Infamous 2 Combat FAQ - Guide for inFamous 2
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****************************************** inFamous 2 Combat FAQ v1.0 ****************************************** Wasteland Oasis 6/9/2011 [email protected] @@@@@@@@@@@@@@@@@@@@@@@@@ POWERS @@@@@@@@@@@@@@@@@@@@@@@@@ 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. @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ ENEMIES @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ 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.