of Roy, walk into the hallway leading out of the sand pit
and talk to the bumbling mechanic. There are six total parts scattered
around the map, each found inside crates or waste piles. You can bring up
a transparent map by pressing Up on the D-Pad, which may help you find these
six pieces.
1. The first one is past where you fought Fatso and his thug friends, in a
[WASTE PILE] next to the prisoner that gives Roy a cracked tube.
2. Inside a [PURPLE CRATE] near the Cistern entrance.
3. The third part is in a [WASTE PILE] located in the southwest gardening
area.
4. After meeting Bob the friendly guard, ascend the stairs to his left and
search the [WASTE PILE] on the overhang.
5. Found inside the [WASTE PILE] next to the stairs leading up to the Crater
entrance.
6. Just outside the mess hall; check the [WASTE PILE] in the back corner
behind some barrels.
Now all you have to do is go back to the sand pit and give the parts to the
mechanic. This ends the first portion of the sidequest, although you are
given the task of checking in on the bloke later on.
Camp: Crater Zone
-----------------
After your little adventure in the Drilling Well and once you've finished
"First Steps in Prison", you'll find the unlucky mechanic in the Crater Zone
just outside the recruitment office. There are five parts you need to get
for him, all inside the Crater Zone.
1. Walk behind the mechanic and follow the passageway north to a dead end.
There are [2 WASTE PILES] here that both contain parts.
2. Walk behind the mechanic and follow the passageway north to a dead end.
There are [2 WASTE PILES] here that both contain parts.
3. Head directly west of the entrance to the Crater Zone and look inside
the [WASTE PILE] behind the tents.
4. Follow the outskirts east of Joe's location and you should spot a [WASTE
PILE] on the edge of a cliff.
5. Enter the kennel and search inside a building for the parts, which are
stowed away in a [PURPLE CRATE].
Bring the five components back to the mechanic to finish the sidequest. Now
the mechanic acts as a merchant, allowing you to buy and sell items by
speaking to him.
-----------.________________________________________________________________
| Mean Dogs |________________________________________________________________|
'-----------'
Location: POW Camp
Rewards: 2500 XP, 10 Serum
1. Deal with the dog attacks
2. Investigate the disease affecting the dogs
3. Find a doctor
4. Find a veterinarian
5. Talk to the cook
6. Collect samples from the sick dogs
7. Bring the ingredients to the vet
8. Get the vaccine from the vet
9. Give the vaccine to the dog master
__________________________________________________________________________
POW Camp
--------
You can find Bob in the southeast corner of the POW Camp (using your map,
look for the red and black figure icon). After the cutscene, you will be
attacked by a rabid dog. You cannot damage dogs from their front, so
target their backside by rolling and dodging.
Once the rabid dog has been put down, the quest will be activated.
Camp: Crater Zone
-----------------
In the Crater Zone, enter the kennel region south of the recruitment office.
You run into the Dog Master, who has his hands full with another rabid dog.
Help him out and ask him about the recent outbreak. Roy decides to
investigate the disease himself.
NOTE: Don't progress any further in this mission until you have completed
the "The Lucky Charm" and "Another Face" sidequests. Subsequently, these two
side missions are best completed after finishing all the main story missions
aside from "The Great Escape". In short: hold off on doing any sidequests
until you are ready to progress with "The Great Escape".
As a safety precaution, this should be the last sidequest you complete in
Chapter 1. In the recruitment office, ask the desk jockey for information
regarding the disease and he sends you the way to a doctor.
POW Camp
--------
You can find the doctor (well technically a male nurse) down at the sand pit
in the POW Camp. He is of little help, and instead suggests you find a
veterinarian. Make your way to the mess hall and consult to Jey.
Luckily, one is found right here in the mess and spends his days as a chef.
The vet-turned-cook, Solidarity, requires samples from the dogs in order to
make a cure. The first one is found in the courtyard west of Bob's post;
slay the beast and collect a sample. Now continue to the Crater Zone.
Camp: Crater Zone
-----------------
You run into a pair of sick dogs smack dab in the center of the map. You
need to fend off both, but only one contains a viable sample. Remember to
search their bodies after for potential items. Lastly, the third sample can
be collected from the rabid dog living in the Dust settlement.
POW Camp
--------
Bring all three dog samples to the vet in the mess. He needs some time to
concoct a cure, so give him some space and return to the Crater Zone.
Camp: Crater Zone
-----------------
Upon entering the area, the dog accompanying the Abundance army sergeant
goes insane, forcing Roy to step in. Aid the sergeant in putting down his
faithful dog. From here on out, you can no longer talk to the army sergeant,
which is why it is imperative to complete "The Lucky Charm" and "Another
Face" prior to this scene.
POW Camp
--------
By now, Solidarity should be done with the vaccine. Go pick it up.
Camp: Crater Zone
-----------------
Enter the kennel once again and give the vaccine to the dog master. He
thanks you for your hard work and the mission ends.
-----------.________________________________________________________________
| The Blues |________________________________________________________________|
'-----------'
Location: POW Camp
Rewards: 2500 EXP
1. Persuade Bob to speak
2. Find out why Bob is depressed (1/3)
3. Find out why Bob is depressed (2/3)
4. Find out why Bob is depressed (3/3)
5. Find a way to get Bob sent back home
__________________________________________________________________________
POW Camp
--------
After meeting Bob and defeating the rabid dog, talk to the guard and try to
be friendly with your questions/answers. Keep asking Bob all available
questions, including whether or not he's feeling well. If he dismisses your
curiosity, then go do other things and return.
If Bob won't open up to you immediately, he usually will after you meet with
Innocence at the mess and talk to Jey. Make sure to save your game here!
There are several pathways you can take, and only one option leads to
unlocking the "Completionist" Achievement.
Chat with Bob and keep pushing him for info in the nicest way possible.
He'll talk about boredom, his frustration with his job, and his family back
home.
Keep talking to Bob and specifically mention your escape plan, and include
him in it. The other option includes poisoning Bob and sending him home due
to his illness, which subsequently unlocks the "Indigestible Meal" quest.
Both choices completes this mission, but offering to poison Bob prevents
you from unlocking the followup mission "Escape Together", and you'll miss
out on the "Completionist" Achievement.
-----------------.__________________________________________________________
| Escape Together |__________________________________________________________|
'-----------------'
Location: POW Camp
Rewards: -
1. Convince Bob to join the group
2. Find Bob at the power plant
__________________________________________________________________________
POW Camp
--------
During your conversation with Bob, make sure you look for and pick the
following options:
- "You could escape..."
- "Actually, I've got a plan"
- "The plan's solid, I promise"
- "Do you want to stay and rot here?"
After selecting these choices, Bob will join your escape team. The quest
will be put on hold for a long while until you end up at the Power Plant.
Camp: Power Plant
-----------------
By entering the Power Plant during "The Great Escape", you will find Bob at
the entrance and he becomes a second companion and the quest is
automatically completed. Unfortunately, Bob becomes mortally wounded during
the heist and fails in escaping.
-------------------.________________________________________________________
| Indigestible Meal |________________________________________________________|
'-------------------'
Location: POW Camp
Rewards: -
1. Find mildew in the camp in shaded areas
2. Bring the mildew to the cook
3. Take the meal to Bob
__________________________________________________________________________
NOTE: This is the bad route that stems from your talk with Bob during "The
Blues". Choosing to hurt/poison Bob unlocks this mission instead of "Escape
Together" (the good route).
POW Camp
--------
Talk to Bob and offer to hurt him. Bob specifically states that he needs to
get sick in order to be removed from duty. Talk to the chef in the mess
hall, Solidarity, to get him to whip up a nasty concoction. Solidarity needs
three pieces of mildew in order to make a poisonous meal; they look like
bright green spores growing out of the ground.
1. The first is right inside the mess hall, next to the entrance.
2. More mildew is located in a corner opposite the door leading to the
Cistern.
3. The final batch of mildew is found in the sand pit, where you first
start the game.
Return to Solidarity with the mildew. He asks if you want to add in all the
mildew, half, or just a little bit. Adding all the mildew ends up killing
Bob, putting in half makes him a lil' too sick, and adding "just a bit"
successfully causes Bob to be sent home. But there is no reward for
completing this quest; another reason why you should ask Bob to help in
your escape plan rather than this gross option.
-------------------.________________________________________________________
| An Explosive Plan |________________________________________________________|
'-------------------'
Location: Camp: Crater Zone
Rewards: 2500 XP, Handmade Grenade, Explosive Trap, 10 Serum
1. Get the schematic diagram of the bomb
2. Find the bomb components
3. Bring the ingredients back to Prowess
__________________________________________________________________________
Camp: Crater Zone
-----------------
At some point after "The Mole Queen", you may hear some arguing coming from
the west end of the Crater Zone. If you go over and investigate, you find a
few prisoners harassing a poor mutant. The confrontation leads to a number
of conversation options, but the only correct choice is "You sure it's a
good idea?".
After selecting the proper response, go 'round the corner south of here to
find Prowess. Aid him in his plan in retrieving an explosive blueprint from
the higher-ups. As Prowess distracts Joe with some small talk, walk around
the desk and begin opening all the [PURPLE CRATES] - one of them contains
the handmade bomb design, and the rest all hold nice supplies.
Now that he has the schematic, Prowess asks Roy to fetch all the necessary
components.
1. Step inside the tent behind Prowess and open the [PURPLE CRATE] for
the first set of components.
2. Head directly east from here into the dog kennel. Inside, look for a
[PURPLE CRATE] with the components inside.
3. The final piece is inside the recruitment office, in a [PURPLE CRATE].
Bring all three parts to Prowess and, as a reward, he gives you some
explosive supplies (a handmade grenade and explosive trap). To boot, you
can now purchase equipment from Prowess.
-----------------.__________________________________________________________
| The Lucky Charm |__________________________________________________________|
'-----------------'
Location: POW Camp
Rewards: 2500 XP, 10 Serum
1. Get Jey's lucky charm
2. Give Jey back his "lucky charm"
__________________________________________________________________________
POW Camp
--------
Once you have completed all main quests sans "The Great Escape", Jey offers
to help with your escape plan and you can start this mission. Find Jey in
the mess hall and ask "Problem? You don't look so good." to start the
quest.
Camp: Crater Zone
-----------------</pre><pre id="faqspan-3">
Talking to the Abundance army sergeant outside the recruitment office
reveals more info about the lucky charm, but he's pretty confrontational.
Respond with "Let's try to find an arrangement" to unlock the accompanying
side mission "Another Face": the sergeant will hand over Jey's lucky charm
so long as you can find him a portrait of a woman.
Selecting other options will still get the lucky charm, but they include
fighting the guard and prevent you from completing "Another Face".
POW Camp
--------
Meet up with Jey in the mess hall and give his lucky charm back... turns out
it's a picture of his wife! How sweet.
--------------._____________________________________________________________
| Another Face |_____________________________________________________________|
'--------------'
Location: Camp: Crater Zone
Rewards: -
1. Find a portrait of a woman
2. Get a portrait of a woman from Fatso
3. Take the portrait to the guard
__________________________________________________________________________
Camp: Crater Zone
-----------------
This job is only unlocked by taking up on "The Lucky Charm" sidequest. Head
to the Crater Zone and speak with the army sergeant, responding with "Let's
try to find an arrangement". Any other response will cause you to pass over
this mission. The sergeant admits that he's been lonely and desires a
photo of a (preferably) scantily-clad woman.
NOTE: Make sure to halt all progress on Mean Dogs if you want to access this
mission. Otherwise, the army sergeant's dog goes rabid and you lose out on
the sidequest.
POW Camp
--------
Inquire about a sexy photo at the mess hall; Jey suggests looking for Fatso.
From the entrance to the Crater Zone, go south to find Fatso and start a
duel. Fatso is joined by four of his cronies, but they are weak and can be
taken down with some physical strikes in between blocks and rolls (plus
Innocence can always lend a hand).
Camp: Crater Zone
-----------------
Now that you have the photo, bring it to the Abundance army sergeant. As
agreed, he forks over the lucky charm.
==============================================================================
CHAPTER 2 [0502]
==============================================================================
----------------------._____________________________________________________
| Requiem for Dreamers |_____________________________________________________|
'----------------------'
Location: Shadowlair: The Sand
Rewards: 3500 XP
1. Get the junkies in Frugality's workshop out
2. Go back and inform Frugality that his workshop is free again
__________________________________________________________________________
Shadowlair: The Sand
--------------------
After the story mission "Find Faith" begins, a new NPC appears blocking the
road to Tierville. Frugality stops you if you try to walk past and asks for
your assistance: just your typical "my workshop has been raided by vicious
drug users" request.
Frugality's workshop is directly east of his location. Go inside to
interrupt an argument between the junkies and a woman named Providence.
Just don't be a jerk and instigate a fight, and Providence pleads you to go
after the drug dealer instead. Make sure to make the "good" choices ("Ok,
I'll go after the dealer...") and do not beat up the two kids; this unlocks
a related side mission.
Technically you can complete this mission the bad way (beating up the kids),
but this upsets Providence and prevents you from doing the accompanying
side mission "The Dealer". Avoid doing things this way.
Either complete "The Dealer" or rough the kids up to get them out of the
workshop. Now return to Frugality to give him the news.
------------._______________________________________________________________
| The Dealer |_______________________________________________________________|
'------------'
Location: Shadowlair: The Sand
Rewards: 3500 XP, 10 Serum
1. Find Serenity, the dealer who is selling to Providence's son, in the
Slums
2. Convince Serenity to stop selling to Chance's group.
__________________________________________________________________________
Shadowlair: The Sand
--------------------
To unlock this quest, you must follow the "good" route during the "Requiem
for Dreamers" side mission. Basically, avoid choosing to beat up the
druggies and tell Providence you'll hunt down their dealer instead. Exit
the workshop and follow the map east and then south to the Slums.
Shadowlair: Slums
-----------------
The Slums is pretty shady and mainly inhabited by bandits, so this won't be
a walk in the park. The northern doorway leading to Tierville is blocked
and won't be opened until later in the chapter.
Defeat the five bandits at the entrance and proceed east into the tunnels.
Follow them to the marker on the map to confront the dealer. If you have a
bad enough reputation, you can intimidate Serenity into cutting ties with
the kids. Otherwise knock some sense into him.
----------------------._____________________________________________________
| False Identification |_____________________________________________________|
'----------------------'
Location: Shadowlair: The Sand
Rewards: -
1. Meet Probity the forget in the North neighborhood
2. Help Probity avert suspicion
3. Free Probity's workshop
4. Get false ID from Probity
__________________________________________________________________________
Shadowlair: The Sand
--------------------
After meeting Charity and accepting the "Find Faith" job, talk to her once
more and ask for an ID to unlock this sidequest. Your destination is the
Slums, which are accessed via the east side of town.
Shadowlair: Slums
-----------------
Defeat the bandit group at the entrance, then take either path to the south
end of the map. Take down some more bandit enemies and exit to the North
Neighborhood.
From here, continue north and ignore the nearby mission marker (an Aurora
soldier turns you around). Head north into the square and take out the six
or seven bandits (yikes!). Climb the wall and run east, going up the stairs
and turn the corner. Speak to Probity and agree to get rid of the Aurora
squadron ransacking his place.
Your adventure takes you to the south portion of the neighborhood, where
there is another group of bandits waiting for you. Eliminate them and hide
some fake evidence in the nearby bin. Now return to Probity's house (the
first quest marker) and talk to the soldier, saying "I figure you've got the
wrong target". This gets the soldiers out of Probity's hair (well he is
bald, but you know what I mean).
If you want to be up front about things, you can actually provoke the guards
into fighting you and skipping the entire fake evidence step. But if you do
this, then you annoy Probity and end up having to pay Serum for the papers.
Either way, pick up your ID and be on your way.
------------------------.___________________________________________________
| A Bartender With No ID |___________________________________________________|
'------------------------'
Location: Shadowlair: The Sand
Rewards: 3500 XP, Copper Tube
1. Find false identification papers for Tranquility
2. Go back to see Tranquility
__________________________________________________________________________
Shadowlair: The Sand
--------------------
The police in the Slums are cracking down on immigrants without proper
documentations, and one bartender named Tranquility needs some ID in order
to get into the town. Tranquility can be found near the entrance to
Tierville, and helping him out will begin this job.
Shadowlair: Slums
-----------------
Head to the southern end of the area and proceed to the North Neighborhood.
You basically complete this sidequest in conjunction with "False
Identification". Follow the guide for the aforementioned quest by finding
Probity, then getting rid of the Aurora squad raiding his home.
You can either plant evidence and send the soldiers on a false trail (good)
or simply beat them all up (bad). Regardless, you can now get papers for
Tranquility.
Shadowlair: The Sand
--------------------
Tranquility is ecstatic about getting some new identification, and even
gives you a copper tube for your troubles.
-----------.________________________________________________________________
| Smuggling |________________________________________________________________|
'-----------'
Location: Tierville
Rewards: 3500 XP, 90 Serum
1. Find proof against the smugglers
2. Take the merchandise to Integrity in Tierville
__________________________________________________________________________
Tierville
---------
Okay, recap. At the start of Chapter 2, you are stopped by a pair of Aurora
guards. During the conversation, choose the following conversation options:
- "I just escaped from prison"
- "Yes"
- "He was fine when I left"
If you did this, the guards stop you later in the chapter in the merchant
district of Tierville and the mission begins. They are found in the west
side of town, on the road leading west from the main circle.
During this recon operation, you need to find some intel on the supposed
smugglers in Tierville. The first hideout can be reached by following the
east branch from the gates at the Sand. Kill everyone inside, then search
the [PURPLE CRATES]; some contain Serum and components, but one holds the
first piece of evidence.
Shadowlair: Slums
-----------------
The second hideout is ways away from here - in the North Neighborhood of the
Slums. Right upon entering the neighborhood, open the door in front of you
and get down to business. There's just one dude in here, so it should not
take long.
Tierville
---------
With both pieces of merchandise in your inventory, proceed back to
Integrity's location. Out of the two conversation options, make sure to
pick "Just how legal is all this?" and Integrity begrudgingly triples your
reward - 90 Serum!
---------------------.______________________________________________________
| Working for Charity |______________________________________________________|
'---------------------'
Location: Shadowlair: The Sand
Rewards: 3500 XP
1. Keep Humility, a pervert, away from the bar for good
2. Get the money from Morality, the bad payer
3. Transport the money for the girls of Charity's bar
4. Teach the Mafiosi threatening Charity a lesson
__________________________________________________________________________
Shadowlair: The Sands
---------------------
A number of sidequests become available after "Find Faith". Talk to Charity
to receive three of them, including this one. The other two coincide with
this mission. Complete "The Exhibitionist" and "The Bad Payer" to knock off
the first two requirements (look below for a detailed walkthrough on both).
NOTE: During "The Bad Payer", choosing to kill Morality unlocks the fourth
part of this mission.
NOTE: After completing "The Bad Payer", you can either give Charity the
stolen Serum or lie and keep it all to yourself. By giving her the money,
you unlock the third part of this mission.
In order to take care of the third and fourth mission requirements, you must
finish the sidequests "The Transporter" and "The Mafia's Threats" (which
Charity immediately gives to you assuming you met the prerequisites). Check
out their appropriate section for more in-depth info. Here is a rundown of
what you need to do to finish this quest:
- complete "The Exhibitionist"
- complete "The Bad Payer"
- complete "The Transporter"
- complete "The Mafia's Threats"
-------------------.________________________________________________________
| The Exhibitionist |________________________________________________________|
'-------------------'
Location: Shadowlair: The Sand
Rewards: -
1. Find Humility, the pervert who is bothering Charity's girls, in the Sand
2. Find a way to make sure he never comes back to Charity's bar
3. Go back and inform Charity the work is done
__________________________________________________________________________
Shadowlair: The Sands
---------------------
You receive this mission after talking to Charity following "Find Faith".
"The Exhibitionist" and "The Bad Payer" are directly linked to the third
sidequest Charity gives you, "Working for Charity".
Head to the east side of town and go as if you were entering the Slums. A
creep is standing in the corner near the Slums entrance, and unsurprisingly,
this weirdo is Humility. He doesn't take kindly to your presence, so either
intimidate him or beat the tar out of him. Humility agrees to skip town.
Return to Charity to complete this mission.
---------------.____________________________________________________________
| The Bad Payer |____________________________________________________________|
'---------------'
Location: Shadowlair: The Sand
Rewards: -
1. Find Morality, the bad payer, in Tierville
2. Get the money from him
3. Go back and inform Charity that the work is done
__________________________________________________________________________
Shadowlair: The Sands
---------------------
You receive this mission after talking to Charity following "Find Faith".
"The Exhibitionist" and "The Bad Payer" are directly linked to the third
sidequest Charity gives you, "Working for Charity". Morality is the man you
are looking for, and he currently resides in Tierville.
Tierville
---------
Morality is found in the northwest part of Tierville. Proceed to his
location and interrogate the penny pincher. You have no choice but to fight
him and his gang, so get to work. Afterwards, you can either execute him or
spare him.
NOTE: It seems counterproductive, but you actually need to kill Morality in
order to unlock a sidequest later on in the chapter.
As a result, I suggest executing Morality. Despite your choice, you can now
go back to Charity.
Shadowlair: The Sand
--------------------
Inform Charity of your actions; you can either give Charity all of
Morality's Serum, or lie and keep it all for yourself.
NOTE: If you want to unlock the second part of "Working for Charity", make
sure to hand over the Serum! You lose out on 50 Serum, but you gain more
work to do.
-----------------.__________________________________________________________
| The Transporter |__________________________________________________________|
'-----------------'
Location: Shadowlair: The Sand
Rewards: -
1. Agree on a meeting point with Honest the security guard
2. Arrange an escort job by talking to the guard
3. Take the money to the banker
4. Go back to see Charity
__________________________________________________________________________
NOTE: In order to unlock this job, you must give Charity the Serum taken
from Morality after "The Bad Payer". If you lie and keep it for yourself,
you'll miss out.
Shadowlair: The Sand
--------------------
The second half of "Working for Charity" includes this mission along with
"The Mafia's Threats". Honesty is in the bar on the floor below Charity.
Engage in a conversation with him to get the ball rollin'. Tell him "Let's
go now" and make a beeline for Tierville.
Tierville
---------
Honesty is waiting for you at the entrance to Tierville. This is a good,
old-fashioned escort mission; I am sure most fans of video games know what
this entails. The banker is in the northwest corner, in the exact location
as Morality in one of the previous missions.
Honesty helps out in battles, but doesn't have a health bar and therefore
cannot be killed. So it's a really easy version of an escort mission.
Bandits pop up here and there along your trip, so take the time to heal in
between groups.
During the second wave of enemies, Honesty dies. You cannot avoid it, and
Roy offers to take the money the rest of the way. After defeating the third
set of bandits, Roy meets up with the banker and gets a receipt for the
transaction.
Shadowlair: The Sand
--------------------
The sidequest ends after giving Charity the receipt.
---------------------.______________________________________________________
| The Mafia's Threats |______________________________________________________|
'---------------------'
Location: Shadowlair: The Sand
Rewards: 50 Serum
1. Find the Mafiosi who are threatening Charity near the market
2. Defeat the Mafiosi
3. Go back to see Charity
__________________________________________________________________________
NOTE: During "The Bad Payer", you can choose to execute Morality or spare
him. In order to unlock this sidequest, you must kill Morality.
Shadowlair: The Sand
--------------------
The second half of "Working for Charity" includes this mission along with
"The Transporter". The mafia is located in Tierville.
Tierville
---------
Once you reach the market, access the north side via the northwest door or
the northeast wall to find the mafiosi. There are about seven or so of 'em,
so be careful. Feel free to utilize any of your explosive items or
Technomancer spells. Once they're dead, loot their corpses and start
trekking back to the Sand.
Shadowlair: The Sand
--------------------
Backtrack to Charity's bar once again and talk to Charity. She thanks you
and gives you 50 Serum.
-----------------.__________________________________________________________
| The Coin Killer |__________________________________________________________|
'-----------------'
Location: Shadowlair: The Sand
Rewards: 3500 XP
1. Find clues
2. Find the murderer's signature
3. Ask Probity the forger's opinion in the North neighborhood
4. Go interrogate Frugality the craftsman in the Sand
5. Find out which drug was used
6. Go interrogate Serenity the dealer in the Slums
6. Find the Coin Killer
7. Defeat the Coin Killer
8. Go back to see Faith
__________________________________________________________________________
Shadowlair: The Sand
--------------------
A very vague, but very important side mission. You aren't given much info at
the start of things, so it is probably best to leave this one alone until
you wrap up a couple other sidequests. Additionally, another mission that
ties in with this one becomes available in the Slums ("Fidelity Lost").
Tierville
---------
Once you have spoken with Fortitude in the Slums and agreed to help look for
his lost wife, go to Tierville. Follow all the necessary steps in "Fidelity
Lost" to wrap that one up and gather more information on the Coin Killer
and his antics. Unsurprisingly, given his codename, you find a coin on
Fidelity's body. Now head to the Slums for some more sleuthing.
Shadowlair: Slums
-----------------
While you're here, finish the final step in "Fidelity Lost" and meet up with
Serenity. Turns out he used to sell EBL and tells you a bit about his past
customers. Once you have the description of the two suspects, head to
Probity's workshop in the North Neighborhood and ask him about the coin. He
points you in the direction of Frugality in the Sand.
Shadowlair: The Sand
--------------------
Frugality admits to making the coin, which certainly raises an eyebrow. But
he then mentions that it was made at the request of an unknown individual.
The craftsman then gives Roy the address of the mystery person... somewhere
in Tierville...
Tierville
---------
The quest marker brings you to the west side of town. Just before the marker
is a man named Chastity, looking all suspicious n' stuff. He's jittery right
off the bat, but continue talking to the fella and don't kill him. Bluff,
and he admits that he only buys EBL and then redistributes it. Let it
slide and spare Chastity.
Now go down the northern staircase to find a man named Gallantry. If it's
not Chastity, then it's gotta be this nutjob. Like before, keep talking to
your suspect and choose to bluff. It leads nowhere, so then choose to
attack Gallantry. After the fight, you can either spare him or put an end
to the Coin Killer drama.
NOTE: Fight the urge to kill Gallantry and instead spare his life. It seems
like the crazy thing to do, but sparing the Coin Killer's life will open up
a sidequest in the next chapter.
Shadowlair: The Sand
--------------------
Deliver the news to Faith. After some awkward conversation, she rewards your
efforts.
---------------.____________________________________________________________
| Fidelity Lost |____________________________________________________________|
'---------------'
Location: Shadowlair: Slums
Rewards: 3500 XP
1. Go to the market in Tierville
2. Find witnesses who saw Fidelity
3. Follow the witnesses' clues
4. Examine the body
5. Go back to see Fortitude to give him the bad news
__________________________________________________________________________
Shadowlair: Slums
-----------------
After accepting "The Coin Killer" mission from Faith, return to the Slums
and look for a somber man on the west side of the map. The gentleman, named
Fortitude, mentions that his wife has been missing for an uncomfortable
amount of time. Tell him you'll keep an eye out for her, and he hands over a
photo of Fidelity.
Tierville
---------
Head to the market, then look for some potential witnesses. Start with the
guy named Valiance and he fills you in on a couple important clues. From
here, proceed east towards the fork and go downstairs to find the body of a
woman... you can put two and two together. Talk to Providence about EBL and
anything else related to the drug. This helps complete several bullet points
in "Fidelity Lost" and "The Coin Killer".
Shadowlair: Slums
-----------------
Return to Fortitude and tell him what you found. It is not the answer he was
hoping for, but nevertheless he thanks you for your troubles. If you want to
be a nice guy, reject his Serum offer, or if you don't care you can take his
money.
-------------------------.__________________________________________________
| Electrical Relationship |__________________________________________________|
'-------------------------'
Location: Shadowlair: The Sand
Rewards: 5000 XP
1. Try to know more about Mary
2. Go to Honour's/Resistance camp to speak in private with Mary
__________________________________________________________________________
NOTE: This is one of three relationship sidequests in the game. Based on
what faction you choose, you are limited to two of them. Since you can only
complete one of the three in one playthrough, it's impossible to complete
all of them and therefore none of them contribute to the "Completionist"
Achievement.
Shadowlair: The Sand
--------------------
Following the events of "A Strange Explosion", Mary will be by your side.
Choose to give her a health injection pack and when she offers to sleep
with you, pick the following:
- "It shouldn't be an obligation"
- "I'd rather you had other reasons"
Now Mary will become your companion and you have the option of wooing her.
Throughout your partnership, try to talk to her with Y and engage in
pleasant conversation. Always respond with the nice/good answers; most of
them are blatantly obvious and just avoid being mean at all. After working
with her more, she will begin to open up to you and more options become
available.
Agricultural Zone
-----------------
Once you begin Chapter 3, the option to meet Mary at your team's campground
becomes available. If you managed to keep things pleasant with her, she
opens up to Roy more. This set of dialogue is more straightforward and she
should reveal her intention to be with you. Agree, and you will complete the
romance quest.
==============================================================================
CHAPTER 3 [0503]
==============================================================================
--------------------._______________________________________________________
| A Passionate Woman |_______________________________________________________|
'--------------------'
Location: Agricultural Zone
Rewards: 5000 XP
1. Try to know more about Judy
2. Go to the Resistance camp to speak in private with Judy
__________________________________________________________________________
NOTE: This is one of three relationship sidequests in the game. Based on
what faction you choose, you are limited to two of them. Since you can only
complete one of the three in one playthrough, it's impossible to complete
all of them and therefore none of them contribute to the "Completionist"
Achievement.
NOTE: There have been reports of people having trouble advancing the romance
sidequests with Judy and Devotion. Make sure to reject all offers from Mary,
because even if you tell Mary you are interested but don't proceed any
further, Judy/Devotion will not become romantically involved.
Agricultural Zone
-----------------
At the start of Chapter 3, Judy will be your companion. Throughout your
partnership, try to talk to her with Y and engage in pleasant conversation.
Always respond with the nice/good answers; most of them are blatantly
obvious and just avoid being mean at all. After working with her more, she
will begin to open up to you and more options become available.
Make sure to create a save point before talking to Judy. It usually takes a
bit of trial and error if you aren't careful, but eventually you two reveal
your feelings to each other. Find Judy at the Resistance camp and follow
through with some more conversation, then choose to be with her.
----------------------._____________________________________________________
| The Spy Who Loved Me |_____________________________________________________|
'----------------------'
Location: Agricultural Zone
Rewards: 5000 XP
1. Try to know more about Devotion
2. Go to Honour's camp to speak in private with Devotion
__________________________________________________________________________
NOTE: This is one of three relationship sidequests in the game. Based on
what faction you choose, you are limited to two of them. Since you can only
complete one of the three in one playthrough, it's impossible to complete
all of them and therefore none of them contribute to the "Completionist"
Achievement.
NOTE: There have been reports of people having trouble advancing the romance
sidequests with Judy and Devotion. Make sure to reject all offers from Mary,
because even if you tell Mary you are interested but don't proceed any
further, Judy/Devotion will not become romantically involved.
Agricultural Zone
-----------------
At the start of Chapter 3, Devotion will be your companion. Throughout your
partnership, try to talk to her with Y and engage in pleasant conversation.
Always respond with the nice/good answers; most of them are blatantly
obvious and just avoid being mean at all. After working with her more, she
will begin to open up to you and more options become available.
Make sure to create a save point before talking to Devotion. It usually
takes a bit of trial and error if you aren't careful, but eventually you two
reveal your feelings to each other. Find Devotion at Honour's camp and
follow through with some more conversation, then choose to be with her.
-----------------------.____________________________________________________
| Theft From the Stores |____________________________________________________|
'-----------------------'
Location: Farming Village
Rewards: 10000 XP
1. Find the mutants responsible for the theft in the Industrial Complex
2. Take back the food stolen by the Dust
3. Take the food back to the village
4. Lie to Impartiality to protect the mutants
__________________________________________________________________________
Farming Village
---------------
You hear a fair amount of ruckus coming from the center of town; go check it
out. Impartiality says that apparently the Dust living at the nearby
Industrial Complex has stolen some of their food. Help 'em out and make for
the complex entrance.
Industrial Complex
------------------
The mutant suspects are lingering around the middle of the complex. Talk to
the one named Garbage to interrogate him. If you respond with "Give me what
you took!", you can either intimidate him or do battle with the group. Go
for a more sympathetic approach:
- "What do you mean?"
- "I may be able to help you"
- "Out with it!"
- "Fine, I'll take care of it"
Triggering these answers is the "good" way to complete this mission, and it
also unlocks another side mission. Getting the food back via scare tactics
or by brute force prevents the progression of "A Helping Hand for the
Mutants" sidequest. You fail steps 2 and 3, but step 4 becomes available.
Farming Village
---------------
If you decide to help the mutants, Roy lets them keep the food and now must
lie to Impartiality.
--------------------------------.___________________________________________
| A Helping Hand for the Mutants |___________________________________________|
'--------------------------------'
Location: Industrial Complex
Rewards: 10000 XP
1. Find the medication
2. Go back to see Garbage the mutant leader
__________________________________________________________________________
Industrial Complex
------------------
During the "Theft From the Stores" side mission, you interrogate a mutant
named Garbage about stolen food. Respond with the following answers:
- "What do you mean?"
- "I may be able to help you"
- "Out with it!"
- "Fine, I'll take care of it"
Roy lets the mutants keep the food and helps find the medication they need.
Choose any other dialogue option and the quest won't unlock. Head back to
the Farming Village.
Farming Village
---------------
The medicine Garbage and the others require is in the southwest corner of
the village. Walk over to the quest marker and press A to steal the
backpacks. Go back to the mutants with the meds.
Industrial Complex
------------------
Well that was easy. Hand over the medicine to complete the transaction
without any hassle.
---------------------------.________________________________________________
| Coin Killer Strikes Again |________________________________________________|
'---------------------------'
Location: Farming Village
Rewards: 12000 XP, 30 Serum
1. Find the Coin Killer
2. Kill the killer
3. Save the young girl in danger
__________________________________________________________________________
NOTE: This sidequest is only available if you spared Gallantry at the end of
the Chapter 2 sidequest, "The Coin Killer".
Farming Village
---------------
Equity stands near the outskirts of town, not too far from the large
gathering at the center of the village. After some rambling, he reveals that
a young girl was murdered recently and was found clutching an old coin in
her hands... sound familiar? It's no surprise that the Coin Killer could not
stay away after sparing him.
Your map won't be much use, since it doesn't show you the Coin Killer's
current location. But that's where I come in! Return to the west side of the
Agricultural Zone.
Agricultural Zone
-----------------
You interrupt the Coin Killer as he gets ready to make his next move.
Intervene and draw your weapon. Defeat Gallantry to finally put an end to
his madness. Plus, a hefty reward for taking down the criminal!
-------------------------.__________________________________________________
| Sympathy for the Farmer |__________________________________________________|
'-------------------------'
Location: Farming Village
Rewards: 3000 XP, 20 Serum
1. Eliminate the moles that are destroying the crops
2. Go back to see Tolerance
__________________________________________________________________________
Farming Village
---------------
There is an old farmer named Tolerance standing angrily at the northeast
side of town. If you choose to help him out, he asks to clear the mole
infestation from his crops.
Agricultural Zone
-----------------
Use the door behind the farmer to reach the east side of the Agricultural
Zone. The crops are not far from here; just at the top of a nearby ladder.
The crops have been overrun by not only moles, but a mole queen as well!
This is a challenging fight due to the presence of the queen and the overall
large amount of enemies. Place explosive traps, throw handmade grenades, and
fire away with your nail gun. Try to help out your companion so it's not
one-on-a ton. You are powerful enough to defeat a mole queen at this stage
in the game, so give it your all. This is where scavenging components and
crafting items comes in handy.
Phew! Loot all the bodies, including the two dead humans tucked away in the
plants, then return to Tolerance.
Farming Village
---------------
For your good deed, Tolerance extends his deepest gratitude... and some
cash.
-------------.______________________________________________________________
| A Job To Do |______________________________________________________________|
'-------------'
Location: Farming Village
Rewards: 7000 XP, 20 Serum
1. Go back to the fields to finish the job
2. Go back to see Tolerance
__________________________________________________________________________
NOTE: For some unknown reason, you do not need to complete this sidequest
to attain the "Completionist" Achievement (at least I didn't have to).
Farming Village
---------------
Some time after aiding Tolerance the farmer in "Sympathy for the Farmer", he
stops you the next time to pass his location. He says the crops still aren't
coming in and asks for you to investigate once more. Fine.
Agricultural Zone
-----------------
You won't find any moles ransacking the crops, but instead a dude standing
in the back of a field. Have a chat with Sympathy, and he cracks under
pressure pretty easily. Regardless of the choice you make, Roy tells him to
hit the road and Sympathy does as told.
Farming Village
---------------
Talk to Tolerance again and give him the heads up. You can either rat out
Sympathy to Tolerance (bad) or keep his identity anonymous (good). The
farmer pays up either way.
______________________________________________________________________________
==============================================================================
[6] CHARACTER PERKS [0600]
==============================================================================
Mars: War Logs is an RPG, after all, so it is no surprise that you are able to
upgrade and characterize Roy to a certain extent. The game features skills and
character feats: skills are techniques and upgrades that can be unlocked by
leveling up. There are three skill trees (Combat, Renegade, Technomancy), so
see which one suits you best before allocating your skill points.
Character feats also require you to level up, but you usually need to follow
certain requirements in order to access them.
==============================================================================
SKILLS [0601]
==============================================================================
There are three available skill trees: Renegade, Combat, and Technomancy (the
third one not being available until the start of Chapter 2). Renegade focuses
on stealth and defensive strategies, Combat hones in on your offensive powers,
and Technomancy upgrades your magic spells. Each skill has two additional
upgrades on top of the initial unlocking, meaning that you can spend three
skill points on a single skill. You get two skill points every time you level
up.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Renegade
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
--------.
| Tier 1 |
'--------'
____________________________________________________________________________
Art of Blinding
---------------
1. Foes are less likely to dodge a sand throw
2. Throws sand over a larger area
3. Enemies remain blinded for a 50% longer period
Deadly Shadow
-------------
1. Attacks from behind deal +50 more damage
2. Stealth is increased by +50% while standing still in Stealth mode
3. Stealth is increased by +100% while standing still in Stealth Mode
First Aid
---------
1. Allows you to keep moving while using an injection pack
2. +25 maximum life
3. Health injections give +5 more health per second
--------.
| Tier 2 |
'--------'
____________________________________________________________________________
Attack From Behind
------------------
1. +5% critical strike chance on all attacks from the rear
2. +10% critical strike chance on all attacks from the rear
3. +15% critical strike chance on all attacks from the rear
Hotshot
-------
1. Nail gun deals +30% damage, crafting ammunition requires fewer components
2. Guns have an extra +25% critical hit chance
3. Gun deal +60% more damage
Feather Foot
------------
1. Stealth is increased by +30% while in movement in Stealth mode
2. Stealth is increased by +60% while in movement in Stealth mode
3. Roy can run quietly while in Stealth mode
Sustility
---------
1. Armed attacks have a 5% chance of wounding humanoid targets for 15s
2. Nail gun attacks have 15% more chance to wound
3. Chance of wounding humanoid tagets increase dramatically when their
health is low
Physician
---------
1. The effects of the injections last 1s longer
2. The effects of the injections last 2s longer
3. Fluid injections give +4 more Fluid per second
--------.
| Tier 3 |
'--------'
____________________________________________________________________________
Master Exploder
---------------
1. Lays traps faster. Unlocks new trap and bomb recipes
2. Traps and bombs cause 50% more damage
3. Traps and bombs cause 100% more damage
Assassin
--------
1. Neutralizes a surprised enemy instantly and lets you hide the bodies
2. The attack generates -50% noise, making it less likely to alert nearby
enemies
3. +10% critical chance on armed attacks
Vicious
-------
1. Wounded foes deal -25% damage in melee combat
2. Wounded foes suffer an extra 25% damage on every attack
3. Wounds last 50% longer
--------.
| Tier 4 |
'--------'
____________________________________________________________________________
Combat Injections
-----------------
1. All injections are cheaper to make and the effects last 1s longer
2. +25% reduction of all damage taken for 20s after using any injection
3. +25% chance of critical hit for 20s after using any injection
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Combat
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
--------.
| Tier 1 |
'--------'
____________________________________________________________________________
Science of Evasion
------------------
1. -25% damage received while evading
2. -50% damage received while evading
3. Faster recovery after an evasion
Tough Skin
----------
1. +5% physical damage reduction
2. +10% physical damage reduction
3. +25 maximum health
Science of Parry
----------------
1. Allows to parry attacks coming from any side
2. Allows to parry projectiles
3. Allows to parry electrical arcs
--------.
| Tier 2 |
'--------'
____________________________________________________________________________
Offensive Roll
--------------
1. +100% longer evasion distance
2. +10% chances of critical hit on armed attacks after an evasion
3. +20% chances of critical hit on armed attacks after an evasion
Might
-----
1. +5 damage on guard break attacks
2. Adds a small area of effect onto guard break attacks
3. +10 damage on guard break attacks
Accelerated Metabolism
----------------------
1. +10% electrical damage reduction
2. +20% electrical damage reduction
3. +0.20 health regeneration
Weapons Mastery
---------------
1. +10% damage on armed attacks
2. +20% damage on armed attacks
3. +30% damage on armed attacks
Improved Counter-Attack
-----------------------
1. Extends the timing for counter-attacking (add 0.25s)
2. +10 damage on successful counter-attacks
3. Every successful counter-attack has a +50% chance of stunning the
target
--------.
| Tier 3 |
'--------'
____________________________________________________________________________
Stunning Blow
-------------
1. +10% stun chances on a guard break attack
2. +20% stun chances on a guard break attack
3. +50% stun duration
Skilled Warrior
---------------
1. Allows you to react quicker after receiving a light impact
2. Allows you to react quicker after receiving any sort of impact
3. +25 maximum health
Science of Anatomy
------------------
1. +5% critical chance on armed attacks
2. +10% critical chance on armed attacks
3. +15% critical chance on armed attacks
--------.
| Tier 4 |
'--------'
____________________________________________________________________________
Combat Trance
-------------
1. Increases the player's speed of 60% for 10s
2. Increases the player's speed of 100%
3. The overload skill lasts 50% longer
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Technomancy
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
--------.
| Tier 1 |
'--------'
____________________________________________________________________________
Deep Impact
-----------
1. +50% damage
2. +35% chance of stunning the target
3. The attack launches faster
Empowering Fluid
----------------
1. +25 maximum health
2. +0.20 health regeneration per second
3. Technomancy attacks can no longer be interrupted at the last second by
enemy attacks
Stable Shield
-------------
1. The shield can absorb another 25% damage
2. +50% duration of effect
3. +20% chance of critical (absorbs all damage and effects from the attack)
--------.
| Tier 2 |
'--------'
____________________________________________________________________________
Power Blow
----------
1. All other enemies within a cone of effect sustain 50% of the damage dealt
to the target
2. Increases the effect range
3. Damage to other enemies within the cone of effect is no longer reduced
Focused Electric Arc
--------------------
1. Deals +50% damage
2. Critical hit chance increases by +25% (+100% damage)
3. Critical hits have a 100% chance of stunning the target
Focus
-----
1. +0.40 Fluid regen per second
2. +0.80 Fluid regen per second
3. +1.20 Fluid regen per second
Weapon Surcharge
----------------
1. Adds +10 electrical damage to any attack with the charged weapon
2. +50% duration of effect
3. Electrical damage is applied even when the attack is blocked
Irradiant Shield
----------------
1. Inflicts 10 of electrical damage to the attacker
2. Inflicts 20 of electrical damage to the attack
3. Attacker is pushed away at impact
--------.
| Tier 3 |
'--------'
____________________________________________________________________________
Bouncing Arc
------------
1. 50% chance of bounding onto a nearby enemy, causing 50% damage
2. The arc has a 100% chance of bouncing from the target to another nearby
enemy.
3. Bouncing from a target to another no longer reduces damage
Fluid Mastering
---------------
1. +25% Shock and Electric arc damage
2. Increases by 10s the effect duration of Shield and Weapon Charge
3. +50% damage for Shockwave and Electrical Arc
Instable Charge
---------------
1. +10% chance of critical hit on armed attacks when the weapon is charged
2. +20% chance of critical hit on armed attacks when the weapon is charged
3. Regenerate some Fluid for every critical hit with a charged weapon
--------.
| Tier 4 |
'--------'
____________________________________________________________________________
Overload
--------
1. +8 Fluid regen/sec for 20s. Will cause an explosion if Fluid reaches its
max level (40 elect. damage over 5m area)
2. +100% explosion damage
3. +50% size of the area of effect of the explosion
==============================================================================
FEATS [0602]
==============================================================================
You can use character feat points to obtain character feats, which include
perks focused on things other than combat. You also have to meet certain
requirements to even make the feats available to purchase, such as maxing
out your alignment to good/bad or by recycling a certain amount of items.
Quick Learner
-------------
Experience from defeating enemies +10%
Cost: 2 points
- Defeat 5 enemies
Combat Spirit
-------------
Experience from defeating enemies +20%
Cost: 3 points
- Defeat 20 enemies
Combat Genius
-------------
Experience from defeating enemies +30%
Cost: 5 points
- Defeat 50 enemies
Snooper
-------
Chance of loot (enemies) +20%
Cost: 3 points
- Search 3 enemies
Searcher
--------
Chance of loot (enemies) +40%
Cost: 6 points
- Search 15 enemies
Apprentice Handiwork
--------------------
Unlocks new craftable items
Cost: 2 points
- Craft 3 items
Expert Handiwork
----------------
Unlocks the best craftable items
Cost: 4 points
- Craft 10 items
Recycler
--------
Enables the transforming of common components with a crafting kit
Cost: 2 points
- Recycle 3 objects
Transformer
-----------
Enables the transforming of rare components with the crafting kit
Cost: 4 points
- Recycle 15 objects
Natural Leader
--------------
Companions' health and damage +50%
- Reach reputation level "Excellent"
Charismatic
-----------
Merchant prices -50%
- Reach reputation level "Good"
Cruel
-----
Chance of critical hit +5%
- Reach reputation level "Bad"
Inhuman
-------
Chance of wounding human targets +10%
- Reach reputation level "Terrible"
______________________________________________________________________________
==============================================================================
[7] EQUIPMENT [0700]
==============================================================================
You can find equipment, such as weapons and armor, in crates or purchased from
merchants. Most equipment can be upgraded by adding components to increase
their stats and introduce new perks. You can buy most equipment from vendors,
but clever and diligent scavenging often reveals the same weapons and armor.
Try to look for blue crates to find good equipment without wasting any money.
==============================================================================
WEAPONS [0701]
==============================================================================
Here is a list of the game's weapons. The good ones have upgrade slots, so
don't settle for the ones without the ability to upgrade.
-------------------.
| Improvised Weapon |
'-------------------'
____________________________________________________________________________
0 upgrade slots
Physical Damage +9
------------------.
| Handmade Machete |
'------------------'
____________________________________________________________________________
0 upgrade slots
Physical Damage +10
Chance of Wounding +5%
-----------------.
| Old Rusted Pipe |
'-----------------'
____________________________________________________________________________
0 upgrade slots
Physical Damage +12
Chance of Critical Hit +3%
-----------------.
| Handmade Dagger |
'-----------------'
____________________________________________________________________________
0 upgrade slots
Physical Damage +12
Chance of Wounding +5%
----------------.
| Handmade Saber |
'----------------'
____________________________________________________________________________
0 upgrade slots
Physical Damage +12
Physical Damage Reduction +3%
Chance of Wounding +5%
-------.
| Baton |
'-------'
____________________________________________________________________________
0 upgrade slots
Physical Damage +15
Chance of Critical Hit +5%
-------------.
| Shock Baton |
'-------------'
____________________________________________________________________________
0 upgrade slots
Physical Damage +12
Charged Weapon Damage +10
--------------.
| Cracked Tube |
'--------------'
____________________________________________________________________________
1 upgrade slot
Physical Damage +10
Upgrades: Handle
----------------
Fabric
Reinforced Fabric
Nail It</pre><pre id="faqspan-4">
Anti-skid
Hand Guard
-----------.
| Mole Bone |
'-----------'
____________________________________________________________________________
2 upgrade slots
Physical Damage +12
Upgrades: Tip Upgrades: Handle
------------- ----------------
Heavy Hex Nut Fabric
Old-fashioned Reinforced Fabric
Hammerhead Nail It
Leatherface Anti-skid
Cutting Hand Guard
Gears Iron Guard
Single Nail
Nailbrush
Mole Bone
-----------------.
| Broken Lighting |
'-----------------'
____________________________________________________________________________
2 upgrade slots
Physical Damage +10
Upgrades: Tip Upgrades: Handle
------------- ----------------
Heavy Hex Nut Fabric
Old-fashioned Reinforced Fabric
Hammerhead Nail It
Leatherface Anti-skid
Cutting Hand Guard
Gears Iron Guard
Single Nail
Nailbrush
Mole Bone
----------.
| Iron Bar |
'----------'
____________________________________________________________________________
2 upgrade slots
Physical Damage +14
Upgrades: Tip Upgrades: Handle
------------- ----------------
Hammerhead Leather
Bone Mace Reinforced Fabric
Gears Anti-skid
Gears of War Safety Bolt
Mole Bone Iron Guard
Queen Claws Dust
Dynamo Capacitor
Electro-mace
-------------.
| Copper Tube |
'-------------'
____________________________________________________________________________
2 upgrade slots
Physical Damage +14
Fluid Regeneration +0.05
Upgrades: Tip Upgrades: Handle
------------- ----------------
Bone Mace Reinforced Fabric
Gears of War Safety Bolt
Queen Claws Dust
Dynamo Capacitor
Electro-mace
-----------.
| Steel Bar |
'-----------'
____________________________________________________________________________
2 upgrade slots
Physical Damage +16
Upgrades: Tip Upgrades: Handle
------------- ----------------
Bone Mace Reinforced Fabric
Nutcase Steel Grip
Gears of War Safety Bolt
War Axe Wild Dust
Queen Claws Dust
Pin Head Steel Guard
Dynamo Capacitor
Electro-mace Conductor
Electric Club
==============================================================================
WEAPON UPGRADES [0702]
==============================================================================
You can upgrade weapons by using components found on your journey. These
upgrades help increase your weapon stats and skills. Even after upgrading a
piece of equipment, you can replace and recycle components in favor of another
one, allowing you to respec if you don't like your initial choice or want to
alter battle strategies.
--------------.
| Tip Upgrades |
'--------------'
____________________________________________________________________________
Heavy Hex Nut
-------------
Physical Damage +2
- 2 Scrap Metal
Old-fashioned
-------------
Physical Damage +2
- 2 Cloth
Hammerhead
----------
Physical Damage +2
Physical Damage Reduction +3%
- 1 Cloth
- 2 Hardware
- 2 Scrap Metal
Leatherface
-----------
Physical Damage +4
- 1 Hardware
- 2 Leather
Cutting
-------
Physical Damage +4
Chance of Critical Hit +3%
- 6 Cloth
- 3 Hardware
- 12 Scrap Metal
Bone Mace
---------
Physical Damage +6
Physical Damage Reduction +5%
- 3 Cloth
- 2 Bone
Nutcase
-------
Physical Damage +8
Physical Damage Reduction +4%
- 3 Alloy
Gears
-----
Physical Damage +5
Chance of Critical Hit +5%
- 4 Hardware
- 3 Leather
- 1 Alloy
Gears of War
------------
Physical Damage +8
Chance of Critical Hit +5%
- 4 Hardware
- 3 Leather
- 2 Alloy
War Axe
-------
Physical Damage +10
Chance of Critical Hit +6%
- 3 Hardware
- 4 Leather
- 3 Bone
Single Nail
-----------
Physical Damage +4
- 2 Hardware
- 4 Scrap Metal
Nailbrush
---------
Physical Damage +4
Chance of Wounding +5%
- 10 Hardware
- 1 Leather
Mole Bone
---------
Physical Damage +6
Chance of Wounding +10%
- 2 Cloth
- 2 Hardware
- 1 Bone
Queen Claws
-----------
Physical Damage +8
Chance of Wounding +10%
- 3 Bone
Dynamo
------
Physical Damage +4
Charged Weapon Damage +10
- 6 Hardware
- 1 Electrical Components
Electro-mace
------------
Physical Damage +8
Charged Weapon Damage +5
- 10 Hardware
- 12 Scrap Metal
- 1 Electrical Components
Electric Club
-------------
Physical Damage +6
Charged Weapon Damage +10
- 6 Hardware
- 2 Alloy
- 2 Electrical Components
-----------------.
| Handle Upgrades |
'-----------------'
____________________________________________________________________________
Fabric
------
Chance of Critical Hit +1%
- 1 Cloth
- 4 Scrap Metal
Leather
-------
Chance of Critical Hit +2%
- 2 Cloth
- 1 Leather
Reinforced Fabric
-----------------
Chance of Critical Hit +2%
- 2 Cloth
- 4 Scrap Metal
Steel Grip
----------
Chance of Critical Hit +5%
- 10 Cloth
- 2 Hardware
- 1 Alloy
Nail It
-------
Physical Damage +1
- 4 Cloth
- 4 Hardware
Anti-skid
---------
Physical Damage +1
Physical Damage Reduction +1%
- 2 Cloth
- 2 Leather
Safety Bolt
-----------
Physical Damage +3
Physical Damage Reduction +2%
- 2 Cloth
- 2 Alloy
Wild Dust
---------
Physical Damage +5
- 2 Leather
- 4 Bone
Hand Guard
----------
Physical Damage Reduction +3%
- 2 Cloth
- 6 Scrap Metal
Iron Guard
----------
Physical Damage Reduction +4%
- 4 Cloth
- 12 Scrap Metal
Dust
----
Chance of Critical Hit +3%
Physical Damage Reduction +2%
- 4 Cloth
- 2 Bone
Steel Guard
-----------
Physical Damage Reduction +5%
- 6 Cloth
- 4 Hardware
- 3 Alloy
Capacitor
---------
Fluid Regeneration +0.10
- 6 Hardware
- 2 Scrap Metal
- 1 Electrical Components
Conductor
---------
Fluid Regeneration +0.10
- 6 Hardware
- 2 Scrap Metal
- 1 Electrical Component
==============================================================================
ARMOR [0703]
==============================================================================
--------------.
| Worn Clothes |
'--------------'
____________________________________________________________________________
0 upgrade slots
Physical Damage Reduction +4%
----------------.
| Casual Clothes |
'----------------'
____________________________________________________________________________
0 upgrade slots
Physical Damage Reduction +4%
-----------------.
| Leather Clothes |
'-----------------'
____________________________________________________________________________
0 upgrade slots
Physical Damage Reduction +10%
Electrical Damage Reduction +30%
-----------------------.
| Solid Leather Clothes |
'-----------------------'
____________________________________________________________________________
0 upgrade slots
Physical Damage Reduction +10%
Electrical Damage Reduction +40%
---------------------.
| Torn Prison Uniform |
'---------------------'
____________________________________________________________________________
2 upgrade slots
Physical Damage Reduction +10%
Upgrades: Shoulders Upgrades: Forearms
------------------- ------------------
Leather Leather
Reinforced Leather Reinforced Leather
Metal Metal
---------------------------.
| Reinforced Prison Uniform |
'---------------------------'
____________________________________________________________________________
3 upgrade slots
Physical Damage Reduction +12%
Upgrades: Shoulders Upgrades: Forearms Upgrades: Knees
------------------- ------------------ ---------------
Leather Leather Leather
Reinforced Leather Reinforced Leather Reinforced Leather
Metal Metal Metal
Chitin Chitin Chitin
-----------------.
| Worker's Outfit |
'-----------------'
____________________________________________________________________________
3 upgrade slots
Physical Damage Reduction +12%
Maximum Health +25
Upgrades: Shoulders Upgrades: Forearms Upgrades: Knees
------------------- ------------------ ---------------
Leather Leather Leather
Reinforced Leather Reinforced Leather Reinforced Leather
Metal Metal Metal
Chitin Chitin Chitin
Composite Composite Composite
Reinforced Metal Reinforced Metal Reinforced Metal
-----------------.
| Leather Uniform |
'-----------------'
____________________________________________________________________________
3 upgrade slots
Physical Damage Reduction +15%
Electrical Damage Reduction +10%
Upgrades: Shoulders Upgrades: Forearms Upgrades: Knees
------------------- ------------------ ---------------
Leather Leather Leather
Reinforced Leather Reinforced Leather Reinforced Leather
Metal Metal Metal
Chitin Chitin Chitin
Composite Composite Composite
Reinforced Metal Reinforced Metal Reinforced Metal
Technowarrior Technowarrior Technowarrior
Wild Dust Wild Dust Wild Dust
---------------------.
| Technician's Outfit |
'---------------------'
____________________________________________________________________________
3 upgrade slots
Physical Damage Reduction +15%
Maximum Health +25
Upgrades: Shoulders Upgrades: Forearms Upgrades: Knees
------------------- ------------------ ---------------
Leather Leather Leather
Reinforced Leather Reinforced Leather Reinforced Leather
Metal Metal Metal
Chitin Chitin Chitin
Composite Composite Composite
Reinforced Metal Reinforced Metal Reinforced Metal
Technowarrior Technowarrior Technowarrior
Wild Dust Wild Dust Wild Dust
Strong Alloy Strong Alloy Strong Alloy
==============================================================================
ARMOR UPGRADES [0704]
==============================================================================
You can upgrade armor by using components found on your journey. These
upgrades help increase your armor stats and skills. Even after upgrading a
piece of equipment, you can replace and recycle components in favor of another
one, allowing you to respec if you don't like your initial choice or want to
alter battle strategies.
-------------------.
| Shoulder Upgrades |
'-------------------'
____________________________________________________________________________
Leather
-------
Physical Damage Reduction +3%
- 4 Cloth
Reinforced Leather
------------------
Physical Damage Reduction +7%
- 2 Hardware
- 2 Leather
Metal
-----
Physical Damage Reduction +5%
Electrical Damage Reduction +12%
- 6 Cloth
- 4 Hardware
- 8 Scrap Metal
Chitin
------
Physical Damage Reduction +7%
Health Regeneration +0.06
- 4 Cloth
- 4 Leather
Composite
---------
Physical Damage Reduction +7%
Fluid Regeneration +0.12
- 8 Hardware
- 1 Alloy
Reinforced Metal
----------------
Physical Damage Reduction +10%
- 4 Hardware
- 1 Leather
- 1 Alloy
Technowarrior
-------------
Physical Damage Reduction +10%
Electrical Damage Reduction +18%
- 12 Hardware
- 20 Scrap Metal
- 6 Leather
Wild Dust
---------
Physical Damage Reduction +11%
Health Regeneration +0.12
- 6 Scrap Metal
- 5 Leather
- 4 Bone
Strong Alloy
------------
Physical Damage Reduction +14%
- 6 Hardware
- 4 Leather
- 6 Alloy
------------------.
| Forearm Upgrades |
'------------------'
____________________________________________________________________________
Leather
-------
Physical Damage Reduction +2%
- 4 Cloth
Reinforced Leather
------------------
Physical Damage Reduction +6%
- 2 Hardware
- 2 Leather
Metal
-----
Physical Damage Reduction +4%
Electrical Damage Reduction +10%
- 6 Cloth
- 4 Hardware
- 8 Scrap Metal
Chitin
------
Physical Damage Reduction +6%
Health Regeneration +0.05
- 4 Cloth
- 4 Leather
Composite
---------
Physical Damage Reduction +6%
Fluid Regeneration +0.10
- 8 Hardware
- 1 Alloy
Reinforced Metal
----------------
Physical Damage Reduction +8%
- 4 Hardware
- 1 Leather
- 1 Alloy
Technowarrior
-------------
Physical Damage Reduction +8%
Electrical Damage Reduction +15%
- 12 Hardware
- 20 Scrap Metal
- 6 Leather
Wild Dust
---------
Physical Damage Reduction +9%
Health Regeneration +0.10
- 6 Scrap Metal
- 5 Leather
- 4 Bone
Strong Alloy
------------
Physical Damage Reduction +12%
- 6 Hardware
- 4 Leather
- 6 Alloy
---------------.
| Knee Upgrades |
'---------------'
____________________________________________________________________________
Leather
-------
Physical Damage Reduction +1%
- 4 Cloth
Reinforced Leather
------------------
Physical Damage Reduction +5%
- 2 Hardware
- 2 Leather
Metal
-----
Physical Damage Reduction +3%
Electrical Damage Reduction +8%
- 6 Cloth
- 4 Hardware
- 8 Scrap Metal
Chitin
------
Physical Damage Reduction +5%
Health Regeneration +0.04
- 4 Cloth
- 4 Leather
Composite
---------
Physical Damage Reduction +5%
Fluid Regeneration +0.08
- 8 Hardware
- 1 Alloy
Reinforced Metal
----------------
Physical Damage Reduction +6%
- 4 Hardware
- 1 Leather
- 1 Alloy
Technowarrior
-------------
Physical Damage Reduction +6%
Electrical Damage Reduction +12%
- 12 Hardware
- 20 Scrap Metal
- 6 Leather
Wild Dust
---------
Physical Damage Reduction +7%
Health Regeneration +0.08
- 6 Scrap Metal
- 5 Leather
- 4 Bone
Strong Alloy
------------
Physical Damage Reduction +10%
- 6 Hardware
- 4 Leather
- 6 Alloy
______________________________________________________________________________
==============================================================================
[8] ITEMS [0800]
==============================================================================
Items come most in handy during battles, since items vary from ammunition to
health-replenishing vials. They come in all variations and can be obtained by
looting enemies, opening crates, or from merchants.
==============================================================================
ITEMS [0801]
==============================================================================
Here is a list of the game's items. They range from ammo to weapons used in
battle.
---------------.
| Nail Gun Ammo |
'---------------'
____________________________________________________________________________
Metallic projectiles causing serious damage from a distance when used with a
nail gun.
-----------------------.
| Health Injection Pack |
'-----------------------'
____________________________________________________________________________
Quickly restores health.
----------------------.
| Fluid Injection Pack |
'----------------------'
____________________________________________________________________________
This injection gives you fluid quickly. Speeds up fluid regeneration.
------------------.
| Handmade Grenade |
'------------------'
____________________________________________________________________________
Handmade explosive that explodes on impact.
----------------.
| Explosive Trap |
'----------------'
____________________________________________________________________________
Handmade explosive that, once laid on the ground, will explode at enemy
contact.
==============================================================================
COMPONENTS [0802]
==============================================================================
Components are materials found in chests and from fallen enemies, and are used
to construct equipment upgrades.
-------.
| Cloth |
'-------'
____________________________________________________________________________
Bits of cloth that can be used to craft standard weapon and armor upgrades.
-------------.
| Scrap Metal |
'-------------'
____________________________________________________________________________
Bits of metal that can be used as components for the crafting of weapons and
armor upgrades.
----------.
| Hardware |
'----------'
____________________________________________________________________________
Wires, screws, bolts, nuts and other devices essential to the crafting of
any sort of item, from traps and ammo to weapon and armor upgrades.
---------.
| Leather |
'---------'
____________________________________________________________________________
Pieces of tanned mole hide, the flexibility and resistance of which make
them valued components for the crafting of quality weapons and armor
upgrades.
------.
| Bone |
'------'
____________________________________________________________________________
Bones of various animals that can be used to upgrade objects.
-------.
| Alloy |
'-------'
____________________________________________________________________________
Metallic parts the strength and resistance of which make them valued
components for the crafting of quality weapon and armor upgrades.
---------------------.
| Chemical Components |
'---------------------'
____________________________________________________________________________
Chemical components that can be used to create injections and explosives.
-----------------------.
| Electrical Components |
'-----------------------'
____________________________________________________________________________
Rare electrical components that can be used to create the best arms and
armor upgrades.
______________________________________________________________________________
==============================================================================
[9] ACHIEVEMENTS [0900]
==============================================================================
Here are all the Achievements found in the game, in alphabetical order.
-----------------------.
| Aurora Execution (15) |
'-----------------------'
____________________________________________________________________________
Finish Chapter 2 at any difficulty level
Strategy
--------
Storyline progression. You unlock this Achievement after completing the
story mission "Choose a Side".
--------------------.
| Completionist (50) |
'--------------------'
____________________________________________________________________________
Finish all of the secondary quests in Mars: War Logs
Strategy
--------
This can be very challenging without the aid of a walkthrough - some side
missions can be missed depending on your dialogue choices throughout the
game. Here is a list of the sidequests necessary to unlocking this
Achievement (see Section 5 for detailed coverage):
Chapter 1:
- Handyman's Assistance
- Mean Dogs
- The Blues
- Escape Together
- An Explosive Plan
- The Lucky Charm
- Another Face
Chapter 2:
- Requiem for Dreamers
- The Dealer
- False Identification
- A Bartender With No ID
- Smuggling
- Working for Charity
- The Exhibitionist
- The Bad Payer
- The Transporter
- The Mafia's Threats
- Fidelity Lost
- The Coin Killer
Chapter 3:
- Theft From the Stores
- A Helping Hand for the Mutants
- Sympathy for the Farmer
- Coin Killer Strikes Again
--------------.
| Crowbar (30) |
'--------------'
____________________________________________________________________________
Empty 50 containers
Strategy
--------
Containers include purple and blue crates. They are prominent features in
Mars: War Logs and, if you are a diligent snooper, you should get this
some point during Chapter 2.
----------------.
| Good Start (5) |
'----------------'
____________________________________________________________________________
Upgrade a skill
Strategy
--------
Easy, and practically an unmissable Achievement. After leveling up for the
first time, spend one of your skill points.
--------------------.
| Hard as Nails (50) |
'--------------------'
____________________________________________________________________________
Finish the game in Difficult mode
Strategy
--------
Simply beat the game on the required difficulty (the main walkthrough is
based on the Medium difficulty). I recommend that you beat the game at least
once so you are a bit more experienced. In addition, it is suggested that
you follow the bad route so you have access to more Serum and generally have
an easier time.
-----------------------------.
| Hero of the Resistance (20) |
'-----------------------------'
____________________________________________________________________________
Finish the game with the Resistance at any difficulty level
Strategy
--------
It doesn't matter what difficulty you are playing on so long as you side
with the Resistance in the Chapter 2 mission "Choose a Side" and complete
the final story mission. Make a save point before or during this quest so
that you don't have to restart the entire game over again if you want to
play again on the other faction.
--------------------.
| Man of Honour (20) |
'--------------------'
____________________________________________________________________________
Finish the game with Honour Grant at any difficulty level
Strategy
--------
It doesn't matter what difficulty you are playing on so long as you side
with Honour Grant in the Chapter 2 mission "Choose a Side" and complete the
final story mission. Make a save point before or during this quest so that
you don't have to restart the entire game over again if you want to play
again on the other faction.
-------------.
| Mentor (30) |
'-------------'
____________________________________________________________________________
Influence Innocence's personality during your conversations
Strategy
--------
During your partnership with Innocence in Chapters 1 and 2, make sure to
talk to him with Y and engage in conversation. The dialogue choices do not
matter here, so just exhaust all possible conversation options. Innocence
will no longer be an active companion following Chapter 2, so when you begin
Chapter 3 the Achievement should pop up.
--------------.
| Mutant (100) |
'--------------'
____________________________________________________________________________
Finish the game in Extreme mode
Strategy
--------
Simply beat the game on the required difficulty (the main walkthrough is
based on the Medium difficulty). I recommend that you beat the game at least
once so you are a bit more experienced. In addition, it is suggested that
you follow the bad route so you have access to more Serum and generally have
an easier time.
-------------------.
| Pest Control (10) |
'-------------------'
____________________________________________________________________________
Kill 15 moles
Strategy
--------
Moles are enemies commonly found in the Drilling Well (Chapter 1),
Shadowlair: Undercity (Chapter 2), and the Agricultural Zone (Chapter 3).
But 15 is a small amount and you should get it during Chapter 1.
-------------------.
| Plot Smasher (20) |
'-------------------'
____________________________________________________________________________
Finish Chapter 3 at any difficulty level
Strategy
--------
Storyline progression. You unlock this Achievement after completing the
story mission "Political Prisoners" (Resistance) or "Shadowy Experiments"
(Honour).
----------------.
| Recycling (10) |
'----------------'
____________________________________________________________________________
Upgrade an object
Strategy
--------
If you have a weapon or armor with at least one upgrade slot, press X in the
inventory menu and use components to upgrade it. Upgrading equipment is
essential to survival so you should unlock this Achievement very early in
the game.
-----------------.
| Specialist (30) |
'-----------------'
____________________________________________________________________________
Unlock every skill and upgrade in a single skill tree
Strategy
--------
First and foremost, this Achievement is a lot easier if you unlock the
"Quick Learner", "Combat Spirit", and "Combat Genius" character feats: this
gives you boosted XP from defeated enemies. In turn, you level up quicker.
With this in mind, and assuming that you are dedicating all your skill
points to a single tree and a single tree only, you should be able to max
one out at around Level 20. I ended the game with a Level 26 character, so
you should have some leeway if you chose to deviate a bit.
-----------------------.
| The Great Escape (10) |
'-----------------------'
____________________________________________________________________________
Finish Chapter 1 at any difficulty level
Strategy
--------
Storyline progression. You unlock this Achievement after completing the
story mission "The Great Escape".
______________________________________________________________________________
==============================================================================
[10] THANKS/CREDITS [1000]
==============================================================================
Of course, this guide couldn't have been made without some extra help. Here is
a shoutout to everyone who made this FAQ possible:
CJayC: For being an awesome host of an awesome site.
Eternal Czar Smapdi: For being the best co-author anyone could have, and for
being yourself.
FESBians: Because you're cool.
You: For reading this FAQ.
------------------------------------------------------------------------------
LEGAL
------------------------------------------------------------------------------
This document is copyright (c) DomZ Ninja 2014.
This document may be found on the following sites:
* GameFAQs -
http://www.gamefaqs.com
* GameSpot -
http://www.gamespot.com
* IGN -
http://faqs.ign.com
* Super Cheats -
http://www.supercheats.com
* Neoseeker -
http://www.neoseeker.com
* HonestGamers -
http://www.honestgamers.com
The latest update of this document can always be found on GameFAQs.
Other sites may use this document, but only with my permission. If you see
this document on a website not listed above, please email me. Do not edit or
alter this document in any way. Do not steal anything from this document. Do
not host or distribute this document for profit. That is plagiarism, and it is
against the law.
If you have any questions, comments, or anything that you would like to add to
this guide, then feel free to email me. My email address is found at the top
of this guide. However, if you do email me, please include the name of the
game in the title. Lastly, thanks for reading and using this FAQ. If you like
this FAQ, then please recommend it to others by clicking the "recommend"
button at the top of the guide. :]
http://www.gamefaqs.com/features/recognition/52173.html
"So I ran 'til I couldn't, and I screamed 'til my voice was gone, I believed
what I shouldn't have, I don't know why, these memories are nothing to me just
salt in the wound"
- Bad Suns
______________________________________________________________________________
END OF DOCUMENT