Crackdown 2 Walkthrough :
This walkthrough for Crackdown 2 [XBOX 360] has been posted at 09 Sep 2010 by kingle and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up kingle and share this with your freinds. And most important we have 3 other walkthroughs for Crackdown 2, read them all!
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Walkthrough - FAQ/Walkthrough_____ _____ _____ _ _______ ______ ___ _ / ____| __ \ /\ / ____| |/ / __ \ / __ \ \ / / \ | | | | | |__) | / \ | | | ' /| | | | | | \ \ /\ / /| \| | | | | _ / / /\ \| | | < | | | | | | |\ \/ \/ / | . ` | | |____| | \ \ / ____ \ |____| . \| |__| | |__| | \ /\ / | |\ | \_____|_| \_\/_/ \_\_____|_|\_\_____/ \____/ \/ \/ |_| \_| ________ \_____ \ ______ / ____/ ______ /_____/ / \ /_____/ \_______ \ \/ ------------------------------------------------------------------------------ To view an enhanced version of this guide complete with screenshots, videos and maps showing the location of every collectible in the game (all 925 of them!), visit: http://www.supercheats.com/guides/crackdown-2 ------------------------------------------------------------------------------ Crackdown 2 FAQ/Walkthrough Author: Xiamut Version: 1.00 Last Revision:8/12/2010 Platform: Xbox 360 O============================================================================O | - Table of Contents - | O============================================================================O Introduction...........................................................[*01] Controls...............................................................[*02] Agent Skills...........................................................[*03] Weapons................................................................[*04] Vehicles...............................................................[*05] Getting Started........................................................[*06] - Agent Diagnostics...............................................[s01] - Springside Quay.................................................[s02] Project Sunburst Walkthrough...........................................[*07] - Power Station...................................................[p01] - Weapons Factory.................................................[p02] - Mason's Quarry..................................................[p03] - Sportiz Gym.....................................................[p04] - Radio Station...................................................[p05] - Comms Center....................................................[p06] - Unity Heights Square............................................[p07] - Security Ruins..................................................[p08] - Research Ruins..................................................[p09] - Refinery Infiltration...........................................[p10] - Agency Tower....................................................[p11] Optional Objectives....................................................[*08] Agility Orbs...........................................................[*09] Hidden Orbs............................................................[*10] Online Orbs............................................................[*11] Renegade Orbs..........................................................[*12] Audio Logs.............................................................[*13] Vehicle Stunt Rings....................................................[*14] Wingsuit Stunt Rings...................................................[*15] Avatar Awards..........................................................[*16] Xbox 360 Achievements..................................................[*17] Copyright Information..................................................[*18] ----------------------------------------------------------------------------- *** Click here and press [Ctrl]+[F] to call up the Find menu. Enter the *** *** corresponding code next to section that you want to view and press *** *** enter to jump to that section. *** ----------------------------------------------------------------------------- ------\======================================================================= [*01] \ - Introduction - --------\===================================================================== Players return to Pacific City in Crackdown 2. Buildings and infrastructure crumbling, the city is now in shambles. A large insurgent group called Cell fight to take control of the city during the day and hordes of lethal mutants roam the streets at night. As a biologically enhanced Agent working for Pacific City's Agency, it's your job to rid the city of its Freak problem and quash the Cell uprising. This guide to Crackdown 2 comes complete with a Project Sunburst walkthrough and maps showing the location of every collectible in the game (all 925 of them!) as well every Vehicle and Wingsuit Stunt Ring. You'll also find information on weapons, vehicles and a complete list of Xbox 360 achievements. Note: This guide was written based on the RUTHLESS difficulty level. The instructions and strategies contained within will still apply to a campaign played on a lower or higher difficulty level, but the amount of damage enemies deal and the amount of damage they can sustain may differ from what is described in the walkthrough. ------\======================================================================= [*02] \ - Controls - --------\===================================================================== -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ - On Foot Controls -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Left Bumper - Reload Weapon Left Trigger - Lock Target (Hold) Right Bumper - Throw Grenade/Object, Detonate Limpet Charge, Activate Floating Proximity Mine Right Trigger - Fire Weapon (Hold), Throw Object Left Stick - Move, (Click) Crouch Right Stick - Look/Aim, Precision Targeting, Jump (Hold) Y Button - Wingsuit, Use Turreted Weapon, Look At (Hold), Enter/Exit Vehicle B Button - Melee Attack, Ground Strike (Hold), Barge (Hold), Pick Up/Drop Object (Hold) A Button - Jump (Hold) X Button - Swap Weapon, Pick Up Weapon (Hold) D-pad UP - Orb Ping D-pad DOWN - Cancel Race (Hold) Back Button - Game Progress Screen, Call Helicopter Start Button - Intel Screen -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ - Vehicle Controls -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Left Bumper - Fire Vehicle Weapon (Hold), Decrease Helicopter Height Left Trigger - Brake/Reverse (Hold), Fire Left Helicopter Turret Right Bumper - Next Music Track, Increase Helicopter Height Right Trigger - Accelerate (Hold), Fire Right Helicopter Turret Left Stick - Steer, Air Control, Helicopter Speed Boost (hold) Right Stick - Look Behind (Hold) Y Button - Enter/Exit Vehicle B Button - Horn (Hold), Fire Vehicle Weapon (Hold), Jump (Hold, SUV Only) A Button - Handbrake D-pad UP - Orb Ping D-pad DOWN - Cancel Race (Hold) D-pad LEFT - Decrease Music Volume D-pad RIGHT - Increase Music Volume Back Button - Game Progress Screen, Call Helicopter Start Button - Intel Screen ------\======================================================================= [*03] \ - Agent Skills - --------\===================================================================== You can develop your Agent in five different areas: Agility, Strength, Firearms, Explosives and Driving. Each time you level one of these skills your Agent will gain new abilities and become more proficient in that area. At the time of this writing, the level cap for each skill is five. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ - Agility -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ The Agility skill determines your Agent's running speed and how high he can jump. Level the Agility skill by collecting the Agility Orbs and Renegade Agility Orbs scattered throughout the city and by completing Rooftop Races and Wingsuit Stunt Rings. Check out the "Agility Orbs" and "Renegade Orbs" sections of this guide for maps showing the locations of all 500 Agility Orbs and 30 Renegade Agility Orbs respectively. Agility 2 - Running speed and jump height increase (about 15 feet). Agility 3 - Running speed and jump height increase (about 20 feet). Agility 4 - Running speed and jump height increase (about 25 feet). Agility 5 - Unlock Wingsuit (hold Y while in the air to activate) and Wingsuit Stunt Rings. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ - Strength -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Your Agent's Strength skill determines his total number of hitpoints as well as what objects he can pick up and how far he can throw them. Each Strength skill level gained will unlock an additional health bar (denoted by a red circle below the red health meter in the top-left corner of the screen) and a new skill. Develop your Agent's Strength skill by killing Freaks and Cell soldiers with melee attacks, thrown objects, and the Barge Attack and Ground Strike abilities. Strength 2 - Health increase, ability to lift some heavy objects and wield them as weapons Strength 3 - Health increase, ability to remove and wield turreted weapons Strength 4 - Health increase, unlock Barge Attack (hold B while sprinting) Strength 5 - Health increase, unlock Ground Strike (hold B while in mid-air) -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ - Firearms -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Levelling your Agent's Firearms skill requires killing Freaks and Cell soldiers with non-explosive weapons. Each time you gain a Firearms skill level, new Agency weapons will be unlocked and from then on available whenever you deploy your Agent. Increasing the Firearms skill will also improve your Agent's lock on function when targeting enemies. Firearms 2 - Unlock Assault Rifle, Sniper, UV Shotgun Firearms 3 - Unlock Ultra SMG, Ultra Shotgun, Machine Gun Firearms 4 - Ultra Assault Rifle, Harpoon Firearms 5 - Unlock Turret Machine Gun, AM Sniper -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ - Explosives -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Improve your Agent's Explosives skill to increase the size and impact of explosives, as well as unlock grenades and explosive weapons. You can level your Agent's Explosives skill by killing Freaks and Cell soldiers with grenades, explosive weapons and explosive objects (barrels, canisters, etc.). Explosives 2 - Unlock UV Grenades, Satchel Charge Explosives 3 - Unlock Proximity Mines, Flocket Launcher Explosives 4 - None Explosives 5 - Unlock Turret Rocket Launcher, Turret Flack -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ - Driving -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Levelling the Driving skill won't offer any enhancements to your Agent's driving abilities, but each level gained will unlock a new Agency vehicle you can from then on request when deploying your Agent. Level your Agent's Driving skill by running over Freaks and Cell soldiers, completing Road Races and Vehicle Stunt Rings, collecting Renegade Driving Orbs or by performing tricks (barrel rolls, J-Turns, etc.). Check out the "Vehicle Stunt Rings" and "Renegade Orbs" sections of this guide for maps showing the locations of all 30 Vehicle Stunt Rings and all 15 Renegade Driving Orbs respectively. Driving 2 - Unlock Agency Buggy Driving 3 - Unlock Agency Supercar Driving 4 - Unlock Agency SUV Driving 5 - Unlock Agency Tank ------\======================================================================= [*04] \ - Weapons - --------\===================================================================== You can equip your Agent with unlocked weapons on the Agent redeployment screen or by requesting a weapon drop at an Agency Landing Zone. Unlock Agency weapons by levelling your Agent's Firearms and Explosives skills. You'll unlock two or three new weapons with each skill level you gain (save for Explosives level four). Weapons used by Cell soldiers are stronger than Agency weapons. To unlock a Cell weapon, you must acquire the weapon from a dead Cell soldier and then bring it to the marker at an Agency Landing Zone to store it. Once you've done that, you can then select the weapons at a Landing Zone or when redeploying your Agent. Agency Landing Zones are created when you capture certain Tactical Locations. These Landing Zones are denoted on the tracker and map (when the "Tactical Locations" objective is selected) by an Agency emblem icon. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ - Agency Weapons -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ SMG Unlock: Firearms Level 1 Bullet Damage: 1 Effective Range: 4 Fire Rate: 8 Shotgun Unlock: Firearms Level 1 Bullet Damage: 6 Effective Range: 2 Fire Rate: 2 Assault Rifle Unlock: Firearms Level 2 Bullet Damage: 2 Effective Range: 6 Fire Rate: 6 Sniper Unlock: Firearms Level 2 Bullet Damage: 8 Effective Range: 8 Fire Rate: 2 UV Shotgun Unlock: Firearms Level 2 Bullet Damage: 8 Effective Range: 1 Fire Rate: 2 Feature: UV - Super effective against Freaks, non-lethal against human targets Ultra SMG Unlock: Firearms Level 3 Bullet Damage: 3 Effective Range: 5 Fire Rate: 10 Ultra Shotgun Unlock: Firearms Level 3 Bullet Damage: 8 Effective Range: 2 Fire Rate: 1 Machine Gun Unlock: Firearms Level 3 Bullet Damage: 7 Effective Range: 6 Fire Rate: 6 Ultra Assault Rifle Unlock: Firearms Level 4 Bullet Damage: 5 Effective Range: 7 Fire Rate: 4 Harpoon Unlock: Firearms Level 4 Bullet Damage: 8 Effective Range: 10 Fire Rate: 2 AM Sniper Unlock: Firearms Level 5 Bullet Damage: 9 Effective Range: 9 Fire Rate: 1 Turret Machine Gun Unlock: Firearms Level 5 Bullet Damage: 9 Effective Range: 8 Fire Rate: 6 Flocket Launcher Unlock: Explosives Level 3 Bullet Damage: 7 Effective Range: 5 Fire Rate: 2 Turret Rocket Launcher Unlock: Explosives Level 5 Bullet Damage: 7 Effective Range: 7 Fire Rate: 2 Turret Flack Unlock: Explosives Level 5 Bullet Damage: 10 Effective Range: 5 Fire Rate: 1 Grenade Unlock: Explosives Level 1 Damage: 5 Blast Radius: 5 Mag Unlock: Explosives Level 1 Damage: 1 Blast Radius: 1 Feature: Magnetic UV Grenade Unlock: Explosives Level 2 Damage: 5 Blast Radius: 5 Feature: UV - Super effective against Freaks, non-lethal against human targets Satchel Charge Unlock: Explosives Level 2 Damage: 5 Blast Radius: 5 Feature: Manual Trigger - Hold RB to detonate Proximity Mine Unlock: Explosives Level 3 Damage: 5 Blast Radius: 5 Feature: Auto-Detonate - Detonates when target is near -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ - Cell Weapons -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Ingalls XGS Unlock: Acquire from Cell and store at an Agency Landing Zone Bullet Damage: 2 Effective Range: 5 Fire Rate: 6 Ingalls AL-107 Unlock: Acquire from Cell and store at an Agency Landing Zone Bullet Damage: 4 Effective Range: 6 Fire Rate: 6 Demp 90-A Unlock: Acquire from Cell and store at an Agency Landing Zone Bullet Damage: 7 Effective Range: 3 Fire Rate: 2 Mach HMG-120 Unlock: Acquire from Cell and store at an Agency Landing Zone Bullet Damage: 8 Effective Range: 7 Fire Rate: 4 Sniper SX-1A Unlock: Acquire from Cell and store at an Agency Landing Zone Bullet Damage: 10 Effective Range: 10 Fire Rate: 1 Grenade Launcher Unlock: Acquire from Cell and store at an Agency Landing Zone Bullet Damage: 8 Effective Range: 6 Fire Rate: 2 Rocket Launcher Unlock: Acquire from Cell and store at an Agency Landing Zone Bullet Damage: 8 Effective Range: 6 Fire Rate: 2 Homing Launcher Unlock: Acquire from Cell and store at an Agency Landing Zone Bullet Damage: 7 Effective Range: 5 Fire Rate: 1 Cluster Grenade Unlock: Acquire from Cell and store at an Agency Landing Zone Damage: 8 Blast Radius: 10 Grenade Unlock: Acquire from Cell and store at an Agency Landing Zone Damage: 8 Blast Radius: 10 Quacker Unlock: Acquire from Cell and store at an Agency Landing Zone Damage: 10 Blast Radius: 10 Feature: Manual Trigger - Hold RB to detonate ------\======================================================================= [*05] \ - Vehicles - --------\===================================================================== There are five unlockable Agency vehicles. You'll unlock each of these vehicles when your Agent's Driving skill reaches a certain level. One unlocked vehicle can be selected when deploying your Agent. You can also request an unlocked vehicle be dropped by helicopter at an Agency Landing Zone. You can unlock Cell vehicles and some civilian vehicles by first acquiring the vehicle and then delivering the vehicle to an Agency Landing Zone. Once at a Landing Zone with the vehicle, drive onto the Agency marker, get out of the vehicle, then press the Back button to call the helicopter and select the "Store Vehicle" option. As with the unlockable Agency vehicles, once unlocked these vehicles can be deployed with your Agent or requested at an Agency Landing Zone. Agency Landing Zones are created when you take over certain Tactical Locations. These Landing Zones are denoted on the tracker and map (when the "Tactical Locations" objective is selected) by an Agency emblem icon. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ - Unlockable Agency Vehicles -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Cruiser Unlock: Driving Level 1 Top Speed: 6 Acceleration: 6 Armor: 6 Buggy Unlock: Driving Level 2 Top Speed: 8 Acceleration: 10 Armor: 4 Feature: Machine Gun - Hold RB to fire, Right Stick to aim Supercar Unlock: Driving Level 3 Top Speed: 10 Acceleration: 10 Armor: 7 Feature: Scoop - Push other cars out of the way without losing speed SUV Unlock: Driving Level 4 Top Speed: 8 Acceleration: 7 Armor: 7 Feature: Jump - Press B to jump (hold for a higher jump), hold B to stick to surfaces Tank Unlock: Driving Level 5 Top Speed: 5 Acceleration: 3 Armor: 10 Feature: Rocket Launcher - Press RB to fire ------\======================================================================= [*06] \ - Getting Started - --------\===================================================================== ============================================================================== ...Agent Diagnostics...................................................[s01].. ============================================================================== Before your Agent can be deployed to Pacific City, you must run through a few diagnostics programs. Once your HUD is online, use the Right Stick to move the target reticule at the centre of the screen onto the four red lights on the sides of the shielded door. You can then invert the aiming style by pressing the B button when prompted or leave things as they are by pressing the A button to continue. Once you've completed the targeting program, the shield will lower and you will be instructed to jump off the ledge through the doorway. Run to the ledge and press and hold the A button to jump. Your Agent will take severe fall damage when he lands, but not enough to kill him. Once your Agent's health is completely restored, move on to the agility zone. Follow the white trail up the steps and collect the Agility Orb at the top. Your next task is to leave the area. First, you must stand on the switch on top of the platform to open the exit and then pass through the door at the other end of the room before the door closes. Follow the white trail onto the first platform and stand on the marker to open the door. Then, jump over to the top of the platform north of the marker and from there to the green ledges at the other end of the room. Hold the A button when jumping to jump higher and travel further. Your Agent will automatically grab hold of a green ledge when he reaches one. While hanging from a ledge, press and hold the A button again to jump up to a higher ledge and then again to reach the top of the platform. Hit the marker beyond the door to move on to the firearms program. Make your way to the white blip on the Mini Map and pick up the SMG there by holding the X button. Use free aim to kill the idle Freak nearby. You then must use precision aim by locking on the Freak that appears and using the Right Stick to target the Freak's head or legs. Shoot the Freak's head or legs while locked on to continue. Next up is a free-for-all. Pick up the Shotgun that appear and blast the Freaks to complete the program. Follow the white trail to the next area to start the hand-to-hand combat program. Beat down the first Freak with the B button and then take on the group of Freaks that appear. Once you're finished with close quarters-combat, pick up the Grenades that appear (at the bullets icon on the Mini Map) and use them to destroy the group of Freaks at the centre of the zone. Lock on with LT and press RB to throw a grenade. Kill all of the Freaks with grenades to complete the program. After the explosives test, follow the white trail out of the area and get in the Agency car there. Standby and an Agency Helicopter will pick up the car and transport your Agent to Hope Springs. ============================================================================== ...Stronghold: Springside Quay.........................................[s02].. ============================================================================== Before you can get started on Project Sunburst, you must recover the Beacon Prototype from the Cell Stronghold in Springside Quay. The Springside Quay stronghold consists of two Tactical Locations, both of which are marked on the tracker in the bottom-left corner of the screen with separate red "C" icons. To initiate a tactical assault on the stronghold, you must stand on the Cell symbol the icon on the tracker is pointing to and press the Back button to call for an Agency Helicopter. Once you've done that, enemy soldiers will begin to enter the area. Each enemy will appear on the tracker as a red blip. To take control of a Tactical Location once you've initiated an assault, you must kill enough of the Cell soldiers that spawn to deplete the meter in the top-right corner of the screen. As you have yet to develop any of your Agent's skills, you may find it tough securing these first couple of locations. If your Agent is killed, you can have him redeployed at the nearest drop spot so you can get right back into the action. This may mean reinitiating the assault, however. --- Tactical Location: Springside Quay --------------------------------------- The first Tactical Location at the docks entrance is littered with explosive materials. Use these to your advantage. A flame icon appears above explosive items, so target these items when one or more enemies are close by and set it off with gunfire. Your Agent is currently equipped with an SMG and Shotgun. The Shotgun is a powerful weapon that works best at close-range. Because your Agent's health and shield are low, it's best to stick with your SMG and Grenades when facing more than one soldier. If there's a lone soldier, you can run up with your Shotgun and blow him away. Once you've helped the Peacekeepers secure the docks entrance location, make your way to the next Tactical Location marker further south. --- Tactical Location: Container City ---------------------------------------- The marker for this location is on the central elevated platform. Clear all of the enemies surrounding the marker before calling a helicopter. There are two turrets on the central platform, but these are of limited use at this point since you're left immobile while using one. Once you've increased your Agent's Strength skill to level three, he'll be able to detach turreted weapons and carry them around. If you're playing solo, it's best to drop down from the elevated platform once you've called the helicopter, as using one of the turrets on the platform would leave you open to enemy gunfire. If you're with one or more other players, one or two of you can get on the turrets on the central platform while the others sweep the area below. There are several explosives in this area, so use them to your advantage if there are enemies nearby. If your Agent's shield is down and his health is low, duck into one of the open containers surrounding the central platform and remain inside until his health and shield are back up. There's one such container just north of the central platform (one of the blue containers by the makeshift ramp). Just make sure you have your Shotgun equipped to deal with any soldiers that come after you. Once you've captured both Tactical Locations, your next objective is to start activating the three Absorption Units tied to the Beacon inside the Power Station. Before you get to that, it would be worth upgrading all of your Agent's Skills to at least level two. When you attain Firearms level two you'll unlock the Assault Rifle and UV Shotgun, two weapons that serve you well when it comes time to tackle the next objective. Upgrading your Agent's Agility skill requires collecting the green Agility Orbs scattered around the city. There are many easy-to-reach Agility Orbs around the docks; you'll need to collect about 10 to attain level two -- less if you're playing on the Tough or Fragile difficulty levels. This guide includes a map showing the locations of all 500 Agility Orbs in Pacific City, so refer to the "Agility Orbs" section before you get to collecting.? Project Sunburst ------\======================================================================= [*07] \ - Project Sunburst Walkthrough - --------\===================================================================== Although after detonating the Power Station Beacon you can tackle the remaining eight Beacons in any order you wish, it is highly recommended that you detonate the remaining Beacons in the order they are presented in this guide. Crackdown 2 is an open world game, but some parts of the city are rougher than others. As such, you'll want to take on the Beacons in the order the game instructs you to via the flashing Absorption Unit icons on your map and tracker. Once you clear all of the Beacons in Hope Springs, your Agent will be better equipped to survive Green Bay and then Unity Heights. Later Beacon deployment areas require a skilled Agent with powerful weapons, so it's best to work your way up. ============================================================================== ...Power Station.......................................................[p01].. ============================================================================== Before taking on this objective, make sure you've levelled all of your Agent's skills to at least level two. You'll unlock the Assault Rifle and UV Shotgun at Firearms level two and UV Grenades at Explosives level two. UV weapons are highly effective against Freaks. You'll be facing a mess of Freaks when you go on to defend the Beacon after activating all three Absorption Units, so the UV Shotgun and UV Grenades will definitely come in handy. Before the Beacon can be delivered to the Power Station and detonated, you must activate a network of three Absorption Units to power it. The three units tied to the Power Station Beacon are on the northeast side of southern Hope Springs. Your current objective is highlighted on the tracker in the bottom-left corner of the screen. To activate an Absorption Unit, you must first get to it. Absorption Units are typically high up on buildings and other platforms and surrounded by Cell soldiers. Once you've reached the unit, eliminate any enemies nearby and then stand on one of the configuration platforms attached to the unit until the meter in the top-right corner of the screen is completely full to bring it online. Some Absorption Units can be hard to reach, so make sure your Agent's Agility skill level is at least level two (level three is ideal) before getting started. --- Absorption Unit 1 -------------------------------------------------------- This is the east-most unit on your map. The unit is on top of the fenced-in industrial building. Pass through the opening along the wall on the east side of the building and then start climbing the stairs along the south side of the building to reach the roof. Jump from the stairs over to the Absorption Unit and kill any Cell soldiers nearby. Stand on one of the platforms surrounding the Absorption Unit until the meter in the top-right corner of the screen is completely full to activate the unit. --- Absorption Unit 2 -------------------------------------------------------- This unit is on top of a red industrial building. Climb up the ridges next to the windows along the east side of the building to reach the lower roof and then climb up the ridges to the north to reach the second Absorption Unit. --- Absorption Unit 3 -------------------------------------------------------- The final unit is at the end of a bridge next to the Purgery Chemical Technologies building. To reach this unit, head up the stairs along the side of the building across the street and then jump up to the platform to the west. Ascend using the column of windows to the north to reach higher ground and then cross the bridge over to the Absorption Unit. --- Power Station Beacon ----------------------------------------------------- Before getting started, ensure your Agent is equipped with an Assault Rifle, UV Shotgun and UV Grenades. You can switch your Agent's weapons at an Agency Landing Zone or by selecting the "Extraction" option in the System section of the Intel Screen and redeploying him. Once you've activated all three Absorption Units and your Agent is outfitted with the appropriate weaponry, make your way to the white blip on the tracker in the bottom-left corner of the screen. Stand on the Agency symbol there and a white trail will appear. Follow this white trail and it will lead you to the entrance to the cavernous Freak Lair underneath the power station. Continue following the white trail down the step-like platforms and then drop down to the bottom of the tower. If your Agent isn't packing a UV Shotgun, you can find one by the weapon crate at the south-most bullets icon on the tracker. When ready, stand on Drop Point marker in the middle of the lair and press the Back button to signal an Agency Helicopter to drop the Beacon inside. Once the Beacon is set, you must defend it until the blue meter in the top- right corner of the screen is completely full. The meter will fill overtime, so you just need to keep the Freaks off the Beacon until it detonates. The red meter below the blue meter represents the Beacon's condition. You'll fail the objective if the Freaks manage to destroy the Beacon before it detonates. Though there are many Freaks in this lair, the only Freaks you have to worry about are those that appear on the tracker as red blips. These Freaks have a glowing symbol above their heads; they'll stand back and throw projectiles at the Beacon, damaging it. The other Freaks in the lair may make it difficult to move around, but they deal a negligible amount of damage to the Beacon, so try your best to ignore them and focus on taking down the attacking Freaks that appear on your tracker. UV weapons are highly effective against Freaks. One shot from a UV Shotgun will destroy a Freak and any others close by. The UV Shotgun has very limited range, so get up close to your target before firing. UV Grenades work well for clearing out large crowds of Freaks (as do standard Grenades), and you can also target the explosive items scattered about the lair. Continue sprinting around the lair and blasting attacking Freaks with your UV Shotgun to quickly put them down. If you run out of ammo, switch to your Assault Rifle and continue mowing down the attackers. If your Assault Rifle is out of ammo, look for another weapon by the weapon crates (the bullets icons on your tracker) around the Beacon. Continue defending the Beacon until the blue meter in the top-right corner of the screen is completely full. ============================================================================== ...Weapons Factory.....................................................[p02].. ============================================================================== --- Absorption Unit 1 -------------------------------------------------------- The first unit tied to the Weapons Factory Beacon is in the northeast quarter of southern Hope Springs. Make your way to the blinking Absorption Unit icon on your tracker in the bottom-left corner of the screen to locate the first unit in the network. This unit is on the rooftop of the industrial building with a "Hi-Power" sign above its main entrance. To reach the top of this building, start by jumping onto the bus shelter next to the southern entrance and then from there jump to the pipes attached to the southern side of the building. Once on top of the pipes, jump over the railing and head through the alley to the east. You can ascend to the roof from here using the black, protruding structures along the west side of the building. Because you are near a Tactical Location, there will be many Cell soldiers on the roof of this building. Take the time to clear them out before activating the Absorption Unit. The rooftop is littered with explosive objects, so use these to your advantage. You can secure the Tactical Location here afterward if you are so inclined. --- Absorption Unit 2 -------------------------------------------------------- This next unit is a bit of a pain to get to. It's on the south-most rig in the water southeast of southern Hope Springs. You'll have to cross the first two rigs to get to the third where the Absorption Unit is. Each rig is rife with Cell soldiers, so make sure your Agent is equipped with an Assault Rifle, Shotgun and Grenades. You can switch your Agent's weapons at an Agency Landing Zone or by selecting the "Extraction" option in the System section of the Intel Screen and redeploying him. To get to the first rig, you can either swim out to it or cross the large piping attached to it. It's best to swim to it, since you'll no doubt have Cell soldiers firing at you if you attempt to cross the pipe. Fight your way to the other end of the first rig and jump to the suspended stairs attached to the second. The second rig is crawling with Cell soldiers. Since you'll be fighting in close quarters, it's best to go at these guys with your Shotgun Keep an eye on your tracker as you move toward the south end of the rig. White blips denote enemies that are not yet aware of your presence, while red blips denote enemies who are on to you. Further, triangular blips on the tracker denote enemies who are either above or below you, depending on which way the tip of the blip is pointing. When a group of enemies becomes aware of your presence (usually when one of them fires a flare), they often cluster together when trying to reach you. This is where grenades are especially useful. The dumb-as-rocks AI very rarely scatters when a grenade is thrown, so you can often score multiple kills with a single, well-thrown grenade. Fight your way to the top level of the second rig. The stairs at the south end of the top level lead to the third rig. Mind the gap. There are many Cell soldiers in the area surrounding the Absorption Unit. Since you're more in the open now, equip your Assault Rifle and start picking off enemy soldiers from afar. If your Agent's health is low, fallback down the stairs and remain there until his health is restored before heading back up to continue the fight. As per usual, there are plenty of explosive materials dotting the area, so use these to your advantage if there are enemies nearby them. When the area is clear, head for the Absorption Unit on the platform in the northwest corner of the rig. Eliminate any remaining enemies nearby and then stand on one of the platforms until you've activated the unit. --- Absorption Unit 3 -------------------------------------------------------- The final unit is on the east-most bridge between northern and southern Hope Springs. It's on top of the platform midway down the bridge. There is a group of Cell soldiers surrounding the unit; they'll fire down at you as you approach, so quickly make your way to the series of red ridges leading up to the middle of the platform and start climbing. Once on the platform, use your Assault Rifle and Grenades to take down the enemy soldiers there and then get to activating the unit. --- Weapons Factory Beacon --------------------------------------------------- Before getting started, ensure your Agent is equipped with an Assault Rifle, Machine Gun (go with a UV Shotgun if you don't yet have this weapon unlocked) and UV Grenades. You can switch your Agent's weapons at an Agency Landing Zone or by selecting the "Extraction" option in the System section of the Intel Screen and redeploying him. The Beacon deployment area is inside the weapons factory on the island east of southern Hope Springs. Cross the ruined bridge over to the island and make your way to the weapons factory at the north end. To get inside the factory, you must climb the rocks surrounding the tower to get to the opening at the top of the tower. The rocks on the east side of the tower are the easiest to climb. Once you've made it up to the tower, ascend to the top using the grooves around the tower. Use the platforms all along the walls of the inside of the tower to descend to the Freak Lair without suffering fall damage. When you've made it to the bottom, stand in the marker and call the helicopter to get started. There are two different types of attacking Freaks in this lair: the projectile-throwing Freaks you encountered in the Power Station lair and a new, exploding type. These new Freaks will attempt to run at the charging Beacon and explode to damage it. These explosions deal modest damage and just one bullet is enough to detonate these exploding Freaks, so there's not much to worry about. The best way to go about defending this Beacon is to remain on the circular walkway that's suspended above the bottom floor and take down attacking Freaks from there. The exploding Freaks will enter the lair from the entry points on the bottom floor and the projectile-throwing freaks from the entry points along the side of the circular walkway. Not only does remaining on the circular walkway protect you from the garden variety Freaks below, but it also puts you in a good position to take down both types of attacking Freaks with your Assault Rifle. Keep an eye on your tracker for red, upside down triangles, as these will denote exploding Freaks below you if you're standing on the walkway. You just need to hit these Freaks with one bullet to detonate them, so get on that as soon as they enter the area and then get back to clearing any projectile- throwing Freaks on the walkway. Continue sprinting around the circular walkway, gunning down any projectile- throwing Freaks that appear on the walkway and any exploding Freaks that appear below, until the blue meter in the top-right corner of the screen is completely full and the Beacon detonates. ============================================================================== ...Mason's Quarry......................................................[p03].. ============================================================================== --- Absorption Unit 1 -------------------------------------------------------- This first unit is at the northeast end of northern Hope Springs. This one is easy to reach. Just make your way to the blinking Absorption Unit icon on your tracker and get onto the roof of the building there. Eliminate the Cell soldiers surrounding the unit and then stand on one of the configuration panels until you've activated the unit. Though you've activated this unit, there's a makeshift barrier blocking the power beam now emitting from it. You must demolish this barrier so the unit can power the Beacon. Follow the power beam emitting from the unit to spot the barrier. There are a few ways you can go about tearing down the barrier. If you've unlocked the Flocket Launcher weapon (by levelling your Agent's Explosives skill to level three), you can simply fire a single rocket at the barrier to knock it down. If you don't have such a weapon, stand on the rocks directly below the barrier and either throw a grenade up there or throw an explosive object and shoot it in mid-air when it reaches the barrier. --- Absorption Unit 2 -------------------------------------------------------- This unit is up on one of the hills surrounding Mason's Quarry. Getting to it is a bit tricky. You'll need climb out of the quarry west of the Absorption Unit icon on your tracker to get onto the hill. Inside the quarry, get onto the lower ridge and sprint over to the large boulder partway down. Jump onto this boulder and then onto the middle ridge. Then, sprint to the southern end of the middle ridge and jump up the rocks there to reach the hill. Eliminate the Cell soldiers surrounding the platform and toss a grenade or two onto the platform to detonate the explosive barrels there. When the area is clear, stand on one of the configuration platforms until you've activated the unit. --- Absorption Unit 3 -------------------------------------------------------- The final unit of this network is on top of a curved, red-bricked building at the north end of southern Hope Springs. You can scale to the top of the building by climbing the last column of windows in the southeast corner. Make sure you're climbing the correct column, because if your Agent's Agility skill isn't high enough you'll need the tan protrusion above the column to make it to the top. Take down the Cell soldiers surrounding the Absorption Unit and then get to activating it. --- Mason's Quarry Beacon ----------------------------------------------------- Before getting started, ensure your Agent is equipped with an Assault Rifle, UV Shotgun and UV Grenades. You can switch your Agent's weapons at an Agency Landing Zone or by selecting the "Extraction" option in the System section of the Intel Screen and redeploying him. The Beacon deployment area is inside the cavern accessible from the middle ridge in Mason's Quarry. Get onto the lower ridge and sprint over to the large boulder partway down. Jump onto this boulder and then onto the middle ridge. Start south once on the middle ridge and turn left when you reach the cave entrance. Drop down to the Beacon Drop Point marker in the middle of the cavern and press the Back button to signal to the helicopter. The attackers in this lair are large, agile Freaks that throw acidic projectiles. These Freaks will jump onto one of the rock columns surrounding the Beacon and throw projectiles at the Beacon from atop the column. As per usual, attacking Freaks will appear as red blips on your tracker. When one of these Freaks appears, follow the red dot to the Freak's perch, then jump up and blast the Freak with your UV Shotgun. All it takes is one well- aimed shot to blow the Freak away. The UV Shotgun has limited range, so make sure you're close enough. While the Beacon charges, continue sprinting around the area to avoid unmarked Freaks and use your UV Shotgun to knock attackers off of the rock columns as they appear. Although it's best to ignore common Freaks and focus on eliminating attackers, it might be worth throwing a couple of UV Grenades when the Freaks are dense to give yourself more room to move around. Keep this up until the blue meter in the top-right corner of the screen is completely full to detonate the Beacon. ============================================================================== ...Sportiz Gym.........................................................[p04].. ============================================================================== Ensure your Agent is equipped with an Assault Rifle, Sniper Rifle (or Flocket Launcher if you've levelled your Agent's Explosives skill to level three) and Grenades before setting out to activate this network. --- Absorption Unit 1 -------------------------------------------------------- Look for this unit on a platform alongside the beach at the west end of southern Green Bay. Toss a Grenade onto the platform or shoot one of the explosive barrels to kill the Cell soldiers guarding the unit. The biggest threat here is the armoured, Rocket Launcher-wielding Cell soldier on the rock formation south of the platform. Use your Sniper Rifle or Flocket Launcher to take him down. He's armoured, so it'll take quite a few hits with a Sniper Rifle to kill him. Aim for his head. Jump or dodge to the side to avoid incoming rockets if necessary. --- Absorption Unit 2 -------------------------------------------------------- This unit is on a suspended platform at the end of the boardwalk along the south coast of southern Green Bay. The start of the boardwalk is just off the street that runs alongside the beach. A group of Cell soldiers will appear as you near the gazebo; a couple of well- thrown Grenades can clear them out. When the way is clear, move through the gazebo and kill the enemy soldiers standing on the other side. Toss a grenade onto the Absorption Unit platform to kill the two enemies there before jumping over to it. With that, stand on one of the configuration platforms until you've activated the unit. --- Absorption Unit 3 -------------------------------------------------------- The last unit in this network is on top of a grey office building at the east end of southern Green Bay. You can scale one of the window columns on the west side of the building to reach the roof. The Cell population in this part of Green Bay is dense, so be sure to clear any soldiers on street level before beginning your ascent. Once on the roof, gun down the enemies on the platform and then stand on one of the configuration platforms to begin activating the unit. There are snipers and one or two Rocket Launcher-wielding enemies on the rooftops surrounding the Absorption Unit platform, so use your Sniper Rifle to take out these enemies while configuring the unit. Jump or move onto one of the other platforms if you need to dodge an incoming rocket or lock on to a distant enemy for a quick kill. When the Absorption Unit is online, you'll come to learn that something is blocking the power beam the unit is now emitting. You must destroy the makeshift barrier blocking the power beam so the active unit can power the Beacon. Use a Flocket Launcher to demolish the barrier. If you've levelled your Agent's Explosives skill to level three, you can select the Flocket Launcher on the Agent redeployment screen. Switch your Agent's weapons at an Agency Landing Zone or by selecting the "Extraction" option in the System section of the Intel Screen and redeploying him. Follow the power beam emitting from the unit east to the barrier (the power beam trajectory also appears on the map on the Intel Screen). From street level, look for the barrier on top of a white building. Lock on to the barrier with your Flocket Launcher equipped and fire a rocket to knock the barrier down. --- Sportiz Gym Beacon ------------------------------------------------------- Ensure your Agent is equipped with UV Grenades before setting out. You can switch your Agent's weapons at an Agency Landing Zone or by selecting the "Extraction" option in the System section of the Intel Screen and redeploying |
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Another Crackdown 2 Walkthrough :
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