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Boards inFamous Can I get back to Neon district? User Info: Weenski. Then turn around, but as you do that, jump. Cole should be gripping the side of the wagon. Then push up on the left analog stick and you should be in Zeke's wagon.
The only way to get out of here is to die or to use Firebird Strike towards a corner. Sometimes in the game, Cole will talk to allies on his cell phone even if they were standing next to each other. The opposite happens in the final story mission in the game. If Cole leaves the boat before Laroche orders Cole to, Laroche and Cole will talk as if they were right next to each other.
If Cole throws an Ice Grenade on top of a destructible structure, such as Vermaak ice towers or the gas towers in Gas Works, upon destroying the tower the ice left from Cole's grenade will simply hover in the air. Note that they can still be used as ammo by Crushers. In the Gas Works , there is a yellow metal pole. If you jump onto this pole and slide down, Cole will go through the ground and be floating above invisible water.
UGC can be entered here to make a piece of land to stand on. By jumping on either the Street Car wires in the main city or the train tracks in Flood Town , you can trigger a glitch by completely exhausting all Energy Cores, and then tapping R2 while grinding. Cole will drain nearby electrical objects just like in the first game, and can continue to do so until Cole's energy completely refills. This is very handy when escaping enemies by grinding, but is also inconsistent and slows Cole down considerably.
If the player pauses the game directly before any piece of voice audio plays in a cutscene, the audio still plays in slow-motion while the game is paused. When the player unpauses, the cutscene skips up until the point of audio where the game was unpaused. The audio will also be slowed down during certain Story Missions if Cole activates Precision during gameplay - this is easiest to see during the mission Powering Up Gas Works after reaching the final transformer; simply activate Precision while Betrand is talking, and his voice will slow down considerably to match the speed of the gameplay.
After an Overcharge mission, Cole's body retains the ability to both store an electric charge as an object and chain electricity to nearby objects. If Cole uses Ionic Storm on an enemy next to him, Cole will be struck by his own lightning bolts - you can press R2 immediately afterwards to "recycle" Cole's energy and recover up to 23 Energy Cores. Cole will also chain electricity to objects under the influence of the Lightning Hook glitch, making it seem as though there is an electric cord connecting Cole to the object.
This glitch is similar to how Cole recovers energy in the mission Death Toll , but the circumstances are completely different and will not restore Cole's Ionic Charges.
This is a rare glitch. After a bus of conduits crashes outside town, Rowe gets his first power — smoke. And immediately lands his entire town in a world of trouble. The leader of the sinister Department of Unified Protection DUP , herself a nasty conduit with "concrete" bone-shattering powers, spikes concrete bars through most of the local folk's bodies.
Rowe escapes and heads to Seattle — the only option for healing most of the townsfolk is to absorb the wicked witch's power by touching her. And to do that, he needs to liberate a city on lockdown, climb the iconic Space Needle natch and take on the DUP by tooling up with a bunch of new powers from other conduits. As you hit Seattle with smoke powers to hand, much of the gameplay will be familiar to fans of the last two games.
You can get close-up and use a new smouldering chain whip to lash out at DUP goons, or you can zip through smoking vents to the rooftops, to shoot incapacitating bolts of smoke, as well as zipping forward in smoke form to pass into barred areas.
As you complete missions you start to power up earning new moves for your existing powers — smoke grenades, shockwaves that'll take out light structures and fast-moving multiple-enemy melee moves. As before, you'll also need to recharge powers smoke from chimney stacks and crashed cars, neon from signs, obviously. Again, as with the last game, the DUP rather than the gangs control locked down areas of Seattle that you can free by completing mini missions dotted around the map, all while pushing the plot forward with Rowe inching towards the end goal of taking down the DUP and getting his mitts on those concrete powers.
Powers that seem to have been handed to key DUP officers already but, handily for the game, you can't absorb them second-hand from them.
So while the DUP grunts come across as generic gas-masked goons, officers covered in concrete shielding are able to lock down your legs for seconds at a time or leap from building to building to quickly up the ante. Read Story. There were also a host of planters and benches dotted around the square. Around the circling roads were a number of office buildings, stores, and even a museum, some of which had billboards and big screen televisions on top of them.
After the Empire City Blast, the area became dangerous, as it was constantly crawling with Reapers. Stampton Bridge was the main routeway out of Empire City before the Blast.
It was located on the southern end of the Neon District. The Stampton Bridge was very long and wide. It was sealed with several reinforced doors and the bridgeway was barricaded with cargo tankers. The bridge was then protected on one side by riot police who stopped the people of Empire City from crossing the bridge, and soldiers and machine guns were nested on the other end. Underneath the bridge was a series of pipes and structures that the Reapers were planning to sabotage.
Zeke owned a rooftop in the Neon. It featured a television which could be turned on any time using Cole's electricity against the junction box. It also featured mannequins lined up against the fences. Cole and Zeke would meet her often in between missions. Empire Electric was the main source of power for all of Empire City. It was located in the southeast of the Neon District.
Once there, Cole was ambushed by a group of Reapers. Afterwards, a Reaper Mad Bomber appeared and blew up the whole substation, causing the entire city to lose power. Due to the high number of generators, this was a good place for Cole to recharge.
The Smith Fountain was a large fountain that consisted of three curved metal archways with a ball at its center. Neon lights were attached around the edgings of the metal decorations, and below the structure were two platforms where the water flowed. Cole MacGrath visited the structure once when Moya Jones informed him of the water contamination caused by the Reapers.
Several civilians would often visit the area, and when the Reapers induced the water line with black tar , it made them sick. Trish Dailey was seen trying to help the sick civilians around the fountain.
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