Infamous 2 Combat FAQ - Guide for inFamous 2

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inFamous 2 Combat FAQ v1.0
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Wasteland Oasis

6/9/2011

[email protected]



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         POWERS
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BOLT POWERS L1 + R1
~~~~~~~~~~~~~~~~~~~~

This is your bread and butter attack. It does the least damage, but it also 
costs the least to use. The bolts are fast, accurate and useful to short to 
somewhat far distances. 
*******************************
Alpha Bolt
*******************************

Description: Shoots a small, weak bolt of lightning 

Starting Power

Power Cost: 1/12.5 Cores


Use: This is only useful for the beginning of the game. Use it against foes
at a short to medium distance. An alternate way to use it is to charge a 
metal object and recharge from that.

*******************************
Pincer Bolt
*******************************

Description: Shoots three small, weak bolts of lightning 

Power Level 1

Power Cost: 1/12.5 Cores

Use: This is a good replacement for the beginning lighting bolt. The three
bolts automatically tracks to an enemy to a short or medium distance. This
is pretty good to alternate with the Magnum Bolt until you get the Bolt
Stream.


*******************************
Artillery Bolt
*******************************

Description: Shoots a weak, long range bolt of lightning 

Power Level 1

Power Cost: 1/12.5 Cores

Use: This isn't that great a power. It's only great for a foe very far
away, and once you get Precision, it becomes redundant.

*******************************
Magnum Bolt
*******************************

Description: Shoots a strong, hitscan bolt of lightning

Level 2 Good 

Power Cost: 1/12.5 Cores

Use: This is a pretty good power. It resembles the original bolt of 
lightning from the original inFamous, and is pretty strong to boot.
This, like the Pincer Bolt is a pretty good to use in tandem until
you get the Bolt Stream.

*******************************
Bolt Stream
*******************************

Description: Shoots a continuous stream of lightning bolts

Level 3 Good

Power Cost: 1/12.5 Cores

Use: This pretty much becomes your mainstay Bolt power once you
get it. It's useful at all ranges, and pretty much recharges 
itself against most foes.


*******************************
Skull Bolt
*******************************

Description: Shoots a bolt of lightning that causes explosions on
headshots (Note: Doesn't work against civilians)

Level 2 Evil

Power Cost: 1/12.5 Cores

Use: This is an alright power. On the chance you do hit someone in 
the head, an explosion occurs, and damages everyone around.

*******************************
Scythe Bolt
*******************************

Description: Shoots a row of five strong bolts of lightning

Level 3 Evil

Use: While not as strong as the Bolt Stream, accuracy is no longer a
problem, and the power can easily mow down weak enemies at any range.

Starting Power

Power Cost: 1/12.5 Cores

Use: This is only useful for the beginning of the game. Use it against foes
at a short to medium distance. An alternate way to use it is to charge a 
metal object and recharge from that.


*******************************
Precision Bolt Up Button
*******************************

Description: Slows down time and fires hitscan lightning

3rd Blast Core Power

Power Cost: 4 per blast, slowly drains as you use it

Use: Best used against snipers or rocket troopers at a far away distance.
Careful though, since it sucks up a lot of energy.


BLAST POWERS L1 + X
~~~~~~~~~~~~~~~~~~~~

The Blast powers are more situational weapons. They're useful for throwing
people off roof tops, and deflecting rockets and other large projectiles.
Most of them have limited range though, restricting them to rather short
distances, but since the blast is so wide, but they can get you out of
sticky situations involving crowds of closeby enemies.

*******************************
Alpha Blast
*******************************

Description: Shoots a weak, wide shockwave 

Starting Power

Power Cost: 1 Core

Use: This is only useful for the beginning of the game. Use it against foes
at a short distance. An alternate way to use it is to deflect rockets and
send foes flying off buildings.

*******************************
Detonation Blast
*******************************

Description: Shoots 1 slow ball of lightning that sticks to targets

Power Level 1

Power Cost: 1 Core

Use: This isn't that good a power. It can stick to foes, but it's weak
compared to even the Alpha Grenade. Alternately, if you jump near it, Cole
uses the blast to jump fairly high.


*******************************
Graviton Blast
*******************************

Description: Shoots a wide, weak shockwave that causes enemies and objects
to float in the air 

Power Level 2 Good

Power Cost: 1 Core

Use: This is a good replacement for the starting Alpha Blast. It's uses can
be considered the same as the starting Alpha Blast, plus the ability to be
able to pick foes off while they dangle in midair is a good plus

*******************************
Punch Blast
*******************************

Description: Shoots a narrow, medium distance strong shockwave

Level 2 Evil

Power Cost: 1 Core

Use: This is an alright power. It's fairly strong, and useful for knocking
enemies off buildings, but the shockwave's lack of width can be a turnoff.


*******************************
Shatter Blast
*******************************

Description: Shoots a large, medium range strong wave of icicles 

Note: Takes a fraction longer to shoot that the other Blasts

Level 3 Good

Power Cost: 2.5 Core

Use: This pretty much becomes your mainstay Blast power once you get it.
It does an incredible amount of damage, and while not being able to freeze
enemies, it does send them flying back a considerably far distance.

*******************************
 Nightmare Blast
*******************************

Description: Shoots a wide, burning cloud of smoke a short distance
that stuns and damages enemies

Level 3 Evil

Power Cost: 2.5 Core

Use: This is a useful power to gain some breathing room. If enemies are
swarming you, and you don't have any Ionic Charges with you, this can 
distract them long enough to put some distance between you and them.

GRENADE POWERS L1 + Square
~~~~~~~~~~~~~~~~~~~~

Grenade Powers are pretty self explanatory. Cole throws a ball of energy
that causes lots of damage, wrecks the environment, and sends enemies flying.
Also, while Cole is superhuman, he can't exactly chuck these things across
New Marais, and standing too close when they go off will ruin your day pretty
fast.

*******************************
 Alpha Grenade
*******************************

Description: Throws a small ball of energy that bounces and explodes after
3 seconds

Default Power

Power Cost: 2 Cores

Use: This is a useful power until you gain any other grenade. It's use is
best saved for the strong foes or groups of enemies, considering its power
cost. It can also knock enemies off rooftops or destroy environmental
objects easily.

*******************************
 Sticky Grenade
*******************************

Description: Throws a small ball of energy that sticks and explodes after
3 seconds

Note: You can bounce the grenades if you hold down square

Level 1 Good

Power Cost: 2 Cores

Use: This pretty much replaces the Alpha Grenade, due to the fact it can now
stick. It's now useful against annoying roofside snipers, and is pretty much
an insta-kill against any low level enemies you stick with it.

*******************************
 Double Grenade
*******************************

Description: Throws a small ball of energy that bounces and explodes, then
bounces up and explodes again

Level 1 Evil

Power Cost: 2 Cores

Use: This pretty much replaces the Alpha Grenade. It's uses can be considered
pretty much the same, but now it's twice as powerful!

*******************************
 Ice Grenade
*******************************

Description: Throws a small ball of freezing gas that explodes on contact and
creates a clutster of ice spikes.
 
Level 2 Good

Power Cost: 2 Cores

Use: This is pretty much an insta-kill against any low level enemies, as it
freezes them, and even if it isn't a direct hit against enemies, it still does
an extrodinary amount of damage. Due to its instantaneously explosive nature,
it pretty much replaces the Sticky Grenade.

*******************************
 Napalm Grenade
*******************************

Description: Throws a small ball of sticky flaming oil that creates a very
large, very strong explosion

Level 2 Evil

Power Cost: 2 Cores

Use: This pretty much replaces the Double Grenade, as it can stick and create
an explosion stronger than the both the explosions the Double Blast creates.

*******************************
 Cluster Grenade
*******************************

Description: Throws a small ball of energy that explodes into several sticky
grenades in midair

Level 3

Power Cost: 2 Cores

Use: The ultimate grenade. This will make sort work of pretty much anything,
even Titans and Devourers! Its best use is against groups, since it cluster
bombs a pretty wide area with even a single greande. Don't try to running into
the blast radius though, since that's pretty much a death sentence for Cole.



ROCKET POWERS L1 + Triangle
~~~~~~~~~~~~~~~~~~~~
Like the Grenade Power, this one's pretty self explanatory. While they may not
have the save punch or blast radius as grenades, rockets make up for it in range
and accuracy. Like grenades, using this at close range is inadvisible. Feel free
to try your luck at sniping with Rockets though!

*******************************
 Alpha Rocket
*******************************

Description: Shoots a small ball of slow moving energy that explodes on impact

5th Blast Core Power

Power Cost: 2 Cores

Use: This, like the Grenades, it's is best used against strong enemies or 
groups.However, it can be used at quite farther distances, making it useful
for surprise attacks and rooftop sniping.

*******************************
 Redirect Rocket
*******************************

Description: Shoots a small ball of slow moving energy that explodes on impact
that can be redirected by shooting using a Bolt Power against another target

Note: Redirecting with a Bolt power affects all the Rockets in flight

Level 1 Good

Power Cost: 2 Cores

Use: This is pretty much an improved version of the Alpha Rocket. However, 
the fact that redirecting a Rocket significantly increases its speed and 
affects all Rockets in flight makes it very useful when targeting specific foes.

*******************************
 Tripwire Rocket
*******************************

Description: Shoots a small pair of slow moving balls of energy that explodes
on impact

Level 1 Evil

Power Cost: 2 Cores

Use: This is pretty much an improved version of the Alpha Rocket. However,
since it fires two Rockets instead, it's basically twice as powerful.

*******************************
 Sticky Rocket
*******************************

Description: Shoots a trio of fast moving balls of energy that converge on a 
single enemy

Level 2 

Power Cost: 2 Cores

Use: This is a very good power. Accuracy isn't so much an issue, and it pretty
much kills any low level enemy instantly and significantly wears down the 
health of tougher ones,

*******************************
 Freeze Rocket 
*******************************

Description: Shoots a small, fast moving ball of freezing gas that creates a 
cluster of ice on impact

Level 3 Good

Power Cost: 2 Cores

Use: This, like the Ice Grenade, kills any low level enemy with a close or 
direct hit instantly, freezing them in place. It also moves pretty fast. 
It also has the largest blast radius of all the Good Rockets.

*******************************
 Hellfire Rocket 
*******************************

Description: Shoots a small, fasting moving ball of flame

Level 3 Evil

Power Cost: 2 Cores

Use: This Rocket is rather intersting in regard that it does continuous damage
to foes caught within its blast over time. Like its good counterpart, it has
the largest  blast radius of all the Evil Rockets.



IONIC POWERS: Down Directional Button
~~~~~~~~~~~~~~~~~~~~
These are your ultimate powers, your super moves, your greatest insurance 
policy. However, you have to collect Ionic Charges, which is purple energy
randomly dropped by defeated enemies to use these awesome weapons.

*******************************
Ionic Vortex 
*******************************

Description: Summons a fast moving, electrified tornado

2nd Blast Core Power

Power Cost: One Ionic Charge

Use: This is your first Ionic Power. The tornado that Cole summons moves 
directly forward, tearing up the environment and anything in its way, 
sendings people and cars flying. While these are useful against groups of
weaker enemies, it isn't thatuseful against stronger enemies, since it 
doesn't send them flying or does a wholelot of damage to them.


*******************************
 Ionic Freeze
*******************************

Description: Summons a field of ice around Cole, freezing enemies in a wide 
radius

Transfer Power Kuo

Power Cost: One Ionic Charge

Use: This is your second Ionic Power if you choose to transfer with Kuo. The 
ice field that Cole summons pretty much freezes all nearby enemies, but its 
range isn't that far compared to the Vortex. However, it can actually be 
usedvery effectively against stronger foes, damaging them severely.

*******************************
 Ionic Drain
*******************************

Description: Drains all nearby enemies of their Bio-Electricity

Transfer Power Nix
Power Cost: One Ionic Charge

Use: This, like the Ionic Freeze, is your second Ionic Power if you choose to 
transfer with Nix. Cole drains the life out of all nearby enemies, recharging 
his energy and health in the process. Its practically useless against 
miniboss enemies however.

*******************************
 Ionic Storm
*******************************

Description: Summons a large continuous bolt of lightning to strike against the 
strongest enemy in the area

7th Blast Core Power

Power Cost: One Ionic Charge

Use: This is pretty much the opposite of the Ionic Vortex. It doesn't hit 
groups, but it ruins the day of any individual hit by it, making it best 
reserved against stronger foes such as Titans or Devourers.


The AMP: Square: Normal Attack, Triangle: Charged Attack
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~                 
Your melee weapon. Square make Cole swing the Amp against the closest person,
causing his Amp Meter. When the bar reaches halfway, he can unleash a powerful
Finishing Move. When the bar reaches full, he can unleash a devastating Ultra
Attack, which is much stronger than a Finishing Move. This weapon is incredibly
effective against single enemies, and is best used for such situations to save
energy. Using it against foes such as Crushers and Hive Lords can also be
effective, since Ultra Attacks due incredible amounts of damage. However, the
Amp is next to useless against foes such as the Devourer and Titans.

Finisher Attacks: Level 1

Ultra Attacks: Level 2

Ultra Drain: When you land a succesfull blow with an Ultra Attack, all
energy is recharged

Quicker Combos: One Normal Attack charges the Amp Meter by 50%.


Misc Powers R2
~~~~~~~~~~~~~~~~~~~~

****************************************
 Kinetic Pulse Hold R2, use X to throw
****************************************

Description: Cole levitates the largest object near him and throws it,
impacting with a large explosion

1st Blast Core Power

Power Cost: None

Use: This is pretty useful if you have no energy, and there are lots 
of cars about. Cars are probably the best things to throw, since they
are so large and they explode rather strongly. However, you can throw
practically anything from cardboard boxes to park benches. Nothing
says humiliation more than being killed by a flying outhouse!

***************
 Ice Launch
***************

Description: Cole creates a column of ice under him, making him jump
to an incredible height

Transfer Power Kuo

Power Cost: 2.5 Cores

Use: This is really useful when traveling around the city, and is
best used in conjunction with the Static Thrusters, letting you get
off the street and onto the rooftops in no time. You can cover lots
of ground with a single jump. You have to use this however when both
of Cole's feet are on a solid surface however.

*****************
 Firebird Strike
*****************

Description: Cole flies forward a short distance in a fiery aura,
ending it with a small explosion

Transfer Power Nix

Power Cost: 2.5 Cores

Use: This isn't as useful as the Ice Launch for traveling, but
you can actually spam it to fly forward quite a long distance.
However, it can be used offensively unlike the Ice Launch, as
Cole tackles his enemies in a foe tossing explosion, letting
you close your distance between them incredibly fast.

*****************
 Frost Shield
*****************

Description: Cole creates a shield of energy in front of him

Transfer Power Kuo

Power Cost: None, adds energy with subsequent bullets

Use: This is best used against groups of Militia, Vermaak
Bruisers and Titans when they use their Ice Beams. Also,
you can also use this while you're using Static Thrusters


*****************
 Spikers
*****************

Description: Cole creates 3 Spikers

Transfer Power Nix

Power Cost: 3

Use: These guys are just useful for distractions. You can't
really rely on these guys to be anymore than distractions.
You can summon up to 12 at a time though.


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              ENEMIES
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Militia
~~~~~~~~~~~~~~~~~~~~
The New Marais Militia are a group of ordinary citizens gathered by 
the charismatic Bertrand to fight against "Deviants". Though they 
lack the superhuman powers of Vermak 88, or the raw strength of the
Corrupted,they make it up with superior firepower. They are the 
first enemies that Cole encounters in New Marais and are easily 
identified by their orange and white apparel.

*******************************
Miltia Riflemen
*******************************

Apperance: Ordinary men in orange and white hoodies, usually wearing
some sort of face concealing headwear such as hockey masks or ski
goggles. They are armed with assault rifles and grenades. They may
sometimes have Riot Shields.


Abilities: They aren't that strong individually, but they're aim is
pretty good, and a group of three or more can easily overwhelm you
if you're not careful. Also, they're very accurate at throwing
grenades, and can easily kill you if you stay still. Also, the
Riot Shields they may have will block your Bolt Attacks.

Combat Strategies: Pretty much anything is good agains these guys
individually. If they swarm together, Rockets and Grenades are
probably your best bet.

*******************************
Miltia Shotgunners
*******************************

Apperance: Large men wearing gasmasks and shotgun shell bandoliers.
They are armed with large pump action shotguns.

Abilities: These guys will ruin your day if you let them get up
close to you. However, they are still pretty weak. 

Combat Strategies: While they do more damage than Militia Riflemen,
they are actually easier to kill since they move so slowly and
their range is so pathetic. Still, try not to use the Amp on them.

*******************************
Miltia Snipers
*******************************

Apperance: Ordinary men in orange and white hoodies, usually wearing
some sort of face concealing headwear such as hockey masks or ski
goggles. They are armed with sniper rifles.

Abilities: These guys are usually found supporting other miltias.
Their sniper rifles do a ton of damage, but are thankfully indicated
by a bright red targeting laser. They have to line it up on you for
a few moments before they shoot.

Combat Strategies: These guys aren't that much of a threat, but try 
not to stay still for too long, since their rifles do hurt a lot.
They are just as squishy as the Militia Riflemen though.

*******************************
Miltia RPG Troopers
*******************************

Apperance: Ordinary men in orange and white hoodies, usually 
wearing some sort of face concealing headwear such as hockey masks
or ski goggles. They are armed with RPGs.


Abilities: These guys are what you call glass cannons. They can't
take much more punishment than Militia Riflemen, but their RPGs can
send you flying off rooftops and cause extreme amounts of damage to
you with direct hits.

Combat Strategies: Precision and Rockets are your best bet against
these guys. Since they're priority targets, but certainly far from
the worst foe you will face, it's best to save some energy for
Grenades and Ionic Charges for stronger foes. Also, using 
variations of the standard Alpha Blast attack can deflect their
Rockets.

*******************************
Miltia Grenadiers
*******************************

Apperance: Ordinary men in orange and white hoodies, usually
wearing some sort of face concealing headwear such as hockey 
masks or ski goggles. They are armed with Grenade Launchers.


Abilities: These are the strongest infantry the Militia fields.
Their miniguns are pretty powerful, about as strong as the 
emplaced turrets the Militia fields.

Combat Strategies: These guys aren't that much of a threat unless
you stay still. Their grenade launchers are rather accurate, so
staying on top of buildings won't help you so much. However, the
grenades they fire take about a second to blow, so there 
shouldn't be much problem with closing in on them and finishing 
them off with Bolt attacks and the Amp.
*******************************
Miltia Minigunners
*******************************

Apperance: Large men with gasmask and ammunition backpacks. They
carry a large minigun.


Abilities: These are the strongest infantry the Militia fields.
Their miniguns are pretty powerful, about as strong as the emplaced
turrets the Militia fields.

Combat Strategies: Grenades are pretty good against these guys.
Since they move so slow, accuracy isn't so much a problem. Don't
linger in their range of fire for too long though, since their
miniguns will kill you pretty fast.

*******************************
Miltia Helicopters
*******************************

Apperance: Large Black Helicopters with Rocket Pods and Miniguns


Abilities: This is the strongest unit the Militia has. The miniguns
are strong but innacurate, and the rockets are also very strong, 
but are telegraphed by shining a bright red targeting laser.

Combat Strategies: Running around helps a lot. Both the miniguns fire
simultaneously, but lacks the accuracy Militia Minigunners and 
emplaced turret gunners have. Rockets are ridiculously easy to avoid,
just stand still and wait for the laser to finish targeting you,
then bounce the rockets back with a Blast Power.


Vermaak-88
~~~~~~~~~~~~~~~~~~~~
A South African Private Military Company that offered their members
for augmentation via becoming Forced Conduits. However, their
incredible Cyrokinetic powers came at the price of their sanity.

*******************************
Vermaak Riflemen
*******************************

Apperance: Men in full body white robotic armor, carrying submachine
guns and shields made of ice

Abilities: These guys' attack power is about the equivalent of the
Miltia Riflemen armed with Riot Shields, but they are much tougher,
have the ability to jump far distances like the Corrupted, and
can regenerate their shield if they lose it

Combat Strategies: Bolt Powers are out of the question unless you
are using Precision. Melee is also harder against Vermaak members
since they have a tendency to jump away from you. Using Blast
powers to disarm their shields and following up with Bolts or just
using straight Grenades and Rockets works.

*******************************
Vermaak Shotgunner
*******************************

Apperance: Men in full body white robotic armor, carrying sawn-off
shotguns

Abilities: These guys are much more dangerous than the Militia
Shotgunners. They have the ability to "skate" across the ground
at incredible speeds, which makes it incredibly easy for them
to surprise you and take off about half your health

Combat Strategies: Unlike their riflemen counterparts, they lack
shields, and using Bolt Powers is a viable tactic. When they
do skate up to you though, using a Blast Power to knock them 
away is a good tactic.


*******************************
Vermaak Bruiser
*******************************

Apperance:Large men in full body black robotic armor

Abilities: These guys are the heavier "normal" infantry of the
the Vermaak. They can make incredible jumps like the rest of
their brethren, but also serve the role as snipers for the
Vermaak. They construct a tower of ice that serves as their
perch and fire their ice beam with incredible accuracy.

Combat Strategies: These guys aren't that hard to kill even
though they do have much more health. Hitting them with
Grenades is a harder since their ice towers are rather small
on top, but Rockets and Bolts can take them down pretty
easily. Their towers can also be climbed, but they soon
disintergrate after they leave it, and they usually jump'
away after you get to close.

*******************************
Vermaak Crusher
*******************************

Apperance:Large men with ice covered arms and robotic armor

Abilities: These guys are one of the two miniboss enemies
that the Vermaak field. They have two ranged attacks: One
of them makes a line of ice travel through the ground
towards their target, and the other summons chunks of ice
to throw at their enemies. Their melee attack is an strong
overhead smash, usually indicated by a running jump

Combat Strategies: These guys are pretty hard to kill. You
shouldn't even try going close to these guys since their
melee attacks will send you flying. A good strategy is to
use Grenades and Missiles, rolling out of their way when
they try to perform their ranged attacks.

*******************************
Vermaak Titan
*******************************

Apperance:Giant humanoid creatures made of ice

Abilities: These guys are the toughest non-boss enemies
you will probably face in the game. The fact that they
can regenerate doesn't make it much better. They can
shoot out dual ice beams like the Bruisers, throw ice
chunks like the Crushers, and have a very strong melee
attack that sends chunks of out all around them. But
despite all that strength, they lack the mobility of
the other Vermaak soldiers, just simply trudging
around at a slow pace.

Combat Strategies: These guys take a really long time
to kill (until you get Ionic Storm), but your primary
concern is running out of energy for your Grenades.
Greandes and Rockets are the only things that really
make a dent in their health, but since Grenades are
so much more powerful and the Titans are such large
that they are your best choice. After they get to
about a third of their health, they will kneel down
to regenerate. Run up immediately to them, and press
R1 to execute the command prompt. Cole will take the
Amp out and try to expose the weak point. Mashing
square will reveal it. Immediately run away and get
to cover. Start throwing grenades until the big guy
keels over. Once you get Ionic Storm though, just
1 hit from it activates the command prompt however.


Corrupted
~~~~~~~~~~~~~~~~~~~~
The Corrupted are the mutated citizens of New Marais, having
been changed into mindless bloodthirsty monsters. They inhabit
the rural areas and cemeteries of New Marais, looking for fresh
food to consume.

*******************************
Corrupted
*******************************

Apperance:Insectoid human shaped mutants with crab 
like arms

Abilities: These guys have a fairly strong melee atack,
but thankfully, lack all ranged attacks. They can also jump
very far like the Vermaak

Combat Strategies: These guys aren't that strong and smart,
preferring to just rush you and try to slash you with their
arms. Using the Amp to save energy is your best bet.

*******************************
Corrupted Bombers
*******************************

Apperance:Insectoid human shaped mutants with crab 
like arms and green glowing sacs on their body

Abilities: These guys are essentially suicide bombers. Due
to their nature, melee is out of the question. They are
quite powerful with their explosions though, so make sure
they don't get too close.

Combat Strategies: They aren'tthat durable however, and a
few Bolts can easily kill them.If they do get too close, a
Blast can easily send them flying away.

*******************************
Spikers
*******************************

Apperance: Large beetle like insects with green spikes

Abilities: These guys are pretty agile and can shoot very
some weak spikes, and their small frame makes for a smaller
target

Combat Strategies: These guys die in one hit from anything.
Practically anything works against these guys, but you
should use melee to conserve energy.


*******************************
Ravagers
*******************************

Apperance: Large gorilla like monsters with insect like
faces

Abilities: These guys are among the two minibosses that the
Corrupted have. They come in two forms: Regular and Hivelord.
They can make spore pods that summons Spikers after a short
time, and shoot balls of acid that can easily knock Cole 
down. Their melee attack is a fast charge. They burrow through
the ground to move fast.

Combat Strategies: These guys are pretty irratating to fight.
Since they tunnel through the ground so much, using Ionic
attacks or Bolts isn't as useful, due to the wind up
animations and their invulnerability to Bolts. Using Grenades
and Rockets are your best bet.

*******************************
Devourers
*******************************

Apperance: Several story tall armored Quadruped with a spiked
tongue 

Abilities: These guys are the tougher of the two minibosses,
and have two powerful attacks. They can barf up balls of acid
like the Ravagers, and shoot their tongue out to grab Cole.

Combat Strategies: These guys are actually pretty annoying to
fight. Their barf homes in on you, and so does their tongue.
You have to shoot them in their mouth while you get caught by
their tongue, or you will be insta killed. The best way to
avoid their barf is to roll out of their way. Also, don't
melee them, or you will instantly be killed.


*********************
CopyRight Information
*********************
Copyright © 2011
This document cannot be altered, changed, transcribed, copied, 
sold,published, posted on another website or reproduced for profit 
without permission from the writer,me, Wasteland Oasis. Posting 
on any other sites must receive my notification, or at least 
acknowledgement that I have written it. inFamous 2 is property
 of Sucker Punch Production.

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