CONTENTS
BASIC INTEL
Welcome, Agent, to the new Pacic City, a ruined reection of the original metropolis you once called home. Today, Cell terrorists
control parts of the city, undermining authority in the hopes of overthrowing the Agency. The Freak Virus has mutated an unfor-
tunate cross-section of the population and transformed them into hideous monsters. If not for the peacekeepers, anarchy, death,
and destruction would rule Pacic City.
As the latest recruit to survive the Agency training program, its your job to clean up the
streets and fulll the many objectives around Pacic City. Core objectives include activating
absorption units and protecting beacons. Secondary objectives send you to seize tactical locations
and destroy freak breaches. Tertiary objectives are scattered all around Pacic City, from rooftop
and road races to vehicle and wingsuit stunt rings and orb collection. Learn the basics provided in
this chapter and youll advance through the Agency ranks like a one-in-a-million prodigy.
GAMEPLAY
Pacic City holds too many enemies and obstacles to overcome Deathmatch
without a lot of effort or a little help from your friends. Most
Deathmatch allows up to 16
will start off with the missions in Solo play, or they may work
players to go head-to-head in
together with other players in Co-op play. If you just want to go
a ght for supremacy. As well
head-to-head with other players, elect for PvP play and its kill-
as a range of weaponry and
or-be-killed mentality.
vehicles, players must use all
Solo of their abilities in an all-out
war to become the number
When you appear in Pacic one Agent. Players are awarded points based on how they
City by yourself, youre playing achieve each kill. Methods include:
Solo mode. You wont have
anyone but yourself to rely Explosive Barge
upon, so make sure you hone Firearm Driving
your skills early and stock Punt Explosion from Shot
up on weaponry to match up
Slide Ground Stomp
with the competition. See the Mission Walkthroughs and Orb
Collection chapters for complete details on your main tasks in Stamp Thrown Prop
the game. Check out Rooftop Races, Road Races, and Stunt Prop Hand to Hand Suicide
Rings chapters for optional (but fun!) tasks to entertain you Strength
while progressing through the story line.
here they must keep a hold of the orb for 20 seconds to score 20 Arenas
additional points. The player who achieves the most points by the
With nine multiplayer arenas, youll experience Pacic City in
time limit or reaches the target score is declared the winner.
a whole new light. Get ready to trade bullets high above the
Kill Chaser: 1 Point Hold Orb for 20 Seconds: Agency Tower or underneath the Unity Heights streets in the
Kill Orb Carrier: 2 Points 20 Points Pit.
Pick up Orb: 5 Points Agency Tower
BASIC INTEL
Hints and Tips The nerve centre of the
Agency is at your disposal:
Deathmatch: Agency Tower. No other part
Sticking proximity mines to a vehicle, buggy, or tank is quiet, of the city offers this level of
good fun, especially when you drive into a bunch of players. verticality. Fear not, though, as
DOSSIERS
ENEMY
Chasing players with the helicopter propellers is a good there is easy access to each
laugh, too, plus its 50 points a kill. level through the use of the
Throwing proximity mines into launch pads and setting Agency jump pads. Youll also have access to Agency helicopters
them to activate in midair is also worth a shot. Its great for for a little extra bang for your buck.
killing the unsuspecting launching Agents. Weapon List:
AGENCY
ARSENAL
When being chased by another player, try throwing Cluster grenade Rocket launcher
grenades downward while running; it can sometimes kill Demp 90-A Shrapnel grenade
the guy chasing you.
Flocket launcher Sniper rie
Always aim for the head!
SCHEMATICS WALKTHROUGHS
Homing rocket launcher Sniper SX-1A
VEHICLE
Killing someone by throwing a prop at them is worth 100
Limpet charge Ultra assault rie
points; use whatever is at hand.
Machine gun Ultra SMG
If you want to really annoy your fellow players, then
grab the homing rocket launcher or Flocket launcher. Proximity mine
Guaranteed kills with very little effort. Vehicle List:
MISSION
If you nd yourself engaged in a battle on top of a building, Agency helicopter equipped with rockets
dont be afraid to jump off and, at the very last second, deploy
your wingsuit: Its a quick exit without the damage on landing.
Turnback Lane
Use the high ground whenever possible to scout out and
COLLECTION
nd unaware players to descend upon. Turnback Lane is set in the
ORB
Camping is a bad idea, as the second you start ring youll heart of Hope Springs, so
appear on the enemies minimap. citizens had better stay
indoors for this one. Not quite
Team Deathmatch: the dizzying heights of arenas
ROOFTOP
Its worth trying to take the tall building at the south end such as the Agency Tower but
RACES
of the Block map. Make the other team come to you, then still offers a good variation
slaughter them as they try to ascend. in height to keep Agents on their toes. Good for close quarters
Attach proximity mines to teammates and turn them into combat but be careful not to leave yourself open to a stray
suicide bombers. rockets at ground level.
ROAD RACES
Use updrafts in the Renery to get extra airtime in the wingsuit. Weapons List:
Take advantage of Revival Bonuses that multiply your next kill Cluster grenade Rocket launcher
score by 3. Demp 90-A Shrapnel grenade
Rocket Tag: Flocket launcher Sniper rie
STUNT RINGS
Jump pads can be risky because chasers know where Vehicle List:
youre going to land, but they can still buy you valuable Agency buggy x2
seconds to reach the score/time limit.
Agency helicopter equipped with rockets x2
Corners are your friends, walls are your enemies.
Agency tank x2
Try and be unpredictable; its easiest to lead a target that
Heavy bus equipped with machine gun and Flocket
doesnt change direction.
launcher.
For Chasers:
Anticipate where the orb carrier is moving and either aim
PRIMA Ofcial Game Guide
Weapons List:
Cluster grenade Rocket launcher
Demp 90-A Shrapnel grenade
Flocket launcher Sniper rie
Homing launcher Sniper SX-1A
Limpet charge Ultra assault rie
Machine gun Ultra SMG
Proximity mine
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Vehicle List:
Agency buggy x2
Agency helicopter x2
Agency tank x2
4
BASIC INTEL
provides easy access to all reduced to rubble are held by
areas with the little extra bonus of two helicopters just to make Cell. The Pit offers some of the highest points of all the arenas,
things that bit more frantic. Advice for this arena: dont stop so jump pads have been provided to allow Agents easy access
moving. to higher areas.
Weapons List: Weapons List:
DOSSIERS
ENEMY
Cluster grenade Rocket launcher Cluster grenade Rocket launcher
Demp 90-A Shrapnel grenade Demp 90-A Shrapnel grenade
Flocket launcher Sniper rie Flocket launcher Sniper rie
Homing launcher Sniper SX-1A Homing launcher Sniper SX-1A
AGENCY
ARSENAL
Limpet charge Ultra assault rie Limpet charge Ultra assault rie
Machine gun Ultra SMG Machine gun Ultra SMG
Proximity mine Proximity mine
SCHEMATICS WALKTHROUGHS
Vehicle List: Vehicle List:
VEHICLE
Agency helicopter equipped with rockets x2 Agency buggy x2
Agency helicopter equipped with rockets x2
Agency tank x2
MISSION
ABILITIES
You have ve abilities: Agility, Strength, Firearms, Explosives, and Driving. Except for Agility, each of
the other four abilities are raised by using them against the freaks and Cell soldiers. A kill grants
COLLECTION
you experience points toward the next skill level. If damage is done via two or more abilities, then
ORB
the experience points are split between the used abilities. With Agility, you increase by collecting
Level 1 through Level 4 agility orbs, collecting hidden orbs (which give you a little experience for
all abilities), and completing rooftop races.
ROOFTOP
RACES
Ability Powers
Ability How Earned Level 1 Bonus Level 2 Bonus Level 3 Bonus Level 4 Bonus Level 5 Bonus
Agility Agility Orbs Jump to 10 feet Jump to 15 feet Jump to 20 feet Jump to 25 feet Jump to 30 feet
and Cell soldiers. Its easier to go up in Explosives; each time you throw a grenade accurately or
launch a rocket, you tend to catch multiple enemies in the explosion radius and gain experience
for multiple kills. Unless youre a machine gun-wielding end and catch lots of enemies in a
continuous bullet barrage, you tend to kill only one enemy at a time with Firearms. With each level
increase on Firearms, you become more accurate and unlock more weapons at Agency landing
zones. With each level increase on Explosives, you cause more explosive damage, increase your
explosive radius, and open up more grenades and explosive weapons at Agency landing zones.
Finally, you gain Driving levels by running over enemies, grabbing Driving Renegade orbs, and completing road races and
vehicle stunt rings. Your Driving skill gives you access to additional Agency car types: cruiser (starting vehicles), buggy (Driving 5
Level 2), supercar (Driving Level 3), SUV (Driving Level 4), and tank (Driving Level 5).
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
HOW TO USE ENEMY AGENCY VEHICLE MISSION ORB ROOFTOP UNLOCKING
BASIC INTEL ROAD RACES STUNT RINGS
THIS GUIDE DOSSIERS ARSENAL SCHEMATICS WALKTHROUGHS COLLECTION RACES ACHIEVEMENTS
Gameplay Abilities Combat Agency Support Going Out with a Bang
COMBAT
Cell isnt going to answer
the call for a political debate
TIP
where you change their minds Stock up on explosive weapons, such as the grenade
with some eloquent rhetoric. launcher or homing launcher, as soon as you can.
Force is the only thing that Explosive weapons generally deal more damage than
Cell, and the near-mindless standard projectile weapons, and you have the benet of
freaks, understand. To rule catching multiple enemies in a single explosion and
over Pacic City, youre going to have to mow down some engulng enemies that may be partially protected by
targets and slap some heads around. cover.
Before you can shoot a weapon or toss a grenade, though, GRENADES
you have to learn how to maneuver around the battleeld.
The three main types of grenades have different explosive
Standing still is a no-no: youre an easy target for gunre and,
payloads. Heres how they break down:
even worse, explosions. A moving target is always more difcult
to track, and while you move, you seek out better angles from Standard grenade: One explosion
which to re upon your enemies and discover cover spots for Shrapnel grenade: Initial explosion followed by a secondary,
protection. The higher your Agility, the more your run speed much bigger explosion
increases, which will give you more options in combat.
Cluster grenade: Initial explosion followed by a number of
additional explosions spreading outward
NOTE
You can also wade into battle with vehicles. While zipping
To learn who and what youre up against in Pacic City, around the city in a cruiser, supercar, or SUV, the vehicle itself
ip to the Enemy Dossiers chapter. becomes a weapon if you smash through enemies at full speed.
Jumping not only vaults you to the upper reaches of Pacic Try parking the buggy, armed with its machine gun, and the tank,
City, but its also a vital component of combat. You can escape armed with its rockets, next to enemy resistance and harness
enemies by jumping up to short rooftops for cover, or grabbing the vehicles weaponry against less armored foes. For more on
hand holds above the outstretched arms of marauding freaks. vehicles, see the Vehicle Schematics chapter.
While surrounded, you can leap high to avoid hand-to-hand Try to take the offensive when you can, but there will
blows and land in a better tactical position nearby. On the be times when youre under siege and need defense. Seek
offensive side, you can use your jump to lock onto targets that out cover! The best way to stay alive is to hunker down in a
may be hidden by low-lying cover; jump high until your target protected area and regenerate your shields and health back to
becomes exposed, lock on, trigger a burst, and repeat several full. Its better to jump up on a roof to avoid street-level gunre
times if necessary to whittle an enemy down to nothing. until youre properly prepared for an assault, or crouch behind a
If youre still having barricade to reassess enemy positions and wait for a well-timed
trouble targeting a foe, grenade throw to take them all out. Dont always charge into
remember that you dont have battle and hit confrontations head-on or youre asking for
to shoot for the torso every serious trouble.
time. If only an arm or leg is Once you have all your basic combat moves ironed out,
exposed, toggle your targeting youll want to employ various combat tactics based on the
to focus on what you can hit. situation. In close-combat encounters, rely on weapons with
Shooting a leg will slow an enemy down, while shooting an arm shorter ranges, such as the SMG or shotgun. Your Strength-
will cause the enemy to drop the weapon in hand. If you have fueled hands present another great option; break out your
time, a head shot kills an enemy quickly, though its difcult to martial arts if you dont have time or ammo to get the job done
achieve unless you have high Firearms ability or use a precise with a weapon. Avoid long-range weapons such as the sniper
weapon such as the Sniper SX-1A. rie or any of the explosive weapons.
STATIC TURRET EMPLACEMENTS Conversely, youll
While the weapons themselves are locked into their housing perform better in ranged
as far as Cell are concerned, a Level 3 Strength Agent can encounters if you load up on
remove and replace them. Heavy weapons emplacements powerful long-range weapons,
come in three varieties: such as the harpoon gun and
any of the explosive weapons.
Flak You might hit an enemy with
Machine gun short-range weapons, but they wont be as accurate or deal as
Rocket launcher much damage. In long-range situations, sneak into an area and
scout around for your targets. Rather than charge in and start
Get a feel for all the weapons and grenades in the game. a reght, as youre generally forced to do in close-combat
Each has its own value, and many perform better in certain skirmishes, stay under cover and pick off your targets one by
circumstances. For example, the Flocket launcher is great for one. If you can keep the element of surprise, you may be able to
homing in on targets, especially ones hidden behind cover, but wipe out all threats before they can gure out in what direction
you wouldnt want to shoot its explosive rounds at point-blank to return re.
range. The mag works wonders against metallic vehicles;
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If you dont feel like sticking around for a ght, you can
always perform a drive-thru attack. Jump in a vehicle,
TIP
accelerate to full speed, and careen through your enemy targets Generally, you want to take a long-range weapon in your
like a bowling ball through pins. Turn around and hit them again primary weapon slot and a short-range weapon in your
if your rst pass doesnt do the trick. If the enemies are smart secondary weapon slot. This gives you the best exibility
enough to seek cover, gun your out in the eld against unpredictable enemy encounters.
vehicle toward the cover spot
BASIC INTEL
and eject before the vehicles
smashes into the enemies.
Clean up any enemy survivors
with your primary weapon.
DOSSIERS
ENEMY
AGENCY SUPPORT
You cant do this alone, and If youre close to an Agency landing zone, stop by and
fortunately the Agency lends resupply. Even if you take the same weapons, youll reload
AGENCY
ARSENAL
you all the support it can from ammo back to full.
its wealthy reserves. The suit Once you capture a Cell
you wear powers up Agility, stronghold, such as Springside
Strength, Firearms, Explosives, Quay at the start of the game,
and Driving skills, and is your
SCHEMATICS WALKTHROUGHS
the Agency moves in and sets
VEHICLE
top weapon against Cell and freaks. Its targeting system enables up a landing zone for you.
you to lock onto foes with your weapons, and its minimap From that point on, you can
displays surrounding terrain and marks enemy positions, vehicle use that Agency landing zone
positions, and useful icons to highlight races, stunts, orbs, and as a drop-off for weapons and vehicles (and a location to store
more. When you die, and you eventually will, the Agency regen- new weapons and vehicles you obtain).
MISSION
erates you at any of dozens of respawn points around the city,
armed with new weapons and a vehicle.
COLLECTION
ORB
The moment you step outside
the Agency, its war. Dont lose
FUN WITH MAGS
sight of the fact that Pacic Mags create small magnetic elds, better for tricks than
City is already controlled by explosive repower. Stick a Mag to one target, then throw
ROOFTOP
the enemy forces, and its a second Mag on a new target and you link the two with a
RACES
up to you to liberate the city. magnetic string that pulls them together. Stretch one of the
Whether you go at it solo or anchor points away from its partner, let go, and watch how
with fellow Agents, you have a mighty task ahead, but one that it snaps back like its on a taut elastic band. Dont be fooled:
isnt insurmountable. Raise your abilities, stock up on weapons Mags can cause damage by slingshoting objects into enemies,
ROAD RACES
and explosives, and follow the advice in this book to blast your but its even more fun to throw Mags up high and hang things
enemies back to the twentieth century. like in a spiderweb or trail cars behind ying helicopters. Its
even possible to use Mags to suspend objects in midair to
help with those impossible jumps!
STUNT RINGS
ACHIEVEMENTS
UNLOCKING
PRIMA Ofcial Game Guide
ENEMY DOSSIERS
CELL
The human terrorists organized throughout Pacic City are
Cell. These terrorists hold tactical locations and strongholds Sniper
throughout the three main islands, and they threaten you at every Threat Level:
turn as you chase down absorption units, or simply nd yourself
in the wrong alley at the wrong time. At night, Cell strongholds Weaponry: Sniper SX-1A, Shrapnel Grenade
are more fortied; during the day, Cell soldiers wander the streets
Strategy Tips: Before assaulting a tactical location or
looking to mix it up with the authorities. From the lowest grunt
absorption unit, scout the area from the nearby tallest
holding an Ingalls XGS to the toughest terrorist triggering off
rooftop. Hold targeting down as you sweep adjacent
rockets from a homing launcher, Cell operatives rely on conven-
rooftops, balconies and cover spots. Snipers tend to
tional weaponry to cause death and destruction.
bunker down as high as possible, and always with an open
SMG Soldier shot at the defending location. If you identify a sniper
before he spots you, the threat drops tremendously.
Threat Level:
Weaponry: Mach HMG-120, Shrapnel Grenade is that the projectiles travel fairly slowly as they track
Strategy Tips: Unless youre wielding a high-powered projectile their target. Its possible to dodge them at the last
weapon, such as the AM sniper or a machine gun of your own, second and force them to detonate on nearby terrain
keep your distance from these guys and take them out with without taking damage. Even better, scout out these
grenades. If you have no choice but to get in closer, approach with terrorists early and pick them off from range.
stealth and attack from the back side. The extra second or two
8 for an LMG to orient to your position will make the difference.
FREAKS
The Freak Virus has mutated Pacic City citizens into freakish
monsters bent on consuming human esh. These freaks only Reaper
come out at night, and spawn heaviest within freak breaches Threat Level:
and freak lairs. Low-level freaks like Ramblers, Scroungers,
BASIC INTEL
Slingers, and Screamers serve as the foot soldiers for basic Mutation: Acid Throw
freak attacks. More evolved freaks like Reapers, Pounders,
Reaper Agents, and Goliaths run faster than you, leap across Strategy Tips: Reapers have the same vulnerability as
rooftops, and can pick up and throw any object. They are every the Slinger: shoot the acid sac and the freak explodes.
bit as powerful as you, except there are far more of them! From
Ramblers to Reaper Agents, freaks tap into their mutations to Pounder
DOSSIERS
ENEMY
terrorize the city. Threat Level:
Rambler
Mutation: Enhanced Strength
Threat Level:
Strategy Tips: Avoid open space with a Pounder
AGENCY
ARSENAL
nearby. A Pounders charge can atten you on your
Mutation: Spawning back and leave you stunned for several seconds.
Strategy Tips: Ramblers do not follow predictable Keep obstacles between you if you cant blow the
paths, but wander aimlessly, relying almost entirely Pounder away immediately with explosives.
SCHEMATICS WALKTHROUGHS
VEHICLE
on sound due to their blindness caused by the Freak
Virus. You can easily move around them to blindside
them with martial arts or a blast to the back.
Reaper Agent
Threat Level:
Scrounger
MISSION
Mutation: Daylight Tolerance
Threat Level:
Strategy Tips: See the Agency Tower Mission section
of the Mission Walkthroughs chapter for complete
Mutation: Spawning combat details on how to battle these monsters.
Strategy Tips: Similar to Ramblers, you can out-maneuver
COLLECTION
these freaks easily. If several of them surround you, jump
ORB
as high as you can and relocate to an open area. The blind Goliath
Scroungers wont be able to hunt you down quickly. Threat Level:
FREAK ACID
ROOFTOP
Mutation: Enhanced Size and Armor
RACES
The threat from the freaks can be judged by the acid color Strategy Tips: You can spend all day beating on these freaks;
they secrete from their sac. There are three stages to freak only a relentless attack will take one down. Dont even
mutations: bother with bullets. Break out your explosive weapons and
grenades. Continue hitting a Goliath with explosion after
ROAD RACES
Green Acid: Low Threat Level explosion to destroy it before it pounds a beacon into pulp.
Yellow Acid: Mid Threat Level
Red Acid: Deadly Threat Level
STUNT RINGS
Screamer
Threat Level:
Slinger
Threat Level:
PRIMA Ofcial Game Guide
AGENCY ARSENAL
AGENCY WEAPONS
NOTE
Your main weapons are supplied by the Agency at your various captured tactical locations, which convert to Agency
landing zones. The higher your Firearms ability, the more Agency weapons you unlock and the better your accuracy
with each weapon. Bullet damage, effective range, and re rate are unaffected by your Firearms ability. Weapon
categories are numbered from 1 to 10, with 1 being the least effective and 10 the best in its class.
SMG Ultra SMG Harpoon
Unlock Condition: Firearms Level 1 Unlock Condition: Firearms Level 3 Unlock Condition: Firearms Level 4
Bullet Damage: 1 Bullet Damage: 3 Bullet Damage: 8
Effective Range: 4 Effective Range: 5 Effective Range: 10
Fire Rate: 8 Fire Rate: 10 Fire Rate: 2
Feature: Standard-issue, Feature: Upgrade to SMG Feature: Longest weapon range
rapid-re weapon Ultra Shotgun Turret Flack
Shotgun Unlock Condition: Firearms Level 3 Unlock Condition: Unlocked at
Unlock Condition: Firearms Level 1 Bullet Damage: 8 Explosives Level 4
Bullet Damage: 6 Effective Range: 2 Bullet Damage: 10
Effective Range: 2 Fire Rate: 1 Effective Range: 5
Fire Rate: 2 Feature: Upgrade to shotgun Fire Rate: 1
Feature: Standard-issue, Machine Gun Feature: Extreme explosive damage
close-combat weapon Unlock Condition: Firearms Level 3 AM Sniper
Assault Rie Bullet Damage: 7 Unlock Condition: Firearms Level 5
Unlock Condition: Firearms Level 2 Effective Range: 6 Bullet Damage: 9
Bullet Damage: 2 Fire Rate: 6 Effective Range: 9
Effective Range: 6 Feature: Heavy repower; Fire Rate: 1
Fire Rate: 6 ample ammunition Feature: Upgrade to sniper rie
Feature: Better repower than SMG Flocket Launcher Turret Machine Gun
Sniper Unlock Condition: Unlocked at Unlock Condition: Firearms Level 5
Unlock Condition: Firearms Level 2 Explosives Level 3 Bullet Damage: 9
Bullet Damage: 8 Bullet Damage: 7 Effective Range: 8
Effective Range: 8 Effective Range: 5 Fire Rate: 6
Fire Rate: 2 Fire Rate: 2 Feature: Tremendous ammo with 1,000-
Feature: Long-range assassinations Feature: Powerful explosive damage count magazine
UV Shotgun with homing capabilities Turret Rocket Launcher
Unlock Condition: Firearms Level 2 Ultra Assault Rie Unlock Condition: Unlocked at
Bullet Damage: 8 Unlock Condition: Firearms Level 4 Explosives Level 5
Effective Range: 1 Bullet Damage: 5 Bullet Damage: 7
Fire Rate: 2 Effective Range: 7 Effective Range: 7
Feature: Max damage vs. freaks; Fire Rate: 4 Fire Rate: 2
knockback vs. humans Feature: Effective combination of range Feature: Major explosive damage and
and stopping power ammo, but manual aim
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10
CELL WEAPONS
NOTE
These weapons can be captured from the enemy and stored at your Agency landing zones. The higher your Firearms
ability, the better your accuracy with each weapon. Bullet damage, effective range, and re rate are unaffected by your
Firearms ability. Weapon categories are numbered from 1 to 10, with 1 being the least effective and 10 the best in its class.
BASIC INTEL
Ingalls XGS Mach HMG-120 Rocket Launcher
Unlock Condition: Store at Agency Unlock Condition: Store at Agency Unlock Condition: Store at Agency
landing zone landing zone landing zone
Bullet Damage: 2 Bullet Damage: 8 Bullet Damage: 8
DOSSIERS
ENEMY
Effective Range: 5 Effective Range: 7 Effective Range: 6
Fire Rate: 6 Fire Rate: 4 Fire Rate: 2
Feature: Standard enemy weapon with Feature: Slightly more powerful than Feature: Shoots rockets on straight path
light damage Agency machine gun Homing Launcher
Ingalls AL-107 Sniper SX-1A Unlock Condition: Store at Agency
AGENCY
ARSENAL
Unlock Condition: Store at Agency Unlock Condition: Store at Agency landing zone
landing zone landing zone Bullet Damage: 7
Bullet Damage: 4 Bullet Damage: 10 Effective Range: 5
Effective Range: 6 Effective Range: 10 Fire Rate: 1
SCHEMATICS WALKTHROUGHS
VEHICLE
Fire Rate: 6 Fire Rate: 1 Feature: Shoots rockets that lock on and
Feature: Standard enemy weapon with Feature: Best single-shot, long-range follow target
moderate damage weapon
Demp 90-A Grenade Launcher
Unlock Condition: Store at Agency Unlock Condition: Store at Agency
MISSION
landing zone landing zone
Bullet Damage: 7 Bullet Damage: 8
Effective Range: 3 Effective Range: 6
Fire Rate: 2 Fire Rate: 2
COLLECTION
Feature: Standard enemy weapon with Feature: Shoots explosive grenades, not
ORB
heavy damage bullets
EXPLOSIVES
ROOFTOP
RACES
NOTE
Some of these explosives are supplied by the Agency, and some can be captured from the enemy and stored at your
Agency landing zones. The higher your Explosives ability, the greater your damage and the larger your blast radius
ROAD RACES
with these explosives. Explosives categories are numbered from 1 to 10, with 1 being the least effective and 10 the
best in its class.
Grenade Satchel Charge Shrapnel Grenade
Unlock Condition: Explosives Level 1 Unlock Condition: Explosives Level 2 Unlock Condition: Store at Agency
STUNT RINGS
NOTE
Once thrown, quackers stick to whatever they land on, (including enemies for comic effect).
Detonation occurs when the player presses and holds +. Multiple quackers can be thrown,
then detonated by one hold of +. To obtain quackers, the player needs to complete the
Funland tactical location. Once they have left the area, the next time they return the
quackers can be found in the Chucks Ducks 2 stall. In order to keep them, the player
needs to store them at an Agency Landing zone, and luckily one is in the vicinity of Funland. 11
VEHICLE SCHEMATICS
AGENCY VEHICLES
NOTE
Your main vehicles are supplied by the Agency at your various captured tactical locations. You unlock a new Agency
vehicle each time you level your Driving ability. Top speed, acceleration, and armor are unaffected by your Driving
ability. Vehicle categories are numbered from 1 to 10, with 1 being the least effective and 10 the best in its class.
Cruiser SUV
Unlock Condition: Driving Level 1 Unlock Condition: Driving Level 4
Top Speed: 6 Top Speed: 8
Acceleration: 6 Acceleration: 7
Armor: 6 Armor: 7
Feature: Standard-issue Agency vehicle Feature: Jump
Buggy Tank
Unlock Condition: Driving Level 2 Unlock Condition: Driving Level 5
Top Speed: 8 Top Speed: 5
Acceleration: 10 Acceleration: 3
Armor: 4 Armor: 10
Feature: Machine gun Feature: Rocket launcher
Supercar Helicopter
Unlock Condition: Driving Level 3 Unlock Condition: Obtained from Agency
Top Speed: 10 Tower with Level 5 Agility
Acceleration: 10 Top Speed: 10
Armor: 7 Acceleration: 5
Feature: Scoop Armor: 4
Feature: Flight
CELL VEHICLES
NOTE
These vehicles can be captured from the enemy and stored at your Agency landing zones. Top speed, acceleration,
and armor are unaffected by your Driving ability. Vehicle categories are numbered from 1 to 10, with 1 being the least
effective and 10 the best in its class.
12
BASIC INTEL
Unlock Condition: Store vehicle at Unlock Condition: Store vehicle at Unlock Condition: Store vehicle at
Agency landing zone Agency landing zone Agency landing zone
Top Speed: 5 Top Speed: 7 Top Speed: 8
Acceleration: 4 Acceleration: 7 Acceleration: 5
Armor: 6 Armor: 8 Armor: 7
DOSSIERS
ENEMY
Roadster
Unlock Condition: Store vehicle at
Agency landing zone
Top Speed: 8
AGENCY
ARSENAL
Acceleration: 9
Armor: 5
CIVILIAN VEHICLES
SCHEMATICS WALKTHROUGHS
VEHICLE
NOTE
These vehicles can be captured out on the Pacic City streets and stored at your Agency landing zones. Top speed,
acceleration, and armor are unaffected by your Driving ability. Vehicle categories are numbered from 1 to 10, with 1
MISSION
being the least effective and 10 the best in its class.
COLLECTION
ORB
Top Speed: 4 Top Speed: 4 Top Speed: 4
Acceleration: 4 Acceleration: 3 Acceleration: 3
Armor: 2 Armor: 3 Armor: 2
Commuter 2 Delivery Van 2 Saloon
ROOFTOP
Unlock Condition: Store vehicle at Unlock Condition: Store vehicle at Unlock Condition: Store vehicle at
RACES
Agency landing zone Agency landing zone Agency landing zone
Top Speed: 4 Top Speed: 5 Top Speed: 4
Acceleration: 4 Acceleration: 3 Acceleration: 3
ROAD RACES
Armor: 2 Armor: 2 Armor: 2
Delivery Truck Estate
Unlock Condition: Store vehicle at Unlock Condition: Store vehicle at
Agency landing zone Agency landing zone
Top Speed: 4 Top Speed: 5
STUNT RINGS
Acceleration: 2 Acceleration: 4
Armor: 3 Armor: 2
ACHIEVEMENTS
UNLOCKING
PRIMA Ofcial Game Guide
13
MISSION WALKTHROUGHS
TACTICAL LOCATIONS
Cell terrorists have established resistance footholds throughout Pacic City. Until you free these tactical locations from Cell
inuence, Pacic City streets are a dangerous place to walk for an Agency peacekeeper. You could be innocently surveying a road
race while a Cell gunman takes a potshot at you from a block away.
After your training session, you begin your tour of duty in Springside Quay at the southern end of the Hope Springs islands.
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This is the rst of 27 tactical locations controlled by Cell. With the help of other peacekeepers, you must liberate the Springside
Quay tactical location. Next, you must move deeper into the docks area and take over the second tactical location in Container City.
Together, these two tactical locations make up a Cell stronghold. There are seven Cell strongholds spread throughout the city, each
comprising a network of two or three individual tactical locations. Controlling a tactical location converts it to an Agency landing
zone (as long as it isnt part of a multi-Tactical Location Cell stronghold), which allows you to request weapon and vehicle drops to
that spot. As you progress through the city, youll nd Agency landing zones invaluable. Although not required, you may also want
14 to clear tactical locations to make completing beacon missions, races, and stunt rings that much easier.
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HOW TO USE ENEMY AGENCY VEHICLE MISSION ORB ROOFTOP UNLOCKING
BASIC INTEL ROAD RACES STUNT RINGS
THIS GUIDE DOSSIERS ARSENAL SCHEMATICS WALKTHROUGHS COLLECTION RACES ACHIEVEMENTS
Tactical Locations Freak Breaches Absorption Units and Beacons
CAUTION NOTE
Expect greater Cell resistance at night. Cell agents tend You must complete the rst beacon mission before
to roam during daytime hours, while they bunker down Tactical Location 3: Shipyard (or any other Tactical
and secure tactical locations at night. Location) becomes active.
You initiate an assault on a tactical location by standing in
the red Cell symbol on the ground and tapping the Back button. Tactical Location 3: Shipyard
BASIC INTEL
After the assault begins, a red bar appears on your screen in the As you approach the Shipyard
top-right corner. As you kill Cell agents in the area, the red bar tactical location from
will decrease. Drop it to zero to liberate the tactical location. An Springside Quay, sneak up
Agency helicopter will drop in allied troops to secure the area. on the enemies using their
Heavily fortied tactical locations require more kills to liberate vehicles as cover. Drop the
the site, so load up on bullets and explosives in case you nd surrounding Cell members, tag
DOSSIERS
ENEMY
yourself in a tougher reght than you anticipated. the tactical location symbol,
The following tactical rundowns give you approach and run for the large tank to the east. Even if you cant jump to the
strategies and combat maneuvers for Pacic Citys 27 tactical tankers top, the area can be reached using the ramp on the west
locations. In general, you want to clear out enemy snipers and side. Pick off targets as you see them from the tanker top, and if
AGENCY
all is clear, jump down to quickly locate new Cell members and
ARSENAL
explosive experts from an area before triggering the locations
Cell symbol. If you have access to high-powered weaponry, return to the tanker cover as necessarily. Eventually, enough Cell
hammer away with rockets and missiles if civilian casualties agents will spawn for you to conquer the third tactical location.
arent a concern, and seek out the best cover position in the
Tactical Location 4: Shorico Yard
SCHEMATICS WALKTHROUGHS
immediate area. Learn the Cell spawn points so you can expect
VEHICLE
where the next attack will come from. Each tactical location is For the nal tactical location
different, however, so experiment with different tactics. Whether in the docks area, approach
you want to snipe with the harpoon gun from a rooftop or drop from Springside Quay. As you
grenades behind Cell barricades from around the corner, read get close, use the windows on
up on these Agency intel les before tackling Cells strongholds: the northeast side to scale the
MISSION
wall and take cover on the roof.
NOTE From your elevated position,
Tactical locations 1 and 2 form the Springside Quay you can annihilate any enemies out in the open, and with a little
stronghold. bit of work, youll pick off those behind cover, too. Pay special
COLLECTION
attention to the doors below the Shorico Offshore sign, as that
Tactical Location 1: Springside Quay
ORB
is the main spawn point. If you keep this spawn point clear, cover
should be readily available, even on ground level.
Your rst tactical assault will
always be against the Springside
Quay. Your fellow agents provide
NOTE
ROOFTOP
plenty of support re, which Tactical locations 5 and 6 form the Block stronghold.
RACES
enables you to sprint toward
the tactical location symbol and Tactical Location 5: The Block: Entrance
initiate the assault at the start of In the rst of two tactical
ROAD RACES
the ght. Cell will pour out of the warehouse doors on either side of locations for the Block
the assault point. Dont get caught in a crossre in the middle. Take stronghold, you dont want
on one side or the other, and if you take too much damage, retreat to storm in unprepared. The
to the brick walls by the street and shoot from cover there. The last tactical symbol is located in the
enemies to fall will most likely be positioned behind the barricades middle of a main intersection,
STUNT RINGS
near the containers; once they drop, the area is yours. which means attacks angle
from many directions. When you arrive, mow through any enemies
Tactical Location 2: Container City in sight, then take cover behind the Cell barricades to the east or
After you mop up Springside west of the tactical symbol. Basic Cell members can be cleared
Quay, you must tackle the as they pursue you, but youll have to enter the intersection again
ACHIEVEMENTS
UNLOCKING
second tactical location to attack the more advanced units directly. Jump back behind the
linked in the stronghold chain, closest barricade if things get too hot and continue whittling down
Container City. Proceed to resistance until the location rests in Agency hands.
the right around the outer
containers and pick off the Cell Tactical Location 6: The Block: Rooftop
agents guarding the entrance to the beacon area. As you enter the In the second tactical location
beacon area, drill the Cell agent to the left on the second level, for the Block stronghold, climb
then turn right at the corner and look for the tactical location atop to the rooftop from the street
the platform in the center of the expanse. Trigger the assault and west of the tactical symbol.
kill the terrorist near the mounted turret. Use the turret to destroy Use the broken pillar to reach
PRIMA Ofcial Game Guide
the incoming Cell enemies. If you begin taking too much heat, the high bridge if your agility
retreat back to the entrance and use that initial corner as cover is too low for a more direct
until youve eliminated all Cell ghters around the beacon. ascent. Take cover on the building south of the tactical location,
which protects you well from the snipers that are posted to the
TIP east, especially if you crouch. Jump up and rain bullets down
Grab as many agility orbs in the docks and surrounding on Cell enemy groups as they appear from the rooftop door, or
Hope Springs area as possible. Its advantageous to take venture out and pick off straggling enemies on or around your
on the rest of the tactical locations at Agility Level 3 or rooftop. Collect any weapons you nd on fallen Cell members
higher. The importance of this cannot be stressed enough! and cash them in at the Agency landing zone to store for future
battles. 15
Tactical Location 7: Hi-Power and scout out existing Cell targets before you descend on the
tactical symbol. Fire rockets and grenades to blast away the
Look roofward for this tactical immediate resistance, then quickly drop down to trigger the
location right on top of the assault. Multiple Cell groups will arrive in vehicles, leaving you
nearby absorption unit, vulnerable if youre out in the open. Instead, hop over the nearby
which adds a few long-range metal railing and drop down below the short concrete wall.
defenders that youll have Each time you want to attack, jump in place, auto-target the
to keep an eye on. Use the nearest enemy, and re. Continue until you wipe out enough Cell
rooftop sandbags, walls, and to bring in the Agency helicopter.
ducts as cover as you gun down swarming enemies. After you
activate the siege, move to one side of the roof and proceed Tactical Location 11: Police HQ
carefully forward to keep most of the attacks in front of you.
Do not hit the Police HQ
Because Cell members spawn out of the roof doors, glance over
head-on or youre asking for
your shoulder every now and then to ensure that no surprises
serious trouble. Quickly move
have snuck up behind you. Youll most likely have to pass back
to cover on the southwest
and forth several times along the roof to kill enough enemies to
side of the HQ before any
satisfy the takeover, or look for stragglers on nearby rooftops to
Cell agents spot you. With
get your enemy quota.
a high enough agility level,
Tactical Location 8: Funland you should be able to climb to the roof. Deal with grenadiers
and snipers from this position, and use the duct and rooftop
Its not all fun and games when structure as cover while you circle the building for more targets.
grenades bounce around your Once all elevated targets have been eliminated, drop down to
boots! To avoid a messy end, the street and initiate the assault. As more Cell arrive, either
approach the tactical location retreat back to the roof or ght along one of the side streets.
from the north to get the drop Just be careful of the spawn point at the back door to the HQ.
on the mounted turret atop the
cracked wall. Once the turret Tactical Location 12: Royal Vista
has been dealt with, turn it to your use and blast any enemies in
Although its tempting to hit
sight. The signs along the rooftops should allow for cover from
the Royal Vista head-on and
most enemies, although you must take out the sniper hiding on the
go for its big turret, the heavy
Ferris wheel before you can venture out into the open. Fresh Cell
enemy repower makes this a
spawns bring new grenade launchers, so listen for explosives and
dangerous choice. Quickly use
keep moving at all times. After youve captured the point, make
the pedestrian bridge nearby
sure you store any new enemy weapons at an Agency landing
to avoid damage and gain
zone to make future encounters much easier.
easy access to priority targets. Once youve cleared the main
building of all Cell members, seize control of the mounted turret
TIP atop the central structure and mop up the street-level enemies.
Be sure to collect a grenade launcher from Funland for As new Cell spawn on the street below or come through the
storage at an Agency landing zone. balcony doors, obliterate them instantly with a turret shot. Be
careful to avoid causing civilian casualties with your explosions.
If you need more kills to nish the assault, look to the north for
NOTE arriving Cell reinforcements.
Tactical locations 9 and 10 form the City Apartments
stronghold.
NOTE
Tactical Location 9: Apartments: Rooftop Tactical locations 13 and 14 form the Hillview Heights
On your approach, take the stronghold.
ramp south of the tactical
location to reach higher
Tactical Location 13: Hillview: East
ground and seek out the Take to the rooftops and
orange rooftop for the best sweep the initial Hillview area
cover from snipers and before triggering the assault
grenades. As Cell advances up at ground level. Its imperative
toward you, mow them down with the machine gun, any rocket- that you remove the mounted
bearing weapon, or the best toy in your current arsenal. If you turrets up high as quickly as
get too much heat up top, the undersides of the rooftop ramps possible. Leave them around
offer decent cover. Just keep an eye (and ear) out for incoming and youll be barbecued ribs before you even reach the Cell
grenades. Grenadiers are concentrated near the absorption unit symbol. The rooftops allow fairly good cover so long as you get
as well as the rooftop nearest Funland. Deal with these deadly used to vaulting from structure to structure to avoid the slew of
Cell enemies as soon as possible to make taking the tactical grenades heading your way. Once the rooftops are clear, head
location an inevitability. down to street level and slaughter as many Cell agents as you
can before retreating up high or down one of the side alleys for
Tactical Location 10: Apartments: Bridge cover. Venture out to pick off the remaining targets as needed to
Another tactical location in conquer the location.
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Tactical Location 14: Hillview: West Tactical Location 17: Shanty Town
Approach the tactical location Inside, Shanty Town can be a
from the south and rely on a deathtrap. After you activate
small gap between wall and the assault, slip to the outside
girders as cover against street- perimeter and keep on the
level enemies. This area also move. Peer through openings
offers a path to higher ground. in the structure to pick off
BASIC INTEL
Climb up and deal with the the swarming Cell agents.
mounted turret, then turn its superior repower on rooftop Cell The sniper rie or assault rie works best. Stay on the move as
or any enemies that are still protecting the Cell symbol below. the enemies chase you down. If the wounds pile up, take cover
Once the area is quiet, you can venture away from the turret to between the shacks or on the defensive side of the rocks to
hunt down remaining enemy pockets to run down the assault recover your health and shields. Once the Cell targets thin out
DOSSIERS
ENEMY
counter. It might take some time to score the appropriate and the fear of any enemy explosives is gone, feel free to jump
number of kills, but patience is key here so you dont get caught atop the shacks to get a better vantage point for eliminating the
in any deadly crossres. nal stragglers.
AGENCY
ARSENAL
Approach the Lighthouse
Tactical locations 15 and 16 form the Villa stronghold.
along the rocks and take
Tactical Location 15: The Villa: Mainland cover in the structure near the
tactical symbol, where narrow
SCHEMATICS WALKTHROUGHS
Take cover west of the tactical doorways prevent most
VEHICLE
location, in sight of the main grenades from reaching you
gate. A higher agility allows you and the walls stop sniper re
to jump directly to the small, from the Lighthouse itself. Rely on your minimap to track enemy
nearby rooftop, while a lower movement and respond accordingly. Clear members from the
agility means you must use the structure rst, then sling a long-range weapon and pick off the
MISSION
adjacent rocks to get into the snipers on the Lighthouse balconies. The main enemy spawning
same position. Once you are on the tiled roof, incoming grenades point is in the mountain pass behind the tactical symbol. Once
shouldnt be able to land on you and youre free to eliminate immediate enemies have been eliminated, move into position to
dangerous targets around the grounds. Clean up the courtyard spot the door at the back of the pass and heave explosives at
COLLECTION
from the safety of the rooftop, then drop down along the outside any enemies that emerge.
ORB
and approach the main gate. Dont drop directly into the courtyard
in case there are multiple enemies still alive. Slip in slowly and
silence individual targets one by one until the rst part of the CAUTION
stronghold is under Agency control. Avoid attempting any of the Unity Heights tactical
ROOFTOP
assaults before you have Agility Level 4 (preferably level
Tactical Location 16: The Villa: Island
RACES
5). Many of the locations can be seized with a lower
It might seem like the only way agility score; however, navigating this island can be
onto the island fortress is to taxing without the ability to climb many of the buildings.
make the long jump across the
ROAD RACES
broken bridge. You would make Tactical Location 19: Hope North
a deadly error trying that, as Slip into the area quietly and
the front entrance is packed approach from between the
with heavy weaponry. Go buildings southeast of the
STUNT RINGS
swimming instead. Leap off the mainland into the water below tactical location. After you
and either swim underneath the island and follow the hallways initiate the assault, return to
up to the fortress, or avoid any early confrontation and swim to these buildings for quick cover.
the back of the island and jump over the outer wall. The balcony Stay in the sheltered area to
to the south of the tactical symbol marks the best cover spot; it avoid turret re while dropping advancing Cell members. Switch to
ACHIEVEMENTS
wraps all the way around the water and gives you lots of room a long-range weapon or explosives to deal with the mounted turret
UNLOCKING
to move out of the way of incoming explosions and multiple once the streets are relatively safe to tread. If you need a few
corners from which to snipe at targets. Thanks to its high arc, more enemies to end the encounter, wander out from cover to lure
the grenade launcher is easily the most useful weapon for the targets toward you and duck back if you need the extra protection.
assault, and you can grab one from several enemies guarding
the vicinity. Tactical Location 20: Hope Tower
This is an extremely dangerous
TIP tactical location, so only
attempt it once your skills
Be sure to collect a rocket launcher or grenade launcher
are at their peak and youre
from the Villa for storage at an Agency landing zone.
PRIMA Ofcial Game Guide
throughout a level should cripple the defense, and if you run Tactical Location 25: Vergotten: Entrance
into difcult counterattacks, hang off a ledge out of sight until
youre back to full strength and can plunge back into the fray. Each of the Vergotten tactical
locations is heavily guarded;
Tactical Location 21: Hope South make sure you have the best
weapons available before you
Prepare for another deadly attempt the assault. When
battle in a main street inter- youre ready, use the low ledge
section. After you trigger the east of the Entrance tactical
assault, take cover on the location to gain access to higher ground. The rooftops give you
stairs just east of the tactical great cover from ground enemies while you rain down machine
location. Clear out the enemies gun re and grenades to clean up the area. Save your more
that advance on your position, accurate weapons, such as the harpoon gun, for priority targets
and leap up to chip away at remaining Cell members. When you on other rooftops or on the ground with long-range weapons.
have a breather from ground-level attacks, look for the snipers
located across the street. You need to eliminate these threats
before the Agency helicopter arrives or they may take out your TIP
support before the area is fully secure. Normally, you have enough ammunition to take down
two tactical locations in a stronghold chain without
NOTE reloading. Because you must capture three tactical
locations within the Vergotten Apartments stronghold,
Tactical locations 22 and 23 form the HR Complex collect the best weapons from fallen Cell members
stronghold. before moving to each location so you dont come up
short.
Tactical Location 22: HR Complex: Tower
Watch at the Tower for the Tactical Location 26: Vergotten: Approach
steady ow of Cell vehicles Come in from the rooftops to
driving into the area. Save your thin out the more dangerous
grenades for arriving vehicles targets, then initiate the
and take out multiple enemies assault by quickly venturing
with a single strike. Once you out to the Cell symbol. Take
initiate the assault, quickly immediate cover near the
eliminate the hostiles in the alley east of the tactical location. underground parking west of
Make sure that all Cell members have been cleared from this area the tactical location. Stay as close as possible to the tactical
before turning your attention back to the street. Pop out to mop location to keep the assault active, but you can temporarily fall
up remaining Cell, but return to the alley to recover health and back into the underground parking if things get too hot. Thin out
shields as needed to overcome the location. resistance while keeping an eye on your ammo. Remember to
pick up new weapons and grenades from fallen Cell members
Tactical Location 23: HR Complex: Courtyard when you begin running low.
Do not charge into the
Courtyard unless you plan Tactical Location 27: Vergotten: The Pier
on cashing in on your life Sneak in on the rooftops and
insurance policy. Cell enemies take cover behind the Cell
encircle the tactical symbol, barricade just north of the
many armed with explosives tactical location. Enemies
that can quickly chain into bunker down on both sides
deadly conagrations. Hit the courtyard from the west, and of this position. Concentrate
jump to the open oors east of the tactical location for elevated on one group, then return to
cover. Clear the area from above and pull back to recover health your cover spot to regain health and shields before removing
and shields when things get too intense. Be sure to eliminate the second group. Next, clear a path to the water and climb the
the mounted turrets before triggering the assault unless youre north side of the apartments. Make use of mounted turrets on
really quick on your feet. the rooftops to destroy any Cell resistance in the area, high or
low. Once the rooftops are secure, you can venture back down
Tactical Location 24: Tech Park to ground level if you need more kills. Use debris and exploded
Retreat to the south side of vehicles as cover while you hunt down the nal Cell members to
the main structure as soon as seize the tactical location.
the tactical location has been
activated. Climb up the side of
the building and lob explosives
to clear the rooftops. Eliminate
the mounted turret as quickly
as possible and look for any straggling targets on the surrounding
buildings. Keep an eye out for snipers positioned around the area
and clear out spawning Cell quickly to avoid having too many
enemies counterattacking at once. Once the rooftops are clear,
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and if you need a few more enemies to end the assault, feel free to
drop down to street level and hunt down the last victims you need.
NOTE
Tactical locations 25, 26, and 27 form the Vergotten
18 Apartments stronghold.
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HOW TO USE ENEMY AGENCY VEHICLE MISSION ORB ROOFTOP UNLOCKING
BASIC INTEL ROAD RACES STUNT RINGS
THIS GUIDE DOSSIERS ARSENAL SCHEMATICS WALKTHROUGHS COLLECTION RACES ACHIEVEMENTS
Tactical Locations Freak Breaches Absorption Units and Beacons
FREAK BREACHES
ENEMYBASIC INTEL
DOSSIERS
AGENCY
ARSENAL
SCHEMATICS WALKTHROUGHS
VEHICLE
COLLECTION
ORB
ROOFTOP
RACES
MISSION
ROAD RACES
STUNT RINGS
ACHIEVEMENTS
UNLOCKING
As the song goes, the freaks come out at night. You wont see the mutants roaming the streets
during daylight hours. Thus, the most concentrated pockets of freaks, which are ready to pour
forth freaks from their underground catacombs, can only be accessed at night. These freak
breaches are located in 25 spots around Pacic City, and each rumbles underfoot when youre
near as a warning sign. At night, though, you can trigger certain freak breaches, and other freak
PRIMA Ofcial Game Guide
breaches have restrictions based on completed missions and links to other freak breaches.
Generally, a series of freak breaches will open after you complete a beacon mission in the nearby
area. Seal those freak breaches and you may open even more freak breaches in the area. For example, in Green Bay: North, when
you complete Mission 5 (the radio station), the Villa Hillside freak breach becomes available. Defeat that freak breach and the
Bluster Cove freak breach then becomes available.
NOTE
Freak breaches are secondary objectives; they are not essential to your main missions, but you may want to close
them down to reduce the freak population in tactical areas. 19
Main Assault
Eventually, though, freaks will
escape. Theres just too many
of them to deal with at once.
You have to be ready to ght
on the move as soon as freaks
break free of the entrance area
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BASIC INTEL
two nonbeacon missions to the Renery and Agency Tower. You
must perform Mission 1 rst; the other eight beacon missions When you reach the bridge,
can be attempted in any order. jump up to the higher landing.
Turn to your right and follow
NOTE the building to the corner,
where youll turn right again. If
DOSSIERS
ENEMY
Due to the open world nature of the game, the guide
describes one possible path to objectives which may its nighttime, be on guard for
contradict in-game VOA. loads of freaks.
Mission 1 TIP
AGENCY
ARSENAL
All absorption unit locations are marked with four golden
Absorption Unit Tactical Location spires that rise high above the unit. Look for these spires
Beacon Agency Landing Zone when you get close to the units area to help you pinpoint
Enemy Freak Breach the exact location.
SCHEMATICS WALKTHROUGHS
Hotspot
VEHICLE
D
Take the stairs below the
absorption unit on the roof
above. On the rst landing,
jump up and grab the black
MISSION
latticework on the concrete
wall. Climb the rungs until
you hop over the ledge to the
absorption rooftop.
COLLECTION
A Cell enemy is immediately to
ORB
your right. Swing around and
blast him before he can draw
a bead on you. A few triggered
bursts from one of your
ROOFTOP
automatic weapons should
RACES
nish him off.
Quickly pivot back to the left
Mission Name Power Station and aim at the rst of the three
ROAD RACES
MISSION BRIEFING
Jump up on the smokestack Move around the north side of the building and jump up on the
building and look where the short roof next to the absorption units rooftop.
building merges with the red From the short rooftop, you
building adjacent to it. Hop up can jump high enough to lock
on the small rooftop at the onto enemy targets and trigger
corner and then again up onto a burst or two. Repeat your
the higher gray rooftop. jumps until all enemies are
F down. You can even toss a
grenade atop the absorption
Carefully walk over to the unit rooftop as long as youre careful not to throw it short and
eastern edge of the gray have it bounce back to your rooftop.
rooftop. Youre now looking
down on the absorption unit If you want even more elevation,
roof. One Cell enemy patrols continue past the short roof and
on the near side; three other jump up to the upper platform
Cell agents surround the on the nearby catwalk. This is
absorption unit on the far side. the overlooking position that
can take out all enemies on the
Snipe as many Cell members absorption unit rooftop.
as you can from the superior
elevation. Use the explosive After all the guards are dead,
barrels to create explosions step on one of the absorption
that may net you more unit pads and charge the unit.
casualties. Follow the beam skyward and
you can see where the three
beams intersect above the
G middle power station structure.
Thats the spot of your next objective: the underground freak lair.
Drop down to the roof if you
want to get in closer to take out J
the remaining Cell enemies. If Jump off the absorption unit
there are multiple enemies, be roof and head northwest.
careful not to drop down if you Follow the beam until you
cant eliminate them before reach a series of buildings next
they hit you in a crossre. to the power station structure.
Once all enemies have met Jump up on the red building
their maker, stand on one of to reach the rooftop with the
the absorption unit pads until yellow Freak Watcher audio log.
its fully charged. Thats two Leap off the audio log rooftop
absorption units down, and and land on the broken
one more to go. catwalk that encircles the
power station. An online orb
pulses near a hole in the
H
power station structure.
Flick on your main map, turn to
the southeast, and line up with
the nal absorption unit. Take a Descend into this hole to reach
running start and make the leap the underground freak lair.
across the street to the orange Run around the outer wall and
warehouse. Depending on your drop down the broken walkway
Agility level, you may come up pieces. When you run out of
short. Its an easy jump back up to the top of the orange warehouse; room, jump down to the under-
however, Cell vehicles often patrol the street in front of the warehouse. ground oor. Its a good size, but
If youre not quick, you might alert Cell street enemies to your presence. one that wont hurt you if youre near the bottom of the structure.
Run across the orange K
warehouse and look for the
four absorption unit spires on
the other side of the complex.
As you close on the absorption
unit, try to stay out of sight as
much as possible so you dont
alert the absorption unit guards.
I As with most freak lair assaults, when you land in the area, its
prudent to clear out the immediate area since even more freaks
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Hop over the chain-link fence will spawn later. To beef up your Strength score, plow through
near the absorption unit. More the initial freak mass with martial arts. Youll also save on
Cell enemies are likely to the valuable ammunition when you use your hand-to-hand moves.
south in the streets, so move
quickly to avoid a confron-
tation with them as you
22 assault the absorption unit.
NOTE
BASIC INTEL
Once youve cleared most of the area around the beacon, look
for an Agency supply crate or two in the area. This time you Missions 2 through 9 can be performed in any order.
want to pick up the UV Shotgun; its the ideal weapon to smash Weve presented the missions in the most logical
freak groups with a single pull of the trigger. With UV Shotgun in progression based on geography and difculty.
hand, step on the beacon hex and call for the beacon drop.
Mission 2
DOSSIERS
ENEMY
After a few seconds delay,
an Agency helicopter drops
down the beacon. Use your
UV Shotgun to blow away any
freaks gathering around the
AGENCY
ARSENAL
beacon when the chopper
arrives.
SCHEMATICS WALKTHROUGHS
VEHICLE
With this freak lair assault, continue to encircle the beacon at a full
MISSION
run. When you spot a freak marked with the freak lair symbol above
its head, get in close and blast the freak with the UV Shotgun. The
marked freaks are the ones that deal damage to the beacon, and
you must protect the beacon while it takes a long time to charge up.
COLLECTION
If things begin to get hairy and
ORB
damage mounts, go airborne.
A large jump will remove you
from the freaks pounding away
Absorption Unit Tactical Location
at you, and while youre up
ROOFTOP
there, you can survey the area Beacon Agency Landing Zone
RACES
for your next round of targets. Enemy Freak Breach
Hotspot
ROAD RACES
Mission Name Weapons Factory
MISSION BRIEFING
Continue running around the beacon and protecting it with shotgun Cell Threat Level
blasts. Ideally, youll catch more than a single marked freak in each Freak Threat Level
shotgun blast. If you dont, youll run out of shotgun ammo and will either
have to nd another supply crate or switch to your secondary weapon. Weapon
Assault Rie
of Choice
ACHIEVEMENTS
UNLOCKING
surrounded by freaks who might block one of your throws. Begin your second mission on the eastern point of Southside
Quay, where the street ends and the docks overlook the drilling
station out in the water. The rst absorption unit rests atop the
farthest platform, and each of the three platforms is heavily
guarded by Cell. To avoid some gunre on the way in stay away
from the pipe running out to the rst platform and swim in as
stealthily as possible.
It might seem like a long time and too many freaks to deal with
at once, but keep moving and leaping to avoid damage. If you 23
B F
Hop up out of the water on the left side of the pipe connecting the The upper level is heavily fortied! Youll have Cell enemies on
station with the mainland. Several Cell enemies patrol the area, virtually every side. Use the tanks, girders and shacks as cover
and you cant dally here or a crossre is inevitable. You also have while you slowly weed out enemies around you. Dont move
to worry about enemies atop the next level ahead, and if you dont to the middle of the area until youre minimap shows that all
want grenades raining down youll have to make quick work of enemies behind you and to your sides are gone.
the rst guards. Once the bottom level enemies are down, sprint The Cell spawn point on the
toward the higher level and leap up to surprise the remaining upper level lies behind the
guards. Mow them down before they turn their weapons on you. brown building in the southwest
Turn your attention toward the corner. Once the near-side
second platform. At the top of enemies are down, move around
the rusted stairs, a few more the square hole in the middle
Cell enemies shoot down at you. of the level and take a position
Pick them off with a long-range near the railing to battle against the incoming Cell reinforcements.
weapon or throw a grenade to
clear them out. Be careful as
you leap across to the stairs. There may still be Cell enemies on the
rst platform who will now shoot at your exposed back.
C
Cell will pour out of this spawn area; expect to launch multiple
explosives and rip through ammo to bring this area under control.
Dont leave the railing position until the enemies on your minimap
are thinned out enough that you feel you can handle a direct
assault. At that point, move in and take the stairs behind the Cell
spawn point, which lead to the absorption unit level.
Move up to the second platform and engage any enemies that have
been attracted by recent gunre. When the stairs area goes quiet,
turn to northwest corner of the platform and use it as cover as you
re on the next set of guards along the western walkway. As soon as
those guards are cleared, grab the Ingalls AL-109 Assault Ries in the
area if you can use them, and proceed to the southwestern corner.
D
Keep on the move when you hit the absorption unit level. Its wide
open and lots of enemies await on the yellow-ringed platform and
the raised absorption unit area. Use explosives and leap up high
to draw a bead on enemies near the absorption unit.
Unload on the Cell agents guarding the next walkway. If you see
them clumped together, drop a grenade in their laps. Once the
bullets stop whizzing by your helmet, look out across the water
toward the third platform. A set of four pipes connects the second
and third platforms. Run across these pipes while gunning down Jump up to the absorption unit when youre ready to nish off the
the lone Cell guard patrolling on the third platforms lower level. last of the Cell guards. You can also jump up to the absorption unit
if you need cover from the enemies below. When you have a spare
E
moment, step on the absorption pad and charge the beacon.
G
primagames.com
Circle the platform and take each set of stairs that moves
upward. Eliminate any Cell hunkered down on the walkways and
stairs. If resistance piles up, retreat to a previously cleared area Return to the mainland for the second absorption unit. It lies atop a short
and regenerate your shields and health. Eventually youll run rooftop just beyond the trio of power stations from the rst mission.
out of stairs and will have to jump up to the upper level from the Approach from the south side and watch for Cell enemies in the streets,
24 nal staircase landing. especially in the intersection beneath the absorption unit building.
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
HOW TO USE ENEMY AGENCY VEHICLE MISSION ORB ROOFTOP UNLOCKING
BASIC INTEL ROAD RACES STUNT RINGS
THIS GUIDE DOSSIERS ARSENAL SCHEMATICS WALKTHROUGHS COLLECTION RACES ACHIEVEMENTS
Tactical Locations Freak Breaches Absorption Units and Beacons
BASIC INTEL
Jog up the western support beam until it levels off. At the level
area, jump up high and grab the bridges top ledge. Flip over to
At the T-intersection below the absorption unit, leap up to the reach the absorption unit platform.
lower covered walkway connecting the absorption unit building
and the buildings on the south side. Continue up to the top J
covered walkway and squat behind the short wall. A single Cell
DOSSIERS
ENEMY
guard patrols on the small rooftop in front of you. Kill the guard
quietly without alerting anyone else.
CAUTION
AGENCY
The second absorption unit rests on the same rooftop
ARSENAL
area as a Cell tactical location. If you havent already
cleared this enemy location, expect heavier than normal With the machine gun or
resistance at the absorption unit site. similar rapid-re weapon,
sweep the area for foes. One
SCHEMATICS WALKTHROUGHS
VEHICLE
usually patrols to your left,
while the rest cluster around
the absorption unit to your
right. Keep moving to make it
difcult for the enemies to lock on as you mow them down.
MISSION
With the third absorption
Cross over to the downed guard and leap up to the ledge above unit active, you can spot the
you. Hop over the lip and youre on the rooftop next to the absorption beams intersecting
absorption unit. To your left is a Cell tactical location, which will above the old weapons factory
COLLECTION
bring many more Cell enemies if you havent seized the tactical on the island offshore. Take a
ORB
location earlier. Sweep the rooftop for targets and drop them running leap down into the water
quickly. Use the rooftop buildings for cover if necessary. toward the weapons factory.
Even from this height, if you land in the water you wont be hurt.
K
ROOFTOP
RACES
You can either beeline straight
toward the weapons factory
on the north side of the island,
or, if you havent explored the
ROAD RACES
Take potshots at the absorption unit enemies from the rooftop island areas yet, you can go
position. When the immediate threats are gone, jump high and southeast to collect valuable
zero in on any remaining absorption unit guards. orbs to power up your skills.
The easiest way to scale the
STUNT RINGS
Leap up on the absorption unit platform when youre ready spot the yellow light towers, then re upon the enemies from your
to rush it. Trigger a few bursts on any Cell enemy left and superior position. Dont move to the weapons factory until those
then stand on one of the pads. Youve now taken the second four enemies wont make any more problems for you.
absorption unit. Be sure to search the bodies of the enemies in
this area. One of them has Shrapnel Grenades, which are hard to
nd in Hope Springs. If you look across the bay to the east youll
see the third absorption unit on the bridge in the distance.
I
PRIMA Ofcial Game Guide
encircle the interior walls. Jump off that platform and drop to the next that will destroy the majority of freaks attacking the beacon at
available platform. Continue until you reach the bottom safely. the time.
After several trips around the
TIP walkway, youll have successfully
Theres a hole behind one of the cargo containers in the defended the beacon. When it
area that provides even quicker, easier access to the detonates, the freaks vaporize
circular cement structure. and the lair becomes Agency
property. With two missions
L
complete, its time to journey to
the north and nish the last beacon mission in Hope Springs.
Mission 3
Pick up the assault rife from the nearby Agency supple crates before
triggering the beacons arrival. You dont have many freaks in the area
at the start, so you dont have to clear out the area prior to calling
for the beacon. But there are many explosive containers in this lair,
which means you shouldnt defend the area from the ground level.
Before the beacon arrives, jump up to the walkway that encircles the
area. Look for the Gate 02 sign and park in front of it facing the beacon.
Marked freaks will enter the area from the ramps leading up to the
higher level. Bounce your attention back and forth to these ramps and kill
the marked freaks with the assault rife as soon as they come into sight.
Continue circling the walkway and dont stop until the beacon
detonates. If you make most of your bursts count, you should
easily have enough ammo for this assault with your backup
weapon and the available assault ries.
primagames.com
As long as you stand up on the Begin the third mission in the Hope Springs street in front of the
walkway, feel free to shoot red burning building (A on the map). If its nighttime, watch for
at the explosive containers freaks swarming around the area; if its day, Cell may be cruising
to catch multiple freaks in an the streets. Jump up and climb the windows alongside the re
explosion. Frequently, youll set until you reach the roof.
off explosive chain reactions
26
B F
BASIC INTEL
On the roof, look to your left and snipe any Cell terrorists you spot. Step on an absorption unit pad and charge the unit. Alas, Cell has
On the right, the absorption unit rests atop the next higher rooftop. set up a barrier to block the beam on the nearby hillside. Even
Jump up and hold onto the rooftop edge. As you hop backward though the absorption unit has been activated, it wont intersect
and let go, toss a grenade toward the absorption unit. The properly with the other beams unless you destroy the Cell barrier.
DOSSIERS
ENEMY
resulting rooftop explosion should clear most of the Cell enemies. Follow the beam, climb up to the top of the nearby hillside by
traversing the rocky outcropping to your right, and target the barrier.
You can destroy it with gunre, but its faster to use explosives to
blow a hole in it and open a way through for the absorption beam.
AGENCY
G
ARSENAL
From the Cell barrier, navigate
the rocks running along the
Return to the absorption unit rooftop and gun down any quarrys northeast face. You
SCHEMATICS WALKTHROUGHS
can see the third absorption
VEHICLE
resistance. Step on one of the pads to activate the rst absorption
beam. Leave the downtown rooftops behind and travel north. unit in the distance at the edge
of the rocky cliffs.
C
Head in a straight line toward the H
MISSION
second absorption unit. Youll swim
through the water and jump over Continue along the rocks until
a couple of major highways until you reach the southern ridge.
you reach the hills in Hope Springs: Climb up the rocks below the
North. Climb the hills to the highest absorption unit and use the
COLLECTION
point, which overlooks the broken hills crown as cover to gain
ORB
domes of the former Observatory next to the absorption unit. A handy, a better position on the Cell
hidden orb glows under the nearby rock shelf as a landmark. agents guarding the unit.
D I
ROOFTOP
RACES
ROAD RACES
Descend the hill and sneak up on the Observatory complex using Jump out on the hilltop and start blasting. You have very little
the rocks as cover. The nal rock ledge provides the best cover as cover once you engage the absorption unit, so trigger bursts as
STUNT RINGS
you line up shots on the guarding Cell members. Toss a grenade quickly as you can and keep the Cell enemies on the defensive.
into their midst to stir up the pot and pick off any surviving Cell Aim for the two explosive barrels to consume the area with
with your machine gun or similarly potent weapon. explosions before they return re and hit the barrel near you.
E
ACHIEVEMENTS
UNLOCKING
Approach the area slowly even after you believe all enemies to be
dead. One or two Cell enemies like to hide on the back side of the
Once Cell resistance thins, leap down onto the absorption unit hill and its difcult to gun them down through the high grass. Once
platform and snipe any Cell members that come out of hiding. theyre down, leap up to the absorption unit and charge the nal one.
Just before the absorption unit, take a careful look down the
J
PRIMA Ofcial Game Guide
Follow the absorption beam a short distance back over the rocks
you navigated to reach the third absorption unit. You can drop
27
down into the freak lair from a hole directly above the beacon
symbol. If you cant nd this hole, there are more down below
on ground level and you can enter the lair from the sides.
You can pick up a shotgun from
the Agency supply crates near
the beacon site. However, the
weapons you brought for this
assault, such as the machine gun, As the beacon charges toward full, the freaks will pour on the
will give you better repower to damage. Pinpoint the marked freaks in the chaos and eliminate
tackle the defending freaks. them quickly. A few marked freaks ring on the beacon in unison
will destroy it in no time at.
Once the beacon reaches full
charge and detonates, the
explosion wipes out the freaks
in the lair. Put a third notch in
your belt as you prepare to
leave Hope Springs for your
Trigger the beacon and then leap up on top of the nearby stone next mission in Green Bay.
column which stands alone to the south. The stone column
holds two explosive barrels. Get rid of them by punching or Mission 4
kicking them off the columns top.
Your cleared explosive barrels
will join plenty of others spread
through the lair. Theyre ideal
for igniting large explosions
that torch whole sections of
the cavern. Use them wisely to
destroy big freak groups.
From your relatively safe position atop the stone column, Location Green Bay: South/Green Bay: East
concentrate re on the ground freaks that rush the beacon. Recommended
Autore will rip apart small groups, while grenades can destroy Ability Level
larger groups perched around the beacon. Look for the marked
Cell Threat Level
freaks on the stone outcroppings in the distance and snipe them
as soon as they arrive. They will deal the most damage to the Freak Threat Level
beacon and should be the number one priority. Weapon Ultra Assault
Continue to pound the ground of Choice Rie
freaks with explosive while
hammering the marked freaks A
with your gunre. If you can
Approach the fourth missions
primagames.com
CAUTION
Beware of the Funland tactical location to the southeast.
You can ignore it if you move quickly; however, if you linger,
BASIC INTEL
enemies from Funland may notice you and open re. Armed with the grenade
launcher, trigger a couple of
B explosives on the absorption
platform to eliminate any
threats. Survey the piers for
any enemy stragglers, and
DOSSIERS
ENEMY
after youve quieted them,
jump up on the platform and step on one of the absorption unit
pads to secure your rst unit.
E
AGENCY
ARSENAL
Vault the walls and drop down on the beach. Stay to the east of
the dome and use the beach house as cover. Return to the city streets for the
second absorption unit. From the
C eastern end of town, scale the
Continue toward the absorption buildings and stop on the shorter
SCHEMATICS WALKTHROUGHS
VEHICLE
unit platform. It becomes rooftop in front of the absorption
dangerous on the open beach unit building (which also contains
and many enemy eyes scan the a Tactical Location).
pier ahead of you. Rely on the F
pointed rocks in the water as
MISSION
cover. Jump up on the tallest one
if you want to take shots at the Cell enemies guarding the back pier.
D
COLLECTION
ORB
You have Cell enemies all around you guarding the rooftops
below the absorption unit. Hide behind the rooftop door
structure and pick off any enemies from your cover spot. Toss
ROOFTOP
a grenade to the north landing to burn out the Cell enemies
RACES
Leap up to the pier and sweep the area for Cell enemies. Its best on that side. Peek around the corner and drill any enemies
to bring along a quick-trigger weapon, such as the machine gun patrolling the same rooftop as you.
or assault rie, to deal with bad guys before they can return The southwest corner of
ROAD RACES
re. Throw a grenade to the front of the dome to blast several your rooftop holds a very
enemies at once. Circle the front to pick off any remaining targets. dangerous missile turret.
Before you advance on the
absorption unit, you must
take out this turret. You cant
STUNT RINGS
A second enemy group patrols the back of the dome. One of the
UNLOCKING
TIP
If you havent already stored a grenade launcher, be sure Once the turret is no longer manned, move to the north landing.
to return to the nearest Agency landing zone with your Jump onto the absorption unit building and climb up the windows.
new toy. The launcher proves an all-around excellent
PRIMA Ofcial Game Guide
At the top, theres a space between the building edge and the platform
around the absorption unit. Drop into this gap and use it as excellent
cover against the Cell enemies guarding the unit. Leap straight up and 29
whittle away foes before ducking back into the gap for cover against enemies higher up on the hill. When its safe, step on a pad and
the return re. Watch for a Cell with the Sniper SX-1A activate the nal absorption unit.
L
A
Begin near the main highway
exchange in Green Bay: West
(A on the map). Looking north
youll see the absorption unit
atop the beige building down
the street. Proceed from
BASIC INTEL
With the freaks incinerated, youve completed Mission 4 at the
Sportiz Gym. Its been quite the workout, and it only gets more building top to building top
intense from here on. up the street, mindful of Cell enemies milling about in the area.
Theres a Cell tactical location down the block to your left, so
Mission 5 you may receive miscellaneous potshots from that direction.
B
DOSSIERS
ENEMY
Absorption Unit Tactical Location
Beacon Agency Landing Zone
Enemy Freak Breach
Hotspot
AGENCY
ARSENAL
Stop on the short rooftop west of the absorption unit platform. You
SCHEMATICS WALKTHROUGHS
can snipe the absorption unit guards from here, or you can get closer
VEHICLE
by climbing the gray building above the blue windowpanes. Expect
rockets from multiple angles as the surrounding Cell agents are
heavily armed, and move quickly if you choose the higher rooftop.
C
MISSION
COLLECTION
ORB
Use the grenade launcher or hand grenade to blow away resistance
atop the absorption unit platform. After the smoke clears, pull out
ROOFTOP
your gun and drop any enemies still standing. Keep on the go to
RACES
avoid return re from the surrounding building rooftops.
ROAD RACES
STUNT RINGS
Sweep the area and pick off any enemies hassling you. Before you
approach the absorption unit platform you certainly want to make
sure that no enemy within sight can lock onto you with rockets.
When you nally have the area
quieted down, hop aboard
ACHIEVEMENTS
UNLOCKING
Location Green Bay: West/Green Bay: North hides behind Cells Villa
fortress, and with two tactical
PRIMA Ofcial Game Guide
Recommended
Ability Level locations in the area, you dont
want to knock on the front
Cell Threat Level door. Instead, head out into the
Freak Threat Level ocean and swim to the island
Weapon Rocket from the south.
of Choice Launcher
31
TIP
Climb the rocks on the islands south side and hop over the
Since youre in spitting distance of a Cell tactical location in
yellow wall onto the staircase beyond. Turn and aim up at the
the Villa, you may want to assault it to set up a future
top of the stairs and wait for patrolling guards to round the
Agency deployment point. Remember, even though you may
corner. Silence them before they know what hit them.
have cleared the area around the absorption unit, as soon as
After the guards at the top of you call for the assault, major enemy reinforcements will
the stairs are dead, descend spawn all around you and the ght is on once again.
to the landing below and
peak around the corner at G
the fortresss backyard. A
guard tower rises up from the
western wall, and a single
guard armed with a rocket launcher watches over the yard. Your
assault path to the absorption unit takes you directly into his
sights, so you must eliminate him before you can proceed too far.
F
Cell has blocked another absorption beam, and its your job to put
a hole in the barricade before moving on to the third absorption
unit. Follow the beam out from the Villa, across the water, up the
beach, and into the hills southwest of Shanty Town. To your right
lies the Villas mainland tactical location; be careful that you dont
draw unnecessary attention from that area while traveling up to
the barricade. Next to the barricade, hop up on one of the shack
rooftops and heave a grenade to remove your problem.
Race down to the southern wall to the backyard and use it as
cover for any rockets red in your direction. In between explosions, H
leap up onto the backyard and then leap again skyward. At the top
of your arc, aim at the rocket launcher guard and re off as many
bullets as you can to bring him down. The grenade launcher works
well here, as a single grenade shot up to the towers top can
obliterate the guard. Otherwise, continue burning through your clip
until the bullets make Swiss cheese out of him. Once the coast is
clear, climb up the tower and retrieve the rocket launcher.
The third absorption units rests high atop the Lighthouse on
TIP the northern tip of Green Bay. Its heavily guarded by Cell, and
After you gain the Rocket Launcher, return to the nearest another tactical location, so approach it with extreme caution.
Agency landing zone as soon as you can to store it for Travel up the rocks and hit the defensive perimeter on the
future missions. southwest side. Pick off the outer guard, then move in to his
position and check out the locations of all the enemies near the
Lighthouse base. In rapid succession, launch several rockets at
the key enemy groups and send them into chaos.
BASIC INTEL
You have a few second Two Cell agents guard the absorption unit. Its too close for
before the enemy regroups. explosives, so make sure you have your gun at the ready as you
Run toward the Lighthouse vault up to the platform. Gun down the nearest guard, then roll
base, being careful to dodge around the Lighthouse balcony until you unload on the second
any return re. Fire off more enemy patrolling the opposite side.
rockets at surviving enemies
DOSSIERS
ENEMY
Stand on the absorption unit
and move to cover behind the pad and activate the third
big rocks south of the base. beam. Youre now ready to
I drop a beacon into the Radio
Station freak lair and nish it
AGENCY
ARSENAL
off.
SCHEMATICS WALKTHROUGHS
Descend from the Lighthouse
VEHICLE
and follow the third beam to
Assault the base itself. Switch off your rocket launcher, run to the beamss intersection in
the north, and jump up to the landing leading into the circular the hills to the southeast. The
structure. Mow down any enemies on that level and take cover entrance is a large ssure in
the rocks, and you can drop
MISSION
from return re inside the circular structure.
down relatively safely to the
After youve reloaded and beacon symbol below.
regenerated all your health
and shields, jump up to the Lots of freaks roam the area.
Clear as many as you can with
COLLECTION
structures top level and take
martial arts before you call for
ORB
out the Cell snipers up top on
the Lighthouse. Youll nd one the beacon.
in the rocks at the bottom of
the Lighthouse, and a second on the rst Lighthouse balcony.
ROOFTOP
With the snipers out of
RACES
commission, sweep the Youll nd an Agency supply
grounds for any enemies that crate in the back of the freak
might shoot at your back when lair. If you get in trouble during
you decide to climb up the the ght and need a few
ROAD RACES
Lighthouse. As with the Villa, seconds to regenerate, you
you can choose to assault the can hold off freaks well from
nearby tactical location; just be ready for tons of reinforcements. this spot.
J
STUNT RINGS
ACHIEVEMENTS
UNLOCKING
When youre ready, call for the beacon and leap up onto the big
pile of nearby rocks with the UV Shotgun supply crate on top. If
When youre ready to take out you choose to ght at long range, most of the beacon battle will
the absorption unit, climb up the be fought up here.
rocks on the Lighthouses eastern
side. The rocks curl around to the
back of the Lighthouse where
youll spot a dilapidated balcony.
Hop up on this platform and then
PRIMA Ofcial Game Guide
look skyward for more balconies barely hanging onto the Lighthouse.
Its a dangerous climb. You have to jump from balcony to balcony to
nally reach the top of the Lighthouse.
Shortly after the beacon arrives, marked freaks will bounce out
from the side tunnels. Sweep around the cavern and lock onto
these marked freaks as quickly as possible. They deal the most
damage to the beacon and should be the highest priority.
33
down to the cavern oor and Location Unity Heights: Northwest/Unity Heights: Northeast
hunt down the marked freaks Recommended
up close and personal. Occasionally, trigger a shotgun blast to Ability Level
brush back the growing freak group that chases you around.
Cell Threat Level
Beware of the giant, moss- Freak Threat Level
covered freaks known as
Pounders that appear when Weapon Grenade
youre at ground level. They of Choice Launcher
charge at you at any given
opportunity and can knock A
you off your feet while dealing
potent damage. A few knockdowns will disrupt your attack enough Begin the sixth mission on the
for the beacon to fail. If you attack on the ground, stay on the move highway connecting Green Bay
and circle the beacon constantly to pick off the priority targets. with Unity Heights. When you
rst enter Unity Heights, the
rst absorption unit is atop the
building complex just off the
highway to your left.
B
Leave the highway and pass
Because the knockback freaks cant reach you up on the supply the rst building to second
crate rocks, you ideally want to mount your attack from up building with the curved
there. Bounce your attention from marked freak to marked freak, balconies. Jump up the series
throwing explosives at the larger enemy groups, and the beacon of balconies to reach the
will charge before the freaks break through its armor. second buildings rooftop.
he suffers will delay his return re enough that you wont get ripped
to shreds. The empty in-ground pool nearby is a great cover spot if
you need a place to regenerate health and shields.
34
BASIC INTEL
grenade up there to clear the balcony.
DOSSIERS
ENEMY
dismantle the rear perimeter. Once there is no return re, you
can move east toward the absorption unit building.
Pick up the 1,000-bullet-slinging turret machine gun and jump G
up to the next balcony. Use the wall light as a foothold if you
AGENCY
ARSENAL
cant reach the balcony with a direct leap. A second jump will
bring you up to the absorption unit rooftop. Let the bullets y
with your heavy-duty weapon and sweep the rooftop clear of
absorption unit guards.
SCHEMATICS WALKTHROUGHS
Step on one of the absorption
VEHICLE
unit pads to activate your
rst beam. It shoots over the Look up and nd the absorption unit. Dont climb the absorption unit
nearby ruined research lab, building, but rather the one next to it with the blue balcony railings.
which serves as the site for the The shorter building will bring you up behind a turret Cell enemy.
second absorption unit and the
MISSION
underground freak lair, once all
three absorption units have been activated.
D
COLLECTION
Its a stones throw from the
ORB
rst absorption unit to the
second. Simply jump down off
Drill the turret enemy in the back with a steady stream of
the rst absorption unit and
bullets until he drops off the mounted weapon. A good throw
follow the grassy hills north to
with a grenade will also do the trick; however, its easy to toss
ROOFTOP
the edge of the research lab
RACES
the grenade long and off the rooftop to no effect. Climb into the
complex. The circular tower
turret as soon as its free and use the free repower to destroy
closest to the water holds the absorption unit.
all the Cell enemies in the building across the street. They will
E only snipe at you later if you dont get rid of them now.
ROAD RACES
As with the rst absorption
unit, there arent too many Cell
enemies guarding this unit;
however, most are heavily
STUNT RINGS
H
hit will kill him in outright, but it should shake him up enough
that you can launch a second shot and end the conict.
35
Stay up as long as you can, but if youre forced to the ground oor
near the beacon, expect the full freak barrage. Goliaths will try to
Return to the research lab and drop down through the broken charge into you and knock you down. Reapers will damage your
roof to discover the freak lair. As with other lairs, engage in shields with their red bolts. The freak throng will swarm you at
hand-to-hand to whittle down the freak numbers and build up every opportunity. Stay on the move at all costs and jump often to
some Strength points along the way. clear the rabble and land in a better position.
Call for the beacon and gather the AM sniper rie from Dont lose track of the freaks on the upper level or the
the nearby Agency supply crate if you dont already have a coordinated damage of the marked freaks will destroy the
competent ranged weapon of your own. The AM sniper is great beacon. Switch to your ranged weapon often and circle the
for downing the freaks later on that attack the beacon from high beacon for those priority targets.
above, but it lacks the punch of explosive weapons and wont
work well against large groups. Run west of the beacon symbol
and leap up onto the broken platform, then again to the ruined
level of concrete and rusted steel. Turn around and you should
be able survey the whole beacon area.
You will not be able to stop all the freaks. Most likely one of the
Goliaths will still be pounding the beacon when it goes off. Kill
as many marked freaks as you can, and if you can also eliminate
two of the Goliaths, the beacon should survive long enough
to complete the mission. This is one of the more difcult freak
A Goliath will charge into the area shortly thereafter and start lairs, so dont stress if you have to replay it a few times to nally
pounding on the beacon. These massive freaks are highest conquer it for good.
priority. Kill them quickly and youll save a chunk of the beacons
armor, which helps it stay around that much longer. Of course,
the freaks wont leave you alone up on your perch. Acid-spewing
freaks will splatter the area to burn you out, and Pounders will
jump up and claw at your shields.
You may be forced from your perch if the attacks become too
erce. Try jumping up to the wider level above you and destroying
as many marked freaks as you can track down on the run.
36
Mission 7 C
BASIC INTEL
The other guards will go into alert mode as soon as you reveal
yourself. Fire explosives up at the platform to blast it clean. If you
dont cripple the defense early, the absorption unit guards will
counter with homing rockets that youll have trouble dodging.
DOSSIERS
ENEMY
For a better angle on the
absorption platform (but
less defensive cover), try the
rooftop on the southeast side.
AGENCY
ARSENAL
When the smoke dissipates,
jump up on the platform and
SCHEMATICS WALKTHROUGHS
VEHICLE
step on one of the activation
pads. After the absorption unit
activates its beam, spin to the
northeast and go after the
second absorption unit.
MISSION
Absorption Unit Tactical Location D
Beacon Agency Landing Zone
Enemy Freak Breach
Hotspot
COLLECTION
ORB
Mission Name Security Ruins
MISSION BRIEFING
ROOFTOP
RACES
Ability Level northern shore. Steer to the west of the Vergotten: Entrance tactical location
Cell Threat Level to avoid unnecessary reghts. Once you reach any of the buildings on the
north side, turn to the east and take a running leap down to the waters below.
Freak Threat Level
ROAD RACES
Weapon Flocket TIP
of Choice Launcher
Alternately, you can avoid some enemies by heading east until
you hit water, then head left along the shore to the next AU.
A
E
STUNT RINGS
Enter the ruined dome and climb up the bottom of the tower.
Jump from girder to girder until you cant climb any higher. 37
sign might go. Next, jump up to the lip below the moss-covered the beacon. This turret packs
billboard section and pull yourself into a standing position. serious repower. So long as
Finally, jump up to the top of the structure and stand on top. You you can keep the enemies at a
need Agility Level 4 or greater to pull off this jumping feat. distance, you can blow them to
shreds quickly, possibly with a single rocket.
38
BASIC INTEL
Two Goliaths join the fray early
in the conict. One chucks
rocks from the outskirts at the
beacon and circles around the
rim while the other charges
DOSSIERS
in to pound the beacon from
ENEMY
close up. Follow the massive Absorption Unit Tactical Location
freak and hit it with as many rockets as you can unload while its Beacon Agency Landing Zone
on the outer rim. The more of its health you burn away now, the
Enemy Freak Breach
easier it will be when it attacks the beacon directly.
Hotspot
AGENCY
ARSENAL
Mission Name Comms Center
MISSION BRIEFING
SCHEMATICS WALKTHROUGHS
VEHICLE
Recommended
Ability Level
Use the turret to clear out enemies close to you by exploding Cell Threat Level
the rockets into the nearby rock structures or by ring down at Freak Threat Level
the ground in front of you. Just keep the explosions far enough
MISSION
Weapon Homing
away that they catch the enemy and dont deal too much of Choice Launcher
damage to your shields. If the damage starts mounting against
you, temporarily abandon the turret and gun down the offending
freaks before returning to your battle position. A
COLLECTION
Relentlessly re rockets at
ORB
the massive freak to turn it
to cinders before the beacon
takes critical damage. You
might have to suck up some
ROOFTOP
damage from freak acid and
RACES
point-blank attacks to deliver
deadly damage to the massive freak.
Begin south of the security center at the T-intersection on the
Watch for attacks on your left north end of Unity Heights: Southeast. Move down the road
ROAD RACES
side. Freaks can hide behind toward the absorption unit building. Be on guard for patrolling
the Agency supply crate, Cell agents, especially if you travel through here at night.
making for a difcult shot.
Either blast the nearby rocks B
to try to engulf freaks in the
STUNT RINGS
39
Head northwest to the next A long jump down to the southwest lands you into the HR
T-intersection near the second Complex park. Fight through the nearby enemies until you reach
absorption unit complex (D the courtyard in front of the tower.
on the map). Climb up the
Ascendancy building until
you reach its rooftop. The
absorption unit is on the taller
rooftop at the corner of the Ascendancy building.
E
Once resistance has slowed, put your weapon away. You now
need you climbing ngers. Scale the outside of the tower,
climbing up the blue windows and clinging to the golden ledges.
Two more Cell enemies are on the domed rooftop behind the
absorption unit: one armed with a sniper rie and one armed
with a grenade launcher. Return re with one of your explosive
weapons or throw a couple of grenades and blow them both off
their perches. Continue up and up until you reach the balcony that overlooks
the third absorption unit across the street.
Plant yourself on one of the
primagames.com
BASIC INTEL
A massive freak will arrive on
your left side and roar in anger
You cant reach the absorption unit building from this balcony. before charging the beacon.
Turn to the right and aim for the building to the west of the Switch to your explosive
absorption unit building. With a running leap at Agility Level 5, weapon of choice and hit it
you can hit this buildings rooftop squarely without taking any with rocket after rocket. If you
DOSSIERS
ENEMY
damage. have a homing launcher or
Flocket launcher, once you lock on, your rockets will follow the
massive freak, which means you always hit for damage and can
re on the run if you need to play defense. Keep hammering the
massive freak, especially when it attacks the beacon directly.
AGENCY
ARSENAL
Destroy the absorption unit guards at range with one of
SCHEMATICS WALKTHROUGHS
VEHICLE
your explosive weapons. Ideally, you want to use the homing
launcher or the Flocket launcher to lock onto targets obscured
by coverthose that might be difcult to shoot in a straight line.
J Freaks will drop down on your rock to dislodge you. Switch to
martial arts to beat them; a rocket at close range isnt such a
MISSION
good idea.
If you get knocked off the
rock and fall to the deeper
cavern below, dont waste
COLLECTION
time ghting the freak throng
ORB
or searching for the pathways
back up to the beacon plateau.
Another running jump brings you over to the absorption unit
Hop on a nearby purple vault
rooftop. Step on one of the activation pads and get the third unit
hex and slingshot back up to the action.
up and running.
ROOFTOP
RACES
K
ROAD RACES
Marked freaks will re at the beacon from your rock landing too.
Make these foes a priority since they can interfere with your
STUNT RINGS
Head east across Unity Heights tactics and harm the beacon. Your secondary weapon can gun
and into the abandoned them down, or rely on martial arts again.
communications center. Avoid the green acid pools that
Unlike most other lairs, youre the freaks like to spew in your
not looking for a hole in the direction. If the rock landing
ACHIEVEMENTS
UNLOCKING
position.
When the second massive freak bursts into the cavern, continue
with your volley of rockets and grenades to take it down before
it cripples the beacon.
41
Flip up to the rooftop and blast the two Cell guards watching
over the absorption unit. Use the absorption unit in the center
as cover if you cant take one down before the other locks onto
your position.
Step on one of the absorption
unit pads and activate the rst
beam. Turn to the west to see
the second absorption unit in
the distance.
Absorption Unit Tactical Location
Beacon Agency Landing Zone
Enemy Freak Breach
D
Hotspot
42
BASIC INTEL
When youre ready, jump up Look for the towering concrete
on the foothold to one of the wall with thin gray ledges
bridges suspension cables. running horizontally up the
You must tightrope-walk up face. Where the windows on
this cable to reach the top. the other sides of the building
Go slowly and keep yourself cant be scaled, you can
DOSSIERS
ENEMY
centered on the cable at all nearly reach the top with this
times. Near the top, where the cable slopes too steeply to walk concrete wall. At the top, jump up on the balcony and nd the
anymore, leap as high as you can and grab the cement column broken pillars nearby (marked with an Agility Level 4 orb). Use
above the absorption unit platform. the broken pillar to jump up and nally reach the absorption
platform.
AGENCY
ARSENAL
TIP
Alternately, you can climb directly up the concrete
support towers.
SCHEMATICS WALKTHROUGHS
F
VEHICLE
This absorption unit is so high even Cell doesnt bother guarding
it. There are no Cell enemies here. Climb up and stand on one of
MISSION
the pads to activate the third beam.
I
Peer down on the Cell absorption unit guards and cut them
COLLECTION
down before they realize theyre being attacked from above.
ORB
Step on one of the activation
pads to power up the second
absorption unit beam.
ROOFTOP
RACES
The nal freak lair lies at the heart of the Pit, one long drop from
the third absorption unit if youve mastered gliding with your
wingsuit. If it is night, freaks surround the place; drop into the
G hole immediately if you dont want a brawl to break out. Look
ROAD RACES
out for the Cell tactical location to the east: It is heavily fortied,
and if you stray in that direction, lots of bullets and explosives
will barrage you.
STUNT RINGS
absorption unit.
UNLOCKING
When you nally descend to Expect every type of freak imaginable down in the Pit area. Break
the streets, be on high alert for out your martial arts to clear the space around the beacon long
surrounding Cell terrorists. enough to call for the beacon safely and get your bearings. There
are so many spawning freaks, you wont be able to clear the
whole underground area with your hand-to-hand ghting skills.
H
PRIMA Ofcial Game Guide
At the base of the absorption unit building, begin the long climb
to the top. Use whatever handholds you can nd to reach the
rst third of the building. 43
Refinery Mission
Absorption Unit Tactical Location
Beacon Agency Landing Zone
Enemy Freak Breach
Hotspot
Circle the Pit and launch rockets at any marked freaks you spot.
The place will be crawling with them. If you dont move quickly
and carry lots of explosive repower, you can forget about
protecting the beacon for long.
A second Goliath arrives near the end. Get in tight if you have to
and blast it with a relentless rocket barrage. Bring the big freak
After youve completed the nine beacon missions, the Agency
down before it attens the beacon. Marked freaks will continue
sends you to rout out the Cell terrorists controlling the Renery.
to pour in, but if youve done your job, the beacon will detonate
To complete this next mission and reach the nal mission at
and purge the nal freak lair. Alas, the ght isnt over! You still big
Agency Tower, you must ght your way through tons of Cell to
battles left against Cell and the freaks before Pacic City is safe.
activate ve valves within the Renery complex.
Begin on the street outside the southern gate and clear the
Cell in front of the gate with some well-placed rockets.
B
44
BASIC INTEL
The rst valve rests atop the
pipe above the south gate.
Inside the gate, behind the Stay on the pipe as you leave the rst valve and follow it as the
bunkers, Cell defend the area pipe snakes through the southwest corner. At the last elbow,
ercely. Spray the area with turn to the north and keep an eye out for new enemies.
rocket blasts or explosives E
DOSSIERS
ENEMY
until youve quieted the
resistance. Stay alert for Cell exiting the doors in the red brick
building to your left; its a spawn point for the gate and spews
out reinforcements regularly.
AGENCY
ARSENAL
C
The buildings on your right hold ample targets. Cell enemies will
SCHEMATICS WALKTHROUGHS
assault you from the rooftops and the streets below. When you
VEHICLE
spot an enemy, line up a rocket shot or toss an explosive to burn out
the area. Dont approach the second valve until youve killed all the
enemies in the immediate vicinity or youll get caught in a crossre.
When you have a moment to F
MISSION
breathe at the south gate, turn
to the alley in front of the red The pipe will dip down just
brick building and knock off before the second valve. From
any Cell creeping down for an the top of this dip, unload
ambush. Jump high and re a down on the valve guards.
COLLECTION
barrage on the brick buildings Eliminate as many as you can
ORB
rooftop to incinerate any Cell holed up there. Hop up to the before you advance. If you
rooftop and remove anyone still standing. do carry an explosive ranged
weapon, be careful that you dont clip the pipe as you re down
on them.
ROOFTOP
Stand under the valve pipe and plan your next move. You can RACES
ROAD RACES
either jump up to the valve pipe and assault the last few guards
at close range, or you can ank out to the small pipe at the The rear guards are armed with homing rockets. Once they spot
corner of the brick building to get a better angle on the valve you, rockets will lock on to you one after the other. Switch to
STUNT RINGS
guards. your secondary weapon, leap down toward the platform, lock
onto one of the remaining guards, and spin to follow your target
as you drop to the deck. Ideally, you want to drop that target
before you touch ground and immediately acquire a second
target before a rocket can head your way.
ACHIEVEMENTS
UNLOCKING
45
Continue down the pipe until you reach the red brick building. Watch out for Cell agent with a rocket launcher atop the high
More enemies pile into the courtyard below you, particularly tower to the east. He will drop rockets on you if you dont snipe
from the doors in the brick building, which serves as another him before activating the third valve.
Cell spawn point. Clear the courtyard before proceeding.
I
If you move quickly, you can avoid the enemies to the south as
you advance on the third valve area. In front of you, the second Return to the rooftop next to the third valve and continue to
part of the courtyard holds more enemies. Use the explosive the east. Hop the roofs and snipe at any enemy in the distance.
barrels to barbecue the Cell enemies who like to hide behind the When you reach the rooftop north of the fourth valve, hide
stationary truck. behind the ductwork and reload.
Step out from your cover spot
and mow down Cell enemies
who advance on your position.
In this courtyard, turn to your left and climb the brick building J
to its rooftop. The third valve is on the opposite side of this
building. Traverse across the rooftop, blasting any enemies in
sight. You can hide in the doorway to your right if you need to
recover shields and health.
Stay on the move as you cross back and forth on this rooftop,
dodging enemy re from the south. More Cell enemies secure
the buildings to the south and it will take some work to clear all
the enemies from the area. Once its quiet, you can descend and
46 activate the fourth valve.
BASIC INTEL
Finally, jump down to the fth valve and activate it. When the
lights turn green, a white pulsing directional beam will shoot out
Return back up to the north rooftop adjacent to the fourth valve. across the northern pipe that leads over the water to Agency
Take a running start and jump down into the smokestack section Island. Follow the white beam to your nal mission inside
to the northwest. Agency Tower.
DOSSIERS
ENEMY
Agency Tower Mission (Final MIssion)
AGENCY
ARSENAL
Enemies surround you atop and beside every building. Fire off
your explosive weapon to slim down the numbers against you.
The grenade launcher and the homing launcher, if youve had
SCHEMATICS WALKTHROUGHS
VEHICLE
a chance to pick up either along the trip, both work well in the
area.
MISSION
COLLECTION
Make the nal leap to the last
ORB
building in the far northwest Absorption Unit Tactical Location
corner. Shoot any enemies Beacon Agency Landing Zone
below you and use the Enemy Freak Breach
smokestack as cover when you Hotspot
ROOFTOP
land. Circle the smokestack
RACES
counterclockwise and drill the
Cell guards that are ready to take your head off. Mission Name Agency Tower
MISSION BRIEFING
ROAD RACES
Recommended
Ability Level
Cell Threat Level
Freak Threat Level
STUNT RINGS
Weapon
Proximity Mine
of Choice
At the northwest corner of the smokestack rooftop, pick off the
A
lone Cell guard on the platform below. Drop down and re at
any enemies you can nail from range. You begin the mission to save
ACHIEVEMENTS
UNLOCKING
As you wipe out the attackers, the freaks will get wise to
you. Reapers will begin to land near you to grapple and stun
Reaper Agents will bust through the Agency wall near the rst you. Martial arts or a few gun bursts will destroy them (not
power core and attack the power conduit. Two freaks will land explosives at that close range!), but engaging them slows you
on your platform and immediately attack the core. Throw a down. Better to avoid them and only take out the marked freaks
proximity mine, or other explosive if you still have some with you as you run from platform to platform. Keep enough marked
from the battle at the renery, and catch both enemies in the freaks from attacking the core and youll save the rst power
blast. conduit.
TIP
If a power core is nearing full charge and has plenty of
armor left, forget about the freaks in the area and race
for the next area. You will still save the power core and
get a head start into the next area.
As with the rst power core attack, freaks will jump up to your
platform and the platforms above you. Use your explosives
to incinerate the two freaks in front of you, so long as youre
standing at the back of the platform and dont get caught in the
primagames.com
blast.
48
BASIC INTEL
Continue moving up ramps and as you run toss proximity mines
onto the closest targets. If a grenade is out of the question,
either because its too far to be accurate or too close and too Follow the Level 3 signs to reach the nal power core. If you
risky, stop and pull out your primary weapon to drill the freaks reach the area early, stock up on supplies. If not, get out your gun
in the back. The freaks are more vulnerable if you hit them in the and start blasting. Depending on how much time has elapsed, you
yellow part of their back, rather than the thicker armor around may have to toss the rest of your explosives quickly to reduce the
DOSSIERS
ENEMY
the rest of their body. number of freaks already smashing the power core.
AGENCY
ARSENAL
If you cant lock onto any targets, continue up the ramps and Repeat your proven tactics and
SCHEMATICS WALKTHROUGHS
VEHICLE
search out the higher freaks. Remember to aim at the explosive eliminate the marked freaks
boxes; you may consume two freaks in a single blast, and you one by one. Rely on explosives
also save valuable ammo by relying on the existing explosives. rst to take out freaks
rapidly, then switch to your
primary weapon to eliminate
MISSION
any others. Blasting a few
explosive boxes will even the odds in no time at.
COLLECTION
ORB
Pick off the remaining marked freaks to save the second power
core, or destroy at least enough freaks that you can move to
the third power core without fear that the second power core
will be destroyed when you leave. Watch for the large charging
ROOFTOP
freaks that seek to stun you. Jump up to higher ramps or The freaks will make one last charge at the power core, sending
RACES
platforms to avoid them. freaks on a suicide mission to smash the core directly. The core
armor goes down quickly with these beasts pounding on the
frame. Run your weapon re up the columns on either side of
the core and blast every explosive box you can lock onto in
ROAD RACES
the remaining seconds. The series of explosions should blow
most of the freaks off the core, leaving you to clean up any still
clinging with your rockets or automatic weapon re.
Successfully defend the third
STUNT RINGS
49
GREEN BAY
HOPE SPRINGS
primagames.com
50
PACIFIC CITY
AGENCY TOWER
UNITY HEIGHTS
Online Orb
Story Orb
Renegade Driving Orb
Renegade Agility Orb
Hidden Orb
Agility Orb 4
Agility Orb 3
Agility Orb 2
Agility Orb 1
ORB COLLECTION
I just need this one more agility orb ... oh, wait. What about that orb chains. However, if you have an even greater Agility than the
one over there? average player normally does in that district, climb to the highest
Dont worry if youre addicted to hunting down orbs: Its one of building in sight, scan around for the best orbs and work your way
the most fun, and challenging, parts of the game. Who doesnt down to fetch them all. Remember, its much harder to go up, so
want to climb to the heights of skyscrapers to boost their Agility, plan your descent to maximize orb collection.
or punch through a mass of freaks to reach a special hidden orb,
or gun it down side alleys, chasing a ashing, renegade driving
orb? As you collect orbs, your abilities raise and you become
that much more superhuman.
Each of the following
map districts is organized
by geographic location and
orb categories. We start with
a global map of the district
detailing all the orbs, a Pacic
City map (which shows
where in Pacic City this smaller district is located), and a key
explaining all the map symbols. Generally, the map sections are
divided into six categories: Level 1 agility orbs, Level 2 agility Use whatever is on hand to aid your orb hunting. Your normal
orbs, Level 3 & 4 agility orbs, hidden orbs, online orbs & audio Agility may not enable you to reach a rooftop; however, if you
logs, and renegade orbs. Simply ip to your district, turn to the drive a truck next to the roof and jump on it as a stepping stone to
orb category you want to nd, look up the picture of the hotspot reach your destination, you may get to higher level orbs and boost
to begin your hunt, and read through all the steps involved to your Agility that much more. Its also a very good idea to clear out
capture all similar orbs in the surrounding area. tactical locations and absorption sites before you tackle difcult
orbs. Sure, collect as many orbs as you can on missions, but you
dont want a dozen enemies gunning for you as you foolishly
climb a building searching for the next agility orb.
At the start, it only takes 10
Level 1 agility orbs to vault up
to Level 2 Agility, but it quickly
becomes harder and harder. Keep
practicing your timing on long
jumps, positioning as you climb,
and learn to spot what handholds
will work and which will drop you to the ground. Whenever youre
stuck, ip open this chapter to your current city block and dozens of
orbs will be yours in less time than it took you to drive there.
Of course, feel free to deviate from any chain if you can reach
even greater orbs. Our districts are written for the appropriately TIP
skilled player, so, for example, instructions for getting Level 1 Pressing up on the Dpad will ping the orbs in close
agility orbs will assume you have just started out, while Level 5 proximity on your mini map. And the higher level you are,
agility orbs require a Level 5 Agility to successfully navigate the the more effective this tool becomes.
AGENCY TOWER
Agility Orb 1
Agility Orb 2
Agility Orb 3
BASIC INTEL
Agility Orb 4
Hidden Orb
Renegade Agility Orb
Renegade Driving Orb
Story Orb
DOSSIERS
ENEMY
Online Orb
Hotspot
AGENCY
ARSENAL
NOTE
SCHEMATICS WALKTHROUGHS
Before you can truly begin
VEHICLE
collecting orbs at Agency
Tower, you must activate
all mission beacons to
complete the additions to
the Tower, and you need
MISSION
Level 5 Agility to ascend to
the top. Use the following
climbing tutorial to gain
the upper reaches of
COLLECTION
Agency Tower, and from
ORB
there you can progress
down to gather orbs. You
can also operate one of the
Agency helicopters to
ROOFTOP
reach the top of the Tower.
RACES
Climbing Agency Tower
1 3
ROAD RACES
STUNT RINGS
up to the ramps that run along ramps. Jump across the railing
UNLOCKING
the ramps. The last two ramps Head up to the top of the
lead to the north and south ramps. Once again, the last
Begin at the large door on the sides of the tower. Face north two ramps split at the top
A southeast corner of Agency and take the ramp up to the level. Face the platform to the
Tower. Above the door is a platform above. south. There is a duct that runs
network of ramps that wind above the platform to the base
along the east side of Agency of Agency Towers west spire.
Tower. South of the door, a
wall runs from the base of the
tower to the main gate. 53
Face east. From this position, and jump to the top of the next
5 the beacon ring above Agency column. Continue to jump from
NOTE
Tower is only a leap away. each column and work your way There are only Level 4
around to the top of the column, agility orbs on Agency
B high above Agency Tower. Tower.
Make a running leap across to Following the Agency Tower Following the Agency Tower
the large column. Grab onto climbing tutorial, move to the climbing tutorial, climb to the
the ledge and pull yourself up. solar panels above Agency top of Agency Tower and circle
Make a running leap to the base Tower. around the platforms to the
Climb straight up the column
of the panel to the west. Face towers west spire.
to the solar panel above. When 1
east and make a running leap to
you reach the top, look up to the
platforms circling above you.
the last panel. When you land, 1
face back to the panel on the
8 west side of Agency Tower.
3
Climb to the panel on the east
side of Agency Tower. Turn Climb up to the top of the spire
around and face the solar and collect the Level 4 agility
Face south and jump up to panel on the west side of the orb from the edge. Turn around
the platform above you. Circle tower. Line yourself up with and drop down through the hole
Make a running leap to the top the column on the south edge in the center of the spire. Climb
around the tower until you are
of the solar panel. Face south of the solar panel. down the inside of the spire.
directly under another platform.
jump across to the next panel.
Make a steered jump to grab
the inside ledge of the platform
Finally, make a running leap to 2 2
the top of the solar panel on
above you. Repeat until you
the east side of Agency Tower.
reach the top of the platforms.
Face west to the columns
9 across the Tower.
4
Make a running leap across When you reach the bottom
primagames.com
Agency Tower and grab the of the spires open area, face
Level 4 agility orb at the top of north and jump to the platform
the column. near the ledge. There are two
Circle around the platform orbs below the platform.
to the west spire of Agency
Make a running leap west to
Tower. Jump along the edge
54 of the spire to reach the top.
the lowest column. Face north
3 1 D 4
Jump down and grab the Level 4 Jump up and collect the Level Following the Agency Tower Drop down the side of the
BASIC INTEL
agility orb from the solar panel 4 agility orb from the north climbing tutorial, climb to structure and grab the Level
near the center of Agency Tower. edge of the spire. the platform near the top of 4 agility orb from the ledge
Face south and jump down to Agency Towers east spire. below.
collect a second Level 4 agility 2
orb at the base of the spire. 1 5
DOSSIERS
ENEMY
4
AGENCY
Face north and jump down to
ARSENAL
the white structure below to Jump along the edge of the Move to the west side of the
grab another Level 4 agility orb. spire to reach the top and grab structure and jump onto to the
Hop down and move around the Level 4 agility orb. duct ahead. Follow the duct
to the north side of the spire. 3 around the south side of the
SCHEMATICS WALKTHROUGHS
VEHICLE
Head west to the platform at 2 tower.
the edge of Agency Tower.
6
5
MISSION
Hop down from the north side
of the structure and land on Move to the southwest edge of
the level below. Hang from the the spire and drop down to the
north edge of the platform and stairs below. Follow the stairs When you reach the end of
COLLECTION
Jump down to the platform drop down one more level. Pull down to the front of the spire. the duct, jump across and grab
ORB
and face south. Collect the yourself up and grab the Level the Level 4 agility orb from the
Level 4 agility orb from the 4 agility orb from the ledge. 3 south side of the tower in front
white structure in front of you. of the 2 sign.
4
ROOFTOP
6
RACES
Jump across to the white
structure to the southeast and
ROAD RACES
Face south and jump down to collect the Level 4 agility orb
Face north and jump back up the beam connecting the east from the edge.
to the platform. Jump up to side of the white structure to the
the duct above and follow it Agency Tower spire. Look down
STUNT RINGS
around the side of the tower. and locate the duct below.
7 5
ACHIEVEMENTS
UNLOCKING
When you reach the end of the Hop down to the base of the
duct, jump across and grab the spire. Move around to the
Level 4 agility orb on the west ledges on the east side of the
side of Agency Tower in front spire and climb down to the
of the 3 sign. duct. Follow the duct around
the side of the tower.
C
PRIMA Ofcial Game Guide
Hidden Orbs
8 4
When you land, face west and Face south and jump off of
head into the center of Agency the column. Use your wingsuit
Tower. to slow your momentum and
steer toward the large, gray
9 tube north of the holding pens.
6
Jump off of the tube and
activate your wingsuit. Make
your way to the bridge that
Jump across to the column. connects Agency Tower to
Follow the wall north and grab Hope Springs.
Jump up to each column as
the hidden orb as you pass
you circle around Agency
through the corridor. Jump down to the stairs and
Tower.
8
collect the hidden orb at the
3 end of the corridor. 3
7
Agency Tower.
building above the water. to the wall. Face south and
hop down to the training area
below. Continue south and
jump over wall to the next area.
56
BASIC INTEL
When you reach the north Jump down to the rooftops
edge of the walkway, face and hop up to the walkway
east. Locate the round building on the west side of the large,
on the northeast corner of the brown building.
DOSSIERS
ENEMY
wall.
7
3
AGENCY
ARSENAL
Follow the walkway around to
Jump down to the rooftops the south side of the building
SCHEMATICS WALKTHROUGHS
below and hop onto the wall and face west. The renegade
VEHICLE
on the north edge of the orb is holding its position
island. above a small, gray building.
A B 4 8
MISSION
COLLECTION
Following the Agency Tower Move to the main entrance
Follow the wall around Make a running leap to the
ORB
climbing tutorial, climb up to near the east spire of Agency
the north side of the round small, brown building just east
the solar panels above Agency Tower.
building to engage the agility of the orb.
Tower.
1 renegade orb on the walkway
1 above. 9
ROOFTOP
RACES
5
ROAD RACES
Climb up to the ramps on the
As soon as you land, make a
Make your way to the top of east side of Agency Tower and
running leap north to catch
the solar panels. Collect the move north.
Circle around the building to the agility renegade orb as it
online orb from the top of
chase the orb to the buildings retreats over the rooftops.
STUNT RINGS
57
Agility Orb 1 Agility Orb 3 Renegade Agility Orb Hidden Orb Online Orb
Agility Orb 2 Agility Orb 4 Renegade Driving Orb Story Orb Hotspot
2 4
Head west and climb up to the Jump down to the roof below.
primagames.com
7 4
Climb back to the top of the Take the stairs up to the level
BASIC INTEL
Pacic Parking structure. Follow above. Move onto the rooftop
the ledge to the southeast east of the stairs. The freeway
corner of the rooftop. There is runs overhead. A brick building
long rooftop below you. is to the east. A ventilation
Face north and drop back Take the ramp to the south.
duct runs up the west side of
DOSSIERS
down to the rooftop. Cross Follow the ramps to the end
ENEMY
6 the brick building.
to the south side of the main of the rooftops and collect the
building. Climb up the side of Level 1 agility orb from the
2
the building and collect the ledge.
Level 1 agility orb from the
5
AGENCY
ARSENAL
west side of the rooftop.
SCHEMATICS WALKTHROUGHS
VEHICLE
agility orb above the door. just past the rooftop. Use the
ventilation duct to climb to the
7 Face north and head back up
top. Collect the Level 1 agility
the ramps. When you reach
orb at the top of the building.
Move to the intersection the base of the large ramp,
west of the large scorpion collect the Level 1 agility
MISSION
3
sculpture. There is a hotel on orb from the east side of the
the northeast corner of the rooftop.
intersection. Pink and yellow
Face east and jump down to signs are mounted on the 6
COLLECTION
the street below. Continue sides of the hotel. Ledges run
ORB
east across the street. up to the rooftop.
There are several apartment Climb down the east side of the
buildings above a long, orange building and continue to the 1
wall. Locate the stairs below street past the chain-link fence.
ROOFTOP
the red, brick building.
Move to the north side of the
RACES
4
8 rooftop. Stand east of the large
ramp and jump down to the red
canopy below. Collect the Level
ROAD RACES
Jump up to the ledges on the 1 agility orb and climb back up
south side of the hotel. Use to the large ramp.
the ledges and signs on the
Head east across the street and side of the building to reach 7
Take the stairs up to the red drop down to the area below. the rooftop above. Collect the
STUNT RINGS
building. Use the neon sign Face north and locate the red Level 1 agility orb from the
on the side of the building to building near the water. south side of the hotel.
reach the rooftop above. Use
the skylight to reach the top 5 2
of the billboard and collect
Follow the large ramp north.
ACHIEVEMENTS
UNLOCKING
D 5 3 1
Move to the police station north Move to the north side of the When you reach the end of Head up the stairs into the
of the Pacic Parking structure. rooftop and jump down to the walkway, move to the east shopping center and face
There is a blue and brown the walkway below. Follow side of the rooftop. Jump onto north. Move across the brown
building on the northeast the walkway north to collect the white tank and grab the tiles to the round platform just
corner of the intersection. another Level 1 agility orb at Level 1 agility orb. north of the narrow tunnel.
Several brown ledges run along the end of the next rooftop.
the sides of the building. 4 2
6
1
Face south and hop across to Hop up onto the curb and Drop to the ground and move
BASIC INTEL
the walkway in front of you. jump up to the ledge above. east to the stairs across the
Follow the walkway around Move around to the side of street. When you reach the top
Jump up and grab the Level
the west side of the bank. the awning and climb up to of the stairs, face north and
1 agility orb from the top of
Collect the Level 1 agility the top. climb onto the red canopy over
the sign. Face north and jump
orb from the ledge at the the walkway. Continue across
DOSSIERS
down to the patio.
ENEMY
southwest corner of the bank. 2 the canopy toward the Royal
3 Vista hotel.
5
4
AGENCY
ARSENAL
Use the letters of the sign to
grab the Level 1 agility orb at
Follow the patio around to
Climb down to the street and the front of the hotel.
SCHEMATICS WALKTHROUGHS
the north side of the building.
VEHICLE
move to the broken, blue and When you reach the end of
There is a canopy on the patio 3
white sign south of the bank. the canopy, face west. Jump
behind the club.
across to the light xture on
6 4 the side of the building. Jump
up to the ledge and face east.
MISSION
Climb up and collect the Level
1 agility orb from the structure
Move to the small sign on on the south side of the hotel.
the south side of the awning.
5
COLLECTION
Climb up the sign. When you Climb up and collect the Level
Climb through the hole in the
ORB
reach the top of the sign, jump 1 agility orb above.
center of the canopy and collect
across to the ledges on the
the Level 1 agility orb above. K
side of the building. Climb up
and grab the Level 1 agility orb
I
ROOFTOP
on the top ledge.
RACES
Face north and jump across
7 to the rooftop in front of you.
Cross to the north side of the
Move to the east side of the rooftop and look down. There
ROAD RACES
gas station near the Royal are ve walkways leading to
Move to the east side of the the north half of the hotel.
Vista hotel. There is a small
Royal Vista hotel. There is a
building south of the blue 6
billboard on the east side of
Face north and drop down to canopy. A chain-link fence
the street.
STUNT RINGS
Move to the bridge that runs Jump onto the red arch and
between Green Bay and Hope move east toward the top.
Springs. Head east to the red arch
near the center of the bridge.
B
Drop back down to the rooftop
and face west. Move across
the rooftop until you reach
the ledges running around the
blue and brown building.
A 3
Move to the row of buildings
5
east of the police station. One
of the buildings has a sign with
a large pink star.
1 4 4 2
Climb up the west side of the Follow the ramp south to the Drop back down to the Climb the window above the
BASIC INTEL
building and hook around to top of the building. There is walkway and move to the glass rooftop to reach the
the back of the scorpion. Jump a small, gray structure at the northeast corner of the bank. next level of the building.
up and grab onto its rear leg. end of a red rooftop. Collect Hop up onto the corner of the Follow the walkway around
Climb up and collect the Level the Level 2 agility orb from the ledge and face east. There is to the northeast corner of
2 agility orb on top of the top of the structure. a large antenna on top of the the building and face west.
DOSSIERS
ENEMY
scorpions tail. blue building in front of you. Stairs lead up to the top of the
E building.
D 5
3
AGENCY
ARSENAL
Move to the red building on
Move to the row of buildings the west side of the Pacic Make a running leap to the
SCHEMATICS WALKTHROUGHS
VEHICLE
north of the large scorpion City Bank. The entrance is on base of the antenna. Climb up Follow the stairs to the top of
sculpture. A narrow, gray the west side of the building. the west side of the antenna the building. There is a large,
building stands next to the There are windows on both and jump onto the dish to the white tank in the center of the
blue and red building at the sides of the entrance. south. Climb up to the top rooftop. Jump up and climb to
east end of the block. of the antenna and grab the the top of the tank to collect a
MISSION
1 Level 2 agility orb. Level 2 agility orb.
1
6 4
COLLECTION
ORB
Climb the windows north of
Climb up the south side of the the entrance to reach the top
narrow, gray building. When of the red building. Face east. Drop back down to the rooftop Hop down from the tank and
ROOFTOP
you reach the top, face east There is a small set of stairs and move to the east side move to the walkway on the
RACES
and climb to the roof of the leading to the side of the bank. of the building. Hop over the rooftops south side. Follow
blue and red building in front Three platforms lead up to the ledge and climb down the the walkway over the street to
of you. Cross to the ramps on windows on the west side of side of the building to collect the next building.
the east side of the rooftop. the bank. another Level 2 agility orb.
ROAD RACES
5
2 2 F STUNT RINGS
base of a large ramp. Face southwest corner of the bank. Boards cover the windows at to the next rooftop. Move to
west and take the smaller Face east. A black awning the base of the building. There the northeast corner of the
ramp across to the next covers the walkway on the is a sign on the southeast building. Jump down and grab
rooftop. south side of the bank. corner of the shopping center. the Level 2 agility orb on the
sign below.
3 3 1
G
PRIMA Ofcial Game Guide
When you reach the end of Jump onto the awning and Jump up to the base of the
the ramp, face south. There is collect the Level 2 agility orb sign on the southeast corner Move to the south side of the
another ramp leading up to the on the south side of the Pacic of the building. Make a steered shopping center, on the street
next rooftop. City Bank. jump to reach the top of the between the church and the
sign. Pull yourself up to the bank. There is a gray building
blue, glass rooftop above. on the northwest corner of the
intersection.
63
1 6 1 1
Climb the windows on the east Move to the northwest corner Head east to the gas station and Move to the base of the blue
side of the building to reach the of the building. Face west to jump onto the building just past and white building. Climb up
rooftop above. Move west and the building below. the sign. Turn around and jump the windows on the white
jump onto the air conditioning up to the east side of the sign. section of the building. When
unit. Make a running leap to the 7 Grab the Level 2 agility orb and you reach the top of the
next rooftop. Stairs run up to drop back down to the ground. windows, jump to the blue
the west side of the building. ledges that run along the
2 buildings north side.
2
2
Make a running leap to the
rooftop below. Jump onto the
sign on the west side of the
building to collect another Run under the gas stations
Go up the stairs. When you Level 2 agility orb. canopy and move to the
reach the top, face north. southwest corner of the Royal Climb up to the top of the
Climb up to the covered H Vista hotel. Balconies run up to building and grab the Level 2
walkway at the top of the the top of the building. agility orb. Face north.
building. Climb to collect the
Level 2 agility orb above end 3 3
of the walkway.
3
Move to the large hole on the
east side of the church. There
is a red, brick building to the
south. Climb up the balconies on Make a running leap to the
the southeast corner of the southeast corner of the large
1 Royal Vista. Jump from the top building in front of you. Use
Face south and move to the balcony to the red structure the windows to climb up the
corner of the walkway. Move above. Climb up the corner of side of the building. Hop up
east along the top of the the red structure and grab the to the base of the highest
walkway. Locate the gray Level 2 agility orb above. window and jump to the
structure off the north side of rooftop above. There is a red
the walkway. Jump across and 4 walkway to the north.
Use the windows on the
collect the Level 2 agility orb north side of the red building
from the top of the structure. to reach the top. Face north.
4
Locate the steeple at the top
4
of the church.
6 1 5 2
Jump down to the wide, Climb up to the outdoor patio Follow the walkway and watch Follow the stairs as they
BASIC INTEL
orange ledge that runs along that runs around the back of the buildings to the east. Look wind up the north side of the
the west side of the building. the club. for the large, white tank on the building. When you reach the
Collect the Level 2 agility orb roof of one of the buildings. end of the stairs, hop onto
at the south end of the ledge. 2 the ledge and jump up and
6 to the windows above. Climb
DOSSIERS
ENEMY
7 up to the water tower on the
rooftops northeast corner.
AGENCY
Climb onto the canopy behind
ARSENAL
the club and face west. Jump down from the east side
Face east and hop down from of the walkway and climb up
the ledge. Cross to the east 3 to the roof of the building.
side of the building and jump Collect the Level 2 agility orb
SCHEMATICS WALKTHROUGHS
VEHICLE
down to the walkway below. on top of the tank. Climb up the side of the water
Follow the walkway east, over tower to collect a Level 2
the street. A small hotel is just L agility orb from the top.
south of the walkway.
Make a running leap to the roof 4
MISSION
8 of the club. Collect the Level 2
agility orb and face south.
COLLECTION
the Pacic City Bank. The building
ORB
is divided into two sections. The Hop back down to the rooftop
When you reach the end of the upper levels of the two sections and face south. Make a
walkway, face south and jump are connected by short walkways. running leap across to the
across to the hotel. Climb onto other half of the building.
1
ROOFTOP
the sign on the west side of Jump down to the ground and Climb up the water tower in
RACES
the building and grab the Level move south. Locate the walkway the southwest corner of the
2 agility orb. that runs along the side of the rooftop to collect another
street. Enter the walkway just Level 2 agility orb.
9 past the large rock.
K
Move to the east side of the
police station. Locate the tall,
gray section of the building
west of the entrance.
PRIMA Ofcial Game Guide
D
Climb up the east side of the Jump onto the orange wall Move to the intersection west
gray section to reach the and climb up the west side of of the bank. The building on
antenna at the top. the brown building. A large, the southeast corner of the
white tank is near the ledge. intersection has red and blue
3 Balconies run along the west tiles around its main entrance.
Move to the ferry terminal on
side of the building.
the east coast of Green Bay.
1
There is a clock tower at the
2 center of the large, blue building.
1
Hook around to the west side
of the antenna and jump up.
Jump around the antennas Move to the entrance and
attachments to collect the Climb up the balconies to the jump up to the ledge that runs
Level 3 agility orb at the top. top of the building. Pull yourself down the west side of the
onto the ledge and face north. building. There are gray, brick
4 Climb up the west side of the
Climb up the brick structure columns at the south end of
building. When you reach the
in front of you and collect the the ledge.
roof, move around to the south
Level 3 agility orb on the north
side of the clock tower.
side of the building. 2
2
3
Drop down and move to the
north side of the rooftop. Hop
onto the ventilation duct and
move north to the next section of Jump onto the gray columns
the building. Climb up to the blue and climb the widows up the
Climb up the side of the clock
section of the police station. Climb down back down to the side of the building. When you
tower and collect the Level 3
ground and head north to the reach the top of the windows,
agility orb from the top.
5 large, yellow building across the make a steered jump to the
street. Long, black ledges run rooftop north of the windows.
along the side of the building. E
3
4
rooftop.
at the top.
F 3 3 I
Move to the tunnel entrance Move to the south edge of the Climb up the windows to the Move to the courtyard on the
BASIC INTEL
south of the Royal Vista hotel. A rooftop and drop down to the level above. There is another north side of the bank.
yellow and white building stands level below. Jump across to the wall of windows on the rooftops
on the west side of the street. extensions on the south side of north side. Climb up the windows 1
the building. Hop up and grab to reach the blue awning on the
1 another Level 4 agility orb from south side of the building. Hop
DOSSIERS
ENEMY
the brown extensions. onto the awning and face the
antenna to the north.
H
4 Climb up the north side of the
AGENCY
bank to the tall windows that run
ARSENAL
Move to the yellow and white up the top half of the building.
building and jump to the ledge
above the door. Climb up the 2
east side of the building to Move to the intersection west
SCHEMATICS WALKTHROUGHS
VEHICLE
reach the top. Face north. of the bank. Face the building Cross to the ledge on the north
There is a white tank near the on the southwest corner of side of the building. Hop onto
end of the rooftop. the intersection. There is the ledge and jump to the
a scrolling sign above the antenna. As soon as you touch
2 buildings entrance. the antenna, jump again to grab Move to the windows near the
MISSION
the Level 4 agility orb at the top. northeast corner of the bank.
1 Climb up the side of the bank until
5 you reach the base of the third
window. Face east and make a
COLLECTION
steered jump to the corner of the
ORB
Cross the roof to the white building. Climb up the corner of
tank. Jump onto the tank and the bank to reach the top.
collect the Level 3 agility orb. Move west along the side of
the building until you reach a Drop back down and move to 3
G
ROOFTOP
set of stairs. the west side of the rooftop.
RACES
Make a running leap to the
2 rounded building below.
Collect the Level 4 agility orb
from the center of the building.
ROAD RACES
Circle around the dome to the
Move to the main entrance southwest corner of the bank.
of the Royal Vista hotel. Face Hop up and collect the Level 4
south toward the brown and Head up the stairs. When agility orb from the corner of
STUNT RINGS
blue building across the street. you reach the top, face west. the building.
Windows run up the side of
1 the next building.
Hidden Orbs
ACHIEVEMENTS
UNLOCKING
1 B 6 4
Jump onto the low rooftop Move to the west side of the Climb to the top of the ducts. When you land, take the stairs
on the southwest corner of police station. There is a large, Jump up and climb to the down to the balcony below.
the structure. Hop up to the gray section above the base of rooftop above. Face the church Collect the hidden orb just
second ledge on the north side the building. to the north. east of the stairs.
of the rooftop.
1 7 D
2
Jump onto the base of the Make a running leap over to Move to the intersection at
Pull yourself over the ledge police station and follow the the church and climb up to the the northeast corner of the
and move north along the gray bricks to a ventilation top. Move to the west side of church. There is a red and
west edge of the parking duct. Collect the hidden orb the rooftop. Drop down and gray building on the southeast
structure. Collect the hidden from behind the duct. collect the hidden orb from corner of the intersection. Blue
orb near the large pillar on the behind the billboard. tiles run around the base of
west side of the structure. 2 the building.
C
3 1
brick building in front of you. Face south and move back out
There are ventilation ducts to the balcony. Jump across to
running up the side of the the top of the balconies on the Climb up the windows on
building. west side of the wall. the south side of the brown
building. Collect the hidden orb
68 under the blue canopy near
the top of the building.
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
HOW TO USE ENEMY AGENCY VEHICLE MISSION ORB ROOFTOP UNLOCKING
BASIC INTEL ROAD RACES STUNT RINGS ACHIEVEMENTS
THIS GUIDE DOSSIERS ARSENAL SCHEMATICS WALKTHROUGHS COLLECTION RACES
Pacic City Map Agency Tower Green Bay: East Green Bay: North Green Bay: South Green Bay: West Hope Springs: East Hope Springs: Islands
Hope Springs: North Hope Springs: South Hope Springs: West Unity Heights: Northeast Unity Heights: Northwest Unity Heights: Southeast Unity Heights: Southwest
5 3 3 G
Climb back down to the lower Turn around and move to the Climb back up to the top of the Move to the courtyard north of
BASIC INTEL
level of the brown building. west side of the covered area. ferry terminal. Face east and the bank.
Face east and jump across to Continue out to the balcony make a running leap into the
the stairs on the next rooftop. and face north. There are water below. Swim toward the 1
several small shacks between bridge to the south. There is a red
6 the large buildings. walkway just above the water.
DOSSIERS
ENEMY
4 4
AGENCY
north side of the courtyard.
ARSENAL
Move to the east side of the Jump up along the walkways
building. Look over the ledge toward the top of the building.
and locate the section of blue Jump down to the shacks and Swim to the pylon at the end Stop on the ledge below the
tiles below. locate the stairs to the east. of the walkway. There is a red neon lights on the side of
SCHEMATICS WALKTHROUGHS
VEHICLE
small entrance on the west the rooftop.
7 5 side of the pylon.
2
5
MISSION
Jump down and move to the Head up the stairs and face
east edge of the tiles. Drop south. Collect the hidden orb Hop onto the walkway and
COLLECTION
down to grab the hidden orb in front of you. Hop out of the water and head collect the hidden orb from the
ORB
behind the billboard below you. into the pylon. Climb up the east side of the building.
F stairs and grab the hidden orb
E inside the pylon. Turn around 3
and move back down the
ROOFTOP
stairs. Exit the pylon and jump
RACES
into the water on the south
side of the walkway.
Move to the ferry terminal on
Move to the buildings on the the east coast of Green Bay. 6 Climb back down to the ground
ROAD RACES
east side of Green Bay. Find and cross to the bank on the
the large bowling ball just 1 south side of the courtyard.
west of the freeway on-ramp.
4
STUNT RINGS
1
Swim to the red building on
the east coast of Green Bay.
Climb up the west side of the
7
building. Move to the large
ACHIEVEMENTS
UNLOCKING
hole in the roof, north of the Jump over the entrance and
Jump onto the ledge over the clock tower. climb up the side of the bank.
bowling ball and move north Collect the hidden orb from
along the side of the building. 2 the narrow walkway on the
When you reach the end of the north side of the bank.
ledge, face west and jump up Jump out of the water and
to the blue tiles above you. move to the southeast corner 5
of the building. There are two
2 ventilation ducts running up
Drop down through the hole from the ground.
PRIMA Ofcial Game Guide
Move to the center of the When you reach the south Turn around and move to the
dome and jump up to grab the side of the building, hop onto small arch in front of you.
hidden orb high above you. the windows on the other side Jump up and grab the ledge
Move to the yellow and white
of the ledge. Drop down and above the arch. Climb up to
building southwest of the
H Royal Vista hotel. There is a
grab the hidden orb on the the top of the red structure on
buildings south side. the southwest corner of the
red awning over the entrance
building. Face the green dome
on the buildings west side. 6 to the east.
1
3
Move to the shopping center
west of the bank. There is a
set of stairs on the southeast
corner of the shopping center. Climb back up to the rooftop
and face east. Make a running
Jump down to through the
1 leap across to the next Make a running leap to the
hole south of the buildings
building. Climb to top of the white structure on top of the
entrance. When you land,
building and move east. A dome. Climb to the top of the
move north. There is a large
covered walkway is found just structure and collect the hidden
tunnel on the west side of the
north of the building. orb above the green dome.
passage. Enter the tunnel and
face north. Grab the hidden 7 4
Head to the top of the stairs orb from the small enclosure.
and face north. Move along the
side of the building until you 2
reach the tunnel on the west
side of the walkway. Jump up
to the ledge over the tunnel.
Jump down onto the covered Face north and drop down to
2 walkway. Drop down and the roof of the hotel. Jump
grab onto the yellow beams down to the street below.
Exit the tunnel and continue
under the walkway. Collect the Collect the hidden orb from
north to the end of the passage.
hidden orb from the arch that the small enclosure on the
Jump out of the passage and
runs over the street. north side of the street.
climb onto the gas station
canopy. Face south. A yellow
Pull yourself up to the walkway ledge runs around the north side
J 5
above the tunnel. Run to the west of the building in front of you.
side of the walkway and grab the
hidden orb in the corner. 3
3
Move to the covered walkway Turn around and move back to
near the southwest corner of the street. Follow the street
the Royal Vista hotel. west to the end of the building.
Face north and slide down the
Jump onto the yellow ledge and 1 rocks to the walkway below.
follow it to the northeast corner
Hop up to the walkway in front of the building. Face south and
of you and face north. Climb jump up to the ledge above.
6
the windows to the rooftop Move south and grab the hidden
above. When you reach the top, orb under the red awning.
move to the southeast corner
of the rooftop. Locate the stairs 4 Jump onto the covered
leading up to the rooftop ahead. walkway and follow it north to
the hotel. There are white tiles Follow the walkway around
4 at the end of the walkway. the north side of the building.
Jump over the orange railing As you cross the street, locate
on the west side of the tiles. the stairs to the north.
primagames.com
7 5 L 4
Take the stairs down to collect Move to the rocks on the ledge Move to the gray building Face west and jump across to
BASIC INTEL
the hidden orb from the above the water. Face west south of the club. There is the walkway that runs along
walkway below. and jump up to the patio above a rounded balcony on the the inside of the building.
you. There is a broken pillar on northeast corner of the Follow the walkway south.
K the east side of the club. building. White ledges run up
the building, just west of the 5
DOSSIERS
ENEMY
6 balcony.
AGENCY
Move to the southwest corner
ARSENAL
of the Royal Vista hotel. A When you reach the end of
parking garage is on the west Climb up the broken pillar and the walkway, face west to
side of the building. move to the bar on the clubs locate the two balconies on
east side. Jump over the bar Jump up to the white ledges the buildings south side. Hop
SCHEMATICS WALKTHROUGHS
VEHICLE
1 and face north. Collect the on the north side of the gray down and collect the hidden
hidden orb just inside the bar. building. Climb up above orb from the lower balcony.
the balcony. Jump across
7 to grab the hidden orb on 6
the northeast corner of the
MISSION
building.
Enter the garage and face
south. Collect the hidden orb 2
from the southwest corner of
COLLECTION
the garage. Hop back out to the patio and Face south. Climb the windows
ORB
face south. Move to the stairs in front of you to the rooftop
2 on the south side of the club. above. Face north and jump
across to the walkway in front
8 Jump back to the white ledges of you. Follow the walkway
ROOFTOP
and climb to the top of the west to the brown building.
RACES
building. Move to the south There is an open hallway on
side of the rooftop. Look down the side of the building, just
Exit the garage and move east at three balconies below you. north of the walkway.
toward the large rock south
ROAD RACES
of the club. A chain-link fence Climb the stairs and face 3 7
runs up to the north side of north. Climb up to the level
the rock. above. There is a small
entrance on the south side of
STUNT RINGS
3 the club.
4
PRIMA Ofcial Game Guide
71
Face north and climb the ledges Jump back to the ramps and
to the top of the building. Move follow them north. The ramps
to the rooftops north edge. end on the south side of a
Look down at the walkways that large, brown building.
run across the street.
3
4
E H Renegade Orbs
BASIC INTEL
building northeast of the large north side of the church.
scorpion structure. Windows A brown and blue building
run up the east side of the stands on the corner of the
building. intersection. There is a column
of windows on the south side
DOSSIERS
ENEMY
1 of the building.
AGENCY
ARSENAL
Climb up the windows to the
top of the building. Move west
under the ramp and collect the Climb up the windows to the
SCHEMATICS WALKTHROUGHS
VEHICLE
Catalina Thorne audio log top of the building. Cross
from the rooftop. the rooftop and collect the A 4
Surveillance audio log on the
F north edge of the building.
MISSION
Move to the large, yellow When you land, follow the
building northwest of the renegade orb east and jump
COLLECTION
Move to the blue and white large scorpion sculpture. Black up to the next rooftop. There
ORB
building east of the Pacic City ledges run up the east side of are stairs leading up to the
Bank. Move to the patio on the east the building. east side of the building, above
side of the club. There is a a gray, brick wall.
1 long staircase leading back to 1
5
ROOFTOP
the building.
RACES
1
ROAD RACES
Climb up the windows on the Move to the northeast corner
south side of the building. of the building and climb the Jump onto the east side of the
Move to the southeast corner ledges to the top. Hop onto the building. Run to the southeast
of the rooftop and grab the Move under the stairs and rooftop and run west to engage corner of the rooftop as the
STUNT RINGS
Surveillance audio log near collect the Whistleblower the agility renegade orb. orb dives down the side of the
the billboard. Files audio log next to the building.
building. 2
G 6
ACHIEVEMENTS
UNLOCKING
1 3 3 8
Climb up to the northeast Move to the buildings west As you exit the alley, make Drift over to the sidewalk on
corner of the rooftop and face side to engage the agility a right turn and engage the the north side of the street.
south. renegade orb at the main driving renegade orb. Chase There is a low, brick wall at
entrance. Move slightly north the orb south down the street. the bend in the road. Continue
2 to force the orb to the south west along the side of the
side of the building. 4 brick wall to catch the driving
renegade orb as it cuts north
4 at the corner.
E
Run south along the edge of
the rooftop to engage the Follow the orb around the turn
agility renegade orb at the at the end of the street. Slide
buildings southwest corner. Cut back and jump down to the your supercar into the center
patio on the south side of the of the intersection and drive
3 entrance. The orb retreats to north along the street. Drive your Agency cruiser to
the north side of the club. the gas station southwest
5 of the Royal Vista hotel. Pull
5 around to the stations west
side and face south.
1
Jump off the roof and intercept
the agility renegade orb as it
move east around the south The renegade orb cuts across
side of the ferry terminal. Leap across to the patio on the the sidewalk and darts to the
north side of the entrance to west at the next intersection.
C catch the agility renegade orb Follow the orb west, but stick
as it moves around the side of to the road to help avoid Drive south and carefully
the building. civilian casualties. move onto the sidewalk on the
east side of the street. As you
D 6 approach the rst intersection,
accelerate. Make a left turn
Move to the large rock south and slide onto the street. Head
of the club. east to engage the driving
renegade orb around the
1 corner.
Drive an Agency supercar Continue west to the next
to the large, yellow building intersection, just past the 2
northwest of the scorpion scorpion sculpture. Turn left
sculpture. Locate the alley and follow the orb south
on the east side of the street, toward the freeway.
Jump down to the patio behind across from the yellow building.
7
the club and climb up to the
south side of the building. 1 Continue east. Drift to the
north side of the road and
2 avoid oncoming trafc. Push
your vehicle to its top speed
and catch the driving renegade
Drive under the freeway and orb as it darts north at the
Pull into the alley and drive make a right turn to follow intersection.
east down the hill. the street west. Accelerate to
Move to the small entrance on the Supercars top speed and
2 chase the driving renegade
the south side of the building
and climb to the top of the club. orb toward the Pacic Parking
structure.
primagames.com
BASIC INTEL
DOSSIERS
ENEMY
AGENCY
ARSENAL
SCHEMATICS WALKTHROUGHS
VEHICLE
COLLECTION
ORB
ROOFTOP
RACES
MISSION
ROAD RACES
Agility Orb 1 Agility Orb 3 Renegade Agility Orb Hidden Orb Online Orb
STUNT RINGS
Agility Orb 2 Agility Orb 4 Renegade Driving Orb Story Orb Hotspot
Agility Orbs
A 1
ACHIEVEMENTS
UNLOCKING
Move to the villa on the west Jump along the side of the
coast of Green Bay. There is a rocks to reach the top. Face
guardhouse on the west side south.
of the villa driveway. There are
some large rocks just north of 2
PRIMA Ofcial Game Guide
the guardhouse.
B 5 1 6
Move to the radio station in Climb down to the orange Jump over the ramp to the Move to the west side of the
the northeast section of Green rooftop southwest of the water below. Swim around to guard tower and jump down
Bay. There is an open gate at antenna. Make a running leap the south side of the island. to the building below. Collect
the end of the street south to the red building west of There is path that leads from the Level 3 agility orb near the
of the station. A narrow path your current position. When the water up to the islands center of the rooftop.
winds up the rocks north of you land, collect the Level 1 east side.
the gate. agility orb on the west edge of 7
the rooftop. 2
1
C
2
Drop to the ground and move
to the end of the wall on Jump onto the garage and face
Jump to the top of the stairs the north side of the villa the guard tower to the north.
and follow the walkway south entrance. Jump back onto the
to a red brick building. Use wall and face west. Jump up to 2
the small balcony on the east Move to the top of the stairs the patio above you.
side of the building to reach and climb the rocks up to the
the rooftop. Grab the Level 1 east side of the lighthouse. 5
agility orb and face north. Face west and jump across to
the small balcony. Grab the
4 Level 2 agility orb on the south Jump across to the guard
side of the lighthouse. tower and climb to the top.
Stand at the base of the utility
D Cross to the guard tower near pole and jump up to grab the
the center of the villa. Climb Level 4 agility orb above you.
up the east side of the tower
Move across the rooftops to reach the top.
and climb up to the broken
antenna on top of the radio
station. Jump up and grab the Move to the villa on the
Level 1 agility orb above the west coast of Green Bay. The
primagames.com
76
Hidden Orbs
1 7
BASIC INTEL
Climb up just south of the large, Follow the path south. The
pointed rock and face west. path winds back to the north,
Drop down to collect the hidden near the base of the villa.
orb from the ledge below.
8
DOSSIERS
ENEMY
2
AGENCY
ARSENAL
Follow the path north and
Climb down to the sand along jump onto the rocks at the
the west coast. Head north base of the villa. Follow the
SCHEMATICS WALKTHROUGHS
toward the villa bridge. rocks south under the villa and
VEHICLE
collect the hidden orb on the
ramp. Line yourself up with 3 west edge of the island.
A cavern under the villa to the
northwest. C
MISSION
4
COLLECTION
west coast. A large video Climb up the rocks and collect Move to the north side of the
ORB
screen is mounted above the the hidden orb under the east villa driveway. There is a small
south entrance to the tunnel. side of the villa bridge. bridge above the dirt road to
Move northwest to the edge of
the ramp and look down. Drop the east.
1 4
down and collect the hidden
ROOFTOP
1
RACES
orb from the rocks below.
Jump up onto the tunnel Face east and climb down to ROAD RACES
entrance. Face the rocks to the the water. Swim around to the Climb over the rocks to the
north. Find a small gap between north side of the island and dirt road and pass under the
two large rock formations. enter the cavern under the villa. bridge. Face south and climb
STUNT RINGS
Jump up along the gap to reach Jump onto the landing on the
the top of the rocks. Face east east side of the cavern. Grab
and move along the rocks. Jump the hidden orb on the north
Collect the hidden orb from
down and collect the hidden orb side of the orange scaffolding.
the narrow strip of sand to the
from behind the rocks. Move across to the shacks.
north.
6 There is a large rock
3
B formation on the grass west
PRIMA Ofcial Game Guide
3 D 6 3
Pass between the rocks and Move to the street on the west Face east and move to the Climb back down to the bridge
collect the hidden orb near the side of the indoor arena. There rocks that run along the arena. and face west. Follow the
tree to the south. is a small ticket counter on the Jump up along the rocks and bridge to the tunnel that runs
south side the arena entrance. climb to the top. through the rocks south of the
4 indoor arena.
1 7
4
5
The ridge connects to a large
mass of rock at the southeast
Follow the hallway south. Grab corner of the indoor arena.
Face south and jump down to the the hidden orb and continue to When you reach the end of the
road below you. A large, at rock the stairs ahead. ridge, hop down and collect
sits on the east side of the road. the hidden orb to the east. Climb over the rubble and
Climb onto the rock and face east. 3 jump off the west side of the
There is another large rock ahead. E bridge to the rocks below.
Follow the rocks down to the
6 water and collect the hidden
orb just under the bridge.
3 G H 5
Turn around and jump down to Move to the large dirt road Move to the narrow bridge Climb back down to the
BASIC INTEL
the winding path. Follow the that runs above the west north of the radio station. The ground and move to the
path up to the radio station. A coast. The road transitions to a bridge runs high above the gray structure south of the
small set of stairs is just north paved street as it winds across street and leads toward the lighthouse. There is a small
of the main entrance. the north edge of Green Bay. lighthouse to the north. crane over an opening on the
south end of the structure.
DOSSIERS
ENEMY
4 1 1
6
AGENCY
ARSENAL
Follow the stairs down to a Move to the paved street and Cross to the end of the bridge
small tunnel. Collect the hidden face east. Look up and locate and hop down to the rocks Jump down into the opening.
orb near the broken ramp at the two tallest rocks at the top below. Collect the hidden orb When you land, follow the
SCHEMATICS WALKTHROUGHS
VEHICLE
the gap in the small tunnel. of the ledge. There is a crevice from the orange beams under corridor south. Collect the
in the rocks below. the bridge. hidden orb from the small alcove
5 on the east side of the corridor.
2 2
I
MISSION
Move to the broken ramp and
COLLECTION
drop down to the tunnel below. Climb up the between the Hop back up to the end of
ORB
Face south. There is a large rocks and collect the hidden the bridge and climb down Move to the east edge of the
hole in the wall of the tunnel. orb from the crevice on the the north side of the rocks. grass near the lighthouse. A dirt
east side of the street. Continue north toward the road runs east along the coast.
6 lighthouse.
ROOFTOP
3 1
RACES
3
ROAD RACES
Move through the hole and
follow the passage around as Climb up to the top of the Move east along the rocks
it loops down to the freak lair rocks and face southeast. A Move to the rocks on the east on the north side of the road.
below the tunnel. large cluster of shacks is in side of the lighthouse. Jump Find the narrow gap as the
STUNT RINGS
front of you. Move southeast along the side of the rocks road splits around a large rock
7 over the shacks. to reach the top. Face west. formation.
Small platforms are attached
4 to the north side of the 2
lighthouse.
ACHIEVEMENTS
UNLOCKING
4
Move to the ledge at the end
of the passage. The beacon
drop zone is west of the ledge. Locate the gray brick building Climb up the rocks on the
There is a large rock formation on the east edge of the shacks. north side of the gap. Drop
on the south side of the ledge, down and grab the hidden orb
east of the beacon drop zone. 5 Climb up to the absorption unit in the crevice below.
near the top of the lighthouse.
8 Make a steered jump to the 3
PRIMA Ofcial Game Guide
4 1 3 5
Jump into the water and swim Jump out of the water and Move west across the islands. Drop down into the water on
under the bridge. Jump up and cross to the west side of the Look for the island with two the north side of the ledge.
collect the hidden orb from the island. Use the rocks to climb large rocks on top. Face west and swim along the
blue column on the bridges up to the top of the island. north side of the island chain.
west end. 4
2 6
J
5 3
Move to the west side of the Follow the path south until it
patio. Collect the online orb splits around a large mass of
from the small spa north of the rock.
swimming pool.
A 2 4
B
Move to the road south of the Drop to the ground and Climb onto the shack at the
villa driveway. face west. Move past the Move to the small bridge east top of the rock and grab
guardhouse on the west edge of the villa. another online orb.
1 of the driveway. Continue to
the villa bridge. 1 C
3
primagames.com
1 4 3 2
Move north across the shacks Drop through the hole in the Collect the online orb on the Climb up the south side of the
BASIC INTEL
to a long strip of grass. Follow tunnel to the freak lair below. yellow beam at the south side guard tower. When you reach
the grass as it curves east Collect the online orb from the of the structure. the top, face west toward the
toward another group of shacks. rock northeast of the beacon large, orange roof on the villas
drop zone. 4 main house.
2
DOSSIERS
ENEMY
E 3
AGENCY
Jump down to the patch of
ARSENAL
Look for the multicolored fence grass south of the lighthouse.
at the southwest corner of the Move to the gate south of the Cross southeast to the dirt Jump across to the roof and
shacks. Collect the online orb radio station. road at the edge of the grass. hop over the railing to the
from the roof above the fence. green tiles. Face north and
SCHEMATICS WALKTHROUGHS
VEHICLE
1 5 jump up to the buildings
D second level.
MISSION
Follow the path up to the radio Follow the dirt road east. Look
Move to the narrow bridge stations main entrance. Jump for a small ramp on the north
north of the radio station. onto the wall on the east side side of the road.
COLLECTION
of the entrance and grab the Pull yourself up and face west.
6
ORB
1 online orb on the south side of Collect the Catalina Thorne
the radio station. audio log from the southwest
corner of the walkway.
F
H
ROOFTOP
RACES
Head south and collect the Head up the ramp and grab the
online orb at the end of the online orb at the top.
bridge.
ROAD RACES
Climb up to the rocks on the G
2 east side of the lighthouse along Move to the road south of the
the north coast of Green Bay. villa driveway. Stand near the
small ridge in the center of
STUNT RINGS
2
Jump down into the hole and tower stands along the south
follow the passage until you side of the villa wall.
reach a broken ramp. Drop Turn around and jump back
through the gap in the ramp to to the rocks. Climb down the
the tunnel below. When you rocks to the structure south of
land, face the large hole in the the lighthouse.
north wall of the tunnel. Jump onto the shack and
continue east to collect the
Catalina Thorne audio log 81
from the grass.
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
HOW TO USE ENEMY AGENCY VEHICLE MISSION ORB ROOFTOP UNLOCKING
BASIC INTEL ROAD RACES STUNT RINGS ACHIEVEMENTS
THIS GUIDE DOSSIERS ARSENAL SCHEMATICS WALKTHROUGHS COLLECTION RACES
Pacic City Map Agency Tower Green Bay: East Green Bay: North Green Bay: South Green Bay: West Hope Springs: East Hope Springs: Islands
Hope Springs: North Hope Springs: South Hope Springs: West Unity Heights: Northeast Unity Heights: Northwest Unity Heights: Southeast Unity Heights: Southwest
I J 2 K
Move to the street on the Move to the road north of the Face northwest and run back Move to the radio station.
near the main entrance to the villa driveway. A ridge runs down to the road. Jump over Locate the building with the
indoor arena. along the east side of the road. the rocks on the west of the broken antenna near the
road and land on the metal center of the area.
1 1 walkway on the other side.
1
3
Follow the street south to the Climb up the rocks to the east,
intersection. Collect the PCNN and follow the ridge south. Climb up to the top of the
Reports audio log from the Collect the Surveillance Follow the walkway to the building and collect the Freak
sidewalk on the southwest audio log from the grass east small, red building up the Watcher audio log at the
corner. of the villa driveway. coast. Collect the Whistle- base of the antenna.
blower Files audio log along
the buildings west side.
Renegade Orbs
a quick step south to force the
3
orb around the other side of
the shack.
Climb up to the shacks Locate the agility renegade Move to the small cluster
southeast of the villa. orb to the east, near the end of Run across to the north end of shacks east of the villa.
the shacks. of the bridge to engage the Approach from the north and
1 agility renegade orb. locate the agility renegade orb
3 above the gray shack.
2
primagames.com
1 E 1 2
Run toward the orb and jump Swim out to the water off the Face east and move to engage Initiate the SUVs hydraulic
BASIC INTEL
onto the roof of the shack. northwest edge of Green Bay. the agility renegade orb. Chase jump to stick to the ridge.
Move to the south end of the Locate the agility renegade the orb across the grass to the Push your vehicle to its top
roof. The agility orb circles orb above the tall rock large rock ahead. speed and engage the driving
around the tree to the east. formation on the coast. renegade orb at the center of
2 the gure eight.
DOSSIERS
ENEMY
2 1
3
AGENCY
ARSENAL
Carefully approach the
Face northeast and make a Swim east toward the orb. As renegade orb. Keep the orb
running leap from the top of you approach the coast, swim trapped on the rock as it Steer back down to the path
the shack to intercept the slightly to the north and force attempts to circle past you. and chase the orb south. Allow
SCHEMATICS WALKTHROUGHS
VEHICLE
agility renegade orb as it cuts the orb down the east side of the SUVs hydraulic jump to
west across the rooftops. the rock formation. Jump out 3 time out and catch the driving
of the water and run south to renegade orb before the next
D cut off the orb at the small turn.
rock at the top of the hill.
H
MISSION
2
Jump up and grab the agility
renegade orb as it moves back
COLLECTION
Move to the cluster of and forth on top of the large
ORB
shacks northwest of the villa. rock.
Approach the west and locate Drive an Agency SUV to the
the agility renegade orb high Carefully advance toward G dirt roads that run along the
above the shacks. the orb. Adjust your position south coast. Pull your vehicle
ROOFTOP
as needed to keep the orb around to the driving renegade
RACES
1 trapped above the small rock orb east of the crossroads.
at the top of the hill.
1
3 Drive an Agency SUV to the
ROAD RACES
gure eight track east of the
villa. Pull your vehicle onto
Run toward the orb and jump the north loop of the track and
onto the large rock in the face east.
STUNT RINGS
center of the shacks. The orb Drive toward the renegade orb
circles around a tree just east As you approach the top of 1 and chase it over the street to
of the rock. the hill, jump up and grab the east. Use your momentum
the agility renegade orb as it to clear the gap and adjust
2 moves back and forth across your vehicle for a smooth
ACHIEVEMENTS
UNLOCKING
83
Agility Orb 1 Agility Orb 3 Renegade Agility Orb Hidden Orb Online Orb
Agility Orb 2 Agility Orb 4 Renegade Driving Orb Story Orb Hotspot
building east of Funland. There the open gates. Climb up the crumbling
is a large, open gate on the column and run north along
buildings south side. the top of the wall. Climb up
to the sign above the clown
and grab the Level 1 agility orb
from the Funland entrance.
84
Climb down to the ground and Climb up the balconies and Climb up the wall at the
BASIC INTEL
move to the beach access on the hop over to the top of the brick corner of the building and run
west side of Funland. Climb up to building. southeast down the corridor.
Face east and jump down to the
the sign above the wall and grab
building below. Climb up and
another Level 1 agility orb. 2 2
collect the Level 1 agility orb
DOSSIERS
from the top of the billboard.
ENEMY
6
4
AGENCY
Climb up the side of the roof Climb onto the sign at the end
ARSENAL
and collect the Level 1 agility of the corridor and grab the
Drop down and run southeast orb at the top. Level 1 agility orb at the top.
through the center of Funland.
Drop down and move to the 3
Move past the west side of 3
SCHEMATICS WALKTHROUGHS
west side of the rooftop. Locate
VEHICLE
the Ferris wheel toward the
the balconies on the brown
pizzeria at the end of the park.
building across the alley.
7 5
MISSION
Jump down to the basketball Face north and make a running
courts east of the building. leap over to the next building.
Cross to the corner of the Collect the Level 1 agility orb
brown building at the other on the large, white sign.
COLLECTION
Climb up to the top of the building end of the courts.
Climb up to the greenhouse on
E
ORB
and collect the Level 1 agility orb
the top of the building. Face
on the large slice of pizza. 4
north and jump up to the ledge
at the end of the greenhouse.
B Climb up the red section of the
ROOFTOP
building and collect the Level
RACES
1 agility orb at the top.
Move to the shopping center
6 Jump up to the ledge at the that runs along the boardwalk.
corner of the building. Climb Locate the stairs between the
ROAD RACES
Move to the patch of grass up and grab the Level 1 agility buildings.
near the freeway off-ramp on orb from the sign on the front
the east side of the buildings. of the building. 1
There is a hole in the wall at
STUNT RINGS
3
Face southeast and jump
Climb onto the red building and across to the next building.
jump up to the windows above. Climb up to the center of the
Climb to the top of the orange rooftop and grab another Level
Face west and jump across to and gray building to grab 2 agility orb from the ledge.
the main section of the gym. another Level 2 agility orb.
Climb the concrete along the Climb up to the top of the
orange beam and collect the
primagames.com
86
C 2 4 1
Move to the north side of the Pull yourself up and grab the Jump along the east side of Jump up to the ledge above
BASIC INTEL
Funland Ferris wheel. Locate Level 3 agility orb at the top of the rock and collect the Level the main entrance. Pull
the small tower to the west. the tower. 3 agility orb from the top. yourself up and jump up to the
rooftop.
1 3 D
2
DOSSIERS
ENEMY
AGENCY
Run up the ramp along the outside Climb down to the ground and Move to the Sunset Pavilion.
ARSENAL
of the tower. As you approach face west. Jump across to the A large, green dome sits at Climb onto the large, green
the top of the ramp, hop onto the sand and locate the tall rock the center of the buildings dome and jump up to grab the
ledge and make a steered jump to just off the coast. rooftop. Level 4 agility orb above.
the roof of the tower.
SCHEMATICS WALKTHROUGHS
VEHICLE
Hidden Orbs
4 8
MISSION
Jump over and collect the Jump onto the rocks at the
COLLECTION
hidden orb from the seat near end of the sand. Collect the
ORB
the top of the Ferris wheel. hidden orb at the rocks near
the water.
5
B
ROOFTOP
RACES
ROAD RACES
Climb down to the ground and
move southeast. Jump over Move to the street east to the
A 2 the Funland wall to reach the east of Funland. There is a
small lighthouse on the coast. large clown on the wall at the
main entrance.
STUNT RINGS
6
1
7 2
PRIMA Ofcial Game Guide
Jump up the seats to the end Use the stars to reach the
of the Ferris wheel. Hop onto center of the Ferris wheel and
the star at next to the seats. climb to the top. Face east and jump down to When you land, face the clown
There are two more stars the sand. Follow the sand to the southeast. Grab the
along the spoke of the wheel. around the south side of hidden orb from the wall under
Funland. the clowns arm.
87
3 2 7 3
Jump back over the Funland Drop down to the stairs below Jump down between the Continue north to the cavern
wall and follow the street the balconies. Head up the rooftops. Climb down and grab at the end of the passage.
northwest to the stairs past stairs and jump up to the thin the hidden orb on balconies along Face west and collect the
the Sunset Pavilion. iron bars at the top of the wall. the east side of the building. hidden orb on the cavern wall.
Climb over the bars and grab
4 the hidden orb at the base of D 4
the building.
Head down the stairs to the under- Move to the street that runs Leave the cavern and move
ground passage and grab the along the Social Security and south through the passage.
hidden orb east of the entrance. Welfare ofce. Locate the red Stick to the west side of the
Move to the courtyard entrance and white building next to the wall and hook around into the
5 on the buildings south side. large, yellow building. small cavern to collect another
Jump up onto the orange arch hidden orb.
and grab the hidden orb on the 1
edge of the walkway. F
4
Turn around and ascend the
stairs toward the Sunset
Pavilion. When you reach Climb up and collect the
the top of the stairs, move hidden orb from the gap Move to the beach on the west
southwest to the pier. Run between the two buildings. side of the gym. Stairs lead up
down the pier to the building Drop down and continue to the to the red beams at the base
above the water. There is a center of the courtyard. Face E of the gym.
large hole in the green dome the east side of the building.
at the top of the building. Look up to nd the small, gray 1
structure at the top.
6
5
Move to the large rock on the
beach south of the gym. There
is a smooth path down the Climb the stairs and face
center of the rock. south. There is a small, brown
Jump up and climb through building below a chain-link
the hole in the dome. Collect Climb up the inside of the 1 fence.
the hidden orb inside. building to reach the gray
structure above. Enter the 2
C small door on the north side of
the gray structure and collect
the hidden orb inside.
Move up the path and drop
6 down to the cave in the center
of the rock. Hop onto the building and
Move to the large, red building jump over the chain-link fence.
northeast of the Funland entrance. 2 Face north and collect the
Locate the balconies on the hidden orb under the gym.
southwest corner of the building.
Exit the structure and climb up 3
1 to the sign on the east edge
of the rooftop. Look down at
the narrow space between the Enter the cave and follow the
two rooftops below. passage north. Veer to the
primagames.com
4 5 6
Pass under the walkway and Face south and climb the small When you reach the end of
BASIC INTEL
swim north around the rocks path to the base of the ridge. the ridge, face north and drop
on the coast. Jump out of the Climb up rocks on the south down to collect the hidden orb
water and grab the hidden orb side of the ridge. Face east under the freeway.
from the small patch of sand and follow the top of the ridge
between the rocks. toward the freeway.
DOSSIERS
ENEMY
Online Orbs, Audio Logs, and Renegade Orbs
2 1
AGENCY
ARSENAL
SCHEMATICS WALKTHROUGHS
Move west to the hole at the Collect the PCNN Reports
VEHICLE
center of the gym and drop audio log at the pavilions main
down to the freak lair below. entrance.
3 E
MISSION
COLLECTION
When you land, face Move to the pier off the coast
ORB
northeast. Jump up and collect of Green Bay.
A 3 the online orb from the rocks
near the beacon drop zone. 1
ROOFTOP
C
RACES
Move to the main entrance of Continue southeast and collect
ROAD RACES
Funland. the online orb from the bottom Run to the building at the
of the Ferris wheel. end of the pier and grab the
1 Move to the beach west of the Whistleblower Files audio
B gym. There is an absorption log from inside.
unit just off the coast.
STUNT RINGS
F
1
D
Move to the gyms entrance
PRIMA Ofcial Game Guide
89
2
Level 1 Agility Orbs
3
1
primagames.com
3
Hop down to the rooftop and Climb up the balconies to the Move to the north side of the
BASIC INTEL
face northwest. Make a running base of the gray structure. rooftop and drop down to the
leap to the water tower in front Climb the windows on the building below. Move to the
of you and grab the Level 1 east side of the structure and large sign at the northeast
agility orb at the top. grab the Level 1 agility orb at corner of the rooftop. Climb up
the top. Face the large water and collect the Level 1 agility
DOSSIERS
Face east and make a running
ENEMY
7 tower to the south. There is a orb from the top of the sign.
leap across to the next rooftop.
small, gray structure on the
Climb onto the structure at the
end of the building to collect
walkway below. D
another Level 1 agility orb. 5
AGENCY
ARSENAL
Face northeast. Jump across
C
to the rooftop below and grab
the Level 1 agility orb on the Move to the street southeast
SCHEMATICS WALKTHROUGHS
VEHICLE
air conditioning unit. of the absorption unit.
Drop down to the walkway
8 and move to the small, gray 1
Move to the brown buildings
structure. Climb up and make a
at the sharp turn in the street.
running leap toward the large
A small wall blocks access to
MISSION
water tower. Climb to the top
the back of the buildings.
of the water tower and collect
the Level 1 agility orb. Face the
1 small, red structure to the east.
Drop down the north side of Climb onto the ledge above the
COLLECTION
the rooftop and climb to the buildings main entrance. Jump
6
ORB
patio below. Use the balconies up to the patio above and climb
on the last section of the up the east side of the building.
building to reach the top. Face When you reach the top, collect
east and climb onto the small the Level 1 agility orb from the
Climb to the top of the wall and
ROOFTOP
structure to collect another south side of the building.
face west. Jump up to the railing
RACES
Level 1 agility orb.
above you. Climb up the ledges
Jump across to the small, red 2
on the east side of the building
B until you reach the top. Collect
structure and grab the Level 1
agility orb at the center of the
ROAD RACES
the Level 1 agility orb from the
rooftop. Face the small, yellow
west side of the rooftop.
building to the north.
2
7 Move to the buildings west
STUNT RINGS
Move to the parking lot just side and make a running leap
east of the freeway. Two to the gray building ahead.
brown buildings are across the
street to the north. 3
Move to the walkway on the
ACHIEVEMENTS
1
UNLOCKING
2
Jump over to the walkway and
follow it east across the street.
Face north and jump across
When you reach the end of the
to the blue building in front of Climb down to the patio below.
walkway, face the building to the
you. Climb up to the narrow Move to the south side of the
south. There are two balconies
Head north under the pipe and rooftop on the west side of patio and jump down to the
below the large, gray structure at
turn around. Jump up and grab the building and grab another walkway. Follow the walkway
the top of the building.
Level 1 agility orb. 91
onto the pipe. Climb up the north east across the street.
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HOW TO USE ENEMY AGENCY VEHICLE MISSION ORB ROOFTOP UNLOCKING
BASIC INTEL ROAD RACES STUNT RINGS ACHIEVEMENTS
THIS GUIDE DOSSIERS ARSENAL SCHEMATICS WALKTHROUGHS COLLECTION RACES
Pacic City Map Agency Tower Green Bay: East Green Bay: North Green Bay: South Green Bay: West Hope Springs: East Hope Springs: Islands
Hope Springs: North Hope Springs: South Hope Springs: West Unity Heights: Northeast Unity Heights: Northwest Unity Heights: Southeast Unity Heights: Southwest
5 4 1 1
Climb the stairs at the end of When you land, climb up to Climb up the windows on the Climb up the windows on
the walkway. When you reach the stairs and cross to the west side of the building. Pull the west side of the brown
the top of the stairs, face billboard on the rooftops yourself over the ledge and building. When you reach the
north. Jump up to the top of northwest corner. Climb up face south. Climb up to the top, face north and make a
the building and collect the the back of the billboard and structure at the top of the running leap across to the
Level 1 agility orb from the air grab the Level 1 agility orb at building. Collect the Level 2 base of the antenna. Jump up
conditioning unit. the top. agility orb from the skylight at and grab the Level 4 agility orb
the top of the structure. above you.
E 5
G NOTE
This jump requires a Level 5
agility skill.
3 1 1 7
When you reach the top of the Hop over the railing and move Jump onto the light xture Jump onto the pipe and face
BASIC INTEL
stairs, face north. Jump up to the northeast to the makeshift wall. above the entrance. Hop south. Jump up to the rocks
orange railing on the next building. up and grab the hidden orb and collect the hidden orb at
Follow the railing north past the 2 behind the sign. the base of the building.
brown section of the building and
then face east. Grab the hidden orb 2 8
DOSSIERS
ENEMY
by the small fence in front of you.
4
Jump up to the balcony above
AGENCY
the wall. Grab the hidden orb
ARSENAL
from the balcony. Drop down to Drop down and move to the Face east and move across the
the ground to collect another walkway on the buildings edge of the rocks.
hidden orb near the stairs on north side. Follow the walkway
A walkway is directly above the other side of the wall. around to the brown building 9
SCHEMATICS WALKTHROUGHS
VEHICLE
you. Take a step to the north west of the absorption unit.
and climb up onto the walkway. 3
Move east and collect the hidden 3
orb from the small enclosure on
the north side of the walkway.
MISSION
Grab the hidden orb under the
5 large, round walkway near the
Face northeast and move up end of the rocks.
the stairs. Head down another Grab the hidden orb in the
D
COLLECTION
set of stairs to return to small enclosure at the end of
ORB
ground level. When you reach the walkway.
the bottom of the stairs, keep
Step back out of the enclosure to the wall on the west side 4
and face north. Jump up to the of the path. Collect the hidden
ROOFTOP
patio above. Face east and run orb just around the corner.
RACES
up the stairs to the next level Move to the parking lot east of
of the building. 4 the freeway. There is a brown
building just north of the lot.
6 Jump over the railing on the
ROAD RACES
side of the walkway. Move to 1
the gray building to the north.
7 small enclosure to the west. Climb up the building and to the level below and face
move along the east side of south. Collect the hidden orb
C the rooftop. Drop down to from the small enclosure.
the patio below and grab the
hidden orb to the west. 2
B unit. Face the red section of Hop back up to the top of the
the building. There is a small building and face west. Make
sign on the wall above the Move back to the east side a running leap to the bridge
entrance. of the patio and face north. above.
Hop down along the buildings
and jump down to the street
Move to the blue tiles at the below. When you land, face
south edge of the area. There east. Look up at the pipe that
is an orange railing on the low, runs over the street. 93
yellow wall to the east.
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HOW TO USE ENEMY AGENCY VEHICLE MISSION ORB ROOFTOP UNLOCKING
BASIC INTEL ROAD RACES STUNT RINGS ACHIEVEMENTS
THIS GUIDE DOSSIERS ARSENAL SCHEMATICS WALKTHROUGHS COLLECTION RACES
Pacic City Map Agency Tower Green Bay: East Green Bay: North Green Bay: South Green Bay: West Hope Springs: East Hope Springs: Islands
Hope Springs: North Hope Springs: South Hope Springs: West Unity Heights: Northeast Unity Heights: Northwest Unity Heights: Southeast Unity Heights: Southwest
5 1
A C
ENEMYBASIC INTEL
DOSSIERS
AGENCY
ARSENAL
SCHEMATICS WALKTHROUGHS
VEHICLE
COLLECTION
ORB MISSION
Agility Orb 1 Agility Orb 3 Renegade Agility Orb Hidden Orb Online Orb
Agility Orb 2 Agility Orb 4 Renegade Driving Orb Story Orb Hotspot
ROOFTOP
RACES
2 4
ROAD RACES
Jump down from the north Jump down to the walkway
side of the building and head that runs along the west side
STUNT RINGS
the east side of Hope Springs jump across to the roof of the southwest corner of the industrial area. There is a
industrial area. The absorption the building. Move to the City Coaches complex. Jump loading area on the north side
unit is on a blue building just northwest corner of the onto the low roof at the top of of the factory. Locate the stairs
north of the freeway. This rooftop and collect the Level 1 the stairs. Collect the Level 1 under the absorption unit in
building is surrounded by a agility orb from the ledge. agility orb from the west edge the northwest corner of the
chain-link fence, and has a set of the rooftop. loading area.
of stairs running along its east
side. Climb the stairs and follow
the walkway to the east. The
walkway runs along a large, 95
1 6 4 3
gray building. The roof of this Jump back onto the building Locate the metal rail that Climb up the building at the
building is divided into three and move to the east side of the runs along the east side of south end of the orange beam.
levels. Climb up to the center rooftop. A sign is attached to the the buildings upper level. Run Climb up to the four pipes on
of the building and collect the northeast corner of the building. across the ledge, jump up to the buildings third level. Climb
Level 1 agility orb to the north. Collect the Level 1 agility orb the rooftop in front of you, and up the pipes on the north side
from the top of the sign. drop down to the rail. of the building. Jump across to
2 the pipe next to it and collect
C 5 the Level 1 agility orb.
E
Move to the rooftops south
side. An orange beam runs
across the alley to a gray, brick
Hop back down to the rooftop Jump back to the building and building. Hop down and grab
primagames.com
and head north. Jump over climb the windows to the gray the Level 1 agility orb at the
to the large building ahead. ledge above. Hop onto the ledge south end of the beam. Move to the large, gray
This building has a billboard and face south. Use the ledge to building west of the alleys.
attached to the west side of make a running leap to the blue This building is southeast of
its roof. Climb the back of the and white building in front of the Hope Springs City Hall.
billboard to collect another you. Cross over to the east side Decorative stone runs along
96 Level 1 agility orb. of the roof and face south. the buildings south side.
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HOW TO USE ENEMY AGENCY VEHICLE MISSION ORB ROOFTOP UNLOCKING
BASIC INTEL ROAD RACES STUNT RINGS ACHIEVEMENTS
THIS GUIDE DOSSIERS ARSENAL SCHEMATICS WALKTHROUGHS COLLECTION RACES
Pacic City Map Agency Tower Green Bay: East Green Bay: North Green Bay: South Green Bay: West Hope Springs: East Hope Springs: Islands
Hope Springs: North Hope Springs: South Hope Springs: West Unity Heights: Northeast Unity Heights: Northwest Unity Heights: Southeast Unity Heights: Southwest
1 2 3 4
Climb the south side of the Continue north to the end Climb the windows on the Hop back onto the roof and
BASIC INTEL
building until you reach the of the balcony. Face east buildings south side. Make a head east. Jump down to the
top of the decorative stone. and jump up to the ledge in series of steered jumps from building below. Follow the roof
Face west and move to the front of you. Climb onto the each window to reach the top. east and collect the Level 1
front of the building. Drop ledge above the rst row of Cross to the north side of the agility orb.
down on the balcony below windows. Use the ledge to rooftop. Hop over the ledge
DOSSIERS
ENEMY
you and follow it north. Collect make a running leap north to grab another Level 1 agility
the Level 1 agility orb from the to the next building. Grab the orb.
center of the balcony. Level 1 agility orb.
AGENCY
ARSENAL
B 4
SCHEMATICS WALKTHROUGHS
VEHICLE
Move to the intersection Jump back to the walkway and
southeast of the Hi-Power follow it to the south side of
building. Three large towers the tower. Jump across to the
MISSION
stand to the west of a gray and building south of the walkway
red structure. Four pipes run to collect another Level 2
from the north side of the gray agility orb.
and red structure and follow
COLLECTION
the street to the west. 5
ORB
pipeline and grab the Level 2 1
A agility orb to the east.
ROOFTOP
RACES
3
Face north and jump back
to the walkway. Follow the
Climb up the pipes and jump walkway west until you reach
Find the three large storage
ROAD RACES
to the lowest level of the gray a gray building south of the
tanks in the Hope Springs and red structure. Face east and last tower.
industrial area. The tanks are climb to the top of the structure.
near the water, east of the Face west and run back along
the pipeline. Jump to the low 6
Hi-Power building. A set of 2
rooftop west of the tanks.
STUNT RINGS
4 When you reach the top, and follow the rooftop west.
collect the Level 2 agility orb Jump onto the pipe running
from the top of the structure. out of the building to collect
Take the stairs up to the another Level 2 agility orb.
walkway along the orange 3
buildings east side. At the
top of the stairs, jump up to
C
grab onto the pipes running Jump down from the west side
overhead. Pull yourself up and of the rooftop. Continue west
make a running leap to the and follow the stairs down to
PRIMA Ofcial Game Guide
1 2 1 6
Use the black beams at the Move to the west side of the Jump to the top of the gray Turn around and jump back
center of the building to climb factory roof. Hop onto the block window frame and use the down to the rooftop below.
to the top of the rst level. at the base of the smokestacks ledges above to scale the side Three structures are located
Move west to the end of the and make a running leap to the of the building. Slide north on this level of the building.
rooftop. A second red building building ahead. Continue west to reach the rst level of the Climb onto the structure in the
is ahead of you. and collect the Level 2 agility building. Face south and climb center of the rooftop and grab
orb from the south edge of the to the level above. Grab the the Level 2 agility orb.
2 rooftop. Level 2 agility orb.
F
3 2
5
Move to the stairs at the south
side of the rooftop. Take the
Head to the loading area near stairs down to the next building.
the small factory north of the Move to the east side of the Hop onto the ledge at the
freeway. Face the north side roof and jump to the billboard corner of the rooftop and jump
of the factory and locate the Jump to the white building to attached to the lower level of up to the second level. Grab
stairs to the east. the north. Scale the wall to the building. Collect the Level the Level 2 agility orb on the
reach the top of the building. 2 agility orb and drop to the northwest corner of the rooftop.
1 Cross the rooftop and collect sidewalk below.
the Level 2 agility orb from the 3
buildings northwest corner. 5
E
Climb the stairs and jump onto
the factorys east side. Hop Face west and jump down to
onto the orange railing and Run east to the building across the building below. Cross the
jump up to the roof. Head west the street. Climb the north side rooftop and hop on the narrow
primagames.com
and collect the Level 2 agility Move to the underpass just of the building until you reach pipe that extends past the
orb from the south edge of the west of Hope Springs industrial the second rooftop. Jump west side of the building. Make
factory. area. Face the building to the onto the pipe that runs from a running leap to the gray
west. The building has red the northeast corner of the building across the alley.
bricks along the base with a building to claim another Level
large, gray window frame along 2 agility orb.
98 the east wall.
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HOW TO USE ENEMY AGENCY VEHICLE MISSION ORB ROOFTOP UNLOCKING
BASIC INTEL ROAD RACES STUNT RINGS ACHIEVEMENTS
THIS GUIDE DOSSIERS ARSENAL SCHEMATICS WALKTHROUGHS COLLECTION RACES
Pacic City Map Agency Tower Green Bay: East Green Bay: North Green Bay: South Green Bay: West Hope Springs: East Hope Springs: Islands
Hope Springs: North Hope Springs: South Hope Springs: West Unity Heights: Northeast Unity Heights: Northwest Unity Heights: Southeast Unity Heights: Southwest
4 1 3 5
When you land, face north. Use the balconies to climb up Face east and make a running Another large duct runs over the
BASIC INTEL
Climb up the ducts to reach the the south side of the building. leap to the building ahead. buildings to the east. Use the air
building in front of you. Climb Make a steered jump to clear Move to the end of the rooftop conditioner on the west side of
up another level and face west. the ledge at the top of the and face north. Climb to the the building to make a running
Jump onto the pole on the building and pull yourself up top of the duct and continue leap to the top of the duct. Head
side of the building to collect to the rooftop. Face east and north to collect a Level 2 east to the end of the duct and
DOSSIERS
ENEMY
another Level 2 agility orb and collect the Level 2 agility orb agility orb. grab the Level 2 agility orb.
drop to the ledge below. from the ledge.
4 6
5 2
AGENCY
ARSENAL
Turn back and hop off the east Turn around and jump down
SCHEMATICS WALKTHROUGHS
VEHICLE
Move north. Hop down to the Move to the east side of the side of the duct to the building from the south side of the duct.
lower level and jump across to building and look down. A below. Move to the south Head south across the rooftop
next building. Face east when large duct runs across the edge of the rooftop and collect to collect the Level 2 agility orb
you reach the top. Climb onto buildings to the east. Jump another Level 2 agility orb on the edge of the building.
the pipe at the east side of the across to the base of the duct. from the ledge.
MISSION
building. Walk to the end of When you land, grab the Level 7
the pipe and grab the Level 2 2 agility orb from the south
agility orb. edge of the rooftop.
COLLECTION
ORB
Face east. Run across the
orange roof tiles and jump to the
building ahead. Grab the Level 2
ROOFTOP
agility orb at the top of the roof.
RACES
Make a running leap to the
pipes southeast of your Level 3 & 4 Agility Orbs
position. Move south along the
pipes to the next building. Jump 2
ROAD RACES
down to the metal walkway
east of the pipes. Cross to the
east side of the walkway.
7
STUNT RINGS
G
Face west and make a running
PRIMA Ofcial Game Guide
B 5 2 D
Move to the Hi-Power building Make a running leap west to Use the vents to climb up the Move to the north edge of
in Hope Springs industrial the blue tile rooftop. When west side of the Hi-Power Hope Springs industrial area.
area. Look for the sign on the you land, follow to the ledge building. When you reach A large pipeline runs over the
south side of the building, just that runs around the rooftop the top, jump onto the small rocky terrain east of a long,
above its main entrance. to the southwest corner of the structure on the roofs gray wall. A large billboard is
building. Collect the Level 3 northwest corner. Face south. located just past the pipeline.
1 agility orb from the ledge.
3 1
C
A 1
4 B C D
Hop down to the ground on Move to the red, brick building Move to the blue and yellow Move to the north side of
BASIC INTEL
the north end of the blue roof. west of the City Coaches Tenement building at the base Hope Springs city district. Find
Face south and head into the complex. There is a large storage of the underpass, west of Hope the set of stairs north of the
building. Look up to nd the tank south of the red building. Springs industrial area. The small parking lot. The stairs
large, black walkway on the building is covered with windows lead down to tunnels that run
east side of the building. 1 and has a re escape that runs below the streets.
DOSSIERS
ENEMY
above the main entrance.
5 1
1
AGENCY
ARSENAL
Climb up the east side of the
red building and cross the
Jump into one of the gaps rooftop. Jump down from the Head to the bottom of the
along the walkway. Collect the west side of the roof to land Climb the windows along stairs and enter the tunnel to
SCHEMATICS WALKTHROUGHS
VEHICLE
hidden orb on the east side of on a set of stairs. Head north the buildings east side to the south. Follow the path as
the building. and collect the hidden orb just reach the rooftop. Move west. it curves to the west and grab
west of the stairs. Collect the hidden orb from the hidden orb from inside the
6 behind the billboard attached tunnel.
2 to the west side of the rooftop.
2
MISSION
2
COLLECTION
Face north and move to the
ORB
end of the walkway. Face west Follow the stairs south to the
and follow the walkway to the small factory past the storage Exit the west end of the
outside of the building. Jump tanks. Climb the east side of Jump down to the ground on tunnel. Follow the building
to the ground and locate the the factory to reach the roof. the west side of the building. that runs along the north side
ROOFTOP
stairs to the southwest. Move There are nine smokestacks Face north and move to the of the alley. When you reach
RACES
past the stairs to the main divided into three rows. Jump building on the northeast the end of the building, face
structures side entrance. up to the smokestack in the corner of the intersection. Climb north. Enter the tunnel at the
center of the roof to grab the west side of the building to north end of the alley and grab
7 another hidden orb. reach the rst rooftop. Collect the hidden orb inside.
ROAD RACES
the hidden orb at the base of
3 the buildings second level. 3
3
STUNT RINGS
beams to collect the hidden Jump across to the building west Jump from the east side of the rail that runs along the
orb south of the side entrance. of the factory and face north. the roof to the street below. water. The rail ends at the
There is a walkway covered with There is a brick wall covered base of the bridge. Continue
8 blue beams running along the in grafti at the base of the west to collect the hidden orb
buildings east side. building to the east. A large from the walkway that cuts
pipe runs above the brick wall. through the base of the bridge.
4
4 4
5 3 3 2
Use the pipes to climb up to Swim out of the enclosure and Face west and jump to the top Climb onto the building at the east end
the orange and blue building. head east to the rocks along the of the brick wall. A large tower of the pipe. A gray smokestack is in the
Move to the buildings coast. A gray wall stands on the is in front of you. Head through center of the building. Climb up the
northwest corner and jump up south side of the rocks. A chain-link the large hole at the base side of the smokestack until you reach
to the balcony above. Continue cover runs above the gray wall. of the tower. Jump up to the the top. Hop into the smokestack to
up the north side of the walkway inside the tower to collect a hidden agility orb.
building and grab the hidden 4 collect another hidden orb.
orb on highest balcony. 3
4
6
E
Move to the large complex on
the west edge of Hope Springs
industrial area. This complex is Approach the Hi-Power building
just east of the large arch that Jump off the east side of the from the north. Steer toward the
separates the industrial area building to the ramp that runs large smokestack on the west side
Move to the north side of from the city district. along the base of the tower. The of the rooftop. If needed, make
the Hi-Power building. There ramp runs near a building south a full lap around Hope Springs
is a sign that runs over the 1 of the tower. Jump to the rst industrial area to gain altitude and
buildings north entrance. level of the building. Collect the collect the hidden orb from the
hidden orb from the northeast top of the smokestack.
1 corner of the building.
5
G
Begin at the southwest corner
of the complex and head north
around the base of the rst
Jump up and climb to the top of building. The building extends
the sign. Drop down between over a small, covered area. Face south toward the three large
the sign and the building to There is black pillar and a set of Move to the intersection towers. Jump from the smokestack
grab another hidden orb. stairs in front of a red, brick wall. southeast of the Griddex and activate your wingsuit. Pass the
Industrial building. A number between the towers and aim for
2 2 of pipes, vents, and walkways the top of the two tall smokestacks.
connect the buildings on each Glide down to collect the hidden orb
corner of the intersection. inside the smokestack to the west.
1 6
below. Face south and swim Climb to the top of the building Hop back up to the top of the
under the bars to a narrow on the southeast corner of the smokestack and face west. There
enclosure. Jump up and grab intersection. A long pipe extends is a large, gray smokestack on a
the hidden orb oating above from the roof of the building to building to the west. Jump off and
the water. the complex across the street. use your wingsuit to y to the top
Climb up onto the pipe and of the gray smokestack and collect
102 move east to the next building. the hidden orb from inside.
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HOW TO USE ENEMY AGENCY VEHICLE MISSION ORB ROOFTOP UNLOCKING
BASIC INTEL ROAD RACES STUNT RINGS ACHIEVEMENTS
THIS GUIDE DOSSIERS ARSENAL SCHEMATICS WALKTHROUGHS COLLECTION RACES
Pacic City Map Agency Tower Green Bay: East Green Bay: North Green Bay: South Green Bay: West Hope Springs: East Hope Springs: Islands
Hope Springs: North Hope Springs: South Hope Springs: West Unity Heights: Northeast Unity Heights: Northwest Unity Heights: Southeast Unity Heights: Southwest
BASIC INTEL
Move to the west side of the Move to the west side of Hope
City Coaches complex. There Springs industrial area. There
is a red, brick building on the is a large complex east of the
west side of the street, across arch that divides the industrial
from the complex. area from the city district.
DOSSIERS
ENEMY
Gray walkways extend to the
1 second level of a building on
the west side of the complex.
AGENCY
1
ARSENAL
A 1
SCHEMATICS WALKTHROUGHS
of the City Coaches complex.
VEHICLE
Collect the PCNN Reports
audio log from the sidewalk. Go to the stairs at the
Move to the southwest corner Climb up the west side of the gray
southwest corner of the
of the Hi-Power building. A set and red building. When you reach 2 complex. When you reach the
of stairs leads up to the west the top, face the tower to the
stairs, face north and climb up
MISSION
side of the building. south. A walkway runs along the
to the rst level of building.
outside of the tower. Jump to the
The second level of the
1 walkway and collect the online orb
building is to the north. Two
near the hole in the tower wall.
rows of windows run along the
COLLECTION
Head north along the street to south side of the building.
2
ORB
the gray and red building west
2
of the City Coaches complex.
Red balconies run up the
Face the west side of the
southeast corner of the building.
ROOFTOP
Hi-Power building. There is
RACES
a column of windows and 3
several black vents leading up Move through the large hole
to the roof. on the east side of tower. Jump
Climb up to the second level
down the inside of the tower
of the building. Two pipes run
ROAD RACES
2 until you reach the freak lair
off the east side of the rooftop.
below. The beacon drop zone
Collect the Freak Watcher
is directly under the next tower,
Use the balconies to climb to audio log just south of the
just west of your position.
the top of the gray and red pipes.
STUNT RINGS
4
PRIMA Ofcial Game Guide
Renegade Orbs
toward the center of the
2 building to engage the agility
renegade orb on the rooftops
south side.
2
Follow the walkway east
around the rst tower. There is
an agility renegade orb on the
opposite side of the next tower.
Run around the north side of
The orb dives off the rooftop
the tower to engage the orb.
to the level below. Move past
3 the orbs starting point and
hook around to face the orb
from the east. Run along the
A 4 ledge to chase the orb west.
1 E 4 2
Climb the windows on the Pull a peacekeeper cruiser Make a wide left turn and There is a driving renegade
BASIC INTEL
east side of the blue and white into the parking lot north of accelerate into the alley on the orb on the east side of the
building. Stand on the base of Hope Springs industrial area. east side of the road. street. Move to the center of
the highest window to make Face west toward the parking the street and grab the driving
a steered jump to the ledge lot entrance. There an alley 5 renegade orb as it darts to the
above. directly across the street. west, across the intersection.
DOSSIERS
ENEMY
2 1 G
AGENCY
The orb is just inside the alley.
ARSENAL
As you approach, the orb cuts
back and retreats east down
Jump up to the rst level of the Drive into the alley across the alley. Continue your accel- Move to the southwest corner
blue and white building. Face the street to engage a driving eration to catch the driving of the City Coaches complex.
SCHEMATICS WALKTHROUGHS
VEHICLE
south and jump to the rooftop renegade orb. Follow the orb renegade orb along the south Pull your cruiser around to
above. Move to the west side of north, around the rst corner. side of a long, brown building. face north.
the building and look down. An
agility renegade orb is on the 2 F 1
building to the west.
MISSION
3
COLLECTION
Follow the orb north out of the Move north of the underpass Follow the street north. A
ORB
alley. Make a left turn on the in Hope Springs city district. driving renegade orb is at the
street ahead. As the orb darts Pull your cruiser around to north entrance to the City
Jump down to the lower rooftop into the ally on the south side face the underpass and head Coaches complex on the east
that runs along the north of the street, follow the street south. side of the street.
ROOFTOP
side of the building to engage west to the end of the block.
RACES
the renegade orb. Follow the 1 2
rooftop west and force the orb 3
to cut back to the east.
ROAD RACES
4
street and head south. There cruisers top speed. end of the street.
is another alley between
Follow the renegade orb buildings on the east side of
back up to the blue and white the street.
building. Cut off the orb at the
ACHIEVEMENTS
UNLOCKING
105
Agility Orbs
2 5
Climb onto the stairs and move Take the stairs south. Jump
south to the crane platform. When across the gap in the stairs
you reach the top of the stairs, to reach the drilling platform.
follow the walkway around to the When you reach the top of the
east side of the platform. Move stairs, face east. Jump up to
south. Use the orange railing to grab onto the yellow beam.
cross the gap in the walkway. Follow the beam north and
jump to the beam above.
3
6
Move to the oil rig off the Head to the southeast corner 7
south coast of Hope Springs. of the barge. There is a set of
primagames.com
B 5 4 E
Move to the entrance of the Jump off the west side of the Climb to the top of the building Move to the west end of the
BASIC INTEL
large complex off the coast of containers to the ledge below. and grab the Level 2 agility orb ruined bridge on the east coast
Hope Springs. There are brown Face south. There is a large on the west side of the rooftop. of Hope Springs. There is a
buildings on either side of the rock east of the ledge. Climb small structure on the support
entrance. A red crane runs up the south side of the large 5 beams at the end of the bridge.
above the complex. A ruined rock to grab the Level 1 agility
DOSSIERS
ENEMY
bridge runs from the entrance orb on top. 1
back to the coast.
C
1
AGENCY
Hop down from the rooftops
ARSENAL
north side and continue to the
next building. Climb up the south Climb up to the base of the
side of the building and collect structure. It is supported by a
Move to the street near the the Level 2 agility orb from the thin frame.
SCHEMATICS WALKTHROUGHS
VEHICLE
Face the building on the north south side of the complex. west side of the rooftop.
side of the entrance. Use the Orange shipping containers sit 2
window to reach the top of the in front of the building on the D
building. Move east along the east side of the street.
roof and jump up to the brown
MISSION
shipping containers. Climb to 1
the top of the containers and
grab the Level 1 agility orb. Jump up and grab hold of the
Move to the east end of the frame. Climb up to the center
2
COLLECTION
ruined bridge. of the frame and grab the
ORB
Level 2 agility orb.
Climb up the containers to 1
the ledge above. Locate the F
building at the southeast
ROOFTOP
corner of the complex. The
RACES
Make a running leap off the building is surrounded by
south side of the containers to large, black rocks.
the ledge across the street. Jump up to the orange beams
2
on the bridge section. Jump Move to the barge on the north
ROAD RACES
3 onto the orange beams just side of the oil rig. The cabin runs
west of the complex entrance. across two red smokestacks at
Collect the Level 2 agility orb the south end of the barge.
at the center of the beams.
STUNT RINGS
1
Climb up the windows on 2
Move east across the ledge. the west side of the building.
Follow the ledge around a Collect the Level 2 agility orb
stack of shipping containers. on the rooftops west edge.
ACHIEVEMENTS
UNLOCKING
Hidden Orbs
5 4
Jump down to the duct. Follow Jump into the water and swim
the duct around the southeast to the small island east of the
corner of the drilling platform. complex.
Drop down and hang from the
south edge of the duct. Let go 5
and grab the ledge to the west
to collect the hidden orb.
C
Swim to the north side of the
small island and climb up.
Collect the hidden orb from
the rocks on the east edge of
Move to the south side of the small island.
A 1 the island complex. Face the
buildings to the east. Large D
rocks run around the south
side of the buildings.
1
Move to the southwest corner Use the yellow beams at the
of the barge. Face south toward top of the stairs to reach the Move to the street in the center
the base of the crane platform. absorption unit at the top of the island complex. Locate
of the platform. Face south. the base of the red crane that
1 There is a set of stairs on the runs across the island.
west side of the drilling tower. Climb onto the rst building and
jump south to the rocks. Move 1
2 across the rocks south of the
complex. Collect the hidden orb
from the rocks at the southeast
corner of the building.
Jump into the water and
swim south under the 2
crane platform. Cross to the Approach the crane from the
platforms south side. Jump up Climb the stairs around to the east and climb to the top.
and grab onto the blue beam south side of the drilling tower. Move to the cranes south end
near the southwest corner at Jump up along the beams on and collect the hidden orb
the base of the crane platform. the side of the tower. near the gray counterweight.
3
Face north and jump up to the Grab the hidden orb at the top Move to the west end of the
pipes running above the water. of the drilling tower. ruined bridge off the coast of
Collect the hidden orb at the Hope Springs.
west end of the pipes. 4
1
B
Follow the rocks north around
the small building. When
you reach the north edge of
the building, face east. Jump
primagames.com
2 3 4
Jump back in the water and Jump onto the rocks at the Move around to the west side
BASIC INTEL
swim south along the coast base of the column. Head of the rocks to grab the agility
toward the oil rig. Watch the southwest until the rocks orb under the freeway.
coast for a freeway support reach up to the underside of
column at the edge of the water. the freeway.
DOSSIERS
Online Orbs, Audio Logs, and Renegade Orbs
ENEMY
2 4
AGENCY
ARSENAL
Jump from the east side of the Climb down the inside of the
SCHEMATICS WALKTHROUGHS
oating walkway and grab the tower to the freak lair below.
VEHICLE
online orb from the ruined bridge. Jump up to the walkway that
circles the beacon drop zone.
C
5
MISSION
Move to the south side of the
COLLECTION
island complex, near the base Follow the walkway to the
ORB
of the red crane. pillar northwest of the beacon
drop zone. Jump up to the
1 platform above you to collect
A 3 another online orb.
ROOFTOP
RACES
D
ROAD RACES
Move to the south edge of the
Move to the barge on the Continue south to the drilling island and collect the online
north end of the oil rig. A platform. Climb up to the orb at the end of the street.
pipeline runs under the cabin walkway at the top of the Move to the base of the red
of the barge. platform. Collect the online orb on 2 crane near the center of the
STUNT RINGS
Move to the street that runs along Climb up the west side of the
the south side of the renery. bar. Grab the Level 1 agility orb
There is a long strip of buildings from the northeast corner of
just north of the water. Locate the the building.
110 bar at the west side of the strip.
4 2 C D
Face east and jump across Drop down from the sign and head Move to Masons Quarry east Move to the observatory north
BASIC INTEL
to the next rooftop. A large, to the west side of the renery. of the renery. Locate the of Masons Quarry. There is a
brown pipe runs from the east There is a row of red buildings to stone pile in the northeast set of stairs on the east side of
side of the building. Cross the the north. Find the stairs just north corner of the quarry. the observatory.
pipe to the large sign. Jump up of the rst building.
and collect the Level 1 agility 1 1
DOSSIERS
ENEMY
orb from the top of the sign. 3
AGENCY
ARSENAL
Climb up the east side of the Follow the stairs up to the roof
Head up the stairs and face stone pile. Move west across of the observatory. A large
south. Climb up to the rst level the ramp at the top of the dome is at the top of the stairs.
Hop back down to the sign of the building in front of you. stone pile.
SCHEMATICS WALKTHROUGHS
VEHICLE
and follow the pipe east. Jump Face north and make a running 2
across to the next building. Grab leap to the next building. Climb 2
the Level 1 agility orb from the to the top of the building and
north side of the rooftop and grab the Level 1 agility orb.
hop down to the ground.
MISSION
4
6 Jump up the side of the large
When you reach the top of dome to reach the top. Collect
the ramp, follow the walkway the Level 1 agility orb.
COLLECTION
south. There are two large
ORB
fans on the east side of the 3
Face north and drop down walkway. There is a ramp
Follow the street east to the next to the rooftop below. Make between the fans.
building. Climb the windows on a running leap to the next
3
ROOFTOP
the buildings north side to reach building and climb onto the rst
RACES
the roof above. Run east across rooftop. Move to the east side
the roof to collect another Level of the roof and face west. Climb Climb back down the east side
1 agility orb. to the top of the building and of the large dome. Move to the
grab the Level 1 agility orb. small dome at the southeast
ROAD RACES
B corner of the observatory.
5 Follow the ramp east to a Jump up to the top of the
large, metal structure. Climb dome to collect another Level
up the black bars on the west 1 agility orb.
STUNT RINGS
Jump to the building just past the top of the structure and
the wall. Jump up to the base Swim under the pipeline and grab the Level 1 agility orb on
of the sign. Climb to the top of hop up to the ledge. Move the pipe.
the sign and grab the Level 1 north and jump back onto the
agility orb. pipeline. Run south up the Jump up between the tanks
pipeline. Two large machines to reach a set of stairs to the
sit to the east. Jump across to west. Move up to the top of
the second machine. Climb to the stairs. Face east and head
the top and grab the Level 1 up the next set of stairs.
agility orb. 111
Jump onto the large pipe over Move to the south side of the
the white tanks. Follow the renery. There are three short
pipe east to the end of the smokestacks north of the main
Move across to the walkway
buildings and face north. A entrance. A large pipe runs
Climb to the rooftop above. at the north end of the pipe.
smaller pipe runs along the just above the base of the
Cross to the northwest corner Jump onto the orange railing
east side of the building. smokestacks.
of the building. A large pipe and locate the orb to the east.
runs from the west side of the 1 Make a running leap from
3
building. Hop down and grab the railing to grab the Level 2
the Level 2 agility orb. agility orb from the pipe across
the way.
3
H
Jump across and follow the Move northwest to the base
pipe north. The pipe dips down of the rst smokestack. Climb
and extends past the building. the base and jump up to the
Hop down and grab the Level 2 large pipe on the east side of
Follow the pipe west to the
agility orb at the end of the pipe. the smokestack. Use this pipe
next building and climb to the Move to the ve storage tanks
to reach the walkway to the
rooftop. Move to the south east of the renery entrance.
4 north.
side of the building to collect On the north side of a metal
another Level 2 agility orb. 2 walkway are some stairs.
4 1
3 2
BASIC INTEL
Climb up to the antenna. Move to the entrance to
Approach the antenna from the Masons Quarry, east of the
north side and climb up to claim renery.
the Level 3 agility orb above.
1
DOSSIERS
ENEMY
C
AGENCY
ARSENAL
Pass through the entrance
Move to the intersection south and face south. A large sign is
of Masons Quarry. There is mounted on a chain-link fence.
SCHEMATICS WALKTHROUGHS
crumbling wall on the east Hop through the gap at the
VEHICLE
A 4 side of the intersection. A large bottom of the fence and face east.
pipeline runs up to the renery.
2
1
MISSION
Move to the west side of the Face east and move to the edge
renery. Face north toward the of the rooftop. Jump down and
red and orange buildings. grab the Level 3 agility orb on
Climb up the west side of the
COLLECTION
the ventilation duct.
Climb up the east edge of the building to the smokestacks
ORB
1
wall and jump to the pipeline above. Climb to the top of the
B above. Collect the Level 3 agility smokestacks and collect the
orb at the top of the pipeline. Level 3 agility orb.
ROOFTOP
2 E
RACES
Use the windows on the south
side of the orange building to Move to the renerys east
reach the rooftop above. Face side. Locate the stairs west of
ROAD RACES
west. There is a door on the two white tanks.
east side of the next building.
1 Face north and follow the Move to the large building at
2 pipeline up toward the renery. the south end of the quarry.
Watch the west side of the There are two windows on
STUNT RINGS
pipeline for the small pipe that the southwest corner of the
runs above the street. building. Locate the stone pile
west of the windows.
3
Head west up the stairs and 1
ACHIEVEMENTS
UNLOCKING
Jump use the top of the door face north. Small pipes run
to reach the roof of the red along the side of a large
building. pipeline. Use the small pipes
to climb up to the platform
3 above the pipeline.
Jump from the pipeline and
collect the Level 3 agility orb. Hop onto the stone pile and
2
Face east and make a running jump up to the windows. Climb
leap back to the pipeline. up to the ledge above.
4
PRIMA Ofcial Game Guide
2
Move to the south side of the
rooftop and collect the Level 3
agility orb from the ledge. Make a running leap north
and pull yourself up to the
rooftop. Move to the structure
on the northeast corner
Continue north toward the Move to the ramp that runs
of the building. There is a
renery. Collect the Level 3 along the north side of the
gray antenna on top of the
agility orb at the end of the building.
structure. 113
pipeline.
3 1 3 5
Follow the ramp around the Climb the windows along the Climb up the walkways to reach Make a running leap to the
northeast corner of the building. north side of the building. When the top. There is a large pipe smokestack southeast of the
Face west and jump into the you reach the top, turn around that runs down the east side of pipe. When you land, face
dark enclosure in the side of the and locate the large tank south the tank. Hop onto the pipe and southwest.
building. Make a steered jump of the buildings. Move across grab the Level 4 agility orb.
to the ledge above. the rooftops to a position just 6
northeast of the tank. 4
4
2
Hidden Orbs
through the rst arch to nd a
row of pipes on the north edge
Move to the two white tanks of the water.
in the southeast corner of the
quarry. 4
A 2
the north side of the renery. Jump off the north side of the
freeway to the water below. Swim
under the freeway and follow it
east to a brick wall. Hop out of the
water to grab the hidden orb east Swim to the blue arches just
114 of the orange support beams. past the freeway. Swim east
Move north along the wall Move past the valve and jump of Head west to the pipes and
BASIC INTEL
until you reach the tunnel the north side of the platform. collect the hidden orb just
that runs under the renery. When you land in the water, south of the tunnel.
Head north through the tunnel swim south. Jump up to grab the
Climb to the top of the
and grab another hidden orb.
smokestack and collect the
hidden orb above the water. F
Continue moving north.
DOSSIERS
hidden orb above.
ENEMY
E
3
4
AGENCY
Move to the entrance to
ARSENAL
Masons Quarry. There are
Move to the intersection south several large stones along the
Exit the north end of the of Masons Quarry. Face the north side of the entrance.
Face the smokestack to the
tunnel and face west. Collect crumbling wall on the west
SCHEMATICS WALKTHROUGHS
northwest. Make a running leap
VEHICLE
the hidden orb from under the side of the intersection. 1
to the top of the smokestack.
set of metal stairs.
5 1
4
MISSION
Jump onto the wall north of
the quarry entrance. Jump
Head to the southwest corner along the rocks until you reach
Face west. Make a running leap
COLLECTION
Face north and jump into the of the intersection and jump the top of the hill. Face north
to the next smokestack and
ORB
water. Swim across to the down to the rocks below. and move along the west side
collect another hidden orb.
bridge leading to Agency Island. Follow the rocks west to the of the quarry.
Jump up to collect the hidden pipes that run down from the
orb from the support column at D street above. Grab the hidden 2
ROOFTOP
the east end of the bridge. orb under the pipes.
RACES
C 2
ROAD RACES
Move to the northwest corner
Make your way north across
of the renery. There is a large
the hill. When you reach the
metal frame around the base
north side of the quarry, look
of two large machines.
Move to the large tank on the Face north and jump back up for the patch of trees on the
STUNT RINGS
renerys west side. 1 to the street. Hop over the west side of the hill.
crumbling wall and follow the
1 street north. 3
3
ACHIEVEMENTS
UNLOCKING
5 3 8 4
Climb up the west side of the Face west and head back to Face south and move to the Slide west along the ledge.
chute and grab the hidden orb the quarry. Exit the cave and edge of the hill. Look down When you reach the end of
inside. locate the rocks running up at the freeway below. The the ledge, jump down to the
along the south side of the freeway runs into a tunnel on platform at the base of the
6 cave entrance. the hills east side. Drop down column. Collect the hidden orb
to the top of the tunnel. Grab under the bridge.
4 the hidden orb north of the
blue billboard. 5
H
Move to the building at the
south end of the quarry.
Climb the rocks and head
7 east. Make your way to the Jump off the north side of the
absorption unit at the top of platform. Swim to the east
the hill. Look for the trees Move to the large bridge south side of the rocks ahead. Follow
north of the absorption unit. of Masons Quarry. Approach the rocks north along the east
the bridge from the north. side of the bridge.
5 Three structures are located
Climb to the top of the building. on top of red support beams. 6
Move to the smokestack at the
south edge of the rooftop. Climb 1
to the top of the smokestack and
collect the hidden orb inside.
Move to the pile of rocks at
G the center of the trees. Collect Follow the rocks back to the
the hidden orb from the south coast. Hop out of the water
side of the rocks. Hop onto the red beam and and grab the hidden orb to the
run up to the rst structure. north.
6 Climb onto the structure and
continue south to the structure 7
Move to the large stone pile at the center of the bridge.
at the north end of Masons
2
Quarry. Face north. There are
three ledges cut into the side of
the hill. There are large stones Move to the east edge of the
at the base of each ledge. hill and face north. A path runs Follow the coast north to
along the side of the hill. Run the large stone east of the
1 north along the path until you freeway tunnel.
reach a pile large pile of rocks. Jump onto the white
Find the hidden orb near the crossbeams at the base of 8
center of the pile. the structure. Make a steered
jump to the rooftop above.
7 Collect the hidden orb at the
Move north. Use the large center of the rooftop.
stones to climb up to the 3
second ledge. Follow the ledge Swim around the stone and
around the east side of the face west. Collect the hidden
quarry. There is a cave located orb on the north side of the
at the end of the ledge. Climb over the pile of rocks stone.
and continue north along the
2 path. There are three large I
stones just east of the path. Drop down to the bridge
Grab the hidden orb from and continue south. Head to
between the stones. the next structure and move
onto the gray column at the
primagames.com
BASIC INTEL
the freeway to the small road. Head east across the tunnel
Head west under the freeway and jump down to the path
and face north. Jump down to below. Follow the path north
the rocks under the freeway to another tunnel.
and grab the hidden orb.
DOSSIERS
ENEMY
3
2
AGENCY
ARSENAL
Jump up onto the tunnel entrance
Climb back up and follow the to collect another online orb.
road west. The road winds its
SCHEMATICS WALKTHROUGHS
A B
VEHICLE
way to a large suspension bridge.
D
3
MISSION
Move to the northwest corner Move to the entrance on the
of the renery. Locate the south side of the renery. Move to the entrance to Masons
stairs west of the two large There is a set of stairs on the Quarry. There is a small building
Follow the road under the bridge on the south side of the entrance.
machines. east side of the entrance.
COLLECTION
and face south. Follow the grass
ORB
around the west side of the bridge 1
to collect another hidden orb. 1 1
ROOFTOP
RACES
Climb to the top of the stairs Move to the stairs and collect Jump onto the small building
and face south. Jump up and the online orb from the metal and collect the online orb from
ROAD RACES
climb onto the structure in front walkway. the rooftop.
Jump up onto the bridge
and head north to the rst of you and collect the online
suspension tower. orb west of the large machines. C E
2
STUNT RINGS
3
Collect the online orb from the
PRIMA Ofcial Game Guide
117
2 1 1 3
Turn around and face the three Climb up the windows on the Go up the stairs and continue Jump down and climb the rock
ledges to the north. Climb up to south side of the buildings. south along the green, tile formation to the base of the
the second ledge and move east. When you reach the rooftop, walkway. billboard. Continue across the
Follow the ledge to the cave in head west across the rooftops. rocks to the north end of the
the quarrys northeast corner. 2 formation. Look up to nd a ledge
2 running under the freeway.
3
4
K
Collect the Whistleblower
Move to the guard tower Files audio log from the
northwest of the renery. walkway at the west side of
Locate the stone platform There is a small hill east of the the observatory.
northeast of the beacon drop guard tower.
zone. Jump onto the platform
1
J Drive an Agency SUV around to
and collect the online orb. the northeast corner of Masons
Quarry. Pull up between the row of
F small buildings and face southwest
toward the driving renegade orb.
1
Move to the south side of
Run north past the guard Masons Quarry. A large sign
tower and climb up the hills is attached to a chain-link
Move to the intersection south west side. When you reach the fence just east of the quarry
of Masons Quarry. A large top, face southeast. entrance.
freeway interchange is east of
the intersection. 2 1 Accelerate your SUV to engage
the renegade orb. Follow the
1 orb around the south side of
the large structure.
2
Make a running leap to the top Hop through the gap under
of the guard tower. Collect the the sign and move west to the
Run east down the middle of Surveillance audio log on the edge of the quarry. Collect
the street. Stay on the yellow platforms south edge. the Freak Watcher audio log
line and collect the online orb north of the chain-link fence.
at the end of the street. I Chase the orb to the
2 southwest corner of the large
G structure. Follow the orb north.
Move to the buildings on the set of stairs on the buildings through the gap under the
north side of the renery. east side. sign. Move to the south edge
of the quarry and look down. As you approach the structures
There is a billboard located on northwest corner, make a hard
a large rock formation. turn to the east. Intercept the
118 driving renegade orb as it cuts
south toward the structure.
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HOW TO USE ENEMY AGENCY VEHICLE MISSION ORB ROOFTOP UNLOCKING
BASIC INTEL ROAD RACES STUNT RINGS ACHIEVEMENTS
THIS GUIDE DOSSIERS ARSENAL SCHEMATICS WALKTHROUGHS COLLECTION RACES
Pacic City Map Agency Tower Green Bay: East Green Bay: North Green Bay: South Green Bay: West Hope Springs: East Hope Springs: Islands
Hope Springs: North Hope Springs: South Hope Springs: West Unity Heights: Northeast Unity Heights: Northwest Unity Heights: Southeast Unity Heights: Southwest
BASIC INTEL
DOSSIERS
ENEMY
AGENCY
ARSENAL
SCHEMATICS WALKTHROUGHS
VEHICLE
Agility Orb 1 Agility Orb 3 Renegade Agility Orb Hidden Orb Online Orb
MISSION
Agility Orb 2 Agility Orb 4 Renegade Driving Orb Story Orb Hotspot
COLLECTION
4 containers, this structure
ORB
provides a series of levels that
can be used to reach the top.
ROOFTOP
RACES
The next agility orb is to the
southwest, but a direct leap
may not be possible. Face
southeast and jump across to
ROAD RACES
the blue shipping containers.
Climb up the east side of the
When you land, follow these
A 2 structure by jumping up one
containers west and jump up
container at a time. Grab the
one more level. Collect your
Level 1 agility orb once youve
STUNT RINGS
B
3
Approach the containers from Slip around the base of the
the east and climb the three crane and look to the west.
levels to the top. Collect your Jump across to the next Level
rst Level 1 agility orb and 1 agility orb located on the Move to the large stack of
look down to the west. containers in front of you. yellow shipping containers
Run south to a similar stack of
off the northwest corner 119
shipping containers. Again, use
of Container City. With a
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
HOW TO USE ENEMY AGENCY VEHICLE MISSION ORB ROOFTOP UNLOCKING
BASIC INTEL ROAD RACES STUNT RINGS ACHIEVEMENTS
THIS GUIDE DOSSIERS ARSENAL SCHEMATICS WALKTHROUGHS COLLECTION RACES
Pacic City Map Agency Tower Green Bay: East Green Bay: North Green Bay: South Green Bay: West Hope Springs: East Hope Springs: Islands
Hope Springs: North Hope Springs: South Hope Springs: West Unity Heights: Northeast Unity Heights: Northwest Unity Heights: Southeast Unity Heights: Southwest
Head to the large stack of yellow Climb the double-stacked Get back to ground level north
containers southeast of your containers to quickly grab a of your current position and
current location. Hook around Level 1 agility orb. continue on to the large stack
the stack to scale the containers of yellow containers. Climb to
Face east and make a running
from the east side. Grab the next 2 the top of the stack to grab
leap to the explosive barrel
Level 1 agility orb when you another Level 1 agility orb.
in the open, blue shipping
reach the top of the stack.
container. Jump back out of this
container, steering toward one E
3
of the open doors. Jump to the
top of the container door, and
then again to the Level 1 agility Make a running leap to the
orb on the container above. blue containers northwest of
your current position. Jump
5 up one more level to claim Move to the large ship located
Hop back down to ground level another Level 1 agility orb just on the west side of the docks.
and head east to the base of the outside of the Container City Two gangways offer easy
yellow crane. Use the single, entrance. access to the deck of the
yellow container to reach the ship. Head up to the deck to
next Level 1 agility orb. 3 continue collecting Level 1
agility orbs.
Follow the blue containers 4
to the south to grab another 1
Level 1 agility orb.
6
Hop down to the ground and
head east to the stack of yellow
Move on to the stack of red containers directly across from
containers to the south. Use the entrance to Container City. Once on board the ship, climb
the east side of the stack to Hook around to the far side of the containers just in front of
reach the top of the structure these containers. Climb up and you to collect another Level 1
Hop to the ground and
and claim another Level 1 grab the Level 1 agility orb on agility orb.
continue south to the large
agility orb. the top of the stack.
stack of yellow containers
2
near the red, waterside crane. 4
5
Climb the stack from the north
side to reach the Level 1 agility
orb at the top of the structure.
BASIC INTEL
Drop back down to deck level Head to the base of the red
and head south along the ship. crane north of the gate.
Use the stairs on either side of Approach the crane from
the deck to climb back to the the south and climb to the
upper levels. Climb the large top. Use the gray blocks that
DOSSIERS
ENEMY
building to land on another antenna tower located on the run up its corners for clean,
A ramp. Use the windows along highest level of the ship. Scale unobstructed jumps. Once
the side of the building to the tower from the west side to you reach the end of the gray
reach the top. Collect the Level avoid overhead obstacles. Claim blocks, make a steered jump
AGENCY
the Level 2 agility orb when you to land on top of the crane and
ARSENAL
2 agility orb from the small,
rooftop structure. reach the top of the tower. collect the Level 2 agility orb.
SCHEMATICS WALKTHROUGHS
VEHICLE
the two-door garage near the
docks west entrance. With
a Level 2 Agility skill, this
rooftop can be easily reached
with a single jump on the From the top of the ships Run along the top of the crane
Jump down to the ground
MISSION
north side of the building. antenna tower, jump up to until you reach east entrance
and head to the docked ship.
1 Use the gangways to board grab hold of the red crane of Container City. Look down
the ship and follow the stairs overhead. Face northeast and to locate an orb placed on
up to the elevated section follow the crane to the Level 2 a cluster of blue shipping
COLLECTION
of the southern deck. Climb agility orb at the end. containers. Hop down to the
ORB
the antenna at the end of the blue containers to collect
ship to collect another Level 4 another Level 2 agility orb.
2 agility orb. The antenna can
Make a running leap to the be tricky to scale, so be sure 4
ROOFTOP
building south of your current to steer your jumps to avoid
RACES
position. Jump onto the raised overhead obstacles.
portion of the rooftop to
collect your rst Level 2 agility
orb from the southwest corner
B Turn around and head southwest
to the cranes opposite end. Jump
ROAD RACES
of the building. onto the counterweight at the end Head south to the end of the
of the crane and collect another blue shipping containers. Face
2 Level 2 agility orb. Jump off the east and jump across to the
crane to return to the ground. Aim stack of containers in front of
STUNT RINGS
Locate the large, yellow for a water landing to avoid taking you. Collect the Level 2 agility
structure at the north end of unnecessary damage. orb from the stack.
the docked ship. Use the stairs
on either side of the deck to C 5
Hop down to ground level and reach this area. Face north
ACHIEVEMENTS
Make a running leap across to reach the top. Collect the Level
3
the blue girders just past the 2 agility orb from between the
railing. Steer your jump to land large pipes on the west side of
safely on this structure and the tank.
collect a Level 2 agility orb.
Jump to the horizontal girders to
reach the top of the gate. Collect
Move on to the building just the Level 3 agility orb and
south of your current location. continue into Container City.
Jump to the east side of this 121
3
Return to the center of your Jump off the south end of the
current tank and head north. ledge to return to the stairs.
Jump across to the next tank Take the stairs up to the main
Head north and climb the
and continue to the third. area and continue west. Look
stairs at the end of the path.
Collect the Level 2 agility orb for two large, white tanks at
When you reach the top of the
placed between the large the southeast corner of the
Continue west, past the stairs, climb the wall in front
pipes on the tanks west side. building ahead. Climb the
rooftop stairs, to a small of you. Turn around to face
tank closest to you to collect
structure. Climb up to collect the east side of the building
7 another Level 2 agility orb.
the next Level 2 agility orb. behind you. A row of windows
Turn back to the east and hop runs above a narrow ledge. 4
down past the stairs.
2
4
Hook around the large pipe to
the north edge of the tank and
face west. Make a running leap Face north and jump to up to
to the red crane in front of you. the building in front of you. Turn
Use the ledge to reach the
Aim your jump at the south side to the west and jump to the
Jump back across to the building windows and climb to the top
of the crane and steer yourself next level up. Head north until
east of your location. Climb up of the building. Head south
to grab hold. Climb to the top of you reach a long pipe running
the west side of this building across the top of the building
the crane and grab the Level 2 along the buildings roof. Jump
using the windows set in the red, and up a small set of stairs.
agility orb. on the pipe and turn around
brick wall. Move to the large, Continue south until you reach
to face the two tanks behind
white tank just to the south. the two, large smokestacks on
D Use the rings running around the upper level of the building.
you. Use the tanks to reach the
antenna on the south end of
the tank to climb up and collect Move to the side of the roof
the building. Scale the antenna
another Level 2 agility orb. and look down. Drop down to
to reach the nal Level 2 agility
collect a Level 2 agility orb
5 orb in this area.
from the ledge below.
6
Hop down from the east side of Climb to the top of the tanks to Face the yellow crane south
BASIC INTEL
the building, aiming for the narrow collect another Level 3 agility of your current position. The
ventilation duct. Follow the duct orb. Jump back down to the crane runs over a stack of red
around the corner of the next ground and face east. shipping containers. Make
building and drop down to the a running leap to the top of
level below you. Collect another 2 the red containers and grab
DOSSIERS
Hop back down to the rooftop
ENEMY
Level 3 agility orb from the another Level 3 agility orb.
below and face west. Run
southeast corner of the rooftop.
to the edge of the roof and 4
jump across to the building
3
ahead. Climb the wall to the
AGENCY
ARSENAL
upper level of the building.
Head to the building in front Continue west and jump onto
of you. The building has six the rooftop structure to collect
windows above a small door. another Level 3 agility orb.
Jump to the rst row of windows Jump from the red containers
SCHEMATICS WALKTHROUGHS
VEHICLE
Jump down to the ground and and climb up to the rst level C to the top of the yellow crane
head to the large storage tanks of the building. Grab the Level 3 and face east. Run to the end
south of your position. Use the agility orb and face north. of the yellow crane to collect
walkways lining the tanks to another Level 3 agility orb.
climb up in a series of jumps. 3
MISSION
Follow the third walkway 5
around the east side of the tank
Move to the large stack of
to the narrow extension jutting
yellow shipping containers
away from the tanks. Collect
northwest of Container City.
the Level 3 agility orb from the
COLLECTION
Turn south to face Container
end of this extension.
ORB
Hop back down to the ground City. There is a large, yellow
and head to the red crane in section in the wall of shipping Turn around and run west
4 front of you. Hook around the containers. along the top of the crane.
base of the crane to climb up its Jump onto the broad platform
1
ROOFTOP
north side. Use the grey blocks connecting to the southern
RACES
along the edge of the crane to half of the yellow crane.
reach the top. Cross over to the Follow the platform to the
cranes opposite side to collect southwest corner of the crane
Turn back and return to the the Level 3 agility orb from the to collect the last Level 3
ROAD RACES
tanks. Follow the walkway yellow control cab. agility orb in this area.
south to a second extension.
Move south and locate the
Grab another Level 3 agility orb 4
double-stacked shipping
D
from the end of this extension.
containers. Jump to the top
STUNT RINGS
and head northeast along the to the west. Jump onto these crane south of the three
length of the crane. Jump onto containers and face east. storage tanks. The crane is on a
Turn around and follow the the cranes gray counterweight small platform near the water.
walkway to the central storage and face southeast. Make a 2
tank. Climb the walls of the tank running leap to the building 1
to reach the top. Jump onto the below. When you land, turn
large pipe connected to the tanks around to collect another
west side. Pick up the Level 3 Level 3 agility orb.
agility orb at the end of the pipe.
5
Jump across to the blue
B
PRIMA Ofcial Game Guide
Turn around and run along the Move to the base of the red,
length of the crane. Collect a waterside crane on the south
second Level 4 agility orb high edge of the docks. Again, this
above Container City. crane is supported by four legs
encased in long, gray blocks.
E
1
A 1
124
D 5 1 3
Move to the large, red crane When you reach the shore, there Jump onto brown containers Follow the wall of containers to
BASIC INTEL
on the east side of the docks. is a narrow walkway running at the base of the crane. Jump the west entrance to Container
The crane runs near a row of above you. Follow the walkway across to the blue containers City. Collect the online orb
three smokestacks on a brick around the corner of the in front of you. Follow the blue located just outside of the gate,
building. building to collect a hidden orb. containers east to collect the
rst online orb. 4
DOSSIERS
ENEMY
1 E
2
AGENCY
ARSENAL
Jump down and head through
Climb the north side of the Move to the three large storage the gate to Container City. Once
crane. When you reach the tanks east of Container City. Turn around and maneuver inside, move to the southern
top, use the crane to jump to along the containers to the wall and locate a cluster of
SCHEMATICS WALKTHROUGHS
VEHICLE
the nearest smokestack. Pull 1 northwest corner of Container brown shipping containers.
yourself up and face east. City. When you reach the end Jump up to collect an online
There are two more smoke- of the containers, face south. orb from the containers.
stacks located on a building
ahead of you. Renegade Orbs
MISSION
2 Climb the tank to the highest
walkway. Follow the walkway
around the east side of the
COLLECTION
storage tanks. Collect a
ORB
Surveillance audio log from the
walkway south of the central tank.
Face the distant smokestacks
and jump just far enough to F
ROOFTOP
clear the crane below you.
RACES
Activate your wingsuit and
steer toward the ground to gain
the cluster of blue shipping
speed. When your slipstream A containers.
turns red, pull out of your dive
ROAD RACES
and aim for the top of the Move to the base of the large,
southern smokestack. 3
yellow crane west of Container
City. There is a building to the
3 west of the crane. A series of
STUNT RINGS
1
UNLOCKING
2
Swim north along the east side As long as you keep your
of the docks. There is a pipeline distance, the orb holds its
feeding into a red, brick building. ground on a small stack of
Pass under the pipeline to the blue and brown shipping
Move to the red crane north of
buildings east side. containers. Slide to a position
Container City. A small stack of
just north of the agility
brown shipping containers is Chase the renegade orb to the renegade orb.
near the base of the crane. top of the ramp and across 125
2
Jump back to the building
with the blue squares. Use the
squares to scale to the top of
the building. Collect the Level
1 agility orb from the rooftop
air conditioning unit.
Follow the orb east. Maintain
a steady course as the orbs 3
swerves in front of you.
Continue heading east, but
slowly veer to the south side
of the road.
3
Hop down and face east. Make
a running leap to the next
building. When you land, climb
A 1 to the top of the building. Grab
the Level 1 agility orb north of
the air conditioning unit.
Look for the red, brick building
ahead. There is a large, white 4
tank along the buildings north
side. Steer your vehicle toward Begin under the freeway near Jump up to the ledge under
the northwest corner of the the west side of Hope Springs, the blue squares and face
primagames.com
upcoming intersection. between the two apartment east. Jump across to the
buildings near the end of balcony in front of you. Climb
the westbound on-ramp. the balconies to the top of the
Move to the southeast corner
The building to the west has building and face west.
of the rooftop. Hop down and
blue squares running up its
grab the Level 1 agility orb
126 southeast corner.
from the ledge.
5 2 1 1
Move to the rooftops Hop up to the rooftop ledge Climb the small balconies Use the gray beams to climb to
BASIC INTEL
northwest corner and cross and follow it east. Jump up to along the south side of the red the ledge. Face west and climb up
the pipe to the building to the the southeast corner of the bricks. Face north, and jump to the top of the building. Collect
north. Climb up to the top of building to collect another up to the larger balconies to the Level 1 agility orb from the
the building and collect the Level 2 agility orb. reach to top of the building. south side of the rooftop.
Level 1 agility orb. Collect the Level 1 agility orb
DOSSIERS
ENEMY
3 from the northeast corner of 2
6 the Turnback Lane Motel.
AGENCY
ARSENAL
Face west and run back across Cross to the north side of the
Face east and make a running the apartment building. Make building. Jump up to grab the
leap to the next building. Move a running leap off the air Level 1 agility orb and drop
SCHEMATICS WALKTHROUGHS
VEHICLE
to the southeast corner of the conditioning unit to the next Jump off the north side of the down to the narrow walkway
building. Collect the Level 1 rooftop. Pull yourself up and Turnback Lane Motel to the at the base of the pole. Follow
agility orb from the ledge. grab the Level 1 agility orb on building below. Collect the Level the walkway to the west side
the south side of the ledge. 1 agility orb from the ledge along of the rooftop.
7 the east side of the rooftop.
MISSION
4 3
3
COLLECTION
ORB
Make a running leap over the
ledge at the south side of the Face west and run along Make a running leap to the
building. When you land, move the south side of the row of Face west and jump up to the red, brick building to the west.
to the northeast corner of buildings. Hop across gaps as balcony above you. Move north Climb up to the large air condi-
ROOFTOP
the large, at rooftop. Collect needed. Grab the two Level to the end of the balcony. Use tioning unit and grab the Level
RACES
another Level 1 agility orb. 1 agility orbs near the end of the windows to the north to 1 agility orb near the northwest
your path and move to the jump up to the ledge. Climb up corner of the building.
B duct attached to the wall in to the orange beam above the
front of you. windows and face south. 4
5 4 ROAD RACES
STUNT RINGS
with covered balconies. the end of the block. Move to the Level 1 agility orb from the another Level 1 agility orb.
the northwest corner of the north side of the rooftop.
1 rooftop and collect the Level 1 5
agility orb from the ledge. D
C
the Level 1 agility orb from the building south of the Hope Move to the yellow and blue
ledge above the last balcony. Move to east side of the Springs City Hall. Approach the building on the south side of
Turnback Lane Motel. The building from the south. There the street. Use the gray blocks
center of the building is is a ledge near the top of the on the northeast corner of the
covered with red bricks. building. Gray beams run down building to reach the top and
the wall just east of the ledge. grab the Level 1 agility orb.
127
2
Move around to the north side
of the building. Stone blocks run Face south and jump up to
up the corner of the building, Move to the west coast of Hope the next walkway. Follow the
leading to a large balcony. Springs. There is a two-level walkway west and grab the Level
shopping center on the 2 agility orb from the ledge.
2 Head east along the walkway.
southwest corner of the area.
Jump across the broken
1 section of the walkway and C
face north. Move toward the
ramps ahead.
3
Climb the stone blocks to the
northwest corner of the balcony. Move to the west side of Hope
Pick up the Level 1 agility orb on the Climb the stairs on the north Springs. Face the large block
north edge of the building. Continue side of the shopping center. of apartments to the east. Find
east to the end of the balcony. Jump up and climb onto the blue building with a yellow
roof above. Collect the Level star on the roof.
3 Jump down to the base of the
2 agility orb from the rooftop
ramps. Head up to the top of
structure. 1
the ramps and jump across
to the ventilation ducts at
B the north end of the building.
Climb the ducts to collect the
Level 2 agility orb above.
Hop onto the railing at the end of
the balcony and face south. Jump 4 Use the windows on the west
up to the top of the Hope Springs side of the apartment building
City Hall. Cross to the southeast Move to the broken obelisk on to climb to the top. Climb up
corner of the building to grab the west side of Hope Springs. the back of the rooftop sign.
another Level 1 agility orb. The obelisk has fallen against Collect the Level 2 agility orb
a large block of apartment from the top of the yellow star.
4 buildings.
Jump to the broken walkway
north of the ducts. Follow the 2
1
walkway east. Jump to the
crumbling ledge south of the
primagames.com
walkway.
3 4 F 5
Face west and cross to the Hop down from the duct and Move to the buildings east of Make a running leap to the red,
BASIC INTEL
rooftop structure. Climb onto move to the roofs east side. the large block of apartments. brick building north of your
the broken walkway and collect Jump down to the rooftop There is a gray building with current rooftop. Climb to the
another Level 2 agility orb. below and continue east to the a red, brick base east of a Cell top of the brick building to claim
large, white tank. Climb up and barricade. another Level 2 agility orb.
D collect the Level 2 agility orb
DOSSIERS
ENEMY
from the top of the tank. 1 G
5
AGENCY
ARSENAL
Move to the southeast corner
of the large block of apartment Climb up the black section of Move to the gray and red
buildings. The east side of the the buildings south side. When building east of the large
building is covered with windows. Jump to the stairs west of the you reach the top, face west block of apartments. There are
SCHEMATICS WALKTHROUGHS
VEHICLE
A long row of doors runs along tank. Follow the stairs north. toward the brown building. balconies along the south side
the base of the building. Move to the east side of the Use the duct on side to reach of the tall, brick section of the
building at the top of the the windows above. Jump to building.
1 stairs. Face north and climb the top of the building and
the large sign on the east grab the Level 2 agility orb. 1
MISSION
ledge. Grab the Level 2 agility
orb on top of the sign. 2
COLLECTION
Jump onto the ledge above the
ORB
doors. Jump up to the windows Use the windows on the west
above. Use the ledges between side of the building to reach
the windows to climb to the Move to the east side of the the balconies above. Climb
balcony near the top of the building and jump back down to the balconies to reach the
ROOFTOP
building. Collect the Level 2 agility Move north to the end of the the rooftop below. Continue east top of the red, brick section
RACES
orb from the balconys east side. sign and make a running leap and jump onto the small, brick of the building. Move to
to the rooftop ahead. There is structure. Use the narrow ledge the southeast corner of the
2 a smaller sign on the east side south of the brick structure to rooftop to collect the Level 2
of the building. Climb to the reach the level above. agility orb.
ROAD RACES
top of the sign and grab the
Level 2 agility orb. 3 2
E
STUNT RINGS
side of the rooftop. Head to Move to the street north of the Level 2 agility orb from the east. Jump down to the
the stairs at the west end of large block of apartments. A ledge. building below. Jump down
the walkway. two-level shopping center is to across the rooftops to the east
the west. 4 side of the building. A water
3 tower is on top of the next
1 building to the east.
Follow the stairs up to the top the north side of the building.
of the blue building. Move to Take the stairs to the second Collect the Level 2 agility orb
the west side of the rooftop level of the shopping center. at the northeast corner of the
and face north. Follow the Jump up to reach the top of rooftop. Hop onto the railing at the
ledge north and grab the Level the building and grab the Level north side of the rooftop. Make
2 agility orb on the duct that 2 agility orb on the rooftop a running leap east to grab
runs across the ledge. structure. hold of the water tower. Pull
yourself up to collect the Level
2 agility orb.
129
4 2 1 1
Drop back down to the rooftop. Climb to the top of the brown Climb up the north side of the Jump to the windows that run
Move to the south side of the building and collect the Level blue base and jump up to the along the north edge of the
building and jump down to the 2 agility orb at the west edge red arch. Climb to the top of buildings brown section. Climb
street below. Continue south of the rooftop. the arch to collect the Level 3 to the top of the windows and
to the gray building across agility orb. jump out to grab hold of the
the street. There are windows 3 black protrusion on the gray
along the northwest corner of 2 section of the building.
the building.
2
5
Hidden Orbs
1 1
BASIC INTEL
Climb up the rocks directly Jump over the wall and grab
under the freeway. Collect the the hidden orb at the base of
hidden orb from the center of the gray and brown building.
the rocks.
2
DOSSIERS
ENEMY
2
AGENCY
ARSENAL
Jump onto the wall and face
Face north and head up the west. Use the windows in the
stairs. Face east at the top east side of the building to
SCHEMATICS WALKTHROUGHS
of the stairs and cross to climb to the top. Cross to the
VEHICLE
the large red and orange west side of the rooftop. Jump
west. The street curves under apartment building. down to the balcony below.
A the freeway. Find the yellow Grab the hidden orb from the
apartment building near the 3 enclosure near the north end
end of the westbound on-ramp. of the balcony.
MISSION
4 3
COLLECTION
southeast end of Hope Springs There is a makeshift wall
ORB
residential area. The east side along the south side of the
of the building is divided by a building. Move to the east
large hallway. end of the wall and face west. Jump back up to the roof
Jump up to the balcony on
the south side of the building. Collect the hidden orb from and move north to the metal
ROOFTOP
1 behind the wall. walkway. Follow the walkway
RACES
Climb up to the third balcony
to collect another hidden orb. west to the blue apartment
4 building. Take the stairs to the
5 roof of the blue building and
ROAD RACES
veer south. Hop onto the pipes
that run off the west side of
Follow the hallway east to the rooftop.
the interior of the apartment
building. When you reach the Move to the center of the
4
STUNT RINGS
north side of the building. Drop until you reach the hidden orb Make a running leap down to
down and grab the hidden orb located in a small enclosure. the obelisk west of the pipes.
between the signs. Collect the hidden orb from
C the top of the obelisk.
Jump onto the structure and
B
face east. Jump across to D
the oor above the hallway.
Collect the hidden orb from
the second oor of the
apartment building. Move to the east side of the
PRIMA Ofcial Game Guide
1 2 2 5
Climb the windows that run Move into the lot on the west Jump back up to the street and Jump over the wall face the brown
near the balconies. Jump from side of the tunnel. Collect the run south through the barricade. building to the south. Climb the
the windows to reach the third hidden orb at the northeast Find the blue apartment balconies on the north side of the
balcony. Follow the balcony corner of the parking lot. building on the west side of brown building. Collect the hidden
across the south side of the the street. Balconies run up the orb from the third balcony.
building and grab the hidden orb. 3 northeast corner of the building.
G
2 3
2 1 Renegade Orbs
BASIC INTEL
apartment buildings to a set side of the building to climb to
of stairs. Face south and head the top. Collect the Catalina
up the stairs. Continue south Thorne audio log from the
across the rooftops. buildings northeast corner.
DOSSIERS
ENEMY
3 C
AGENCY
ARSENAL
Stop at the top of the metal Move to the east side of the
stairs that run south across large block of apartments.
the apartment buildings. There There is a gray and red
SCHEMATICS WALKTHROUGHS
VEHICLE
is a small building just west of building on the east side of the
the stairs. street.
and hop up onto the northwest
4
A corner of the air conditioning
1
unit.
MISSION
4
COLLECTION
Jump onto the building west of Climb the ledges on the west Turnback Lane Motel.
ORB
the metal stairs and grab the side of the building to the
online orb. Hop back down to rooftop above. Collect the 1
the stairs and continue south. Surveillance audio log on the As soon as the orb turns the
west side of the rooftop. corner, jump to the east side
5 of the rooftop. Intercept the
ROOFTOP
RACES
D agility renegade orb as it cuts
to the north.
Climb up the windows to the
B
ROAD RACES
roof of the building and face
south. A pipe runs from the
Head to the metal walkway that rooftop to the building in front
leads across to the apartments Move to the gray building of you.
on the west side of the block. south of the Hope Springs City
2
STUNT RINGS
1
Hop onto the pipe and run
south toward the building to
Move to the northeast corner engage the agility renegade
Take the stairs to the roof of the building. Collect the orb. Jump up to the roof.
above. Face south and move to PCNN Reports audio log from Follow the orb south to the
the large, red structure. Climb the sidewalk. next rooftop. Move to the east
onto the structure to collect side of the building as the orb Climb up the small, yellow
Move to the east side of the continues to the next rooftop. balconies on the buildings
east side. As you reach the
PRIMA Ofcial Game Guide
2 C 4 2
Follow the orb across the Move to the park south of the Cut back to the east and hop Run north to engage the
buildings to the west. The orb Hope Springs City Hall. There up to intercept the agility renegade orb. Follow the orb
cuts across the street to the is a gray building at the parks renegade orb as it drops to the east along the metal walkway.
south. southwest corner. rooftop.
3
3 1 D
5
Make a running leap to the
north. Land on the rooftop
below the renegade orb. Move
to the west side of the rooftop
to force the orb to the east.
Jump up to the northwest
corner of the blue building
to get ahead of the orb. Face
west as the orb cuts back
along its path.
134
BASIC INTEL
Agility Orb 4
Hidden Orb
Renegade Agility Orb
Renegade Driving Orb
Story Orb
DOSSIERS
ENEMY
Online Orb
Hotspot
AGENCY
ARSENAL
SCHEMATICS WALKTHROUGHS
VEHICLE MISSION
Level 2 Agility Orbs
Continue northwest to the next
6
COLLECTION
building.
ORB
3
ROOFTOP
RACES
Climb down the north side of
the tower to the patio below.
Face northwest and move
Hop onto the railing at the
across the patios to the next
ROAD RACES
edge of the patio and climb
building. Climb up to the sign on
onto the rooftop above. Collect
the south side of the building.
the Level 2 agility orb from the
Collect the Level 2 agility orb
ledge to the north.
from the top of the sign.
STUNT RINGS
4 7
A 1
ACHIEVEMENTS
UNLOCKING
Face northeast and move across the When you reach the top of Jump onto the ledge on the north
rooftops. Climb up and collect the the building, face southeast. side of the patio and climb up to
Level 2 agility orb from the structure Climb over the large, brown the rooftop above. Grab the Level 2
at the corner of the building. structure and grab the Level 2 agility orb on the damaged spot at
Jump over the hole and move
agility orb from the vents on the edge of the building.
west across the patio. When you
B the edge of the rooftop.
reach the edge of the building, 8
face southeast. There is a large
6
hole at the top of the building.
Climb up the rubble and jump Jump up to the hole and climb the
to the top of the makeshift wall. exposed oors to the top of the building.
136 Move across the top of the wall Follow the street through the gate Collect the Level 2 agility orb from the
and climb the windows to the east. to the northwest. Hook around to ledge on the west side of the hole.
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
HOW TO USE ENEMY AGENCY VEHICLE MISSION ORB ROOFTOP UNLOCKING
BASIC INTEL ROAD RACES STUNT RINGS ACHIEVEMENTS
THIS GUIDE DOSSIERS ARSENAL SCHEMATICS WALKTHROUGHS COLLECTION RACES
Pacic City Map Agency Tower Green Bay: East Green Bay: North Green Bay: South Green Bay: West Hope Springs: East Hope Springs: Islands
Hope Springs: North Hope Springs: South Hope Springs: West Unity Heights: Northeast Unity Heights: Northwest Unity Heights: Southeast Unity Heights: Southwest
BASIC INTEL
Move to the tall, gray building
on the south side of the arch.
Climb up along the windows
Move to the apartments on the
and grab the Level 4 agility orb
areas north edge. The north
at the top of the building.
DOSSIERS
ENEMY
side of the building is covered
with blue balconies. 2
1
AGENCY
ARSENAL
A 4 Face east and jump down to
SCHEMATICS WALKTHROUGHS
the walkway above the arch.
VEHICLE
Climb up the balconies at
Move across the walkway and
the northwest corner of the
jump up to the patio above.
building. Cross the rooftop and
Climb up to the top of the
collect the Level 3 agility orb
building and grab the Level 4
from the ledge.
Move to the south side of the When you land, follow the agility orb at the edge of the
MISSION
art gallery. Look up to the hole walkway northwest to the rooftop.
2
in the top of the gallery. A windows on the side of the
large walkway is attached to building. Climb up and grab 3
the wall west of the hole. the Level 3 agility orb from the
COLLECTION
ledge above the windows.
ORB
1
B Slide back down to the rooftop
and face southeast. Move
Face northwest and jump
ROOFTOP
over the top of the building
down to the next building.
RACES
and climb up to the absorption
Jump across to the platform
unit ahead. Continue past the
Climb up the windows to the hole on the buildings north edge
absorption unit and jump across
in the top of the building. Jump Move to the street that runs and collect another Level 4
to the next row of apartments.
ROAD RACES
across to the rooftop and hop along the security wall on the agility orb.
down to the top of the walkway. south side of the area. Locate 3
There is a large, black structure the intersection blocked by the
on the building to the south. large piece of the crumbling
tower.
STUNT RINGS
2
1
Make your way over the
rooftops to the structure at the
ACHIEVEMENTS
UNLOCKING
Hidden Orbs
2 1
B C 6
E 6 3 1
Move to the apartments on Face east and exit the covered Jump back up to the top of Jump down and run across
BASIC INTEL
the north edge of the area. The walkway. Move up the stairs to the building and move across the top of the tunnel. Jump up
north side of the building is the blue patio above the water. to the hole on the buildings and grab onto the frame of the
covered with balconies. Face the stairs to the south. north side. dome. Use the frame to climb
up the side of the dome.
1 7 4
DOSSIERS
ENEMY
2
AGENCY
ARSENAL
Climb up the balconies near Move up the stairs toward the Drop down to the damaged
the northeast corner of the street. When you reach the balconies below the hole. When you reach the top of
building. Pull yourself up and top of the stairs, face west and Climb down and grab the the dome, drop down to the
collect the hidden orb from the collect the hidden orb on the hidden orb on the side of the large, black beam below. Face
SCHEMATICS WALKTHROUGHS
VEHICLE
end of the fth balcony. buildings south side. building. southeast and grab the hidden
orb near the end of the beam.
2 F 5
3
MISSION
Face north and jump across to Move to the tunnel entrance Climb back up to the top of the
COLLECTION
the water. The patio extends of the Pacic City Expo Center. building. Face northwest and Face northeast and drop down
ORB
over the water to the west. There is a large wall to the jump across toward the large, to the structure below. When
west. Locate the large hole in black structure with broken you land, face east. There is a
3 the yellow and gray building glass on its north side. Hop small door past the long, red
just past the wall. down to the green patio south benches. Move through the
ROOFTOP
of the structure. door and grab the hidden orb
1
RACES
to the north.
6
4
Swim west under the patio.
ROAD RACES
Jump up to grab the hidden
orb above the water.
Jump to the top of the wall
4 and hop across to the hole in Move through the small door
STUNT RINGS
the yellow and gray building. at the base of the structure Turn around and move back
Face northwest and collect the and collect the hidden orb to the red benches. Face
hidden orb inside. inside. northeast and jump through
the broken glass at the top of
2 G the structure. There is a row of
ACHIEVEMENTS
UNLOCKING
Continue west along the north exits at the side of the dome.
side of the apartments. There 5
is a covered walkway at the
base of the building.
the hidden orb under the patio. patio. Face southwest and
Jump out of the water and circle around dome. Grab the
climb up to the walkway. hidden orb near the center of
Move to the west end of the patio.
the walkway and collect the
hidden orb at the northwest
corner of the building.
139
1
Hop down to the street and
move to the gray building Make a running leap across
across the intersection. Climb to the next building. When
up the windows to the top of you land, face northwest and
the building. Face east and collect the Surveillance
jump across to the other side Climb up the balconies near audio log at the end of the
of the building. Collect the the northeast corner of the patio.
online orb on the rooftops building. When you reach the
north edge. top, face southeast and climb
primagames.com
140
ENEMYBASIC INTEL
DOSSIERS
AGENCY
ARSENAL
SCHEMATICS WALKTHROUGHS
VEHICLE
COLLECTION
ORB MISSION
Agility Orb 1 Agility Orb 3 Renegade Agility Orb Hidden Orb Online Orb
ROOFTOP
RACES
Agility Orb 2 Agility Orb 4 Renegade Driving Orb Story Orb Hotspot
ROAD RACES
2 running start, leap across to
the northern building and pick
up the orb.
B
STUNT RINGS
A 1
Continue to the top of the roof
PRIMA Ofcial Game Guide
Turn to the northwest and Clear out the Tech Park tactical
make the long leap across to location in the central part
the next building. Youll see the of Unity Heights: Northwest
Level 2 orb in the distance at city blocks. Otherwise youll
the corner of the building. be harassed by rockets and
gunre the entire time you
3 move through this area.
1 3 D 2
Hop up the tiers to reach the Turn to the north. Cross the street The yard to the east of the Turn to the northeast.
BASIC INTEL
top roof. Cross around the wire and jump through the ruined burning building borders the Navigate the broken rooftops
tower and collect the orb on wall near the oating stunt ring. tiered gray building with your until you reach the far building.
the rooftop corner. Continue north and jump up on next Level 3 agility orb. A renegade agility orb also
the black balcony that protrudes starts here, so you may want
2 from the white brick wall. 1 to combine efforts and go
DOSSIERS
ENEMY
after the renegade agility orb,
4 too (see the later Renegade
Orbs section). Grab the Level
3 orb in the corner.
AGENCY
ARSENAL
Turn to the southwest. Jump down Simply hop up the tiers until NOTE
to the next building, then take a you reach the rooftop. The Unity Heights: Northwest
running start and leap across the Cross the balcony and jump atop next agility orb is all yours. has no Level 4 agility orbs.
street to the next building. From the thin, white wall. Carefully run
SCHEMATICS WALKTHROUGHS
VEHICLE
that rooftop, you can leap over along the top of the wall until
and land on the concrete pillar you reach the far roof and can
holding the Level 3 orb. fetch the orb at the corner.
Hidden Orbs
MISSION
2 5
COLLECTION
ORB
Turn to the northwest and jump Climb up to the roof and face
over to the second building. northeast. Cross the rooftops
Cross to the northeast side, toward the nal roof (the one
ROOFTOP
near the reinforcement wall with the renegade agility orb).
RACES
in the street behind, and drop On the west side, hang over
down the broken facade. The the side and drop halfway
orb hides on the bottom level in down the balconies to nd
ROAD RACES
a tiny nook. another orb.
3 6
A B
STUNT RINGS
Head to the west and the third A wall separates two sets of
gray building. Jump up to the balconies on the west side.
ACHIEVEMENTS
UNLOCKING
Start on the northeast side of Jump up to the top of the rst roof, then descend the broken Drop to the ground, move to
the parking garage that holds of the three gray buildings levels on the eastern side. The the other side of the wall, and
the absorption unit atop it. If you to the north of Tech Park. Its hidden orb glows in the darkness climb back up the balconies on
havent conquered the nearby an easy climb and shouldnt of the bottom ruined level. that side to discover another
Vergotten tactical location, present a problem. hidden orb.
expect turret gunre at your back 4
as you approach the garage. 1 7
1
PRIMA Ofcial Game Guide
C 5 4 6
Approach the Tech Park Another orb hides atop a Jump down to the beach Turn to the east and leave the
buildings from the west side. bridge support. Again, use and head northeast. Another beach. Go into the park and
Look for the two-story building small jumps up the arched hidden orb rests at the base over the road. The last hidden
with a balcony one story support to obtain the orb. of a short staircase behind a orb in the chain oats in the
below the main rooftop. retaining wall. attic of a ruined farm building.
D
1 5
3 2
Jump to the upper highway and Return to the rooftop and drop
continue to the southeast. Look down into the grass near the A 2
for the rst bridge that crosses rst circular structure. The
over into the Unity Heights: orb hides nestled in the back
Northwest district. The hidden corner.
orb rests atop the bridges
support structure, which can 3
be reached with small, steady To track down your rst batch Enter Tech Park and look for
hops up the side of the support. of online orbs, start on the the online orb behind the
east side of the Tech Park tactical location symbol. Jump
4 complex. Clear the tactical up on the twisted girder and
location rst before attempting grab the second online orb.
to retrieve the orbs.
Climb back up to the initial
rooftop and proceed north.
3
1
Head out past the building and
follow the thin wall along the
Return to the highway while back pen. At the oceanside
heading northwest. Follow the corner, look straight down and
length of the highway until youll see the hidden orb on
you see the western bridge the beachs rocky slope. Turn to the northeast and head
primagames.com
leading into the Unity Heights: Jump up on the shorter roof over to the adjacent building.
Northwest district. on the east end of the building. The third online orb rests atop
Pick up the online orb at the the roof if you are looking back
corner overlooking the tactical toward the highway.
location symbol.
144
B 3 Renegade Orbs
BASIC INTEL
medical center building. Climb above the Research Ruins and
up the front side to the ruined drop down into the freak lair.
rooftop. The nal online orb sits atop
the column base on the west
1 side.
DOSSIERS
ENEMY
D
AGENCY
ARSENAL
A Catalina Thorne audio
log waits in the darkness on A B
the same level as one of the Return to the top of the dome
hidden orbs. (the vault hex is the quickest
SCHEMATICS WALKTHROUGHS
VEHICLE
method). Turn to the north and
2 look for the next audio log out
on the extended platform.
Clean out the Tech Park Begin on the rooftop east of
1
tactical location so that you the agility renegade orb. Jump
MISSION
can earn an Agency landing down to the broken skylight
zone and drop in the supercar. below.
Exit the medical center and
head west. Pass the reinforced 1 1
COLLECTION
wall and look for the corner
ORB
courtyard in front of the Take a running start and
Research Ruins. A PCNN leap over to the north
Reports audio log sits alone platform. Follow it out to
out front. the edge where youll nd a
ROOFTOP
Freak Watcher audio log
Make a left at the rst turn. As you near the orbs rooftop,
RACES
C overlooking the sea.
Watch out for Cell resistance it will veer to the northwest,
in the area. You dont want up and over the tower near the
2
them to distract you as you go reinforced wall. Its difcult to
ROAD RACES
for the driving renegade orb. catch the orb here.
2 2
A short distance behind the
audio log, at the north end of the
STUNT RINGS
4 2 8 2
The distance between the wall Cut the corners to maintain Continue the chase. You have If you ush the orb out, it
and Research Ruins courtyard speed, but not too much or a good shot at connecting with will rocket away along the
makes it nearly impossible to you get stuck in the weeds. the orb here. balconies on the west side of
nab the orb here. Stay with the rooftops you just came
it and chase it toward the 3 9 down.
Research Ruins.
3
5
6 D
Jam on the brakes and turn to
the right. At the point where the
balconies end, the orb will
5 veer to the left onto the lower
rooftop. If you stay on the
Nows your chance. Take a Start to the south of the agility upper rooftops, its possible to
running leap off the building renegade orb, which hovers at jump down on it from directly
and try to cut off the orb as it the end of a string of rooftops. overhead and capture it.
veers toward the wall (near
the vehicle stunt ring) and back When the road curves south 1
toward the original buildings. If and then back north, slow
you dont catch it on the wall, down and make the turns.
you can spring off the wall and
try to come down on it again 6
near the adjacent building.
Close in on the orb. Its
C possible to trick the orb on the
rooftop. While standing near
the southern edge, jump back
Pick up speed again as the toward your original position,
orb ducks under an old bridge. just for a moment, then spin in
From here on, hit the gas as midair and land in the middle
Sit behind the wheel of the much as possible to try to of the rooftop. The orb may
supercar and pull it up in front catch the orb. return to its original spot for
of the Research Ruins. Directly an easy capture.
ahead is the driving renegade orb. 7
1
BASIC INTEL
Agility Orb 4
Hidden Orb
Renegade Agility Orb
Renegade Driving Orb
Story Orb
DOSSIERS
ENEMY
Online Orb
Hotspot
AGENCY
ARSENAL
SCHEMATICS WALKTHROUGHS
VEHICLE MISSION
COLLECTION
ORB
ROOFTOP
RACES
Agility Orbs
1 3
ROAD RACES
STUNT RINGS
147
5 2 2 2
Move east and climb up to the When you reach the end of Climb up to the damaged section Climb up to the top of the
next level of the building. Scale the walkways, jump up to the above the door and follow the building and grab the Level 3
the large sign on the rooftops rooftop above. Face south and wall south to the crumbling agility orb across the rooftop.
south edge and face east. Jump grab the Level 3 agility orb at the walkway. Jump to the top of the
across to the top of the building ledge near the absorption unit. walkway and follow it around E
and collect the Level 3 agility orb the north side of the building.
from the east edge of the rooftop. 3
3
6
7 4
1 1
Climb up the side of the building Follow the driveway up to the When you reach the ledge
BASIC INTEL
to the rooftop above. Climb up the security building and climb up above the rounded windows,
sign in the center of the rooftop the side of the brown beam pull yourself up to the small
Climb up to the level above and
and collect the Level 3 agility orb. above. balcony. Face southwest and
cross to the structure at the
jump up to the base of the
end of the rooftop. Jump up and 2
6 windows above you. Jump up
DOSSIERS
collect the Level 3 agility orb from
ENEMY
to the gray ledge on the west
the west edge of the building.
side of the windows.
5
3
AGENCY
ARSENAL
Face south and hop back down When you reach the top, face
to the rooftop. Make a running northwest and jump across to
leap to the laboratory complex the upper oors of the building.
across the street and collect the Follow the oor around to the
SCHEMATICS WALKTHROUGHS
Face northeast and jump across
VEHICLE
Level 3 agility orb from the ledge. small, tiled area at the top of a Pull yourself up and face
to the next building. Climb onto
staircase. Face northwest and southeast. Climb up the wall to
the rooftop structure and grab
F another Level 3 agility orb.
look up. There is a large, broken the next level of the building.
beam above you. Climb onto the ledge and
jump up to grab the Level 4
6
MISSION
3 agility orb from the rounded
structure on the north side of
the building.
Move to the tan and black building
4
COLLECTION
northwest of the Hampton Rise.
ORB
Look up to the windows between
Face west and make a running
the black panels on the north side Move north and jump up to the
leap toward the absorption
of the building. east side of the broken beam.
unit on the next building.
Climb up to the top and collect
ROOFTOP
1 7 the Level 4 agility orb at the
RACES
edge of the security building. Hop down from the ledge and
follow the walkway around to
H the south side of the building.
Climb up and grab the Level 4
ROAD RACES
agility orb from the rounded
Move up along the windows structure on the ledge.
When you land, use the windows
to the hole near the top of the
building. Climb up the exposed
on the south side of the building I
to reach the absorption unit.
STUNT RINGS
2 3 4 5
When you reach the top of the Run past the absorption unit Move to the west edge of the When you land, climb up to
windows, jump onto the walkway and collect the Level 4 agility rooftop. Face northwest and the top of the building and
and move around to the buildings orb from the ledge on the make a running leap across to grab the Level 4 agility orb at
north side. Jump up and grab south side of the rooftop. the next building. the rooftops north end.
onto the sign on the wall above
you and climb to the absorption
unit at the top of the building.
Hidden Orbs
5 1
Jump down from the blue tiles Jump up to the base of the building
and enter the tunnel. Move to and climb the rounded windows on
the hole on the east side of the buildings east side.
the tunnel wall.
2
6
2 1 6 1
Jump back out to the windows When you reach the door, jump Move back up the ramp to the Climb up the windows on
BASIC INTEL
and slide around to the south down from the west side of the stairs. Face north and jump the east side of the building.
side of the building. Climb up driveway. As you fall, steer your down to the level below. There When you reach the top of the
to the patio above and follow landing toward the ledge to the is a large hole in the wall ahead. windows, face south and jump
the ledge east. north. Face east and collect the up to the hole at the top of the
hidden orb below the security 7 building. Hop up and grab the
DOSSIERS
ENEMY
3 buildings south entrance. hidden orb inside.
2 2
AGENCY
ARSENAL
Pass through the hole in the
When you reach the end of wall and climb up along the
the patio, make a running leap exposed oors inside. When
to the tan and black building Move east across the rocks you reach the top oor, face Jump back out of the hole
SCHEMATICS WALKTHROUGHS
VEHICLE
ahead. Aim for the windows and climb up to the security east and collect the hidden orb and climb up to the top of
between the black panels on building. Move to the large in the corner. the building. Face west and
the west side of the building. structure on the south side of jump across to the hole in the
the building. 8 rooftop below. Jump down and
4 grab the hidden orb from small
MISSION
3 room with blue tiles.
COLLECTION
Exit back through the hole in
ORB
Climb up to the top of the building the wall. Move southeast and
and move to the hole at the Enter the hole in the south hook around the corner. Jump
southwest corner of the rooftop. side of the structure and grab up to the windows on the inside
the hidden orb to the north. of the security building. Climb Jump back out to the rooftop
ROOFTOP
5 up to the ledge above and jump and face west. Hop down to
RACES
4 down to the water below. the ledge that runs around
the side of the building. Move
9 west over the hole in the south
side of the building.
up along the rocks to grab the the building. Jump inside and
5 hidden orb north of the building. grab the hidden orb from the
Climb back up to the rooftop gray tiles.
and move to the east side of the E
building. Drop down to the blue tiles 5
below. Climb down the exposed
oors on the buildings east side to
grab another hidden orb. Move west past the stairs and
head down the small ramp
D along the wall to the south. Move to the brown and gray
PRIMA Ofcial Game Guide
Hook around and grab the building east of the Hampton Hop back out to the ledge and
hidden orb in the corner under Rise. Look up to the hole at the move around to the south side
the ramp. northeast corner of the rooftop. of the building. Drop down
into the hole under the ledge
and follow the walkway to the
Move to the south entrance north side of the building. Grab
of the security building. The the hidden orb at the end of
driveway ends at the large the windows.
door near the top of the rocks. 151
Move to the buildings north Climb back out to the top of Move to the courtyard east
of the laboratory complex. the hole and jump up to the of the Hampton Rise. Look up
Look up to the windows on the south side of the rooftop. at the walkways above the
north side of the blue and gray Move to the west edge of the entrance to the east.
Move to the broken fountain at
building. rooftop and look down to the
the south end of the laboratory
patio below. 1
complex. There is a small, blue
1
building to the west.
6
1
J 2 4 5
Move to the re pit above the Drop back into the water and Hop back into the water and Continue north and watch the
BASIC INTEL
water, just southwest of the swim east along the rocks. swim east along the coast. coast for the sand east of the
laboratory complex. Follow the water north as you laboratory complex. There is a
3 pass under the bridge. column at the far edge of the sand.
1
6
DOSSIERS
ENEMY
When you reach the sand south of
AGENCY
Jump down into the water and the laboratory complex, face north
ARSENAL
swim under the re pit. Jump and jump out of the water. Grab Jump out of the water and
up and collect the hidden orb the hidden orb from the rocks on collect the hidden orb on the
on the sand to the east. the west edge of the sand. west side of the column.
SCHEMATICS WALKTHROUGHS
VEHICLE
Online Orbs and Audio Logs
4 3
MISSION
Jump through the hole at the Jump up to the ledge above
center of the building to the the passage and grab the
COLLECTION
freak lair below. When you online orb on the west side of
ORB
land, move to the ledge on the the courtyard.
south side of the beacon drop
zone. Jump down and collect 4
another online orb from the
ROOFTOP
RACES
rocks below.
ROAD RACES
Jump onto the ledge on the
south side of the courtyard
and move east.
1
ACHIEVEMENTS
UNLOCKING
2
Move to the security buildings
north entrance. There is a
large passage at the end of
the driveway.
Jump up to the walkway. Climb Climb down the inside of the
onto the pipes and jump to the building to the walkway at Enter the courtyard and move
level above. Collect the online the bottom. Circle around the west toward the Hampton
orb from the ledge above the walkway and collect the online Rise. There is a large passage
sign. orb on the buildings south side. 153
at the base of the building.
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
HOW TO USE ENEMY AGENCY VEHICLE MISSION ORB ROOFTOP UNLOCKING
BASIC INTEL ROAD RACES STUNT RINGS ACHIEVEMENTS
THIS GUIDE DOSSIERS ARSENAL SCHEMATICS WALKTHROUGHS COLLECTION RACES
Pacic City Map Agency Tower Green Bay: East Green Bay: North Green Bay: South Green Bay: West Hope Springs: East Hope Springs: Islands
Hope Springs: North Hope Springs: South Hope Springs: West Unity Heights: Northeast Unity Heights: Northwest Unity Heights: Southeast Unity Heights: Southwest
1 6 E 6
Jump up to the beam just When you land, run south and Move to the buildings north Continue to the south side of
outside the entrance and jump onto the ledge across of the laboratory complex. the walkway and collect the
collect the agility orb above. the gap. Collect the online orb Look up to the windows on the Freak Watcher audio log from
south of the beacon drop zone. north side of the blue and gray the top of the metal ramp.
2 building.
D F
1
Follow the walkways around Jump onto the rocks above Climb up the windows on the
the inside of the security the entrance and move east side of the building. When you
building. As you reach the around the beams on the north Move to the east edge of the reach the top, face north. Look
north side of the walkways, side of the ledge. When you rooftop and drop down into up to the cracks along the
jump down to the walkway at pass the last beam, face north. the hole. Collect the Whistle- corner of the building in front
the bottom. A large structure stands on blower Files audio log from of you.
the south side of the security the blue tiles below.
4 building. 2
3
2
Renegade Orbs
3 4
BASIC INTEL
Make a running leap toward Chase the orb over the blue
the orb. Land slightly to the building on the west side of
north and force the orb across the laboratory complex. The
the rooftop. Run south and orb continues west to the
jump across to catch the yellow dome.
DOSSIERS
ENEMY
agility renegade orb before it
reaches the end of the rooftop. 5
AGENCY
ARSENAL
Jump across to the wall on the
SCHEMATICS WALKTHROUGHS
west edge of the laboratory
VEHICLE
Move to the rubble on the complex and run north
northwest edge of the alongside the orb.
A 4 laboratory complex. Face east.
Look up at the gap in the side 6
of the building in front of you.
MISSION
1
Move to the north entrance of Jump across the gap in the roof.
COLLECTION
the security building. The orb oats above the next Intercept the agility renegade
ORB
beam. Run under the beam and orb as it cuts back to the wall
1 intercept the orb as it returns to of the laboratory complex.
the rooftop of the security building. Jump onto the rubble and
climb up into the building. D
ROOFTOP
B Follow the walkway around
RACES
the east side of the building.
Jump onto the structure above
Jump up to the security the walkway and climb up to
the top of the building.
ROAD RACES
building and climb to the top
of the brown beams. Face east Drive an Agency supercar to the
to the crumbling rooftop. Move to the buildings north of 2 street north of the laboratory
the laboratory complex. Look up complex. Pull the car around to
2 at the balconies on the west side face the driving renegade orb
STUNT RINGS
of the blue and gray building. near the freeway to the east.
1 1
Move to the metal ramp on the
east side of the building and
ACHIEVEMENTS
UNLOCKING
Jump across the beams to the face the agility renegade orb
roof of the security building. to the south.
Move to the gap in the east
side of the roof. The agility Jump up to the balconies and 3 Accelerate your vehicle to
renegade orb moves up to the climb to the hole at the top of engage the orb. Chase the orb up
section across the gap. the building. Jump up along the ramp to the freeway above.
the exposed oors to reach
3 the rooftop above. 2
2 Run down the ramp to engage
PRIMA Ofcial Game Guide
Accelerate into the driving Hop back in your SUV and 6 When the orb moves up to
renegade orb as it moves back jump down to the bottom your ledge, push your vehicle
to the top of the ramp. of the security building. Pull to its top speed.
around to the hole at the
E center of the building. 8
5
Keep the orb ahead of your
vehicle as you follow it around
to the east side of the freak
lair.
Drive an Agency SUV to the Catch the driving renegade orb
freeway east of the security as it circles around the inner
building. Pull your vehicle Use the SUVs hydraulic jump ledge of the freak lair.
around to face the gap in the to drop down to the freak lair
safety barrier.
NOTE
It is possible to climb to this
position using the traction
boost of the hydraulic jump,
but as long as you have a Agility Orb 1 Renegade Agility Orb Online Orb
Level 4 Strength skill, Agility Orb 2 Renegade Driving Orb Hotspot
carrying the vehicle is a Agility Orb 3 Hidden Orb
safe alternative. Agility Orb 4 Story Orb
primagames.com
156
BASIC INTEL
Climb up the tiered building Continue south and jump over
on the north end of the to the next buildings rooftop.
middle strip of buildings in the Beyond the ruined building
western dock area. corner youll spot the Level 2
DOSSIERS
agility orb on the rooftop ledge.
ENEMY
1
C
AGENCY
ARSENAL
Face south and spring off
the roof for a long fall to the For the eastern strip of buildings
SCHEMATICS WALKTHROUGHS
building below. in the docks area, head to the
VEHICLE
buildings on the north end. Use
2 the ledges on the yellow and
A 4 orange buildings to jump back
and forth until you reach the
short rooftop, then jump up the
MISSION
air conditioners to reach the
upper roof.
Go to the left side of the roof
Start out on the northwestern Drop down off the roof and and use the raised ledge for 1
COLLECTION
docks. Climb the western end move to the front of the a little extra height to reach
ORB
of the building that holds the next building. Climb up the the top of the turkey billboard.
rst agility orb. scaffolding and then make While hanging on the billboards
a leap up to that buildings up per edge, ip up to the next
1 rooftop. Take a running start rooftop and retrieve the Level 2
ROOFTOP
and leap across to the building agility orb above the roof door. Jump across the upper
RACES
with a chunk missing out of its rooftops to the circular
top corner. The next orb rests 3 building. Pick up the Level 2
on the rooftop ledge. agility orb on top of it.
ROAD RACES
At the top of the building look
5 2
to the east and youll see the
orb out on a thin girder. Tread
carefully while you step out Pick up the only Level 1 agility
STUNT RINGS
on the left side of the next roof with the stairs leading to
building. Hop up to the higher the dome on the western side.
rooftop and youll gain another
Face southeast and jump down Level 2 agility orb on the roof. 3
off the building. Continue until Jump over to the next building
you see the smashed glass
6
and look up. The orb rests
skylight. Climb up and pick up atop a broken section of an
your second Level 2 orb. old billboard. Use the moss-
covered wall to spring up to
3
PRIMA Ofcial Game Guide
the top of the blue buildings Another orb pulses atop the
rooftop. Climb the billboard broken dome. Jump over to it
Sprint to the south and make frame and carefully jump onto and then face southeast.
the running leap across to the the orb.
large, sloped rooftop ahead.
The last orb in the chain rests
Turn south and youll immediately on the n sticking up out of the
see the next orb on the rusted roof on the west side of the
support across the next rooftop. building.
Jump down and retrieve the orb. 157
4 5 6
Jump over to the brown From the top of the billboard, Make one more leap to the
building and circle around leap down to the roof to the adjacent building to the south.
to the north side. Use the south. Cross to the adjacent Spring up to the roof and
scaffolding on the northeast building rooftop and collect the collect the last Level 2 agility
corner to climb to the roof. next orb. If you miss the long orb on the rooftop ledge.
Jump up to the billboard on the leap, move to the west side and
roof and collect another orb. climb up the gutted building
near the re. Use the ruined
section to reach the top.
The absorption building holds Approach from the south side Some of the broken levels
the Level 3 agility orb in the of the building. Look for the overhang and make it difcult
districts northwest corner. vertical windows on the white to ascend straight up. When
Jump down from the highway, wall. Jump on the street-level Begin by climbing the building you reach the level with the
move across the front light, then up to the windows adjacent to the black building sloped earth, jump up the dirt
courtyard, and leap up on the and ascend ledge by ledge to with the broken Turkey Chunks area to grab the upper rooftop.
doorway overhang. the top. Use the broken corner billboard. Reach the rst rooftop, Land on the top roof and pick
of the next rooftop to reach then turn to the black building up the next orb on the ledge.
1 the orb up on the billboard. and leap over to the windowsills.
5
3 1
6 3 D 5
Face north and jump across to Face north and jump over to Begin by climbing the building Face southwest. Take a
BASIC INTEL
the next building at nearly an the adjacent building with the next to the southeast side running start and leap across
equal height. Grab the orb on red trim. Land on the balcony of Hope Tower. Use the to the next rooftop. Grab the
the edge. and move out onto the small windowsills to reach the rst orb behind the billboard on the
ledge that runs around the rooftop. rooftop edge.
7 whole building. On the west
DOSSIERS
ENEMY
side, jump up to the broken 1 6
levels and climb to the very
top for your next orb.
AGENCY
ARSENAL
Continue north and make the
long leap to the next buildings Circle to the back of the Climb the billboard and walk
rooftop. The Level 3 orb pulses rooftop balcony and use the out carefully to the tip of the
in the northwest corner. broken levels on the north side broken support. Leap from
SCHEMATICS WALKTHROUGHS
VEHICLE
to reach the top. Pick up the here across the street to the
8 Turn to the southwest. You Level 3 orb atop the billboard. southeast building. Stack the
should be looking at the toppled crates to climb to the higher
building. Take a running start and 2 rooftop, or use the wall
land on the toppled buildings billboard on the north side to
MISSION
side. Jump immediately, and vault up broken levels to the
continue jumping up the side of top and collect another orb.
Turn to the east. Jump down to the slanted building until you
reach the top. 7
the next rooftop and grab the
COLLECTION
nal orb in the chain. Face southwest and walk over
5
ORB
to the edge. Leap far and drop
C down to the adjacent building
below. Another orb rests on
the rooftop edge.
ROOFTOP
Return to position 4. Jump
RACES
3 east to the black building and
Navigate the toppled buildings use the windows to reach
Begin in the northwest corner top edge and pick up the orb the rst rooftop. Climb up the
of Hope Plaza below the on the southern edge. stonework above the doorway
ROAD RACES
toppled building. Climb up to to get within jumping distance
the red girders and leap over 6 of the top roof and another
to the broken levels on the Continue down to the next orb.
building to the east. rooftop to the south. Pick up
8
STUNT RINGS
2
PRIMA Ofcial Game Guide
Hidden Orbs
7 3
BASIC INTEL
Climb up to the rooftop above Once on the roof, climb inside
the last hidden orb and turn collapsed structure. To the
east. From the corner, you right of the red tile is a pocket
can see a hidden orb glowing under the rubble that holds
in the shadows of the ruined the hidden orb.
DOSSIERS
ENEMY
building across the street. Take
a running start, leap across 4
and grab one of the open
windows to gain access.
AGENCY
ARSENAL
8
SCHEMATICS WALKTHROUGHS
the south and then over to
VEHICLE
the rooftop to the southeast.
on your left and look for the third A section of the building on
A hidden orb on the broken levels Drop down into the street the south side is missing. The
beyond the crumbling wall. below and head south. Look hidden orb glows at the end of
for an alley next to the north this tunnel.
MISSION
4 side of Reinhardt Hotel. The
alley dead-ends, but another 5
hidden orb is in the corner to
Begin at the northwest section your left.
COLLECTION
of the district. Climb any of the
B
ORB
buildings in the area to get
higher, though you can use the
Climb up to the rooftop above
steps in the Level 3 agility orb Return to the roof you just
the third hidden orb. Proceed
chains for an easy ascent. came from and leap over to
to the northwest corner and
ROOFTOP
the toppled building to the
RACES
look down. The ruined corner
1 west. The third broken section
on the lower roof holds
another hidden orb. From street level, climb up down holds a hidden orb to
the front of the Gothic, black your right.
ROAD RACES
5 building. Stand atop the
broken wall. 6
to the circular tower on the in this chain lies at the base of stone has collapsed, a second
opposite side. the building in the corner. hidden orb sits way back into
the foundation.
6 2
C
Return to the rooftop and face
southwest. Drop down to the
long rooftop below. Climb into
the hole at the bend and retrieve
the hidden orb from the darkness. Climb up the Gothic building
PRIMA Ofcial Game Guide
1 D 5 1
Follow the ledge until youre Travel over to the island in Head east to the building at Climb up the ruined wall and,
directly above a hidden orb way the northwest corner of the the districts southern tip. once youre at the top, leap
down below on a ledge. Drop district. Stand outside the main Climb up to the broken section straight up to snatch the
down carefully to retrieve it. building on the south side. and look for the next hidden hidden orb.
orb behind the re.
2 1 2
6
Jump over to the glass column Continue south over the Leap down to the next building
and climb back up to the roof. A highway and drop down to the Turn around and look out with a billboard atop it. Move
second hidden orb rests under lower level. The hidden orb toward the water. Jump down to the northwest corner and
a gazebo out in plain sight. is actually underneath where toward the ruins on the shore nd the balcony with the
you were standing previously and drop down to the lowest ruined white supports ahead.
3 in the corner of an empty level on the water. The orb
parking lot. hides in the eastern corner. 3
2 7
8
Walk over to the southwest
corner of the balcony. Hang
Turn west and head to the end over the edge and look down.
of the building. Another hidden Climb ashore and continue Youll see a chunk of the
orb glows at the end of the south to the bridge. Using the corner missing halfway down
sunken basin area. same method as in the mission the building wall. Drop off the
walkthrough, carefully scale the Go northeast up the street to edge and steer into the wall so
5 suspension wire on the north the building past the circular that you catch the small ruined
side of the bridge. When you tower. Climb up to the roof and ledge. Inside is the next orb.
get close to the top, youll have drop down the staircase in the
to jump several times to reach middle. Another hidden orb 5
the concrete support up top. shimmers inside the building
along the western wall.
The next orb is actually inside 4
the building. Either drop E
down over the north side, or
approach it from the Hope From the ruined edge outside
Plaza courtyard and climb up the missing corner chunk, look
the ruined balconies. Enter the down into the alley to the
building and turn right for a Turn to the north and you northwest. Youll see the nal
small room with the hidden orb. should see the tall spire on the Start atop the Level 4 orb orb in the chain glowing in
primagames.com
circular peninsula. The hidden building from chain B. Leap the dark below. Go retrieve it
orb lies atop that spire. Leap across to the west and land on and prepare for a big climb up
off the bridge and land on the the next building. Hope Tower.
widest part of the spire. Climb
inside and pick up the orb.
162
Climb to the top of the absorption Climb to the very top of the Reward yourself with a
BASIC INTEL
building to the northeast of tower. See the Climbing Hope wingsuit glide down to the
Hope Tower. At any point, if you Tower sidebar for specic bottom of the tower and an
Return to the second main
need higher elevation to reach instructions. Pick up the hidden easy hidden orb. Simply enter
oor. Cross to the opposite side
a hidden orb, or just want more orb atop the red column. the underground tunnel that
of the building and carefully
altitude for a wingsuit glide, encircles the tower base and
DOSSIERS
step out to the tip of the
ENEMY
consult the Climbing Hope youll nd the nal hidden orb
protrusion sticking out from the
Tower sidebar for a cheat sheet in the northwest corner.
building on the southeast side.
of the tower climb.
Pick up the hidden orb on the
edge of the protrusion.
1
AGENCY
ARSENAL
CLIMBING HOPE TOWER
1. Climb up the absorption building to the northeast of Hope Tower.
2. From the absorption platform, leap over to the rst main oor of the Tower.
SCHEMATICS WALKTHROUGHS
VEHICLE
3. Eliminate any Cell resistance on this oor.
Face southwest and make the 4. Climb the inside of the tower. Use the semicircular ledges and windowsills to hop your way up.
long leap across to the rst 5. Pull yourself up to the second main oor. Eliminate any Cell resistance.
main level of Hope Tower. If
6. Climb the inside, or the outside, of the building to reach the upper platforms.
you havent tackled the tactical
7. Once on the upper platforms, jump up to the rst white ledge on the multilevel pillar that the
MISSION
location below, there will be
many Cell enemies throughout renegade agility orb oats above.
the tower, so be careful. 8. Climb to the top of the multilevel pillar.
9. Jump to the closest black spire and climb to the top of the shorter end. You can grab hold of
2 the green light for a boost.
COLLECTION
ORB
10. Jump back to the gray support on the multilevel pillar, above the top white ledge.
11. Jump higher to the tallest gray support on the multilevel pillar.
12. Make the long jump to the top of the tallest black spire.
13. Jump to the top of the red column. You are now at the highest point of Hope Tower.
ROOFTOP
RACES
Climb the inside of the tower Online Orbs & Audio Logs
to reach the second main oor.
Use the semicircular ledges 1
and windowsills to navigate
ROAD RACES
up. Watch out for enemies
when you pull yourself up to
the main oor.
3
STUNT RINGS
2
ACHIEVEMENTS
UNLOCKING
3
PRIMA Ofcial Game Guide
Climb back out of the Pit. If you Pick up the PCNN Reports Climb to the top of the
havent taken the Hope Tower audio le on the street corner. Robertson building and leap
tactical location, do so now down to the building to the
to remove all enemy threats 2 south (the same building with a
Start out on the north side of
in the area. Fetch the online Level 3 agility orb). A Whistle-
the Robertson building. Climb
orb on the balcony above the blower Files audio log is on the
the orange building, then leap
tactical location. rooftop next to the agility orb.
over to the Robertson building.
5 1 3
Head into the street south of
the rst audio log and look for a
red building on your left. Using
windows, climb to the top of the
red building and then drop down
Head south to the building to the lower rooftop to collect a Head southwest to the black,
Slide over until you can reach the
in front of the bridge leading Freak Watcher audio log. Gothic building you climbed for
back balconies with a leap. Pick
out of the district. The next the Level 4 agility orbs. When
3 up the Whistleblower Files
online orb sits atop the door you reach the red brick, climb up
audio log on the eastern balcony.
overhang on the building near into the buildings interior and
street level. grab another Whistleblower
Files audio log in the darkness.
6
Renegade Orbs
Proceed to Hope Tower. Follow
the instructions in the Climbing
Hope Tower sidebar to reach
the second main oor. Retrieve
Turn around and head north the Catalina Thorne audio log
past the Hope Tower entrance out on the exterior balcony.
to the opposite end of the
district. On the street near 4
the waterfront watch out for
heavy Cell resistance if the
tactical locations havent been
conquered yet.
Jump up on the multilevel Drive clockwise through the Start atop the building to the
BASIC INTEL
pillar and stand on the rst tunnel. Keep the speed up west of the renegade agility
platform. while navigating the turns. orb. Take a running start and
leap over to the orbs rooftop.
Jump back across the street.
2 3
With a little bit of speed and
1
DOSSIERS
rooftop-hopping, you might be
ENEMY
able to catch it.
AGENCY
Jump up to the second Its possible to catch the orb
ARSENAL
white platform and force the in the tunnel if youre quick If you jump correctly, you can
renegade agility orb toward enough. But dont drive so fast catch the orb as it tries to
the nearby black spire. You that you smash into the walls; escape in your direction. If you
can leap off and take a shot that will slow you down too miss, the orb will dart back to
SCHEMATICS WALKTHROUGHS
Proceed south after the orb.
VEHICLE
at the orb here, but if you much to catch the orb. the rooftop you just came from.
6 miss, you had better activate
your wingsuit or youll have a 4 2
fatal dropunless you hit a
platform by accident.
MISSION
3
Jump to the west and chase
Around the nal bend, pick up Return to the rst rooftop
after the orb as it loops back
COLLECTION
speed as you exit back out to and ush out the orb to the
around to its starting position.
ORB
the tactical symbol area. Turn balconies to the north. Leap
7 right after the orb. over to the balconies and
Once the orb is up on the black chase after the orb.
spire, jump up to the spires 5
3
ROOFTOP
closest edge. If it bobs close
RACES
to you, grab it. If it stays away,
zigzag slightly back and forth
as you approach it. Hopefully
Its possible to catch the you can grab it before it leaves
ROAD RACES
renegade agility orb at several the spire. If it tries to escape, Avoid the debris on the road
points on the route; however, jump after it and catch it as you head into the left-hand The orb ies across to the
the ideal trap zone is on the before it gets too far. turn. See if you can gain on west side of the balconies. You
concrete slab in front of the
the orb. may be able to jump on it here.
atrium. If you can get enough C
STUNT RINGS
165
ROOFTOP RACES
Bounding over buildings, through alleyways, and across enemy- number of checkpoints before the time limit expires. As you hop
infested territory might sound like a suicide mission, but its the from glowing green marker to glowing green marker, note what
only way to complete the 15 agility-based rooftop races in the direction the marker arrow points because that will give you an
game. You begin with ve Tier 1 rooftop races in and around indication of the position of the next marker. Ideally, in mid-jump,
the Hope Springs and Green Bay areas. Complete those ve and reposition your body so youre facing in the direction the arrow
another ve open up, followed by the nal ve, which open after points when you land. The glow of each marker ascends skyward,
you nish the Tier 2 races. Each completed race earns you extra helping you locate your next target easily, but if youre having
agility points to enhance your skill. trouble, check your minimap for the next marker position. If you
have a clean line of sight between markers, your next marker will
TIP glow green and the marker after that will glow orange; plan your
jumps accordingly will help you speed through the course, as
Clear out Cell tactical locations in the area of your rooftop youre thinking two steps ahead at all times.
races. Nothing hurts worse than taking Cell bullets and
dying right before youre about to nish a race.
TIP
Rooftop races are not for those with even a hint of vertigo. Youll
have to make leaps of blind faith across nearly impossible gaps If you dont see a marker and its on the minimap right
and climb to the tops of the highest wind-swept skyscrapers. next to you, jump up. Many markers are at a higher
You start on the rst glowing, green marker and must touch a elevation and unseen overhead.
primagames.com
166
TIER 1
from checkpoint 4 onto the adjacent roof and then jump for the
NOTE ivy-covered ledge below checkpoint 5 and climb up.
Although doable at lower agility, its recommended that
you attempt these rooftop races at Agility Level 3 or higher. Use the vault hex at the
At higher Agility, you can reach most checkpoints in a roof corner to catapult over
BASIC INTEL
single leap, and, if you miss, correct your mistakes easier. to the next building. Turn to
your right and leap off the roof
Head Above the Parapet to the marker on top of the
connecting walkway between
Checkpoints: 17 the two buildings. You must
DOSSIERS
land on the walkway or youll fall to the ground and effectively
ENEMY
Time Limit: 2:00
end the race. After capturing the marker, hop up to the top of
With a generous two-minute the walkway that curves up in front of you and then again up
time limit and several helpful to the roof above. From that roof, you can leap off to the rst
vault hexes, this rooftop race of three checkpoints in front of the reactors. For checkpoint 10,
AGENCY
ARSENAL
should be a relatively easy one jump back over to the reactor walkway and get a running start
for anyone with Agility Level to vault of the walkway and onto checkpoint 11s rooftop. Head
3 or higher. Your goal is to hit down to checkpoint 12, and then over to three drainpipes to
each checkpoint in a single pick up checkpoint 13. If you havent defeated the Cell tactical
leap, or land close enough to pull yourself up for an easy tag. location atop the next rooftop, youll meet heavy resistance
SCHEMATICS WALKTHROUGHS
VEHICLE
Your rst three checkpoints after completing checkpoint 14 and while going for checkpoint
are simple ones on the starting 15 on the Cell rooftop.
rooftop. Checkpoint 4 requires Plunge off the Cell rooftop
a long leap to the next building to reach checkpoint 16 on a
below and to your right. Skip short rooftop near the street
MISSION
across the next series of roofs below. Continue working down
for checkpoints 5 and 6. You toward the waterfront as you
will probably miss the leap to checkpoint 7, which is why theres pick up checkpoints 17, 18,
a vault hex on the smaller Boners building to the left to the and 19. Checkpoints 20 and 21
COLLECTION
checkpoint 7 building. are back up on the roof on the dock warehouse. Leap across the
ORB
Checkpoints 8 through 12 are straightforward and offer only street to checkpoint 22 on the adjacent roof.
minor challenges. For checkpoint 13, leap off the checkpoint 12 Leap up again to reach
building and hit the ground in checkpoint 23 on the next
front of the yellow building. higher level. If you have a
ROOFTOP
Use the windows to reach the high enough agility, you can
RACES
top if you can leap to the roof make a running jump to the
ledge in a single bound. Tag next rooftop for checkpoint
checkpoint 13 on top and look 24. A safer route is to take the
ROAD RACES
toward checkpoint 14. Run and short jump up on the metal duct to your right and run across
vault off the side toward the checkpoint 14 building across the it to checkpoint 24. One last jump to the next roof, or another
plaza. Try to hit the lower roof below the rusted columns. Jump up short run across a second metal duct, brings you to the nal
on the rusted columns, then again up to the marker on the roof. checkpoint.
For checkpoint 15, make
Locked in a Vault
STUNT RINGS
Checkpoint 11 ashes on the short building just past the circular Spring Heeled Jacks
monument, and checkpoints 12 and 13 are short roof jumps
from checkpoint 11. Checkpoints: 20
After checkpoint 13, youll Time Limit: 1:25
have to leap down to the
street again and then back Theres little room for error
up to the building with the in this race, as you have the
Hermidite billboard. Checkpoint shortest time limit; fortunately,
14 hides behind the billboard. most of the checkpoints are
For checkpoint 15, either run close together. Checkpoint 1
up the nearby stairs to the balcony or perform a calculated is at the corner of the starting
short leap to land on the ledge and not on the balconies above. rooftop. From there you must
execute a precise jump to land on the marker atop the small
Checkpoint 16 lies on the peaked roof below. If you miss, make sure you come up short;
next rooftop thats level with its better to land on the adjacent roof with a short jump and hop
your current balcony. If your up on the peaked roof for checkpoint 2 than to go long and fall
agility is low, you can take the to the street below. From the peaked roof, its an easy jump to
stairs to gain some elevation the next roof, where you can pick up checkpoint 3, then another
for the jump, or simply leap short jump for checkpoint 4.
from the balcony across the
small gap to the adjacent roof and capture the marker. Jump up Use the nearby vault hex
the series of nearby shingled roofs to nab the nal marker next to throw you across the large
to a convenient Level 2 agility orb. gap to the next roof. Touch
checkpoint 5 and leap below to
the next roof and checkpoint 6.
Take a running start and leap
Speeds the Quay across to checkpoint 7 on the
Checkpoints: 14 blue building next door. Tag checkpoint 8 on the same roof and
spring off the nearby vault hex to shoot up to checkpoint 9. Hop
Time Limit: 1:45
up to the next raised surface for checkpoint 10. Unless you have
The shortest of the Tier 1 races Agility Level 5, drop down to the roof on the other side and get
starts off with a tricky jump to a running start to shoot for the ledge on the building in front of
the adjacent building. You must you. If you can manage a handhold, you can propel yourself up
time your jump so you arc to the top of the roof and a series of checkpoints: 11, 12, and 13
down and land on the balcony all in a row.
with the rst checkpoint. Drop down to the next
Its possible to grab one of roof and pick up checkpoint
the other balcony ledges and climb up or down to reach the 14. Leap across to the orange
checkpoint, but this will eat up time. Checkpoints 2 and 3 are on building and touch the marker
the same level as the rst checkpoint and are easy grabs. in the corner for checkpoint
Leap across to the 15. Jump high at this point,
next building and land on arcing up and over the girder
checkpoint 4, then angle to the and down onto the stairs beyond. This will gain you checkpoint
left and jump for the following 16 without your bouncing off and falling to the street below. Run
building and checkpoint 5. across the roof and tag checkpoint 17 at the end of the nearby
Use the vault hex just past walkway. Leap up and grab the rusted pipe above, then drop
checkpoint 5 to launch you to down on the roof below. Touch up checkpoint 18.
the checkpoint 6 roof. Turn right and leap down to checkpoint 7 Take a long leap diagonally
on the next rooftop. Again, use the nearby vault hex to lift you to the next building roof where
easily to the higher rooftop and pick up checkpoint 8. A long checkpoint 19 glows. Grab that
jump down to the next roof gives you checkpoint 9. and turn to your left. Spring
It hasnt been too difcult so far, but now comes the toughest down to the next roof, then
part of the race. Leap down to the adjacent roof and touch up immediately jump to the next
on checkpoint 10. Step on the roof below that. Your nal
nearby vault hex and dont checkpoint rests here.
move. Let it guide you to the
rusted pipe across the gap. If
you move at all, odds are youll
fall off the pipe and make life
miserable for yourself. Instead,
carefully turn to your right and jog across the rusted pipe. At the
end of the pipe, leap off to the roof below and tag checkpoint 11.
Step on the next vault hex to
launch across the really long gap
primagames.com
TIER 2
NOTE Going Green
Though doable at lower Agility, its recommended that Checkpoints: 19
you attempt these rooftop races at Agility Level 4 or Time Limit: 1:30
higher. At higher Agility, you can reach most checkpoints
BASIC INTEL
in a single leap, and, if you miss, correct your mistakes The shortest race in Tier 2
easier. begins with three short jumps
to the rst three checkpoints.
Bound Over the Bay As you pick up checkpoint 3,
use the vault hex to reach the
DOSSIERS
Checkpoints: 31
ENEMY
rooftop for checkpoint 4. Look
Time Limit: 3:25
for checkpoint 5 on the edge of
Race off the starting rooftop the adjacent building, at the corner of the second highest roof.
and jump down to the walkway Land on that corner and then jump up to the top of the building
for checkpoint 6. Watch for enemy re in the area, which can
AGENCY
ARSENAL
in front of you for checkpoint
1. Turn right and jump past the distract you from the markers or veer you off course if you need
corner of the building and land to seek protection.
on the following rooftop for Leap down to the buildings next level for checkpoint 7. Take a
checkpoint 2. Continue straight running start and leap for the building ahead. Most likely youll hit
SCHEMATICS WALKTHROUGHS
VEHICLE
and down to the next roof for checkpoint 3. Get a running start the smaller roof, which you can
and launch toward the next building. You wont make the roof, jump off to reach the higher
but try to grab one of the windowsills on the building face. Once level and checkpoint 8. Turn to
you have a secure hold, execute a series of jumps from window your right and dash across the
to window until you reach the roof and gain checkpoint 4. Hop roof for a long jump to the next
MISSION
up on the small roof for the next checkpoint, then across the gap building. Pick up checkpoint
to the adjacent building to nab checkpoint 6. Continue across 9 by the water tower. Check-
that rooftop to reach checkpoint 7, then turn left and jump for points 10, 11, and 12 are two wide-open, long jumps followed by a
the ledge that holds checkpoint 8. Run over the walkway ahead short jump that shouldnt be too difcult to make up time on.
of you and gain checkpoint 9 on the next rooftop.
COLLECTION
Drop down to the lower
ORB
Leap across to the next roof to gain checkpoint 13.
roof for checkpoint 10 and turn Expect heavier enemy re
to your left. Its a long leap to in this area if you havent
the next roof, so youll likely cleared it of Cell agents. From
ROOFTOP
need to use some windowsills checkpoint 13, take two short
RACES
to launch up to the top and jumps to collect checkpoints
land on checkpoint 11 atop the 14 and 15 as you ascend the building.
orange walkway canopy. There are small gaps in the canopy, but Take another running start
if you run across it, you wont fall through. Pick up checkpoint 12
ROAD RACES
and leap across to the next
on the far side. Another long leap to the rooftop below brings building. If you miss, use the
you to checkpoint 13. uncovered windows to climb
The next jump is the back up to the top where
toughest of the race. Move to the checkpoint 16 awaits. Jump
STUNT RINGS
corner of checkpoint 13s roof down to the next lower roof for
and jump down to checkpoint checkpoint 17, then again to the next roof for checkpoint 18. Its
14 atop the blue sign on street one more giant leap to the last building that holds checkpoint
level. If you miss on your rst 19. Beware of the Cell Turret Machine Gunner next to the
attempt, you can jump from the checkpoint if youve left enemy resistance in the area.
ACHIEVEMENTS
UNLOCKING
street to capture the checkpoint. After the blue sign, run down the
street for checkpoint 15, then jump up to the walkway above for Hightail Hills
checkpoint 16. Continue up to checkpoints 17, 18, and 19. Leap off to
the roof below for checkpoint 20, then back up to the adjacent roof Checkpoints: 23
for checkpoints 21 and 22. You have to make a long leap across to Time Limit: 1:30
the roof for checkpoint 23; get as close as you can so you at least
Its recommended you clear
land on the walkway below and can vault up from there.
this area of Cell agents
Use the vault hex to reach before attempting the race.
the next buildings roof. A short Otherwise, youll be shot from
hop from there will net you every angle, and theres a
PRIMA Ofcial Game Guide
Make a strong leap for billboard. Vault as high as you can to reach the next rooftop and
the next roof and checkpoint checkpoint 17. Checkpoint 18 is nabbed after a long jump to the
7. Continue your forward next roof; watch out for the billboard on the edge of the building
momentum and vault to as you jump or youll hit it and plummet to the street below. Jump
the landing far below for up to the next highest rooftop to reach checkpoint 19.
checkpoint 8. Its another Sail off checkpoint 19s roof
long leap to checkpoint 9; and land on checkpoint 20 far
fortunately, you have a lot of rooftop if you come up short. below. Run under the orange
Same with checkpoint 10. If you cant make the long jump to the building to nd checkpoint 21
actual marker, aim short and then hop up from the level below. on the other side. Turn to your
From checkpoint 10, jump straight up to the top of the nearby right and make a high leap
roof, turn left and make a long jump to the adjacent building. for the ruined building and
Checkpoint 11 is at the corner of the rst landing. Capture it, checkpoint 22 on its dilapidated roof. Jump down off the ruined
then make a tiny jump over to the second landing and grab building to the nal checkpoint on the roof below, and youve
checkpoint 12. collected all the checkpoints on the rst pass. Repeat the whole
Run around the building race again to earn your reward.
balcony and pick up checkpoint
13 at the bottom of the stairs. Shore-Footed
Race up the stairs as fast as
you can to collect checkpoints Checkpoints: 27
14, 15, 16, and 17. Atop the Time Limit: 2:55
next roof, run to the edge and
The most difcult Tier 2 race
leap up to checkpoint 18 on the next set of stairs.
starts you off at street level.
More long jumps remain Tag checkpoint 1 on the
to nish the race. Run and street in front of the fallen
leap for the roof far below obelisk, then leap up and hit
and nab checkpoint 19. Turn checkpoint 2 on the obelisk
right and make another long itself. Jump from the obelisk
jump to the adjacent roof for to the building corner to earn checkpoint 3. Run to the end of
checkpoint 20. Run along the the walkway, turn left, and make the short hop to the walkway
roof toward the adjacent, yellow building and leap up to the top around the corner and checkpoint 4.
of the yellow building when youre in range to reach checkpoint
Checkpoint 5 begins the toughest stretch of the course. Jump
21. Turn right and make a small jump to the roof with the water
across the short span to the next walkway and claim checkpoint
tower, then jump again to reach checkpoint 22 on the roof with
5, then run up the remaining walkway to the rst balcony. Leap
the Cell turret. Jump for the next rooftop, then make a long jump
to the broken balcony ahead
for the red building that holds the nal checkpoint. Its a difcult
and turn to your right. Jump
jump, so err to the left on the jump. That way, if you miss, youll
up and out to reach the broken
land on a walkway and can still jump up to checkpoint 23 in a
walkway and checkpoint 6.
single bound.
Make a long leap to the next set
Jumping Ovation of balconies and net checkpoint
7 on the bottom one. A short
Checkpoints: 23 jump brings you over to the next balcony and checkpoint 8. Run
Time Limit: 3:25 up the ramp and claim checkpoint 9 on the next level. Take a
short hop over to the next balcony and pick up checkpoint 10. Run
In Tier 2s longest race, you around the building corner and across the short walkway to the
have two laps to complete. next building. Jump up and catch the highest balcony ledge you
Run forward from your starting can reach. Ascend and capture checkpoint 11 along the way as
marker near the shopping cart you gain the roof and land on checkpoint 12.
and leap as high as you can Out in open space again,
on the building in front of you. watch for Cell resistance if you
Use the broken ledges to climb havent cleared them yet. Jump
up and tag checkpoint 1. A short hop up to the top gives you up on the structure ahead and
checkpoint 2. Continue for three moderate jumps to net check- pick up checkpoint 13. A few
points 3, 4, and 5 on the next series of rooftops. steps away, trigger a vault hex,
Checkpoint 6 is a tough which shoots you over to the
jump. Its a long leap to reach next rooftop and checkpoint 14. Leap down to the walkway below and
it, and the marker rests atop a collect checkpoints 15 and 16. Jump to the catwalk above and cross to
broken skylight. Miss and you the next building, collecting checkpoint 17 along the way. Checkpoints
fall through. From checkpoint 18, 19, 20 are all in the heart of a Cell tactical locationeasy if youve
6, jump down to checkpoint mopped up the enemies ahead of time, but difcult if you havent.
7 at the base of the tiered Drop off the side of the Cell
building. The next six checkpoints are small hops from one tier roof to the ledge below for
to the next as you collect the checkpoints.
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TIER 3
precise with your jumps. Checkpoint 6 is on one of the gray
NOTE towers, and if you miss that, it will take too long to retrace your
Its recommended that you attempt these rooftop races steps for a second try.
at Agility Level 5. Some of the jumps are extreme, and
many maneuvers require the most of your skills. Checkpoints 7 through
BASIC INTEL
14 are more of the same; you
Agility Refined have to make precise landings
along the Agency buildings and
Checkpoints: 26 the security towers and walls.
Time Limit: 2:15 Miss one and youre out. Once
DOSSIERS
ENEMY
you reach the rooftop with
Before you attempt this race, checkpoint 15, expect heavy Cell interference. Its best to clear
clear out the Cell terrorists in all this out before you attempt the race, otherwise youll have
the area. The renery is one of homing missiles and automatic gunre following you throughout.
the most heavily guarded spots The enemy attacks continue through the next dozen checkpoints,
AGENCY
ARSENAL
in the city, and its a serious culmination at checkpoint 27 with the Cell agent handling a homing
challenge with enemies ring launcher. Youll have a hard time concentrating on the race and
from every direction. The rst surviving his relentless missiles if youve left him alone till now.
checkpoint is a simple jump to the roof. After that, youll need a high Once you make the leaps
SCHEMATICS WALKTHROUGHS
degree of accuracy with most of your jumps. Checkpoint 2 is on top of for the next three checkpoints
VEHICLE
the large, rusted pipe near checkpoint 1s rooftop. Take a long jump to and reach checkpoint 30, youll
reach the pipe and land in the center of it so you dont careen off. Run outdistance the immediate Cell
along the pipe to pick up checkpoint 2 and checkpoint 3 at the end. threat. Unfortunately, there are
Hop up to the nearby ledge and pick up checkpoint 4, then scamper more ahead. Another Cell agent
over to the top of nearby container for checkpoint 5. with homing missiles waits just
MISSION
Leap off the container and after checkpoint 34, and theres Cell gunre all around again.
down onto the second pipe to Your best bet is to continue without stopping and make jump
reach checkpoints 6 and 7. Check- after jump to the last checkpoint. If you stand around to catch
points 8 and 9 are on the two your breath or get your bearing, Cell will zero in on your position
COLLECTION
rooftops parallel to the pipe. After and blow you to shreds. Its a
ORB
checkpoint 9, make a long leap to lot of work to clear the area
the concrete cylinders and grab but worth it if you do manage
checkpoint 10 on the lower walkway. Leap up high to reach the next it!so rely on speed if Cell
rusted pipe and land directly on checkpoint 11 if you can. A short jump still lingers. It will take you
ROOFTOP
will deposit you on the walkway to your right and net you checkpoint
RACES
several tries to get to the end;
12. Jump off the walkway down to the roof below for checkpoint 13, once you know the course, you
then jump up to the next roof for checkpoint 14. Another short jump to can speed through with condence and leave the Cell agents
the adjacent roof grabs you checkpoint 15 without much effort. scratching their heads about what just leaped by.
ROAD RACES
A really long jump will bring
you down to the small brick Heights of Dexterity
buildings for checkpoints 16, 17,
18 and 19. You may not make the Checkpoints: 27
initial jump, but even from the Time Limit: 3:55
STUNT RINGS
of the building for checkpoints down to checkpoint 19 on the small ledge below. Hop over the
12 and 13. Make the long jump broken girders to hit checkpoint 20, then jump across to the next
to the next rooftop and collect building for checkpoint 21.
checkpoint 14. To reach the next Cross the balcony for
building and checkpoint 15, leap checkpoint 22, and take a
across the gap and land on the running leap to arc down to
ruined column on the right side the next building and land
of the building. From the top of the ruins, you can hop up and grab the on the proper balcony for
checkpoint. Shoot across the rooftop to gain checkpoint 16, turn right checkpoint 23. Run through the
and launch up to the next rooftop for checkpoint 17. Take a running building and leap out the far
start and leap across to the domed building for checkpoint 18. side and across to the next balcony for checkpoint 24. Hop up on
Checkpoint 19 is on the the roof for checkpoints 25 and 26. Turn to your right and make
windowsill of the skyscraper next the long jump down to the next rooftop. Step on checkpoint
to you. Get up to full speed and 27 and cross to the opposite side of the roof. Jump around the
leap across to the skyscraper. billboard and tag checkpoint 28 on the corner ledge.
Only a perfect jump will hit the Now with time winding
marker. Most of the time youll down, ing yourself down
fall short, which is okay, since to the next building and tag
you can grab any of the ledges and then jump up until you collect checkpoint 29. Turn to your
checkpoint 19. Keep ascending the skyscraper to the top to gain the right again and jump across
eight checkpoints. Youll need serious climbing skills to score them the remaining rooftops as you
all, but youre rewarded with more Agility points and a spectacular angle down toward the street.
view. Finally, wingsuit glide from the top to grab a mid-air checkpoint, Collect the nal half dozen checkpoints with controlled jumps
and another nal checkpoint after hitting the ground. that land you precisely on the nal markers before time expires.
Leap into the Unknown Reach for the Skies
Checkpoints: 35 Checkpoints: 32
Time Limit: 3:05 Time Limit: 5:00
Get used to jumping through You climb the Agency Tower
debris and holding onto the sides in the nal of the Tier 3 races.
of buildings for this race. Your rst Make the rst leap across
two checkpoints are straight- the adjacent rooftop and
forward jumps. Checkpoint 3 touch checkpoint 1. Jump
lies in the center of a destroyed down to the lower landing
building. Youll have to land near for checkpoint 2. Use the
it and then use the broken ledges to catapult up to checkpoints 4 and connecting network of stairs to climb the tower quickly and
5 above it. Leap across to the adjacent rooftop to pick up checkpoint 6. reach the various levels needed for actual markers and strategic
The next series of check- points to jump to more checkpoints.
points will test your precise Checkpoints 3 through 7
landing skills. Checkpoint 7 can be reached by running
rests on the corner of a broken up the stairs. Checkpoint 8
landing on the next building. To lies on the duct work near
reach checkpoint 8, run along the stairway. Checkpoints 9
the ledge from checkpoint 7 and 10 are back on the stairs,
and leap to the corner of the next building. If you go too far, youll and checkpoint 11 is back on
plummet out of the race. For checkpoint 9, you must leap up the next duct. Checkpoints 12 through 15 can be reached by
several broken, red girders and drop down to hit the marker on the ascending the wall with the yellow windows ledge by ledge.
far side. Checkpoint 10 is a strong leap from the red girders up to
the next rooftop. One more rooftop over nets you checkpoint 11. Run across the landing for
checkpoint 16 and jump up to
Checkpoints 12 through the stonework at the end for
15 test your handholds on the checkpoint 17. Here begins
building window faces. Leap out your ascension to the upper
to the skyscraper and grab hold part of the tower. Checkpoint
of an edge near checkpoint 12. 18 lies out on the metal
Look for the clear glass farther support structure, and it requires a precise landing to net the
out and leap out for a hold on checkpoint and not fall out of the race. Checkpoints 19, 20, and
the windowsills there. Continue up to reach checkpoint 13. Look to 21 take you around the outside of the tower until you get back
your left and youll see a stone landing with the next marker. Jump to one of the inner supports, which holds checkpoints 22 and 23.
for it to gain checkpoint 14. Head to the next glass tower and jump
up approximately ve oors to gain checkpoint 15 on the outside Leap up to the next landing
windowsill. Continue up a few more oors for checkpoint 16. and touch checkpoint 24.
From here on up, jump from
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ROAD RACES
Pure speed and expert steering control rules the road races
in Pacic City. Every race has you weave around corners and TIP
through tight spaces, and some send you zipping through enemy- For maximum Driving ability points, race at night. Youll
fortied city blocks, but you need to master the art of acceleration score more Driving points by running over freaks during
BASIC INTEL
to come out on top. A little surgical braking never hurts either. the race. If you want less Cell resistance in the area, race
during the day. Similarly, youll lose points for running
TIP over civilians.
Youll want the Agency sports car for most road races. Its You start on the rst glowing purple marker and must drive
exceptional acceleration and handling make it ideal for through a number of checkpoint ags before the time limit
DOSSIERS
ENEMY
making up time on straightaways and hugging tight turns. expires. As you drive from glowing purple ags to glowing
Plus, its scoop feature means you can drive through purple ags, note the placement of the ags, as that will give
trafc and obstacles in a pinch. you an indication of which street to take next, especially in an
The ve Tier 1 races open up in the Hope Springs and Green intersection. The glow of each checkpoint ascends skyward,
AGENCY
helping you locate your next target easily, but if youre having
ARSENAL
Bay areas once you complete the rst beacon mission, and you
can only attempt them while in a vehicle. It is possible, though, to trouble, check your minimap for the next marker position. If you
complete a road race outside a vehicle once the race has begun. have a clean line of sight between markers, your next marker
If your vehicle takes too much damage and you have to abandon will glow purple and the marker after that will glow orange.
Planning your route will help you speed through the course.
SCHEMATICS WALKTHROUGHS
it, dont give up; you can secure another vehicle and nish the
VEHICLE
race if you beat the time limit. Youll be thinking two steps ahead at all times.
After you nish the ve Tier 1 road races, ve Tier 2 road NOTE
races appear. Beat those races and you gain access to the ve
Tier 3 races. Each completed race earns you extra Driving points You can beat the Tier 1 road races with the Agency
to enhance your skill. cruiser or buggy, though the sports car will give you the
MISSION
added benet of increased speed and handling.
COLLECTION
ORB
ROOFTOP
RACES
ROAD RACES
STUNT RINGS
ACHIEVEMENTS
UNLOCKING
PRIMA Ofcial Game Guide
173
TIER 1
Alleyway Rallyway Pick up extra Driving ability points by slamming through the Cell
enemies, but dont do so if its going to cost you time in the race.
Laps: 1 Time Limit: 2:20 Checkpoint 8 is right near the rst disturbance. Accelerate down
Checkpoints: 28 the road for checkpoint 9 and pick up speed until you see the
turn ahead.
Find the starting location in the The right turn after
small alleyway and veer left checkpoint 9 narrows the road,
toward checkpoint 1 as you so slow down to ensure you
accelerate. Increase speed as handle each of the turns from
you bank into the rst turn and here to the end of the lap.
collect checkpoint 2 followed Gain checkpoint 10 on the next
by checkpoint 3. Pick up speed stretch, and drive carefully
in the next straightaway and gain checkpoint 4, then turn right past the rubble on your left side to pick up checkpoint 11 as you
for checkpoint 5. Checkpoint 6 is in the next intersection, with climb the next hill.
checkpoint 7 to your right around the next bend.
Follow the curve to the
Checkpoints 8, 9, 10, and left and look for checkpoint 12
11 are easy tags if you stick to ashing in the next intersection.
the road. Not all checkpoints You have to make a sharp right
are on the road, though. The to take the next bridge road.
purple ags for checkpoint Slow down, turn right, and pick
12 lie on the sidewalk on the up the checkpoint. Slide out to
corner after checkpoint 11, the left side of the road and avoid the barricade before checkpoint
between the building and the sandbags. Stay to the inside of 13. Bank right at the intersection and gain checkpoint 13 as you
the sandbags to make the tight turn. Bank left in the next turn head back down the hill to start the second lap. Finish that off as
to pick up checkpoints 13 and 14. Increase speed on the next well as the rst and youve beaten the race.
straightaway and gain checkpoints 15 and 16.
Make a sharp left at the Flight Club
corner after checkpoint 16 and
slide through checkpoint 17 at Laps: 3 Time Limit: 3:00
the corner. Checkpoint 18 is in Checkpoints: 9
the middle of the next street,
From its starting location
but slow down because you
nestled between concrete
have to bank left at the next
dividers, navigate out from the
turn to collect checkpoint 19. Go under the overpass and gain
initial race marker and drive
checkpoint 20 on the far side. Accelerate on the straightaway
through checkpoint 1 in the
and pick up checkpoints 21 and 22. Turn right at the end of the
street. Go straight and look
straightaway for checkpoint 23.
for checkpoint 2 in the next
Continue straight for alleyway on the right side. Head straight again, back on the road,
checkpoints 24, 25, and 26. and pick up checkpoint 3 before gliding into the upcoming left turn.
Make your last right-hand turn
Drive down the
and collect checkpoints 27 and
straightaway and turn right at
28 to end the race. With only
the intersection for checkpoint
a single lap and not too many
4. Pick up speed on the
taxing maneuvers, this should
straightaway and race through
be one of the easiest races to conquer.
checkpoint 5. At the top of
Bridge Burn the hill, stay wide around the
sandbags at the corner and collect checkpoint 6 as you turn to
Laps: 2 Time Limit: 3:00 the right. Dont hit the turn with too much gas or youll smash
Checkpoints: 13 into the line of buildings ahead.
Continue straight and grab
From the starting location checkpoint 7 as you enter the
near the Hi Power Facility, next right-hand curve. Make
accelerate to full speed down the next sharp left, careful not
the rst straightaway and pick to ram the sandbags on the
up checkpoints 1 and 2. Turn corner, and pick up checkpoint
right at the next intersection 8 before turning right for the
and follow the road to collect nal stretch.
checkpoints 3, 4, and 5. Zip through the next intersection and
grab checkpoint 6. Swing to the right at the end of the road and The tunnel under the
gain checkpoint 7. building leading to checkpoint
primagames.com
BASIC INTEL
checkpoint 1 in the adjacent right from the marker to collect
street. Turn right at the corner checkpoint 1. Pick up speed and
and collect checkpoint 2, zoom through checkpoint 2 as
before turning left almost you cruise down the road. Youll
immediately to head into the see checkpoint 3 coming up;
alley on the left side for checkpoints 3 and 4. Exit the alley for brake and turn right down the street to grab that checkpoint.
DOSSIERS
ENEMY
checkpoint 5 and veer to your left. Continue down the street and make another right for
The street ahead turns into checkpoint 4. At this point, you drive under the highway. Take it
a downhill straightaway that slower to navigate the left turn at the bottom of the hill and grab
ducks under an overpass. Pick checkpoint 5. Loop back around
AGENCY
ARSENAL
up checkpoint 6 at the top of and take a left again to go back
the hill and race through the up the street and under the
Agency and Cell skirmish in the highway again as you collect
street beyond the overpass. checkpoint 6. At the top of the
At the top of the hill, grab checkpoint 7 and powerslide to your hill, drive through checkpoint 7
SCHEMATICS WALKTHROUGHS
VEHICLE
right to keep your momentum going into the next street. and turn right.
Continue straight for Straight ahead youll see
checkpoint 8, then slow down checkpoint 8. Cruise through
and turn right into the upcoming the ags and turn left at the
alley for checkpoint 9. Exit to the checkpoint 9 street. Check-
MISSION
left for checkpoint 10, and follow points 10 and 11 are also
the curve of the road to the right down the street, and when you
for checkpoints 11 and 12. make the right at the end of
Duck into one last the road, you gain checkpoint 12.
COLLECTION
alley on your left side for When you spot grass
ORB
checkpoint 13. Upon exiting, growing through the old section
turn immediately right for of town, you know youre
checkpoint 14 and then left at getting close to the end of the
the next corner for checkpoint lap. Watch out for Cell enemies
ROOFTOP
15. Repeat two more laps and as you turn right at the curve
RACES
beat the time limit for some extra Driving points. past the overgrown stretch of
pavement and pick up checkpoint 13. Accelerate to full speed on the
nal straightaway. You collect checkpoints 14, 15, 16, and 17 as you
ROAD RACES
hit top speed. Repeat the course for a second time to wrap up a win.
TIER 2
Docks N Roll Bend to the left and follow
STUNT RINGS
Hittin the Heights gain checkpoint 8. You can cheat and beeline for the ags since
theres a raised courtyard along the street. Crashing there will
Laps: 3 Time Limit: 3:15 drop you to a dead stop.
Checkpoints: 12 Down the next street, hang
a left and pick up checkpoint 9.
Accelerate at the start and Burn down the street for two
drive down the road for more blocks and turn right for
checkpoint 1. Follow the checkpoint 10. Accelerate for
curving road until you reach checkpoint 11 in the distance,
checkpoint 2, then slow down but slam on the brakes as you
to make the long left up the near the checkpoint. You need to pick up checkpoint 11 and turn
hill to checkpoint 3. You cant to the right into the parking garage without smacking into any of
beeline for checkpoint 3; swing out to the left slightly to avoid the columns. At high speeds this is next to impossible. Continue
the mangled steel at the corner in front of checkpoint. up the hill and collect checkpoint 12. Make another two trips
Follow the street again to around the course and youll have the race in your back pocket.
pass through checkpoint 4. Take
the next left curve and pick up Rocky Road to Ruin
checkpoint 5 in front of the casino
Laps: 2 Time Limit: 3:00
billboard. Just down the road
is checkpoint 6. Its a straight Checkpoints: 12
shot; however, there may be Cell
resistance in the area if you havent cleared them out ahead of time. Though the sports car can
offer you speed on this race,
At the red-lit skyscraper, its a better idea to take the
make a sharp left into the SUV for its jumping capabilities
tunnel for checkpoint 7 and and ability to handle the rocky
then and pick up checkpoint terrain. You may also want to
8 halfway through it. At the try the course during daylight
T-intersection, turn right and to see the twists and turns of the rugged track. When youre
grab checkpoint 9. If youre ready to begin, accelerate out of the starting marker and under
racing at night, the next tunnel is very dark. Take it slow and turn the overpass for checkpoint 1. Hit the sloped rock with some
left almost immediately upon entering. Checkpoint 10 lies on the speed after checkpoint 1 and launch over the following rock
street as you exit to the right. to pick up checkpoint 2 on the far side. Swing around the next
Gather speed down the curve and collect checkpoint 3 before the next overpass.
next straightaway and collect Continue on the track
checkpoint 11 as the street to get checkpoint 4 on the
curves to the left. Brake atter terrain. Weave down
to make the sharp left at the course to gain checkpoint
checkpoint 12 and youve 5, and slow down when you
completed the rst circuit. reach checkpoint 6. The
Finish two more laps and you can mark another race in the books. checkpoint is easy enough to
collect; however, the tunnel beyond it is very dark and you need
Parking Pace to make a quick right, then quick left, to drive through safely. Its
Laps: 3 Time Limit: 2:45 difcult to pull off while moving quickly.
Checkpoints: 12 Pick up speed down the
hill to checkpoint 7, and make
Jet out from the starting the long right turn to gain
marker and hook a left to checkpoint 8 just before the
checkpoint 1. Motor down the red tunnel. Stick to the right
road and take a right to fetch while exiting the tunnel and
checkpoint 2. Increase your pick up checkpoint 9 as you
speed on the straightaway head to the right in the next curve.
and race through checkpoint Drive toward checkpoint
3. Slow up as you see checkpoint 4 and bank into the sharp left 10, but make sure that you
turn to collect the ags. dont take the turn too wide or
Head up the street and youll smack into the explosive
stay wide as you enter the barrel near the ags. Stay
right-hand turn. You want to the right to avoid more
to avoid the ruined car and explosive barrels along the
sandbags at the street corner left side of the track and accelerate to checkpoint 11 just before
while collecting checkpoint 5 the last tunnel. Navigate the curving tunnel and catch up with
in the turn. Accelerate down checkpoint 12 as you exit. Slam on the brakes so you can steer
the street and gain checkpoint 6 in the right turn at the end. through the broken road next to the ruined wall and enter the
primagames.com
Continue around the block second lap of the course. Repeat your race to cross this one off
and make another right turn your list.
to collect checkpoint 7. Slow
down here. You need to make
a 90-degree left turn at the
end of the street, followed
176 by a 90-degree right turn to
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HOW TO USE ENEMY AGENCY VEHICLE MISSION ORB ROOFTOP UNLOCKING
BASIC INTEL ROAD RACES STUNT RINGS
THIS GUIDE DOSSIERS ARSENAL SCHEMATICS WALKTHROUGHS COLLECTION RACES ACHIEVEMENTS
Tier 1 Tier 2 Tier 3
BASIC INTEL
the Y-intersection. Pick up Checkpoint 5 ashes at the beginning of the divide, checkpoint 6
checkpoint 1 as you near top lies in the rst curve, and checkpoint 7 lls the exit points.
speed, and turn left at the third It doesnt take long to whip
intersection for checkpoint 2. through all seven checkpoints,
Its a 90-degree left turn so except you have to do it
powerslide through the turn or brake early to avoid a crash.
DOSSIERS
three times to win the race. If
ENEMY
Motor through the tunnel and you can navigate the twists,
collect checkpoint 3 on the far obstacles, and occasional
side. Checkpoint 4 is to the left gunre from random Cell
and back down the road away agents, you can nish off the Tier 2 races and open up your Tier
AGENCY
ARSENAL
from the tunnel. If youre checking 3 challenges.
your minimap, it may almost look
like the checkpoint is back in the
tunnel, but its actually near the tunnel wall on the outside road.
SCHEMATICS WALKTHROUGHS
VEHICLE
TIER 3
Bay City Roller Dart Out of Hell
MISSION
Laps: 3 Time Limit: 3:10 Laps: 3 Time Limit: 1:55
Checkpoints: 14 Checkpoints: 9
COLLECTION
checkpoint 1, then a quick left. before attempting this race.
ORB
Put the pedal to the metal The checkpoints are short and
and race down the street. close together; its the Cell
Powerslide to the right at the rockets and bullets that give
end intersection, avoiding the the course its hellish name.
ROOFTOP
Agency/Cell disturbance and collecting checkpoint 2. Almost When youve calmed the area, start out up the hill from the
RACES
immediately youll hit checkpoint 3, then slam on the brakes and initial marker and pick up checkpoint 1 as you wind between the
turn to the right. Dodge the columns as you head through the debris on the street. Follow the bend and collect checkpoint 2 as
parking area and up the hill to checkpoint 4. you leave the rst Cell tactical location.
ROAD RACES
Continue up the hill and Drive around the three
turn left at the yellow building ruined cars and up the winding
for checkpoint 5. Hit full hill to checkpoint 3. Make a
throttle down the street and left between the gate and
look for checkpoint 6 in the right at the intersection where
STUNT RINGS
through another Agency with only minor bullet holes. You dont want to stop anywhere
versus Cell skirmish and too long or youll nd a
collect checkpoint 7 just homing missile up your
beyond the ght. Continue tailpipe. Turn right at the Cell
on and gain checkpoint 8 in tactical location symbol in
front of the Ferris wheel. Turn the courtyard and collect
left and then left again to circle back and pick up checkpoint 9. checkpoint 6 as you burn down
Zoom up the street and gain checkpoint 10. the side street.
Turn right and pick up Checkpoint 7 lies at the
PRIMA Ofcial Game Guide
STUNT RINGS
When dodging gunre just isnt enough for you, its time to break
out the Agency SUV or high-tech wingsuit. Stunt rings appear Wingsuit Stunt Ring
in Pacic City after you hit certain skill thresholds: Driving Level Vehicle Stunt Ring
3 for vehicle stunt rings and Agility Level 5 for wingsuit stunt
BASIC INTEL
rings. You can earn extra ability points by completing stunt rings,
plus the bragging rights of having gured out how to beat these
challenges.
Vehicle stunt rings require you to operate a vehicle to collect
them, but most are only possible by using the SUVs jumping
DOSSIERS
ENEMY
ability. Generally, two or more stunt rings are placed in a row,
with subsequent rings activating once the previous ring has
been captured. Finishing a vehicle stunt ring means collecting all
the rings in the series in a single pass. There are 40 vehicle stunt
AGENCY
rings in the game (see the purple icons on the Stunt Rings map)
ARSENAL
with three difculty classications: easy, medium, and hard.
TIP
SCHEMATICS WALKTHROUGHS
VEHICLE
You dont actually have to touch a stunt ring to collect it.
There is a generous capture area around the ring edges,
so you only have to get close to nab them, rather than
passing through the rings.
Wingsuit stunt rings are collectable only outside a vehicle,
MISSION
either by falling or by gliding using the wingsuit. The wingsuit
stunt rings are presented in series, with all subsequent rings
appearing once the rst is collected. Finishing a wingsuit stunt
ring means collecting all rings in the series in a single pass.
There are 10 wingsuit stunt rings in the game (see the green
COLLECTION
icons on the Stunt Rings map).
ORB
VEHICLE STUNT RINGS
ROOFTOP
RACES
Easy
1. One Ring 3. One Ring
ROAD RACES
STUNT RINGS
Line up with the stunt ring once it Again, as with the rst stunt
comes into view, still accelerating. rings, follow the road round to
To get to this ring, use the the left. Start quite close to the ramp, lined
Agency SUV to jump over up with the stunt ring. Accelerate
the concrete barriers at the toward the ramp and get ready
ACHIEVEMENTS
UNLOCKING
broken end of the road. Get to learn the most important trick
used to the Agency SUV; youll needed to be able to complete all
be using it a lot if you want to vehicle stunt rings.
pass all the vehicle stunt rings.
Drive off the edge and through
the ring to complete your rst Instead of turning left for the
of 40 vehicle stunt rings. rst stunt ring, keep following
the road to the end.
2. One Ring
PRIMA Ofcial Game Guide
at the bottom of the ramp, facing straight on to the ramp 9. One Ring
release at the top. and to the stunt ring.
Accelerate at-out onto the Be careful to avoid the rocks Accelerate toward the stairs,
BASIC INTEL
bridge, and line up with the at the edge of the road, and arriving at them at a speed of
stunt ring as soon as you see drive toward the ramp, lining You need to do two suspension around 130 mph.
it. Dont use the suspension up with the stunt rings where jumps to complete this stunt
jump here as you will gain too possible. ring set. First off, start around
much altitude. the corner.
DOSSIERS
ENEMY
AGENCY
Allow your speed to carry you
ARSENAL
into the air at the top of the
Drive off the edge of the road stairs and through the ring.
With enough speed you should and through the two stunt rings. Accelerate around the Dont use the suspension jump
y through both rings easily. corner, swinging out to take or youll jump up onto the
SCHEMATICS WALKTHROUGHS
14. Two Rings
VEHICLE
the longest run-up possible overpass above.
12. Two Rings without going so fast you skid
out into the wall. Line up as 17. One Ring
best you can with the ramp
and the stunt rings.
MISSION
This is another challenge that
Like the previous ring, a fairly needs a lengthy run-up, so
COLLECTION
large run-up is required here. start way back at the far end of Start underneath the nearby
ORB
the tunnel. Youll need a clear overpass, lined up with the
run all the way to the ramp, so This rst jump should take you ramp and the stunt ring.
doing this at night is best. through the rst two rings.
While in the air, try to angle
ROOFTOP
RACES
the SUV to point toward the
nal ring.
ROAD RACES
There should be plenty of time
to line up with the stunt rings Drive toward the ramp, and
when you see them. Like last Keep right early on in your start a small suspension jump
time, dont use the suspension run-up to avoid losing speed as you hit the bottom of the
jump for this ring. by bouncing over the pile of ramp. Release it at the top.
STUNT RINGS
ground level.
16. One Ring
Enjoy the sights as you You should be able to pass
clear the gap in the bridge, Accelerate all the way up through the ring, and ready
collecting another stunt ring the road and off the end of to move on to the medium
while youre at. the ramp, but dont use the difculty stunt rings.
compression jump.
13. Three Rings
PRIMA Ofcial Game Guide
Medium
18. One Ring
You should obtain this ring Accelerate hard for the entire Theres nothing too difcult
with no real difculty. run, but dont aim straight for about this stunt ring as long
Youll need to start your run-up the ramp. Keep left, aiming as you have maintained speed
two corners away from the 20. One Ring for the rst beach hut to avoid going over the bumpy sand.
actual ring. bouncing over a sand dune that
will slow down your run-up. 23. One Ring
Turn slightly to the left as the bridge near the lighthouse. of the ramp on top of the car
bridge starts to curve to the park. From here accelerate
right, then use the compressed hard and follow the curve
suspension jump of the SUV to round to the left.
leap toward the stunt ring.
182
use the Agency SUV; with the 28. One Ring stunt ring. The distance from
suspension jump it goes too ramp to ring is short, so you
high, and without it doesnt have have a lot of tolerance in your
the speed to reach the nal ring. angle of ascent.
On this occasion, the Agency
supercar is needed. Start backed 30. Two Rings
up against the wall of Hillview
At the last moment swing to
BASIC INTEL
Heights. Attempt this at night so
the left to line up with the there is less trafc to negotiate.
stunt ring. Angle of approach is Start the run-up between the
the most important factor here two large rocks at the bottom
rather than speed. of the slope.
DOSSIERS
ENEMY
The starting point is vital for
this ring. If you go too slow,
you wont have the distance
Try to keep a straight line all you need. For the second ring,
if you go too fast, youll crash
AGENCY
ARSENAL
the way to the ramp. Hit the
ramp dead center and at a into the side of the bridge.
With the correct angle, it should About a second before the edge,
speed of at least 240 mph,
be simple to get this stunt ring. compress the suspension, then
otherwise you wont have the
release just at the top of the slope.
angle or the distance to clear
SCHEMATICS WALKTHROUGHS
25. Four Rings
VEHICLE
all four rings in this set.
MISSION
up with the ramp and the
stunt rings. Use the SUVs
Thats another ring collected. suspension jump to launch
Starting just back from the There arent many left before off the slightly raised bit of
Even if you clipped the curved
east entrance to Hillview you have to tackle the hard ground.
COLLECTION
edge of the ramp, it shouldnt be
Heights, accelerate at-out, vehicle stunt rings.
ORB
enough to throw you off your line
keeping to the right of the
central road marking.
to complete all rings in this set. 29. One Ring
27. Three Rings
ROOFTOP
RACES
With the correct speed, the
SUV should pass just under the
ROAD RACES
arch of the bridge and through
In the last moments before you hit This ring doesnt need much of a
the two rings in this set.
the ramp, line up with the stunt run-up, so start in the SUV next to
Start up against the edge of
rings. Angle is more important the road, just in front of the
the rock at the side of the road. 31. Three Rings
than speed for this set of rings.
STUNT RINGS
ring, try again from a little farther need a lot of speed and cant
away! Keep trying, as this is line up your jump until the last
possibly the most satisfying stunt moment due to the corner.
ring to achieve. If you do miss the This is a fairly straightforward Start the run at the T-junction
last ring, however, you still have stunt ring to obtain. With the outside the stadium. Accelerate
a few seconds to turn around and Agency SUV, reverse as far as at out the whole way.
184
jump your SUV through it. possible into the Villa, going
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
HOW TO USE ENEMY AGENCY VEHICLE MISSION ORB ROOFTOP UNLOCKING
BASIC INTEL ROAD RACES STUNT RINGS
THIS GUIDE DOSSIERS ARSENAL SCHEMATICS WALKTHROUGHS COLLECTION RACES ACHIEVEMENTS
Vehicle Stunt Rings Wingsuit Stunt Rings
Just before the corner, swing At the top of the ramp release If your run-up angle was
BASIC INTEL
out onto the grass so you exit the suspension. If you have correct, with enough speed
the corner early and gain as managed to avoid all the you will sail through all three
much speed as possible once bumps and obstacles in the rings easily.
lined up with the ramp, which road while maxing out the
is little more than a slab of
When you can see the stunt
SUVs speed, you will now be 40. Three Rings
DOSSIERS
ring, carefully turn the SUV to
ENEMY
broken road. treated to a gargantuan leap
face it as much as the tight
through these three stunt rings.
space available will allow.
39. Three Rings
AGENCY
ARSENAL
The tactical location in this
You wont be able to compress area should be completed
SCHEMATICS WALKTHROUGHS
before attempting this stunt
VEHICLE
the suspension until quite
When you are facing the ring ring. Start in an Agency SUV
late. Do it as soon as you
as best you can, drive off the Keeping yourself in a straight just a little back from the
are lined up with the stunt
edge and you should be able line to the broken section of Coffee Pride shop.
rings. Release it once you are
to drop right through the ring. the motorway, back off as far
completely on the ramp.
as possible. You should be
MISSION
38. Three Rings starting your run from almost
underneath another broken
section of motorway.
COLLECTION
ORB
It would be useful to remove
If youve managed to maintain the lamppost and wrecked
enough speed and have swung car from your intended path
First things rst, you need a
before you attempt the
ROOFTOP
the SUV onto the right angle of huge amount of speed for this
RACES
approach, you can now enjoy jump. When you do attempt
set of stunt rings, and while
the sight of one of the hardest Accelerate hard all the way to the jump, compress your
the SUV is great at jumping,
stunt rings in the game being the ramp. Your speed should suspension as usual, then
speed is not its forte. Youll
completed. be over 150 mph by the time release at the top of the
need a mammoth run-up. Start
ROAD RACES
you compress the suspension mound of rubble.
your run on the ground level of
37. One Ring the overpass, far enough away
at the bottom of the ramp. Line
yourself up with all of the rings
that you have to pass another
as soon as you can see them.
on-ramp before reaching the
STUNT RINGS
186
BASIC INTEL
Start off by standing on the Although this set has six rings Jump toward the rst ring This is the easiest of all the
tall red post at the top of Hope to y through, it is actually and activate the wingsuit just wingsuit challenges in Pacic
Tower. The best way to tackle easily achievable. From the top before passing through it. As City. As soon as you jump off
this is to jump into the stunt of the building jump off and soon as you are through the the roof in front of the ring,
DOSSIERS
ENEMY
ring and continue to fall to into the rst stunt ring. As soon rst ring, dive down and pull up activate the wingsuit and y
above the third ring. as you have passed through as soon as the trail turns red to through the rst.
the ring, activate the wingsuit get in line with the next ring.
and oat to the next one.
AGENCY
ARSENAL
SCHEMATICS WALKTHROUGHS
VEHICLE
Move slowly to line up with After the rst ring, dive slightly
each of the stunt rings on the From this point just keep a and pull up to gain height. This
way through the tower. The key after this is to not dive steady ow of movement, should be enough to glide into
and keep a steady speed and diving then pulling up to keep the nal ring.
movement. Move only slightly to in line with the next two rings.
get in line with the stunt rings. 10. Three Rings
MISSION
COLLECTION
As you pass through the third
ORB
ring, activate the wingsuit and
dive into the bottom ring. As After the third ring, pull up
soon as the bottom ring has It requires only the slightest of to oat into the fourth. This Jump down into the rst ring.
been completed, pull up and movement to get in line with should only require one dive. As soon as you pass through
ROOFTOP
the ring, activate the wingsuit
RACES
head forward toward the nal the remaining rings. Do not
ring. move too rapidly or else it will and dive toward the second.
knock you off course and you
may overshoot your target.
ROAD RACES
Be careful not to clip the target. From the second, dive straight
bottom of the tower and also down toward the last, then
do not y too high or else you Continue gliding around pull up just as your head
will overshoot the nal ring. Hope Tower. The nal ring is passes the bottom of the
between two buildings directly archway where the nal ring
ACHIEVEMENTS
UNLOCKING
187
UNLOCKING ACHIEVEMENTS
You can get lost in Pacic City for dayssearching for hidden orbs, seizing tactical locations, beating stunt ringsand its good
to know that all of your hard-earned playtime nets you some nice rewards. For all the major story line-related tasks, you earn
Achievements, whether it be for discovering your rst agility orb or detonating every beacon in Unity Heights. Even minor, and
sometimes obscure, tasks can give you Achievements. For example, killing ve enemies with a single Ground Strike attack gives you
the Pile Driver Achievement, while blasting off 30 explosions in 60 seconds secures the Bomberman Achievement.
Listed below are the 50 Achievements in the game, along with the Achievement objective, Gamerscore points, and strategy tips
on how best to pull off the given task. Take a look at these, and as you stop crime around Pacic City and complete missions, unlock
a title here and there. Before you know it, youll be more decorated than an Agency general.
Tips: The standard mission has three absorption 11. Green Bay Savior
units, which gives you ample choices to earn
Objective: Detonate every beacon in Green Bay
this achievement. Completing the very rst step
of the rst mission in Hope Springs gives you Gamerscore Points Awarded: 50
the Achievement. For complete details, see the Tips: Green Bay has two beacon missions. Finish
Mission Walkthroughs chapter. both to earn the Achievement. For complete
188 details, see the Mission Walkthroughs chapter.
BASIC INTEL
unit requirements for all nine missions to earn Achievement. See the Stunt Rings chapter for complete
the Achievement. For complete details, see the details.
Mission Walkthroughs chapter. 20. Pebble Dash
13. Light Bringer Objective: Survive a massive drop into a toilet
Objective: Detonate every beacon in Pacic City Gamerscore Points Awarded: 10
DOSSIERS
ENEMY
Gamerscore Points Awarded: 20 Tips: At any point after completing the Renery
Tips: Pacic City has nine beacons, one beacon Mission begin at the top platform on the Agency
per mission. Finish all nine missions to earn Tower and look for the large, open, concrete
the Achievement. For complete details, see the smokestack around the tower perimeter. Youll see
AGENCY
ARSENAL
Mission Walkthroughs chapter. a white exit beam pulsing out of it; thats the exit
14. Unity Heights Savior path from the vault hex at the smokestacks base. At
Agility Level 5, take a running start on the platform
Objective: Detonate every beacon in Unity Heights
and leap as far as you can. As you descend, aim
SCHEMATICS WALKTHROUGHS
Gamerscore Points Awarded: 50
VEHICLE
for the center of the smokestack and drop straight
Tips: Unity Heights has four beacon missions. Finish down the middle. You cannot use your wingsuit at
all four to earn the Achievement. For complete any time during your decent. You must land in the
details, see the Mission Walkthroughs chapter. giant toilet at the base, and you must land in the
15. Pest Control deepest part of the water to survive; anything else
MISSION
Objective: Close a freak breach equals instant death at terminal velocity. Survive
and you earn the Achievement, plus you get to play
Gamerscore Points Awarded: 10
with some of the fun beach ball and rubber ducky
Tips: As soon as you close your rst freak breach, toys oating around the toilet.
this Achievement becomes yours. For complete
COLLECTION
21. Pile Driver
details on how to seal a freak breach and the
ORB
25 freak breach locations, see the Mission Objective: Kill ve enemies with a single Ground
Walkthroughs chapter. Start each breach quickly Strike
after sunset to ensure you have the longest time Gamerscore Points Awarded: 10
possible to close it. If the sun comes up, the freaks
ROOFTOP
Tips: You can accomplish this Achievement almost
RACES
retreat and you have to wait until night to try again. anywhere. Climb to the top of a building or hill,
16. The Closer position yourself over a large enemy group, drop
Objective: Close every freak breach in Pacic City down, and activate a Ground Strike attack just
before you hit. If you cant nd ve Cell clumped
ROAD RACES
Gamerscore Points Awarded: 20
together, head toward the freak clusters.
Tips: After you close every freak breach, this
22. Tower Power
Achievement becomes yours. For complete details
on how to seal a freak breach and the 25 freak Objective: Complete the nal phase of Project
Sunburst at Agency Tower, alone or with another
STUNT RINGS
189
190
BASIC INTEL
run. Grab a gas cylinder from any area, such as the possible; they die too quickly to allow you 20 attacks.
Renery, and carry it to freak hotspot above ground If you duke it out with several heavily armored Cell
or a freak lair. Drop the cylinder into the midst of enemies at once, its possible, but not likely. Better
dozens of freaks, shoot it from range, and bangyou to head into the most densely populated freak areas,
have yourself an Achievement. An alternate way is to usually the freak lairs, and go mad with your martial
DOSSIERS
ENEMY
Mag a canister to the ground and shoot the nozzle. arts until you chain 20 attacks in a row on multiple
Due to the chaotic nature of the gas canisters, this enemies and unlock the Achievement.
may result in a whirling dervish killing lots of freaks. 43. Scarface
38. Co-op Keepy Up Objective: Use the turret machine gun to amass
AGENCY
ARSENAL
Objective: Pass a vehicle back and forth between 20 enemy kills in a 10-second period
Agents three times using UV shotguns. The vehicle Gamerscore Points Awarded: 10
must not hit the ground
Tips: As with most of your combat Achievements, its
Gamerscore Points Awarded: 10 possible to pull this off against Cell, but more likely
SCHEMATICS WALKTHROUGHS
VEHICLE
Tips: It takes some practice to judge when to re you want a horde of freaks to serve as the shooting
the UV shotgun to control the vehicles trajectory, gallery. Get as many in your sights as possible and
but once you get it down in a co-op game, you then unload. You can use a handheld turret, or one
can pull this Achievement off. Stand apart on an still attached to a vehicle/turret mount. The Agency
open street without any debris or obstacles. One Buggy is probably the easiest way to get this in the
MISSION
Agent picks up the vehicle and throws it toward his middle of a dense crowd of freaks.
partner, who shoots it back with the UV shotgun, 44. Street Sweeper
and then the rst Agent shoots it back again.
Objective: While driving a vehicle, kill ve
Repeat until the Achievement triggers. You can also
enemies in a single powerslide
Mag a vehicle to a building to keep it suspended.
COLLECTION
Gamerscore Points Awarded: 10
ORB
39. Yippee-Kai-Yay
Tips: Practice driving your vehicle of choice,
Objective: Drive an Agency SUV into an airborne
especially around curves where you can
helicopter
powerslide effectively. Whenever youre cruising
Gamerscore Points Awarded: 10
ROOFTOP
around town and see a pack of enemies, put
RACES
Tips: What may seem like a difcult Achievement at the pedal to the metal and powerslide at them.
rst is actually relatively easy. Set up a ramp truck and Eventually, youll slam ve enemies in a single
your SUV a short distance away from an Agency landing slide and unlock the Achievement.
zone. Call for a vehicle drop-off at the landing zone. Run 45. Pin Cushion
ROAD RACES
back to the SUV and wait for the helicopter to arrive. As
Objective: Use the harpoon gun to pin ve
it drops off the vehicle, gun the SUVs accelerator, hit
enemies to a single vehicle
jump when on the ramp, and smash into the chopper
for your reward. Alternately, have a buddy y an agency Gamerscore Points Awarded: 10
STUNT RINGS
helicopter low enough for you to jump into. Tips: Freaks are no good for this achievement as
40. Strike they burn up on death, so regular humans it is!
The easiest area to obtain this is the Shorico Yard
Objective: Kill 25 freaks with thrown objects or vehicles
tactical location at the northeast end of the docks,
Gamerscore Points Awarded: 10 assuming you have not already completed it.
ACHIEVEMENTS
UNLOCKING
Tips: Get your Strength high enough to lift up cars and There are a number of large vehicles available to
trucks. Pick one up and throw it into a mess of freaks. use as the pin cushion, and a lot of lightly armed
Repeat until 25 explode to trigger the Achievement. Cell from the tactical location. The biggest bit of
41. Victory Roll advice is to go for headshots with the Harpoon
gun, as this makes the target y the farthest.
Objective: Alone or with another Agent, kill an enemy
with a mounted turret while airborne and upside-down 46. Bomberman
Gamerscore Points Awarded: 10 Objective: Create 30 explosions in 60 seconds
Tips: Any turreted vehicle will do, but as you need to Gamerscore Points Awarded: 10
get it upside down, an agile vehicle like the Agency Tips: Arm yourself with any of the explosive
PRIMA Ofcial Game Guide
Buggy is best. One of the most useful areas for freaks weapons, though the turret rocket launcher
is the Expo Center at the northeast end of Pacic with lots of ammo works best. Take along eight
City. At night it is swarming with freaks, and there are grenades. Find a nice deserted area where no
enough small stairs to drive up and ip yourself upside one will bother you for a minute and let loose the
down while shooting. Stray shots are likely to hit freaks barrage of explosions. Thirty booms later you will
and award you the achievement. Alternatively, if you have an Achievement. Turret weapons have innite
are in co-op, sit in a Tank or Buggy and have a friend ammo while mounted, which helps if youre worried
Mag you to a building so that you hang upside down. about running out of ammo, and the initial docks
Then simply let rip with your vehicles weapon. area has a lot of explosive items to speed things up. 191