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 __            /  /            ,--.           __                  _
|  |          /  /|           /  / \         |  ||\___          ,' |---.
|\ |\        /  / |          /  /\  \        |  |'-\  `-.      /  ,'___|`-.
| \| \      /  /  |         /  /  \  \       |  |   `-.  \    |  (      \  \
|  |  \    |  /|  |        /\ /    \  \      |  |___   )  |    \  `-.__  `-'
|  |\  \   | / |  |       /  /,-----'  \     |  |   |-' _,'     `.__|  |_
|  | \  \  |/  |  |      /  //\_______  \    |  |---'\  \           '--| `.
|  |  \  \,|   |  |   |\/  /'--'      \  \   |  |    |  |      .-.     |  |
|  |   \ | |   |  |   '-\_/            \  \  |  |    |  |      \  `.__,|  |
|  |    \| |   '--'                     \__\ |  |    |  |       `._/   / ,'
|_ |     |/                                  '--'     \  \         `--/,'
 '-'                                                   `--'
                                     _     __              __    __    __
                            \    /  /_\   |__)       |    /  \  /  _  (__`
                             \/\/  /   \  |  \       |__  \__/  \__/  .__)


______________________________________________________________________________
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                               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.

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* Super Cheats - http://www.supercheats.com
* Neoseeker    - http://www.neoseeker.com
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The latest update of this document can always be found on GameFAQs.

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If you have any questions, comments, or anything that you would like to add to
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"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
______________________________________________________________________________
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