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    FAQ/Walkthrough by DomZ Ninja

    Version: 1.0 | Updated: 03/04/14 | Search Guide | Bookmark Guide

    
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               Winner of the GameFAQs FAQ of the Month for January 2014
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     |  | \  \  |/  |  |      /  //\_______  \    |  |---'\  \           '--| `.
     |  |  \  \,|   |  |   |\/  /'--'      \  \   |  |    |  |      .-.     |  |
     |  |   \ | |   |  |   '-\_/            \  \  |  |    |  |      \  `.__,|  |
     |  |    \| |   '--'                     \__\ |  |    |  |       `._/   / ,'
     |_ |     |/                                  '--'     \  \         `--/,'
      '-'                                                   `--'
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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
      ---------
      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
      -----------------
      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
      Anti-skid
      Hand Guard
    
    
    .-----------.
    | Mole Bone |
    '-----------'
      ____________________________________________________________________________
    
      2 upgrade slots
      Physical Damage +12
    
    
      Upgrades: Tip            Upgrades: Handle
      -------------            ----------------
      Heavy Hex Nut            Fabric
      Old-fashioned            Reinforced Fabric
      Hammerhead               Nail It
      Leatherface              Anti-skid
      Cutting                  Hand Guard
      Gears                    Iron Guard
      Single Nail
      Nailbrush
      Mole Bone
    
    
    .-----------------.
    | Broken Lighting |
    '-----------------'
      ____________________________________________________________________________
    
      2 upgrade slots
      Physical Damage +10
    
    
      Upgrades: Tip            Upgrades: Handle
      -------------            ----------------
      Heavy Hex Nut            Fabric
      Old-fashioned            Reinforced Fabric
      Hammerhead               Nail It
      Leatherface              Anti-skid
      Cutting                  Hand Guard
      Gears                    Iron Guard
      Single Nail
      Nailbrush
      Mole Bone
    
    
    .----------.
    | Iron Bar |
    '----------'
      ____________________________________________________________________________
    
      2 upgrade slots
      Physical Damage +14
    
    
      Upgrades: Tip            Upgrades: Handle
      -------------            ----------------
      Hammerhead               Leather
      Bone Mace                Reinforced Fabric
      Gears                    Anti-skid
      Gears of War             Safety Bolt
      Mole Bone                Iron Guard
      Queen Claws              Dust
      Dynamo                   Capacitor
      Electro-mace
    
    
    .-------------.
    | Copper Tube |
    '-------------'
      ____________________________________________________________________________
    
      2 upgrade slots
      Physical Damage +14
      Fluid Regeneration +0.05
    
    
      Upgrades: Tip            Upgrades: Handle
      -------------            ----------------
      Bone Mace                Reinforced Fabric
      Gears of War             Safety Bolt
      Queen Claws              Dust
      Dynamo                   Capacitor
      Electro-mace
    
    
    .-----------.
    | Steel Bar |
    '-----------'
      ____________________________________________________________________________
    
      2 upgrade slots
      Physical Damage +16
    
    
      Upgrades: Tip            Upgrades: Handle
      -------------            ----------------
      Bone Mace                Reinforced Fabric
      Nutcase                  Steel Grip
      Gears of War             Safety Bolt
      War Axe                  Wild Dust
      Queen Claws              Dust
      Pin Head                 Steel Guard
      Dynamo                   Capacitor
      Electro-mace             Conductor
      Electric Club
    
    
    ==============================================================================
     WEAPON UPGRADES                                                        [0702]
    ==============================================================================
    
    You can upgrade weapons by using components found on your journey. These
    upgrades help increase your weapon stats and skills. Even after upgrading a
    piece of equipment, you can replace and recycle components in favor of another
    one, allowing you to respec if you don't like your initial choice or want to
    alter battle strategies.
    
    
    .--------------.
    | Tip Upgrades |
    '--------------'
      ____________________________________________________________________________
    
      Heavy Hex Nut
      -------------
      Physical Damage +2
      - 2 Scrap Metal
    
    
      Old-fashioned
      -------------
      Physical Damage +2
      - 2 Cloth
    
    
      Hammerhead
      ----------
      Physical Damage +2
      Physical Damage Reduction +3%
      - 1 Cloth
      - 2 Hardware
      - 2 Scrap Metal
    
    
      Leatherface
      -----------
      Physical Damage +4
      - 1 Hardware
      - 2 Leather
    
    
      Cutting
      -------
      Physical Damage +4
      Chance of Critical Hit +3%
      - 6 Cloth
      - 3 Hardware
      - 12 Scrap Metal
    
    
      Bone Mace
      ---------
      Physical Damage +6
      Physical Damage Reduction +5%
      - 3 Cloth
      - 2 Bone
    
    
      Nutcase
      -------
      Physical Damage +8
      Physical Damage Reduction +4%
      - 3 Alloy
    
    
      Gears
      -----
      Physical Damage +5
      Chance of Critical Hit +5%
      - 4 Hardware
      - 3 Leather
      - 1 Alloy
    
    
      Gears of War
      ------------
      Physical Damage +8
      Chance of Critical Hit +5%
      - 4 Hardware
      - 3 Leather
      - 2 Alloy
    
    
      War Axe
      -------
      Physical Damage +10
      Chance of Critical Hit +6%
      - 3 Hardware
      - 4 Leather
      - 3 Bone
    
    
      Single Nail
      -----------
      Physical Damage +4
      - 2 Hardware
      - 4 Scrap Metal
    
    
      Nailbrush
      ---------
      Physical Damage +4
      Chance of Wounding +5%
      - 10 Hardware
      - 1 Leather
    
    
      Mole Bone
      ---------
      Physical Damage +6
      Chance of Wounding +10%
      - 2 Cloth
      - 2 Hardware
      - 1 Bone
    
    
      Queen Claws
      -----------
      Physical Damage +8
      Chance of Wounding +10%
      - 3 Bone
    
    
      Dynamo
      ------
      Physical Damage +4
      Charged Weapon Damage +10
      - 6 Hardware
      - 1 Electrical Components
    
    
      Electro-mace
      ------------
      Physical Damage +8
      Charged Weapon Damage +5
      - 10 Hardware
      - 12 Scrap Metal
      - 1 Electrical Components
    
    
      Electric Club
      -------------
      Physical Damage +6
      Charged Weapon Damage +10
      - 6 Hardware
      - 2 Alloy
      - 2 Electrical Components
    
    
    .-----------------.
    | Handle Upgrades |
    '-----------------'
      ____________________________________________________________________________
    
      Fabric
      ------
      Chance of Critical Hit +1%
      - 1 Cloth
      - 4 Scrap Metal
    
    
      Leather
      -------
      Chance of Critical Hit +2%
      - 2 Cloth
      - 1 Leather
    
    
      Reinforced Fabric
      -----------------
      Chance of Critical Hit +2%
      - 2 Cloth
      - 4 Scrap Metal
    
    
      Steel Grip
      ----------
      Chance of Critical Hit +5%
      - 10 Cloth
      - 2 Hardware
      - 1 Alloy
    
    
      Nail It
      -------
      Physical Damage +1
      - 4 Cloth
      - 4 Hardware
    
    
      Anti-skid
      ---------
      Physical Damage +1
      Physical Damage Reduction +1%
      - 2 Cloth
      - 2 Leather
    
    
      Safety Bolt
      -----------
      Physical Damage +3
      Physical Damage Reduction +2%
      - 2 Cloth
      - 2 Alloy
    
    
      Wild Dust
      ---------
      Physical Damage +5
      - 2 Leather
      - 4 Bone
    
    
      Hand Guard
      ----------
      Physical Damage Reduction +3%
      - 2 Cloth
      - 6 Scrap Metal
    
    
      Iron Guard
      ----------
      Physical Damage Reduction +4%
      - 4 Cloth
      - 12 Scrap Metal
    
    
      Dust
      ----
      Chance of Critical Hit +3%
      Physical Damage Reduction +2%
      - 4 Cloth
      - 2 Bone
    
    
      Steel Guard
      -----------
      Physical Damage Reduction +5%
      - 6 Cloth
      - 4 Hardware
      - 3 Alloy
    
    
      Capacitor
      ---------
      Fluid Regeneration +0.10
      - 6 Hardware
      - 2 Scrap Metal
      - 1 Electrical Components
    
    
      Conductor
      ---------
      Fluid Regeneration +0.10
      - 6 Hardware
      - 2 Scrap Metal
      - 1 Electrical Component
    
    
    ==============================================================================
     ARMOR                                                                  [0703]
    ==============================================================================
    
    .--------------.
    | Worn Clothes |
    '--------------'
      ____________________________________________________________________________
    
      0 upgrade slots
      Physical Damage Reduction +4%
    
    
    .----------------.
    | Casual Clothes |
    '----------------'
      ____________________________________________________________________________
    
      0 upgrade slots
      Physical Damage Reduction +4%
    
    
    .-----------------.
    | Leather Clothes |
    '-----------------'
      ____________________________________________________________________________
    
      0 upgrade slots
      Physical Damage Reduction +10%
      Electrical Damage Reduction +30%
    
    
    .-----------------------.
    | Solid Leather Clothes |
    '-----------------------'
      ____________________________________________________________________________
    
      0 upgrade slots
      Physical Damage Reduction +10%
      Electrical Damage Reduction +40%
    
    
    .---------------------.
    | Torn Prison Uniform |
    '---------------------'
      ____________________________________________________________________________
    
      2 upgrade slots
      Physical Damage Reduction +10%
    
    
      Upgrades: Shoulders          Upgrades: Forearms
      -------------------          ------------------
      Leather                      Leather
      Reinforced Leather           Reinforced Leather
      Metal                        Metal
    
    
    .---------------------------.
    | Reinforced Prison Uniform |
    '---------------------------'
      ____________________________________________________________________________
    
      3 upgrade slots
      Physical Damage Reduction +12%
    
    
      Upgrades: Shoulders          Upgrades: Forearms          Upgrades: Knees
      -------------------          ------------------          ---------------
      Leather                      Leather                     Leather
      Reinforced Leather           Reinforced Leather          Reinforced Leather
      Metal                        Metal                       Metal
      Chitin                       Chitin                      Chitin
    
    
    .-----------------.
    | Worker's Outfit |
    '-----------------'
      ____________________________________________________________________________
    
      3 upgrade slots
      Physical Damage Reduction +12%
      Maximum Health +25
    
    
      Upgrades: Shoulders          Upgrades: Forearms          Upgrades: Knees
      -------------------          ------------------          ---------------
      Leather                      Leather                     Leather
      Reinforced Leather           Reinforced Leather          Reinforced Leather
      Metal                        Metal                       Metal
      Chitin                       Chitin                      Chitin
      Composite                    Composite                   Composite
      Reinforced Metal             Reinforced Metal            Reinforced Metal
    
    
    .-----------------.
    | Leather Uniform |
    '-----------------'
      ____________________________________________________________________________
    
      3 upgrade slots
      Physical Damage Reduction +15%
      Electrical Damage Reduction +10%
    
    
      Upgrades: Shoulders          Upgrades: Forearms          Upgrades: Knees
      -------------------          ------------------          ---------------
      Leather                      Leather                     Leather
      Reinforced Leather           Reinforced Leather          Reinforced Leather
      Metal                        Metal                       Metal
      Chitin                       Chitin                      Chitin
      Composite                    Composite                   Composite
      Reinforced Metal             Reinforced Metal            Reinforced Metal
      Technowarrior                Technowarrior               Technowarrior
      Wild Dust                    Wild Dust                   Wild Dust
    
    
    .---------------------.
    | Technician's Outfit |
    '---------------------'
      ____________________________________________________________________________
    
      3 upgrade slots
      Physical Damage Reduction +15%
      Maximum Health +25
    
    
      Upgrades: Shoulders          Upgrades: Forearms          Upgrades: Knees
      -------------------          ------------------          ---------------
      Leather                      Leather                     Leather
      Reinforced Leather           Reinforced Leather          Reinforced Leather
      Metal                        Metal                       Metal
      Chitin                       Chitin                      Chitin
      Composite                    Composite                   Composite
      Reinforced Metal             Reinforced Metal            Reinforced Metal
      Technowarrior                Technowarrior               Technowarrior
      Wild Dust                    Wild Dust                   Wild Dust
      Strong Alloy                 Strong Alloy                Strong Alloy
    
    
    ==============================================================================
     ARMOR UPGRADES                                                         [0704]
    ==============================================================================
    
    You can upgrade armor by using components found on your journey. These
    upgrades help increase your armor stats and skills. Even after upgrading a
    piece of equipment, you can replace and recycle components in favor of another
    one, allowing you to respec if you don't like your initial choice or want to
    alter battle strategies.
    
    
    .-------------------.
    | Shoulder Upgrades |
    '-------------------'
      ____________________________________________________________________________
    
      Leather
      -------
      Physical Damage Reduction +3%
      - 4 Cloth
    
    
      Reinforced Leather
      ------------------
      Physical Damage Reduction +7%
      - 2 Hardware
      - 2 Leather
    
    
      Metal
      -----
      Physical Damage Reduction +5%
      Electrical Damage Reduction +12%
      - 6 Cloth
      - 4 Hardware
      - 8 Scrap Metal
    
    
      Chitin
      ------
      Physical Damage Reduction +7%
      Health Regeneration +0.06
      - 4 Cloth
      - 4 Leather
    
    
      Composite
      ---------
      Physical Damage Reduction +7%
      Fluid Regeneration +0.12
      - 8 Hardware
      - 1 Alloy
    
    
      Reinforced Metal
      ----------------
      Physical Damage Reduction +10%
      - 4 Hardware
      - 1 Leather
      - 1 Alloy
    
    
      Technowarrior
      -------------
      Physical Damage Reduction +10%
      Electrical Damage Reduction +18%
      - 12 Hardware
      - 20 Scrap Metal
      - 6 Leather
    
    
      Wild Dust
      ---------
      Physical Damage Reduction +11%
      Health Regeneration +0.12
      - 6 Scrap Metal
      - 5 Leather
      - 4 Bone
    
    
      Strong Alloy
      ------------
      Physical Damage Reduction +14%
      - 6 Hardware
      - 4 Leather
      - 6 Alloy
    
    
    .------------------.
    | Forearm Upgrades |
    '------------------'
      ____________________________________________________________________________
    
      Leather
      -------
      Physical Damage Reduction +2%
      - 4 Cloth
    
    
      Reinforced Leather
      ------------------
      Physical Damage Reduction +6%
      - 2 Hardware
      - 2 Leather
    
    
      Metal
      -----
      Physical Damage Reduction +4%
      Electrical Damage Reduction +10%
      - 6 Cloth
      - 4 Hardware
      - 8 Scrap Metal
    
    
      Chitin
      ------
      Physical Damage Reduction +6%
      Health Regeneration +0.05
      - 4 Cloth
      - 4 Leather
    
    
      Composite
      ---------
      Physical Damage Reduction +6%
      Fluid Regeneration +0.10
      - 8 Hardware
      - 1 Alloy
    
    
      Reinforced Metal
      ----------------
      Physical Damage Reduction +8%
      - 4 Hardware
      - 1 Leather
      - 1 Alloy
    
    
      Technowarrior
      -------------
      Physical Damage Reduction +8%
      Electrical Damage Reduction +15%
      - 12 Hardware
      - 20 Scrap Metal
      - 6 Leather
    
    
      Wild Dust
      ---------
      Physical Damage Reduction +9%
      Health Regeneration +0.10
      - 6 Scrap Metal
      - 5 Leather
      - 4 Bone
    
    
      Strong Alloy
      ------------
      Physical Damage Reduction +12%
      - 6 Hardware
      - 4 Leather
      - 6 Alloy
    
    
    .---------------.
    | Knee Upgrades |
    '---------------'
      ____________________________________________________________________________
    
      Leather
      -------
      Physical Damage Reduction +1%
      - 4 Cloth
    
    
      Reinforced Leather
      ------------------
      Physical Damage Reduction +5%
      - 2 Hardware
      - 2 Leather
    
    
      Metal
      -----
      Physical Damage Reduction +3%
      Electrical Damage Reduction +8%
      - 6 Cloth
      - 4 Hardware
      - 8 Scrap Metal
    
    
      Chitin
      ------
      Physical Damage Reduction +5%
      Health Regeneration +0.04
      - 4 Cloth
      - 4 Leather
    
    
      Composite
      ---------
      Physical Damage Reduction +5%
      Fluid Regeneration +0.08
      - 8 Hardware
      - 1 Alloy
    
    
      Reinforced Metal
      ----------------
      Physical Damage Reduction +6%
      - 4 Hardware
      - 1 Leather
      - 1 Alloy
    
    
      Technowarrior
      -------------
      Physical Damage Reduction +6%
      Electrical Damage Reduction +12%
      - 12 Hardware
      - 20 Scrap Metal
      - 6 Leather
    
    
      Wild Dust
      ---------
      Physical Damage Reduction +7%
      Health Regeneration +0.08
      - 6 Scrap Metal
      - 5 Leather
      - 4 Bone
    
    
      Strong Alloy
      ------------
      Physical Damage Reduction +10%
      - 6 Hardware
      - 4 Leather
      - 6 Alloy
    
    
    ______________________________________________________________________________
    ==============================================================================
    
    [8] ITEMS                                                               [0800]
    
    ==============================================================================
    
    Items come most in handy during battles, since items vary from ammunition to
    health-replenishing vials. They come in all variations and can be obtained by
    looting enemies, opening crates, or from merchants.
    
    
    ==============================================================================
     ITEMS                                                                  [0801]
    ==============================================================================
    
    Here is a list of the game's items. They range from ammo to weapons used in
    battle.
    
    
    .---------------.
    | Nail Gun Ammo |
    '---------------'
      ____________________________________________________________________________
    
      Metallic projectiles causing serious damage from a distance when used with a
      nail gun.
    
    
    .-----------------------.
    | Health Injection Pack |
    '-----------------------'
      ____________________________________________________________________________
    
      Quickly restores health.
    
    
    .----------------------.
    | Fluid Injection Pack |
    '----------------------'
      ____________________________________________________________________________
    
      This injection gives you fluid quickly. Speeds up fluid regeneration.
    
    
    .------------------.
    | Handmade Grenade |
    '------------------'
      ____________________________________________________________________________
    
      Handmade explosive that explodes on impact.
    
    
    .----------------.
    | Explosive Trap |
    '----------------'
      ____________________________________________________________________________
    
      Handmade explosive that, once laid on the ground, will explode at enemy
      contact.
    
    
    ==============================================================================
     COMPONENTS                                                             [0802]
    ==============================================================================
    
    Components are materials found in chests and from fallen enemies, and are used
    to construct equipment upgrades.
    
    
    .-------.
    | Cloth |
    '-------'
      ____________________________________________________________________________
    
      Bits of cloth that can be used to craft standard weapon and armor upgrades.
    
    
    .-------------.
    | Scrap Metal |
    '-------------'
      ____________________________________________________________________________
    
      Bits of metal that can be used as components for the crafting of weapons and
      armor upgrades.
    
    
    .----------.
    | Hardware |
    '----------'
      ____________________________________________________________________________
    
      Wires, screws, bolts, nuts and other devices essential to the crafting of
      any sort of item, from traps and ammo to weapon and armor upgrades.
    
    
    .---------.
    | Leather |
    '---------'
      ____________________________________________________________________________
    
      Pieces of tanned mole hide, the flexibility and resistance of which make
      them valued components for the crafting of quality weapons and armor
      upgrades.
    
    
    .------.
    | Bone |
    '------'
      ____________________________________________________________________________
    
      Bones of various animals that can be used to upgrade objects.
    
    
    .-------.
    | Alloy |
    '-------'
      ____________________________________________________________________________
    
      Metallic parts the strength and resistance of which make them valued
      components for the crafting of quality weapon and armor upgrades.
    
    
    .---------------------.
    | Chemical Components |
    '---------------------'
      ____________________________________________________________________________
    
      Chemical components that can be used to create injections and explosives.
    
    
    .-----------------------.
    | Electrical Components |
    '-----------------------'
      ____________________________________________________________________________
    
      Rare electrical components that can be used to create the best arms and
      armor upgrades.
    
    
    ______________________________________________________________________________
    ==============================================================================
    
    [9] ACHIEVEMENTS                                                        [0900]
    
    ==============================================================================
    
    Here are all the Achievements found in the game, in alphabetical order.
    
    
    .-----------------------.
    | Aurora Execution (15) |
    '-----------------------'
      ____________________________________________________________________________
    
      Finish Chapter 2 at any difficulty level
      
      
      Strategy
      --------
      Storyline progression. You unlock this Achievement after completing the
      story mission "Choose a Side".
    
    
    .--------------------.
    | Completionist (50) |
    '--------------------'
      ____________________________________________________________________________
    
      Finish all of the secondary quests in Mars: War Logs
    
    
      Strategy
      --------
      This can be very challenging without the aid of a walkthrough - some side
      missions can be missed depending on your dialogue choices throughout the
      game. Here is a list of the sidequests necessary to unlocking this
      Achievement (see Section 5 for detailed coverage):
    
      Chapter 1:
      - Handyman's Assistance
      - Mean Dogs
      - The Blues
      - Escape Together
      - An Explosive Plan
      - The Lucky Charm
      - Another Face
    
      Chapter 2:
      - Requiem for Dreamers
      - The Dealer
      - False Identification
      - A Bartender With No ID
      - Smuggling
      - Working for Charity
      - The Exhibitionist
      - The Bad Payer
      - The Transporter
      - The Mafia's Threats
      - Fidelity Lost
      - The Coin Killer
    
      Chapter 3:
      - Theft From the Stores
      - A Helping Hand for the Mutants
      - Sympathy for the Farmer
      - Coin Killer Strikes Again
    
    
    .--------------.
    | Crowbar (30) |
    '--------------'
      ____________________________________________________________________________
    
      Empty 50 containers
    
    
      Strategy
      --------
      Containers include purple and blue crates. They are prominent features in
      Mars: War Logs and, if you are a diligent snooper, you should get this
      some point during Chapter 2.
    
    
    .----------------.
    | Good Start (5) |
    '----------------'
      ____________________________________________________________________________
    
      Upgrade a skill
    
    
      Strategy
      --------
      Easy, and practically an unmissable Achievement. After leveling up for the
      first time, spend one of your skill points.
    
    
    .--------------------.
    | Hard as Nails (50) |
    '--------------------'
      ____________________________________________________________________________
      
      Finish the game in Difficult mode
    
    
      Strategy
      --------
      Simply beat the game on the required difficulty (the main walkthrough is
      based on the Medium difficulty). I recommend that you beat the game at least
      once so you are a bit more experienced. In addition, it is suggested that
      you follow the bad route so you have access to more Serum and generally have
      an easier time.
    
    
    .-----------------------------.
    | Hero of the Resistance (20) |
    '-----------------------------'
      ____________________________________________________________________________
    
      Finish the game with the Resistance at any difficulty level
    
    
      Strategy
      --------
      It doesn't matter what difficulty you are playing on so long as you side
      with the Resistance in the Chapter 2 mission "Choose a Side" and complete
      the final story mission. Make a save point before or during this quest so 
      that you don't have to restart the entire game over again if you want to
      play again on the other faction.
    
    
    .--------------------.
    | Man of Honour (20) |
    '--------------------'
      ____________________________________________________________________________
    
      Finish the game with Honour Grant at any difficulty level
    
    
      Strategy
      --------
      It doesn't matter what difficulty you are playing on so long as you side
      with Honour Grant in the Chapter 2 mission "Choose a Side" and complete the
      final story mission. Make a save point before or during this quest so that
      you don't have to restart the entire game over again if you want to play
      again on the other faction.
    
    
    .-------------.
    | Mentor (30) |
    '-------------'
      ____________________________________________________________________________
    
      Influence Innocence's personality during your conversations
    
    
      Strategy
      --------
      During your partnership with Innocence in Chapters 1 and 2, make sure to
      talk to him with Y and engage in conversation. The dialogue choices do not 
      matter here, so just exhaust all possible conversation options. Innocence 
      will no longer be an active companion following Chapter 2, so when you begin
      Chapter 3 the Achievement should pop up.
    
    
    .--------------.
    | Mutant (100) |
    '--------------'
      ____________________________________________________________________________
    
      Finish the game in Extreme mode
    
    
      Strategy
      --------
      Simply beat the game on the required difficulty (the main walkthrough is
      based on the Medium difficulty). I recommend that you beat the game at least
      once so you are a bit more experienced. In addition, it is suggested that
      you follow the bad route so you have access to more Serum and generally have
      an easier time.
    
    
    .-------------------.
    | Pest Control (10) |
    '-------------------'
      ____________________________________________________________________________
    
      Kill 15 moles
    
    
      Strategy
      --------
      Moles are enemies commonly found in the Drilling Well (Chapter 1),
      Shadowlair: Undercity (Chapter 2), and the Agricultural Zone (Chapter 3).
      But 15 is a small amount and you should get it during Chapter 1.
    
    
    .-------------------.
    | Plot Smasher (20) |
    '-------------------'
      ____________________________________________________________________________
    
      Finish Chapter 3 at any difficulty level
    
    
      Strategy
      --------
      Storyline progression. You unlock this Achievement after completing the
      story mission "Political Prisoners" (Resistance) or "Shadowy Experiments"
      (Honour).
    
    
    .----------------.
    | Recycling (10) |
    '----------------'
      ____________________________________________________________________________
    
      Upgrade an object
    
    
      Strategy
      --------
      If you have a weapon or armor with at least one upgrade slot, press X in the
      inventory menu and use components to upgrade it. Upgrading equipment is
      essential to survival so you should unlock this Achievement very early in
      the game.
    
    
    .-----------------.
    | Specialist (30) |
    '-----------------'
      ____________________________________________________________________________
    
      Unlock every skill and upgrade in a single skill tree
    
    
      Strategy
      --------
      First and foremost, this Achievement is a lot easier if you unlock the
      "Quick Learner", "Combat Spirit", and "Combat Genius" character feats: this
      gives you boosted XP from defeated enemies. In turn, you level up quicker.
      With this in mind, and assuming that you are dedicating all your skill
      points to a single tree and a single tree only, you should be able to max
      one out at around Level 20. I ended the game with a Level 26 character, so
      you should have some leeway if you chose to deviate a bit.
    
    
    .-----------------------.
    | The Great Escape (10) |
    '-----------------------'
      ____________________________________________________________________________
    
      Finish Chapter 1 at any difficulty level
    
    
      Strategy
      --------
      Storyline progression. You unlock this Achievement after completing the
      story mission "The Great Escape".
    
    
    ______________________________________________________________________________
    ==============================================================================
    
    [10] THANKS/CREDITS                                                     [1000]
    
    ==============================================================================
    
    Of course, this guide couldn't have been made without some extra help. Here is
    a shoutout to everyone who made this FAQ possible:
    
     CJayC: For being an awesome host of an awesome site.
    
     Eternal Czar Smapdi: For being the best co-author anyone could have, and for
                          being yourself.
    
     FESBians: Because you're cool.
    
     You: For reading this FAQ.
    
    ------------------------------------------------------------------------------
     LEGAL
    ------------------------------------------------------------------------------
    
    This document is copyright (c) DomZ Ninja 2014. 
    
    This document may be found on the following sites:
    
     * GameFAQs     - http://www.gamefaqs.com
     * GameSpot     - http://www.gamespot.com
     * IGN          - http://faqs.ign.com
     * Super Cheats - http://www.supercheats.com
     * Neoseeker    - http://www.neoseeker.com
     * HonestGamers - http://www.honestgamers.com
    
    The latest update of this document can always be found on GameFAQs.
    
    Other sites may use this document, but only with my permission. If you see
    this document on a website not listed above, please email me. Do not edit or
    alter this document in any way. Do not steal anything from this document. Do
    not host or distribute this document for profit. That is plagiarism, and it is
    against the law.
    
    If you have any questions, comments, or anything that you would like to add to
    this guide, then feel free to email me. My email address is found at the top
    of this guide. However, if you do email me, please include the name of the
    game in the title. Lastly, thanks for reading and using this FAQ. If you like
    this FAQ, then please recommend it to others by clicking the "recommend"
    button at the top of the guide. :]
    
     http://www.gamefaqs.com/features/recognition/52173.html
    
    
    "So I ran 'til I couldn't, and I screamed 'til my voice was gone, I believed 
    what I shouldn't have, I don't know why, these memories are nothing to me just 
    salt in the wound"
    - Bad Suns
    ______________________________________________________________________________
                                                                   END OF DOCUMENT

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