Mars: War Logs

MARS: WAR LOGS

Mars: War Logs


For those unaware, Mars: War Logs is actually the sequel to the Technomancer, despite being the first to release by many years. It's a relatively short RPG with simple achievements, except the one involving all the sides quests of the game. This can be very tricky, as a specific order is required in order to gain the achievement. So follow the guide as closely as possible on these missions so you don't dig yourself a hole. Besides that, there is little else that should cause issues for players.

The story follows a young soldier sentenced to a camp as a prisoner of war. The boy, named Innocence Smith, once served the army of Aurora, a sprawling metropolis on Mars due to their source of water. The enemy faction, Abundance (this is where Technomancer takes place), competes with Aurora for control of scarce water sources across the planet. This results in the all-out war between the nations, in which Innocence is forced into the draft, only to become a slave to Abundance. Upon arriving, however, he meets a man named Roy. Together, they conspire to break out of the camp, only to be further pushed into the conflict.

You, as the player, control Roy. You can shape his path (though with limited range) and decide the fate of Innocence as you go. Mars: War Logs also includes some basic skill building and choices through dialogue. This walkthrough will cover how to progress in the game, the solution and consequences of each quest, and general tips to survive the extreme difficulty.

As always, feel free to suggest any changes in the forum to make corrections! Be advised for adult themes throughout the story as well. War Logs should be a relatively simple completion of around 10-20 hours total.


Mars: War Logs

ENJOY!

TIPS, SKILLS, DIFFICULTY, AND STORY OUTLINE

Mars: War Logs

Although the game is fairly simple in terms of skills and abilities, new players will likely be lost on the mechanics. To keep things simple, I will provide a guideline of how to upgrade Roy for the best approach to the combat. You only need to max out one tree during a full playthrough, so don't worry about different playstyles or achievements. There are also some fairly basic tips to keep yourself alive and to not miss anything that's required in the game. There's a basic outline for how to complete the game as well, which you should definitely check out to avoid having to do more than one playthrough.


BASIC HINTS AND TIPS

You should be familiar with how RPGs work. Speak to everyone, and loot all you can before leaving an area. It's generally the same for every game. However, here are some additional hints based on War Logs specifically, since the combat will no doubt be what players struggle with:

  • Enemies: If you've played an RPG by Spiders, you'll know that enemies respawn. Try to avoid unnecessary fights.
  • Be efficient: Don't wander around because you'll just waste time on enemies. Alternatively, this is good for collecting supplies.
  • Loot everything: As mentioned, supplies are scarce, and even items you don't need can be sold for things you do.
  • Rely on guns: Another thing Spiders fans will note. Guns are almost always overpowered. This is still the case.
  • Scrap away: In War Logs, you have the option to scrap useless items into parts. Do this if you don't intend to sell it.
  • Be a Good Person: Being both good or bad has its own perks, but being a good person is required for an achievement later on.
  • Follow the Guide: This is by far the most important part. I know that a lot of people like to skip around or skim paragraphs in walkthroughs. This is a game that you cannot do that with. If you want your completion all in one playthrough, read everything.

That covers the basic tips of the game. The gameplay remains very consistent throughout the story, so you shouldn't expect any changes over time. The enemies, however, will definitely get harder as you go. So the next thing you should look into is how to build your character's skills and abilities.

SKILL BUILDING

I've done a bit of research on the subject, and I feel that I've found the best set of skills for players to use for a full completion on Extreme. It's definitely not necessary to follow this exact path, but you should pay attention to some specific skills, as they'll be extremely useful, if not imperative, throughout the game. Note that some skills aren't available until you upgrade the tree to a certain amount.

Mandatory Skills

  • Rogue Tree
    • First Aid
    • Subtility
    • Hotshot
  • Soldier Tree
    • Tough Skin
    • Science of Evasion
    • Weapons Mastery
  • Technomancer Tree
    • Deep Impact
    • Empowering Fluid

Suggested Alternatives: These are skills that aren't required, but are generally well received by players. Naturally, each skill is dependent on your playstyle, and some will be more valuable than others. Keep in mind that you still need to fully upgrade a tree as well.

  • Science of Parry
    • If you aren't into dodging like a maniac, developing the parry skill is very useful. Upgrading it to the fullest will allow you to parry bullets and lightning as well. It's possible to survive without it though.
  • Assassin
    • If you're generally a player that relies on stealth and avoids combat, this can be a very beneficial skill. However, you should only invest in it if you plan to work with a high stealth level. Otherwise, you'll never get close enough to make this skill work.
  • Fluid Mastery
    • This is one that I really shouldn't need to explain. The longer your fluids last (your health injections) the more you gain from them. Fluids can be extremely useful in the game, especially on Extreme. They're also super expensive, so this skill gives you more for less.
  • Weapon Subcharge/Focused Electric Ark
    • Both of these abilities are great because they can stun your enemy. Subcharge can be activated without having to actively use it, so it's incredibly useful on melee combat. The ark can be used as a ranged attack, which is good when you have little ammo or an armored enemy.

Character Feats

Feats are based on your actions in the game, such as morality, leveling, and crafting. Feel free to develop them as you wish, but some will be locked based on the decisions made, such as morality choices. You can't really go wrong with your choices, but here are a few for reference.

  • Apprentice/Expert Handiwork - high priority as it allows you to craft items such as ammo.
  • Snooper/Searcher - medium priority as it allows you to gain more supplies from looting.
  • Quick Learner/Combat Spirit/Combat Genius - top priority for extra experience.

At least one tree must be maxed out for an achievement. I highly recommend that you make that tree the warrior one, as the skills on each branch are always beneficial no matter your play style. That being said, you are free to customize how you see fit. I personally wouldn't recommend maxing out the rogue tree. This is something I did in my own playthrough, and some skills are essentially pointless to use. Furthermore, the Technomancer tree, while powerful, is really only beneficial at higher levels. The warrior is a solid choice throughout the game.

DIFFICULTY LEVELS

Mars: War Logs handles varying difficulty levels like most other RPGs. On easier levels, enemies do less damage and you do more. On higher levels, it's the opposite. Beyond that, there's no real difference overall. You have access to all the same items and you can play just as you would on any other difficulty. There are four different difficulties in total which you can select before playing:

  • Easy
  • Medium
  • Hard
  • Extreme

If you want to speed through the game in one playthrough, Extreme mode is required. This is a bit tricky because certain side quests make the game much more challenging. With this in mind, there are two options that I would suggest for new players:

  • One Playthrough: Play on Extreme and do every quest at the same time. This is the more challenging option, and you will need to reload a save for faction achievements. But you won't need a second playthrough, and the extra experience will help you. Expect to struggle with the combat.
  • Two Playthroughs: One playthrough will be on Easy, in which you collect all the quests in the game. And the other will be one Extreme, where you only focus on combat. That way you won't struggle through challenging quests and will also be able to select a different faction each time, instead of reloading later on.

Naturally, both of these options are time-consuming. But you at least get the choice on how you want to spend that time. Just be sure to build your character accordingly. Difficulties stack, so don't worry about Hard or the others. But don't forget to keep track of each playthrough, if you decide to do two.

STORY OUTLINE

Please note that there is a specific path you must take for 100% completion, so follow the quests closely. If you complete a quest too late or too soon, it might void other options. Some quests also require a specific outcome to continue, so be careful. The list below is in order of first to last to complete:

Chapter 1

  1. First steps in prison
  2. Handyman's Assistant
  3. An Explosive Plan
  4. The Blues
  5. The Lucky Charm
  6. Another Face
  7. Mean Dogs
  8. Escape Together
  9. The mole queen
  10. A diversion
  11. Weapons for the battle
  12. Water for the trip
  13. The great escape

Chapter 2

  1. Back Home
  2. An old friend
  3. Requiem for Dreamers
  4. The Dealer
  5. Smuggling
  6. False Identification
  7. A bartender with no ID
  8. Working for Charity
  9. Find Faith
  10. The Coin Killer
  11. Fidelity Lost
  12. Meeting the Resistance
  13. A strange explosion
  14. Meeting with the General
  15. A bit of Perspective
  16. Find Innocence
  17. Choose a Side

Chapter 3

  1. Romance Quests
  2. The Coin Killer Strikes Again
  3. Sympathy for the Farmer
  4. Theft from the Stores
  5. A Helping Hand
  6. Finish the Story

It's been noted that some people unlock the completionist achievement early, but it will unlock no matter what, provided you follow the guide. This is the most important part of the guide, so don't forget! Otherwise, that's all you need to know.

Mars: War Logs

GOOD LUCK

CHAPTER ONE

Mars: War Logs

This will be your first experience with the game, so be sure to check the hints and tips page first as it will save you quite a bit of time. For convenience, the guide is formatted so that you can keep track of each quest and achievement. Look out warning messages (in red) that keep you from voiding any achievements during the playthrough. These are all the quests required to complete in this chapter:

  1. First steps in prison
  2. Handyman's Assistant
  3. An Explosive Plan
  4. The Mole Queen
  5. A Diversion
  6. The Blues
  7. Weapons for the battle
  8. The Lucky Charm
  9. Another Face
  10. Mean Dogs
  11. Escape Together
  12. Water for the Trip
  13. The Great Escape

Don't forget to go in order of the quest list, as each mission has a very specific timing and outcome to complete. Furthermore, don't explore unless told to, because moving into a new area can prompt new missions to appear, which will ultimately ruin the order required. The guide for each chapter will go step by step, so you should be able to follow each movement exactly. Good luck!


POW CAMP

First, remember to select the correct difficulty as you select a new game. I still recommend going for the extreme playthrough to avoid another run. Then, just enjoy the cutscene as it plays out. You'll be introduced to Innocence Smith, the boy who was drafted into the Aurora Army.

If you play an older version of War Logs, know that you might be hearing dialogue that is different from the guides. Innocence and a few other characters had a voice change due to complaints. Spiders is a French company, and therefore, they didn't have as much control over the English translations. So there are quite a few altered lines throughout the game. If Innocence has a British tone, it means you have the new version. If his tone is more American, it's the older version. This is important because it signifies whether or not you have the latest patch installed. If you play offline or on a disc, it's possible that you have the older one. Going online and downloading any updates should fix it. The newer voices aren't much of a change besides aesthetics, but it might be easier to follow the guide if you have the updated version which shows the same dialogue. This shouldn't affect the achievements though.

After the cutscene, you will enter the POW (prisoner of war) camp. The scene will open with a man nicknamed Fatso, who most can concur is definitely a rapist. Yes, it's quite disturbing. After the initial confrontation, the main protagonist, Roy, will appear in the doorway. This is who you will play for the rest of the game. When the scene ends, you'll be given your first piece of dialogue. Be sure to stick with your decisions. It doesn't matter if you're morally good or bad, but you need to be consistent in what choices you make. Depending on your version of the game, the dialogue may vary a bit. But it's clear to see what lines up with each option. The choices are as follows:

  • Good: I couldn’t just stand there and do nothing.
  • Neutral: I didn't do you any favors.
  • Bad: What if I wanted you to myself?

The second answer is similar to the first. The first is good, the second is neutral, and the last one is bad. Once again, I recommend choosing the good options for a smoother playthrough.

The scene will then end and you'll be in control of Roy. This begins the quest FIRST STEP IN PRISON. The first thing you should do is get accustomed to the controls, then walk around the room. They follow the same scheme as many others. cn_A is to run, and moving the control sticks allow you to move your character and the camera. When you're ready, start looting the showers. There are multiple piles of scrap on the ground to loot. This will prompt a tutorial screen. Note that both chests and scrap piles count towards the Crowbar achievement, so always loot both! Re-visiting an area will often rearrange the chests, so don't assume you've cleared a location.

For now, there should be two in the shower (or sand pit) area. One on the back wall to the right, and one just out the doors and into the hallway ahead. (2/50) The showers is where you'll also find the doctor, who you need for a future quest. But for now, head into the hall and speak to the mechanic that's working on the wall. This will start the next quest. To start, speak to the mechanic that's just outside the door. He's working on the wall that leads outside of the showers, and will then mention his struggles with keeping the camp running. This will prompt a choice. Pick the "maybe I can help" response. Then, select "whaddya need." After this, you'll need to scavenge the camp for more parts. This requires you to unlock new areas as well. Accepting his request will start HANDYMAN'S ASSISTANT.

Note that this is one of the few quests where you are free to explore as you complete it. You can finish it whenever you wish, provided that you do it before ending the chapter. But I recommend getting it out of the way, as it requires you to loot everything you come across. For now, head outside the showers for the next cutscene. You won't be able to take more than a few steps before Fatso interjects. This begins your first introduction to the combat, so pay attention! If you forget the controls, you can use the guide in the start menu to go through them. For now, the combat controls are as follows:

  • cn_X to attack
  • cn_Y to disrupt (guard break)
  • cn_B to block
  • cn_A to run and evade
  • cn_RSc to target lock enemies
  • cn_LB to open the tactical menu (you have no other skills at this point)
  • cn_RT to throw sand in your enemy's face

The key to combat in War Logs is being systematic. Attack, disrupt, attack. If you continue to spam one button only, your enemies will eventually begin to block that move. So always mediate between each skill. Both dodging and blocking work well to avoid attacks, and I can't really recommend one over the other. Just be sure to pay attention to where the enemies approach. War Logs can often be unfair when taking distance or movement into account. You'll be able to learn more skills later on to fill up the tactical wheel. Note that some enemies have immunities (such as armor or goggles) that keep you from using certain moves. I will always point this out when needed.

Fatso's personal guard is a bit of a joke. A few will outright refuse to attack at lower difficulties, so now is a good time to just learn the skills. There will be three rounds total, each with a different tutorial. You'll know when you've reached the final wave as Fatso himself joins the fight. When finished, another cutscene will ensue, and you'll be speaking to Innocence a second time. During the conversation, exhaust the dialogue. You should always show interest in speaking with him. Then return to the game to update your skills. You can access the menu through the start button.

There should be two things to upgrade. One is your feats, where only one point is available. As of now, the only option you have is to acquire the "Quick Learner" perk. I recommend accepting this since it's an all-around good investment. The second is an actual skill. You should have at least two waiting for you. Remember to invest in the Warrior (combat) tree for the best result. "Tough Skin" and "Science of Evasion" are both decent, to begin with. Then, exit the menu and an achievement will pop.

Good start in Mars: War Logs
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Before continuing, be sure to loot the area. (4/50) Just across from the shower door is another pile of scrap. Then, head through the gate and to the stairs leading up the first building. Just around the steps is another pile. A new tutorial should trigger as you approach, so be sure not to ignore it, as you'll be relying on your map often. I typically leave it open when I need to reach a new quest area. From the last scrap pile, move forward and a new cutscene will begin. You will receive a new weapon as a reward for beating up Fatso.

Head into your inventory to equip it. You should see three options here, which are explained at the bottom of the screen. The new weapon, the cracked tube, is significantly better, so be sure to equip it and not scrap it on accident. Note that War Logs forces you to keep your first set of equipment, so you can never recycle the original weapon or armor. It's also an option to upgrade the pipe. But since you've only looted two areas, I highly suggest that you wait until you can upgrade it with something better. Just exit the menu for now.

This is where a map becomes handy. You can activate it with cn_up. There are three areas in front of you now:

  • Mess Hall (straight ahead by the guard)
  • POW Camp Continued (to the right with the enclosed door)
  • The Cistern (to the left with crates in the room)

For now, go towards the Cistern. Immediately left will be a bunch of crates against the wall. Behind both stacks will be two crates that are lootable. The one on the left contributes to your supplies. (5/50) The one on the right is for the mechanic. (1/6) Head straight from the Cistern and to the second half of the POW Camp, but don't open the door yet. There's a scrap pile to the side of the entrance, in between the POW Camp and Mess Hall. (2/6)

Now you can head inside. Look left to loot another crate to start. (6/50) This area is a bit circular. So start from the right and move forward. The first group of men will be doing pushups. Behind them, besides the crates, is a scrap pile for the mechanic. (3/6) Continue right until reaching a bend in the path. From the trashcans, turn right and head towards the second set of trashcans. Then, immediately turn left to find a scrap pile tucked beside the rocks. (7/50) Head back into the circular area, and then pass two of the buildings with the men on the stairs. In between the second and third is a large pipe, and a scrap pile. (8/50) Then, you'll arrive back at the start, with two doors ahead.

After coming to a full circle, STOP. There will be a door to the right that you have yet to enter. Do not go inside! Turn back around and head to the Mess Hall instead. Entering the next section of the POW camp will automatically start a quest, therefore voiding the Completion achievement.

Once you've returned to the first section of the POW camp, head inside the Mess Hall area, as stated. Head up the ramp and look straight ahead where a scrap pile is waiting. (9/50) Turn completely around to see another pile hidden beside some trashcans in the back. This is for the mechanic. (4/6) As you move forward from the ramp, you'll notice that there are two different directions to go to. Straight ahead, under the muted lighting, is the Mess Hall itself. Skip this for now and head right, down the alley.

As soon as the alley ends and you can see the three prisoners in the corner, take a sharp right to see another scrap pile for the mechanic. (5/6) Feel free to speak to the men, but it doesn't affect anything. Skip the next door (the Crater Area) for now. You can come back to it after looting this area. Save before heading down the steps.

Climb down the step and move right. Behind more trashcans is yet another scrap pile. (10/50) Then, turn straight and walk towards the prisoners that are blocking the crate. You'll need to fight them to loot it. This fight was fairly difficult for me on extreme, but the easiest way to handle it is to dodge as much as possible. Roll to the side and then attack when their backs are facing you. Innocence does very little damage in combat, but he does work well as a distraction. If you die, just reload and try again. The chest is valuable enough to put up with the fight. Once they're down, loot it, and then loot the bodies as well. This should give you enough materials to reinforce your weapon, so head into the inventory screen.

I personally like the last two upgrades (anti-skid and handguard), however, you can upgrade the weapon however you see fit. You should be able to build 4 out of the 5 upgrades total. If the one you want isn't available, feel free to wait until later. Otherwise, just select the handle, and purchase one of the upgrades. The achievement will pop soon after.

Recycling in Mars: War Logs
Recycling11 (10)
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Once you've finished the fight, and upgraded the weapon if needed, you'll need to find the last bit of materials for the mechanic. This means you'll need to approach the area that Bob is in. To keep from initiating the quest, stick to the top level of the area. Don't venture down the stairs! After crossing into the next section, a scrap pile will be sitting on the catwalk.

This is the last part for the mechanic (6/6) so return to the sandpit to update the quest. You should do this as soon as possible, as it takes a bit of time to initiate the next part of the mission. When you speak to him, select "need anything else?" and he will send you away.

After returning the Mechanic and updating the quest, return to the Mess Hall for the main mission. Avoid the Crater Area for now, as you'll be heading there soon after. Once in the Mess Hall, there are two crates to loot. Head straight and in the back of the room. One chest is to the right, near a shelf and a gated door. (11/50) Ignore the door for now, as it's for a later quest. The other is to the left, straight ahead from the last box. (12/50) Now you can approach one of the tables to continue the story. To speak with Innocence, head to the table that's closest to the stairs. You'll see the prompt to sit. Once the dialogue begins with Innocence, you should follow the same setup as before, sticking with your morality choice:

  • Good: Yeah, but it's not going to be easy.
  • Neutral: You thought asking nicely would do it?
  • Bad: Of course I have a plan. What, do I look stupid?

As the dialogue continues, you'll learn about the plan to escape, as well as the moles that overrun the well. This will be your next step in the story, so be ready for combat. When the next dialogue choice appears, it's structured a bit differently than the last. Both of the second options are a bit snarky, but the last option is still the bad one, so don't think into it too much.

  • Good: Want me to go with you to recruitment?
  • Neutral: Make yourself useful. Go sign up for power plant duty.
  • Bad: You're gonna make them believe you came out of your mama with tools in your hand...

After that, the scene will change and you'll have free control once again. The quest THE GREAT ESCAPE will be added, which overlaps with your main quest objectives. Then head to the Crater Zone next. It's past the alley from the Mess Hall, on the metal platform with the stairs. You've passed it before.

You might notice an NPC named Jey that roams in between the tables in the Mess Hall. You can speak to him, but DO NOT ask about the guards. Otherwise, you will void a future quest.

A small cutscene will appear on your first time. Once it's over, speak to Innocence to influence his character. Enter dialogue with cn_Y and then ask "do you have a minute to talk?" to continue. This will bring up three selections, and you should exhaust all three of them. Each one will prompt a response from Roy as well:

  • What did you do before the war?
    • Good: Nothing Exceptional
    • Neutral: Not a story for kids
    • Bad: I was a dowser, actually
  • What battles did you fight in?
    • Good: I kept my head down.
    • Neutral: Could've, but that's none of your business.
    • Bad: They even offered to make me a general.
  • You know people in this camp?
    • No Response

Get used to doing this after significant story events, as this is how you receive the Mentor Achievement later on. Now, head out of the Mess Hall and into the Crater Area to receive your job. You've already passed this location before. Head to the left (from the Mess Hall) and down the path until you reach the metal platform and the large door.

Upon entering, you'll be in a small, enclosed space. Just keep moving forward, as there's nothing of value here. Both paths wrap around to the Crater Zone. Once you're through the second door, you'll be in a very wide area with different buildings. For now, leave this section alone, and turn right instead. After passing the group of chatting men, there will be a few tents to the side. A scrap pile is in the middle of one. (13/50) Head farther down the wall and you'll reach a door. Enter it to arrive at the Mutant Pen.

The path will be linear to start, so move forward until you reach the pillar in the center. Once again, the same rules apply; move in a circle to sweep the area. This time, start from the left. Feel free to speak to the mutants as you go. Walk around the pillar and you'll see two named mutants on the way, Grime and Scum. Ahead of scum, next to a pile of trash cans, is a scrap pile. (14/50) Head further down the path until you reach the hill. At the top is a closed building and a set of crates farther back. Behind the first set is another blue crate. (15/50) Then walk back down the hill and straight ahead, past the mutant named Stain. A scrap pile is underneath the tent with the two other mutants. (16/50) Now, you can head back into the Crater Area to continue looting.

You might run into "observing" spots along the way. These are completely optional. They just give a view of the camp.

From exiting the Pen, immediately turn right into the garden area to collect from a scrap pile. (17/50) Straight ahead from it, further in the garden and next to the mutant is red crate. (18/50) From the garden, head further right and around the slope. Stay on the edge to reach the small campsite just ahead. Inside one of the tents are two red crates. (20/50) Then head down the slope and towards the open compound ahead. To the right is another camp with a red crate inside (21/50) To the left is a scrap pile, hidden in the corner of the first cylinder. (22/50) There's nothing inside the compound itself, but feel free to speak to Jack, or speak to the merchant to the right of him. You don't have much money currently, so it's not quite worth it to shop at the moment.

Head back up the hill and to the right will be yet another area of the POW camp. Go inside, and straight ahead, slightly to the left is a scrap pile behind some machinery. (23/50) Continue following the wall until you reach the small building to the side, avoiding the workshop and mutants again. Next to it, besides the yellow and blue barrels, is another scrap pile. (24/50) Inside the building, in the first right corner, is a red chest as well. (25/50) Finally, behind the only guard in the vicinity (the dog master) is the last scrap pile in the area. (26/50) Avoid talking to the man for now, although it won't affect your playthrough if you do.

Return to the Crater Zone and head right for the third time. Avoid the building for now, and go behind the cylinder machinery instead. At the very end is a final scrap pile. (27/50) Now you can head inside the recruitment office. This will update your quest. Now head to the compound below the hill. Another cutscene will ensue along the way, and then again as you reach Jack. The dialogue this time is very misleading:

  • Bad: That a problem?
  • Good: All I did was protect an innocent kid.
  • Neutral: Nearly true

Afterwards, Save. Then, approach the merchant to the right to collect your gun. You'll now be transferred to the well, and Innocence will leave your party. Walk forward, then immediately turn right down a partially gated path. This will curve around the rocks, eventually leading to a scrap pile. (28/50) Turn back, then move around the large boulder, towards the back wall. To the left is another set of crates, and one of the red ones is lootable. (29/50) Now, pass up Jack to meet up with the other workers. They will then join your squad, and a new quest WEAPONS FOR BATTLE will appear.

THE WELL

Take caution as you enter the Mole Caves. You should make sure that all your skills are upgraded, and that you bind your nailgun to a control. You can do this with the combat wheel. I usually bind it to cn_RT so it's the same as any other game. Note that there are other weapons to use as well, such as traps and explosives. You can access them from the same location. Binding health injections is also incredibly crucial. Finally, if you don't have enough supplies, you can craft items via the crafting kit in your inventory. You need so much scrap in order to craft something, however, so you won't be able to make too much at this time. Enter when ready.

A tutorial prompt will appear once you're inside, in case you don't understand how to bind abilities. You should also bind your health items as well. Then, walk straight ahead to see the mole eggs. Before attacking them, loot the scrap pile against the wall. (30/50) Then, hit one of the eggs to trigger the next cutscene. There are a few ways to handle moles easily:

  • Always attack at a distance if you can, as they can't attack you from ranged locations
  • Attack one at a time, keep yourself from being surrounded or you'll get stuck
  • Avoid a frontal assault, as moles deal considerable damage with their claws
  • Stick with straight attacks only, they cannot be blinded or crippled
  • Keep track of your ammo! You can only replenish it by scavenging

The goal is to kill off all the moles and destroy the eggs for the reward. You also need to collect handguns from the previous dead you found, as Roy mentioned beforehand. That will be your second priority. For now, just focus on staying alive. Your companions are only so useful at the moment, so it's really down to you to keep your head afloat. A good tactic to have is a dodge, then attack, and repeat. Once they're dead, be sure to loot the bodies as well. You will occasionally find bone or other materials. Once you've destroyed all the nests, head down the adjacent tunnel and hop off the ledge. I recommend saving again if you're on Extreme. This is also a good time to begin sneaking if that's your preferred playstyle. You can do so by pressing down cn_LSc.

The first thing you'll see in the tunnel is a body, so search it for a weapon. (1/3) Walk straight and you'll find yourself at an impasse. Head up the cliff edge first, which is straight ahead. Once again, you should sneak attack the moles, then take them out to destroy the eggs. When finished, there's a body to the left (2/3) and a scrap pile at the back of the cave to the right. (31/50). Head deeper into the cave to find a path leading upwards, leading to a blue crate. (32/50)

Turn back and walk to the impasse, and now go down the right path that leads further into the cave. Another body will be in the tunnel. At the bottom is yet another crossroad. Defeat the mole, collect from the body next to the edge (3/3), and then loot the scrap pile beside the rock and the body. (33/50) Once again, head up the cliff edge to face the next set of moles. When finished, there's a body to the left, partially covered in webs, and a scrap pile straight back in the back of the cave. (34/50)

From here, turn back again, and this time head down the lower path to the right. Jump from the cliff and head down the path until you reach a red crate. Don't approach it just yet. It won't ruin your playthrough, but it will get rid of your chance to loot more. The caves will be cut off at various points of the game. To the side is another body. Remember the crate, as you'll be returning to it soon. Now, head down the tunnel into the last chamber. Repeat the process of slaying the moles and destroying the eggs. Afterwards, a cutscene will appear. This is your last chance to investigate the tunnels, so make sure you didn't miss anything. In this cave, loot the scrap pile to the right (34/50) and then the body straight ahead. You won't be able to head into the metallic tunnel, so now that you've looted everything, return to the red crate and dispose of the weapons. Then, the squad will prompt you to return to the surface. A cutscene will appear, and an achievement will unlock.

Pest Control in Mars: War Logs
Kill 15 moles
  • Unlocked by 3,340 tracked gamers (69% - TA Ratio = 1.20) 4,830

For those who've played the Technomancer, this is indeed the same Sean who is your master as Zachariah. You'll now be in the caves with Mary, so follow her down the path. You won't be able to turn around, but you should definitely save. The next fight is difficult. You'll now see the mole queen. There's a specific way to defeat her:

  • Keep all of the previous tips in mind. Don't try to assault her from the front
  • A tutorial will appear to destroy the eggs. This is what you should do until Mary awakens
  • Once all the eggs are destroyed, push into the back of the room to collapse the ceiling

The mole queen can deal damage to her children and eggs as well, so it's easy to use her attacks against her. As stated in the tips, once the fight begins, hold out long enough to destroy the eggs, and Mary will awaken to help. You'll need to stay alive long enough for her to develop a plan, and then head to the back of the cave to trap it. Once she's as far back to the wall as possible, roll back to Mary's side so she can unleash an attack. Then, enjoy the cutscene as you return to the POW camp, and as Mary and Sean develop their creepy master/apprentice relationship. Don't forget to check your stats when you're finished.

POW CAMP

Speak to the merchant to update your quest, and a new prompt will appear to speak to Innocence in the Mess Hall. Do this now, as it's required to continue with the rest of the side quests. He will be located at the same table as previously. The dialogue here is once again a bit tricky:

  • Neutral: You could've done a bit more...
  • Good: Alright.
  • Bad: I would've liked to hear something a bit more sure than "apparently"...

Another prompt will appear no matter your choice:

  • Good/Neutral: That'll do. You're coming with me now.
  • Bad: Tried, huh? Woulda been better to've succeeded.

The next part of the escape attempt will now commence, which means now is the time to clear up side quests as well. First, return to the Crater Zone for one of the most missed quests of the game. It's very important that you follow directions at this point. Save just in case. As you enter the area, head towards the garden where the mutant is. You'll now notice three men antagonizing him.

Unfortunately, you cannot pick a moral choice at this time. You must choose to stay out of the fight between the three prisoners and the mutant, or else a quest will be lost. There will be multiple choices of dialogue to choose from. Select "Ok, if it keeps you happy..." in order to gain Prowess' approval

Once the dialogue ends, find Prowess on the opposite of the gate, in front of some tents. As the conversation continues, select "What's in it for me?" and then "Ok." He will then give you the quest AN EXPLOSIVE PLAN. It starts automatically so be ready to follow the directions. All you need to do is sneak and loot literally everything in the crates next to the merchant. If you do it fast enough, you'll end up with extra supplies as well. Select "Ok, I'll follow..." to begin. It's fairly easy to complete. The next step in the quest is to collect supplies to create the bombs. But before you do this, turn completely around and head towards the guard with the dog. To the side of him should be the mechanic. Speak to him to continue his quest as well, that way, you can collect all the supplies at once.

The first four are located directly behind the mechanic, past the cylinder machines. There's a red crate (35/50), a blue crate (36/50), a scrap pile for the mechanic in between the crates, (1/5) and finally, a scrap pile against the wall, opposite of the crates. (2/5) Head back to the camp area that Prowess is in front of to find another red crate inside the tent. (1/3) Then, go down towards the well and the merchant and turn left towards the cylinder machinery again. Behind the two that are against the compound is a scrap pile. (3/5) Then, inside the recruitment office is another crate. (2/3) Finally, head up to the Crater Zone entrance and turn left towards the small camp in front of the garden. Another scrap pile is under the tent. (4/5)

With this section cleared, head into the kennel area (the door that's beside the recruitment office). The only items to loot here is the chest that's to the right of the building, (3/3) and another red chest inside that's inside the building. (5/5) Now you can return to Prowess to finish AN EXPLOSIVE PLAN. Prowess is now available as a merchant, and you gained some resources as a result. I recommend saving your explosives until later. However, feel free to sell any extra scrap for ammo, as you'll need plenty as you go. And after that, you can return to the mechanic to finish HANDYMAN'S ASSISTANT. The mechanic will now also be available as a merchant.

Now, you'll need to take care of the main quest alongside the side missions. This means finally speaking to Bob as well. The simplest way to start is to enter the recruitment office and speak to the officer in charge. Exhaust the dialogue. This gives you three new objectives:

  • Find the rebel mutant and start an uprising
  • Find a way to access the drilling well
  • Find Jey to get water for the trip

The order here is once again a bit tricky. Start with the rebel mutant, as both of the other quests have complications. The specific mutant you're looking for is Scum (also in the Technomancer). You can find him by heading to the mutant pen, just off of the Crater Zone. From there, speak to him and ask "are you the rebel mutant" to get a response. When asked for a second answer, select "tell the truth" and Scum will initiate dialogue. It's a very easy fight, however. Once his health bar is halfway down, he will admit to being the one. Now, select "I have a proposal for you." This will prompt the next step of the quest; collecting tools for the mutant nation. This requires you to go into each workshop scattered through the POW camp. There's two total:

  • On the left wall upon entering the kennel area, off the Crater Zone
  • In the back of the mess hall, to the right

Searching both will gain you the tools needed for the mutant. So return to Scum after visiting both. The dialogue will continue for a moment before the quest A DIVERSION becomes marked as completed. Next stop is to speak to Jey. He can be found in the Mess Hall, between the tables.

Once again, do not ask Jey about the guards in the POW camp. Only select the dialogue specific to the quest, as in how to gain access to the drilling well. If you exhaust his other options, the quest with Bob will not work.

Asking about the drilling well will prompt the next section of the quest. Now, it's time to find Bob. I recommend saving before doing so. He's standing in the third section of the POW camp, meaning you'll need to head left from the Mess Hall. Go down the steps and hop the wall into the next area. Then walk down the catwalk stairs to see him. As you approach, a guard dog will attack. This fight is very simple provided that you know what to do.

  • Dogs are armored on the front, so attack from the rear. It's the only way to deal damage
  • Dodge and roll to avoid any attacks against you, as dogs can be pretty dangerous in groups
  • When you see them scrape the ground, move out of the way before they charge you

Dogs will appear periodically throughout the game, so it's important not to forget how to defend yourself against them. After it's dead, a small cutscene will occur. Once again, remember your moral compass:

  • Bad: Can't accuse you of working too hard...
  • Good: True, but the kid...
  • Neutral: I didn't want to steal your job...
  • Neutral: Ok, I'll remember.

The next dialogue prompt is only two options, but neither makes a difference to what happens next:

  • Bad: So we understand each other! With that...
  • Good/Neutral: Need to blow off some steam?

The conversation will then end, and you can loot the dog's corpse. This begins the quest MEAN DOGS. Ahead of Bob, next to the exit, is yet another scrap pile in the left corner. (37/50) When you've looted the area, speak to Bob a second time to start a new quest. There are multiple prompts to choose from, but all you need to do is select "You don't look well..." to continue. Bob will disregard your comment and exit the dialogue, which will bring up the new quest THE BLUES. To get Bob to speak up, visit Jey again, inside the Mess Hall. Now you can ask about the guards, and Jey will then tell you about Bob.

Note: This is where the majority of players get stuck and can't finish Bob's mission. I used various guides for my own playthrough, and it happened to me as well. In order to get Bob to speak, you need to advance in the MEAN DOGS quest. Even after speaking to Jey, he will continue to ignore the conversation until you do.

Because of this error, we'll have to come back to Bob later. For now, return to the Crater Zone to speak to the dog trainer. You can get there by going past Bob and up the catwalk. Once inside, the kennels are down the hill and through a door on the left. Upon entering, another dog will attack. Help defend the trainer, then speak to him to find out more about the dogs. You'll learn that they're sick, and you'll need to find someone who can diagnose them But for now, return to Bob to finally finish his quest. Make sure you spoke to Jey first as well. Then, ask him once again if something is wrong. This begins a very important section of dialogue, so pay attention! Follow the dialogue exactly as what's said in the guide:

  • You're one of the friendlier guards, so...
  • But I'm not worried! I just want something to talk about.
  • Got family waiting for you?
  • You can't get a transfer?
  • You could escape...
  • Actually, I've got a plan...
  • The plan's solid, I promise.
  • Do you want to stay and rot here?

If you selected all of the dialogue correctly, Bob will agree to join your escape. You won't need to worry about him anymore, and he'll join the party when the time is right. Thus, THE BLUES will be complete. Before leaving him, ask for access to both the drilling well and the fields. This is for the main questline, which you should start back up again. You know have two options as for what to do next; either collect water for the trip or return to the well to collect the guns. Neither choice matters, however, the guide will be collecting the weapons first. Head back to the Crater Zone and go down the hill towards the well compound. Speak to Jack to give him Bob's authorization, and then enter the well.

THE WELL

Don't forget to upgrade your skills if you haven't already. Saving is also a good idea. There's nothing new to loot, so head down into the caves to retrieve the weapons. Upon entering, you'll see a group of guards that are also searching for the weapons. The only option is to take them out.

The obvious approach is to sneak behind one of them and then attack, as it deals significantly more damage. But from here, it's down to dodging the attacks and avoiding all three men at once. Once the fight is over, a small cutscene will begin. This will introduce a very special concept to the game. Serum is what the entire world of Mars: War Logs (and the Technomancer for that matter) revolves around. Although it's never fully explained in the game, many players assume that it's just water, a scarce resource on Mars. Because of this, it plays a special role in the game:

  • Serum is the currency of the game, and therefore, the more you have, the more you can afford
  • Every living being has serum inside them. You can drain them to collect the serum for extra cash
  • Draining a human will result in a loss of Karma, therefore, it's frowned upon to do so unless there are no other options
  • In the Technomancer, draining animals does not result in karma loss, however, you cannot drain creatures in War Logs

With the gun you received from the guards, you now have the ability to drain any enemies that you knock out. Just be aware of the consequences of doing so. Currency is difficult to find, but not generally enough to risk your playstyle on it. So I recommend that you avoid using this option if you took the moral high ground. Now that you have the serum extractor, loot the bodies, then head further into the caves. Remember that when you reach the cross section, skip the first ledge and go down the path to the left. On the second intersection, turn left again, then jump from the ledge to see the red crate just ahead. Once you have the nail gun, leave the caves and return to the Crater by heading back into the well compound.

NOTE: If you head up the first cliff before exiting the cave, there will be more guards. This is good to know if you need some extra loot.

As a note, you currently only have 10 nails as ammo. I highly recommend that you stop by the merchant to buy more, as it makes the game much easier. Don't forget to assign the weapon as well. If you don't have enough serum currently, remember that you can scrap or sell other items in your inventory too. Or, you can craft the items through the crafting kit, once again.

Upon exiting the well, Jey will be waiting for you. A small cutscene will occur, ending with Jey also joining your escape. WEAPONS FOR BATTLE will be complete.

POW CAMP

Now, you can receive a new mission from Jey. So return to the Mess Hall and speak with him. Select the prompt "Problem? You don't look so good," and Jey will explain that a guard took his lucky charm. Once the conversation is over THE LUCKY CHARM will be added to your quest log. To begin, find the soldier who took the charm. He's located in the Crater Zone, just outside the recruitment office with his dog.

Note that the Mean Dogs questline can interfere if you go too far, so don't do anything else with it until you complete Jey's quest. If you set off the next step, the guard's dog will attack and you will void one, if not two, of the potential side quests.

Speaking to him will result in a sarcastic remark, as expected. In order to open up the next quest, select "Let's try to find an arrangement." The guard will then explain that Jey's lucky charm is actually a photo of a woman. He will ask that you find something else for him to stare at, which brings up the quest ANOTHER FACE. Return to Jey to let him know. Upon learning the news, he will point you towards an old acquaintance to find a new photo: Fatso. Innocence will make a remark on this as well, so just follow the same dialogue choices you've been making, as usual:

  • Neutral: You afraid I'm gonna leave you with 'im?
  • Bad: You're a real wimp.
  • Good: Don't worry, I'll be there.

After that, exit the dialogue and leave the Mess Hall to go find Fatso. You can find him by turning left from the exit and heading past the Crater Zone. He and a few other prisoners will be just ahead from the drop-off. I recommend saving before you approach. Naturally, he won't appreciate your last meeting, prompting an attack. Take him down once again to secure the photo. It's not a difficult fight as none of the men have guns, thankfully. Once it's over, the photo will automatically be added to your inventory. Loot the bodies, then leave. If you're playing with bad karma, remember that you can drain the bodies too. Return to the soldier in the Crater Zone and he will trade you items. This completes ANOTHER FACE. So now, just return to Jey with the photo of his wife, completing THE LUCKY CHARM as well.

With all but one side quest left, you can focus on the dogs once again. You need someone who can substitute as a vet in order to fix the dogs, and there are two people who can help you:

  • The Doctor: Found in the showers (Sandpit) on the back wall
  • The Cook: Found in the left corner in the back of the Mess Hall

Each one will have a different method for handling the dogs. So be sure to speak to both. Following Doc's method will mean euthanizing the dogs, but possibly keeping the disease in check. Using the cook's method will mean the dogs live, but there's a chance that the cure won't work. For the best result, you need to work towards a cure. This is the safer option, as it's not guaranteed that killing off the dogs is accepted for the completion. You can find the dogs in three locations:

  • Two are outside the drilling well which is inside the Crater Zone, in the left corner by Jack. (1/3)
  • Another is in the second section of the POW camp, through the first door from the Sandpit. (2/3)
  • The last is in the Mutant Pen, through the Crater Zone and inside the door to the right. (3/3)

Once you've looted the bodies and collected the samples, return to the Cook and he will begin to make the vaccine. At this time, you cannot finish the quest until a certain amount of time has passed. Therefore, now is the time to do the final objective for the main storyline. Head out of the Mess Hall and down the ramp to reach the Cistern, the enclosed area to the right. Save before entering, as the area is guarded.

THE CISTERN

Note that this is a completely unexplored location as well, so you'll need to start looting too. Immediately upon entering, there's a scrap pile to the left. (38/50) Walk straight ahead and turn right at the stairs where a red crate is as well. (39/50). Note that the mushroom fields are straight ahead, but ignore this for now, as there's more to loot in the area.

As you come up the hill and around the bend, be careful of guards that are patrolling the area. Straight ahead is a dimly lit building. Head inside to find two scrap piles right next to one another. (41/50) Then, head back outside and around the machinery. There are two men that are speaking in the corner, two that are speaking next to the piping, and at least two more that will patrol the roundabout. You likely won't be able to sneak past them, so be ready to take them out. Note that you have a gun now too, so it should be an easy fight. I recommend clearing the area before looting as well. When you're finished, remember to search (or kill) the enemies. There's a scrap pile right in the center of the machinery (42/50) and another at the far end of the circle, near a workshop. (43/50) On the opposite side of the circle from the workshop, two crates are resting in the corner. (45/50) After that, you are free to enter the mushroom caves.

Immediately upon entering, the path will split two ways. A dog is blocking the left path, so kill it first, then go right. Head up the incline to see four men speaking to one another in a crowd. take them down (or sneak past if you can) and loot the bodies. Then head forward to the dead end to find three chests waiting. (48/50) Head back down the path where the dog was, and this time go straight. The path will split once again. Turn left into the dead end to loot a scrap pile (49/50) and then head in the opposite direction. Follow the path until you reach the third intersection and yet more dogs. Loot the scrap at the dead end to the right (50/50) and then turn left. Looting this final scrap pile should mark all the required crates for the Crowbar Achievement.

NOTE: Though most achievement sites have the number listed at 50 crates, many people have confirmed that it didn't unlock until much later. Myself included. The good news is that there is plenty more to loot in the next chapters, and I will continue to count them off as we go. So don't worry if it didn't unlock!

Crowbar in Mars: War Logs
Crowbar53 (30)
Empty 50 containers
  • Unlocked by 1,549 tracked gamers (32% - TA Ratio = 1.76) 4,830

Continue forward, past the dogs and into the mushroom fields. Now, the enemies will consist of moles, so you'll need to be a bit more careful. Upon entering, there's a body just ahead. Keep going and the room will open into a circular cave. Multiple moles are scattered through the area, but you can easily sneak around them for critical hits. Once they're all dead, head left from the entrance to find two scrap piles a short distance from one another. (52/50) Head deeper into the tunnel and go through the door ahead to find yourself facing even more moles, and more will spawn as you move deeper in. Once they're slain and looted, there are two ways you can go. For now, go straight ahead and into the back of the cave. Move inside the small tunnel to the right to find a scrap pile (53/50) and then return to the door and head down the second path. Open the door to find a few moles attacking a dog.

It really doesn't matter how you approach the fight, as all the animals will attack you if possible. As always, loot the bodies, then head up to the next room. Turn left to loot a scrap pile in the corner (54/50) and then head through the next door. A dog will be waiting on the other side. Finally, once it's dead, you'll notice the glowing pipes ahead of it. This is where you can collect water for the trip. But before you leave, turn to the left and head down the path. In the corner of the first room is a scrap pile (55/50) and in the small alleyway ahead of it is a blue crate. (56/50) Then, head back out and through the door opposite the alley.

Follow the path forward, passing a red chest along the way. (57/50) At the end of the hall is a ventilation shaft, which you can use to return to the cistern.

You'll exit from in front of the mushroom fields, so turn left to head back inside the camp. Alternatively, you can go beat up the guards again too, as they should respawn at this time.

POW CAMP

Now that you're back at the camp, there's one last thing to do before starting the escape. Return to the cook to collect the vaccine for the dogs. Before you do so, however, you need to trigger a cutscene with the dogs. So head to the Crater Zone and visit the recruitment office. The dog that stands beside the guard should now attack. Finish it off, then speak to the guard if you wish. Now, you can return to the cook to collect the cure. Give it to the kennel master back in the Crater Zone and MEAN DOGS will be complete. Now, all you need to do is start the escape.

Now is the time to prepare yourself, as there's no returning once you begin the escape. Make sure to stock up on health injections and ammo for sure, as well as traps o explosives if you intend to use them. Speak to innocence if you haven't done so previously, and check to make sure all side quests are completed. The only missions left in the log should be The Great Escape and Escape Together. This is the last time you will see the POW camp. Speak to Jey in the Mess Hall when you're ready.

Speak to Jey and select the corresponding option to escape. This will begin the sequence of events, and you'll see Scum, the mutant as he fights the guards. When the scene ends, help the mutants take out the guards. You'll notice that some will now have shields as well. The best thing to do is to dodge and then attack or break their guard to get a hit. Loot the bodies when you're finished, then head straight down the path to the power plant. More guards will be waiting. Bob will now be with you, finishing ESCAPE TOGETHER.

Once the bodies have been looted, head up the stairs and turn left down the next set of steps. Three more men are waiting. Once you've taken them down, yet another cutscene will appear. Bob is now injured, and he won't be joining the escape. This is inevitable, and there's nothing you can do but continue with the storyline.

Before heading further ahead, turn back around and head down the ramp to loot Bob and the other bodies (hey, we all gotta survive). Against the left-hand wall is a red chest as well. (58/50) Then approach the machinery. As soon as you're up the steps, turn left and look behind the machinery to find a scrap pile. (59/50) Just ahead will be the train security controls. Interact with them to shut it down. Then head across the platform. Before leaping down to the next area, check behind the machinery beside you to find another crate. (60/50)

Once you've jumped off, the path will twist and meet with a bridge. More soldiers will be ahead, so be careful. On the way across is another crate to the left, (61/50) and a scrap pile under the center of the bridge. (62/50) Once you're across the bridge, turn right up a ramp for another scrap pile as well. (63/50) Then, save the game. Exit through the door across the bridge to reach the station. When you enter, you will meet Sean once again. The battle will prompt dialogue for Innocence:

  • Keep an eye on the door, kid!
  • Ready to fight, kid?
  • Stay out of it, kid.

This is a special occurrence in dialogue because none of them will alter your karma in the game. Instead, they dictate how Innocence will fight during the quest. I highly recommend that you assign him to the door, as more guards will join the fray. As the battle begins, note that Technomancers fight much differently than other enemies:

  • Barriers: If you see a shield around them, don't bother attacking. Just dodge.
  • Electric Arcs: Technomancers generally rely on shooting lightning arcs. These are easy to avoid.
  • Basic Attacks: Finally, it's really simple to take them down. Just dodge like a madman and shoot when there's time in between.

The key to winning the battle is to just keep on your toes. Taking shots in between dodging works well in all situations, so it shouldn't be too difficult to get the hang of. Once all of the guards are taken down, the fight will end, and more cutscenes will appear. Roy will be revealed as a Technomancer, Jey will be left behind during the escape, and Mary will vow to take vengeance upon you. Once it's all over, Chapter One will end, and a new achievement will unlock.

The Great Escape in Mars: War Logs
Finish Chapter 1 at any difficulty level
  • Unlocked by 2,182 tracked gamers (45% - TA Ratio = 1.48) 4,830

Mars: War Logs

CONTINUE TO CHAPTER TWO

CHAPTER TWO

Mars: War Logs

PLEASE NOTE: This area of the game is incredibly difficult to describe through text. It's easy to get turned around, so it's wise to rely on your map when you can. The good news is that you can't unintentionally fail a quest by exploring. Just be sure to pay attention to the order of each mission and the outcome and you'll be fine. Feel free to comment via the walkthrough thread if there's something that needs better explaining!

Chapter Two is considerably easier in terms of the storyline because it's difficult to miss most of the side quests. That being said, enemies will now be in much better shape, generally armed with guns and shields. So you should remember to save as often as possible, otherwise, you'll be repeating a few fights. Upon beginning the chapter, you will be in Aurora, seeking out Innocence's parents. Below is once again the list of quests needed to complete the chapter:

  1. Back Home
  2. An Out of the Way Place
  3. An Old Friend
  4. False Identification
  5. A Bartender with no ID
  6. Requiem for Dreamers
  7. The Dealer
  8. Smuggling
  9. Find Faith
  10. Working for Charity
  11. The Bad Payer
  12. The Exhibitionist
  13. Working for Charity
  14. Fidelity Lost
  15. The Coin Killer
  16. The Transporter
  17. The Mafia’s Threats
  18. Meeting the Resistance
  19. A Strange Explosion
  20. Meeting With The General
  21. Choosing a Side

Once again watch out for any warning messages and remember to invest in your skills accordingly as you go. There are very few achievements to unlock during this chapter, however, there's still plenty of actions required to collect them later on. Note that this chapter also requires you to allocate your saves, as you'll be siding with factions later in the game as well. Continue developing the warrior skill tree too. Once again, good luck!


AURORA

Once the cutscene is finished, the quest BACK HOME will begin. Immediately head into your inventory to update your skills and equipment. As always, you should be working towards maxing out the warrior (combat) tree. At this point, the goal is to finish the entire tree by the end of Chapter Two. So make sure you're investing wisely. Now is also the time to upgrade equipment as well. You should have received a new weapon and armor set from the previous chapter. I'd recommend upgrading both to use. Once you're ready, exit the menu and then speak to Innocence. Select the prompt "Have a minute to talk?" to continue. The conversation should be simple to follow:

  • You know the Shadowlair well?
    • Good: I have to show you the slums.
    • Neutral: Need to wise up then?
    • Bad: Hardly surprising.
  • Good to be back?
    • No response.

Once you're finished, feel free to save, though the game will autosave with the new chapter as well. Then approach the guards. Note that the dialogue here needs to be very precise if you're looking to avoid a fight:

  • I escaped from a prison camp
  • Yes
  • He was fine when I left

If you followed the dialogue as presented, the guard will choose not to attack and will instead give you a warning to collect an ID. We'll be doing this later. For now, notice that the path heads in two directions. If you check your map, you'll notice that both of them lead to the main path. However, only the left path has objects to loot, so turn that way instead. Halfway down the path, there will be a small pile of crates against the right wall. Loot the red crate on top. (63/50) When the alley opens up, look to the left where the road is blocked. A scrap pile is waiting on the ground. (64/50) Turn right down the path and straight ahead will be a round building, glowing with a red light. To the left of the building is another scrap pile. (65/50) Then, save. Then enter the door right beside it. The sign states "the sands."

This is your first fight against the guards. Get used to it, as it will happen often, and Chapter Two is full of fights like this. Although they can be significantly harder than other enemies, there are a few tips on how to handle the fights:

  • Always attack the guard with a gun first. Physical attacks are much easier to dodge, whereas bullets are difficult to follow with multiple enemies.
  • You now have the ability Weapon Charge. Bind and activate it from the combat menu or cn_LB. This requires fluid (the blue bar) but it's worth it.
  • If Innocence isn't helping the fight, adjust his tactics from the combat menu as well. Set him to "Nearest Ranged Enemy" or "Defensive Stance" instead.

From here, it's all about dodging any blows and attacking from the rear to deal the most damage. It's very difficult to manage multiple enemies on higher levels, which is why using the nail gun is incredibly useful. And always take advantage of Innocence's location as well. Sometimes he can distract enemies quite well. Once it's over, I'd recommend saving again, as to avoid repeating the fight. You should do this frequently in this chapter. Then, loot the bodies. Just in front of the entrance to the area is a set of blue crates to loot. (66/50) Then head across the bridge and into the next alleyway. Be careful, as more guards will arrive, and as soon as you leave the previous area, more will respawn. You'll notice the path splits as well. Ignore the door up ahead for now and instead turn right and climb the edge. At the top and to the right is a scrap pile. (67/50) Turn back around after this, as the path will lead back to the start.

Straight ahead from the edge is a red crate (68/50) and to the right is the door to the next alleyway. You'll know it's the right direction as the sign will say "Sand" on it. The path to the right leads to a dead end, but turn here anyway and search behind the barrels in the corner. (69/50). Then, save before going further. Approaching the house will prompt a new cutscene. Innocence will be distraught after realizing his parents are dead, so choose wisely. It's an important dialogue choice:

  • Good: Pretty good chance, yeah... Can we talk about it later?
  • Neutral: Think it's the wrong street?
  • Bad: Yeah. Now snap out of it.

Immediately upon ending the scene, soldiers will attack. This fight is incredibly difficult on Extreme. Just remember to take out the man with the gun first, and to avoid being surrounded. Innocence doesn't do much in terms of damage, but he still makes a great distraction. If you fail, just reload and keep trying. It was definitely the most difficult fight I encountered myself. Alternatively, if you didn't upgrade your skills beforehand, that might also help. Once it's over, do the usual drill of looting the bodies and draining them if need be.

Before leaving the area, look to the left of the store ruins and beside a blue barrel for a scrap pile (70/50) and a blue chest to the left on the other side of the building. (71/50) The blue chest should have a new equipment set, which you can upgrade for more options. This set has three slots for upgrades, so you would be wise to try to adjust it. After that, speak to Innocence.

  • You said your parents were in the militia?
    • Good: A noble intention...
    • Neutral: Gutsy, but a bit misplaced, huh?
    • Bad: It's completely stupid.
  • You holding up?
    • Good: You know you can count on me:
    • Neutral: I hope so
    • Bad: Yeah, like a bullet in the gut...
  • What did your parents do?
    • No response.

NOTE: There's a small bug where the conversation prompts will disappear after you select one. Don't worry about this. Just exit the conversation and return to fix it.

When finished, exit dialogue and continue straight ahead and up the edge. Immediately upon entering, turn left and towards a squatting man and a few crates. A red one behind him is lootable. (72/50) There's nothing left here so head up the stairs and through the door next. You might want to save before or after entering as well. Inside, there are a few enemies once again, but the same tactics apply. Once it's over, look past the stairs and in a corner to find a scrap pile. (73/50) At this point, there are two paths to go down as well. For now, head to the right, through the door.

Head up the stairs and turn right at the top. A scrap pile is in a small alley. (74/50) Continue forward and you'll see more enemies below. Before jumping down though, notice the other path to the right. You can head through that path to get a better angle at the group. But really, it's not required. When you're ready, jump down and attack.

When finished, turn back to the alley to the right and you'll notice small entryway. Move through the crates to find a lootable one in the back. (75/50) Then, head up the path and back down into a new area. If you check your map, you'll notice that the paths merge here. Instead of going straight, turn left and back down the other alley for more loot. When you see the group of people at the table, look behind them for another chest. (76/50) Then, head down the path until you see the two blue barrels to the left. Loot the crate behind it. (77/50) Go through the store and down the steps until you reach the next life. There's a scrap pile in the corner beside it. (78/50)

The edge leads back to the beginning, so turn back around until you reach the table. There's yet another intersection. The walkthrough will go right first. Upon heading down the alley, turn right to see a scrap pile in the corner. (79/50) Then move forward until you see a guard ahead. Finish the fight, then turn right down the alternative path. Upon turning, there's a pile of crates in the corner. Loot the one in the back. (80/50) Then, turn back around to exit into the new area by climbing the ladder. Head straight, then turn left down an alley filled with barrels. There's a crate behind them. (81/50) Then, move forward to attack more enemies. When they're down, there's a scrap pile in the right-hand corner. (82/50) Finally, head up the ladder to the next area. A cutscene will ensue, and you'll notice that the area are now inaccessible.

THE SAND

Upon entering, the quest BACK HOME will complete, and two new quests, AN OUT-OF-THE-WAY PLACE and AN OLD FRIEND will be added. A small section of dialogue will start up. The response here doesn't really matter, but for reference:

  • Good: First we should find somewhere to stay low.
  • Neutral: We'll try to find it.

Once it's over, continue forward and through the only door ahead. There will be three directions to through, but for now, speak to Innocence once again for a single question. It makes sense to periodically check with him at this point:

  • Why do you want to join the Resistance?
    • No response

After that, continue forward. Once again, you'll need to visit all three paths. So turn right for now. Straight ahead and behind a set of crates is a blue one you can loot. (83/50) Then, turn around back to the entrance, going left this time. There's a group of people gathered around a table, and a scrap pile behind them. (84/50) From here, turn down the alley with the flaming barrel at the end. Then turn right to see another barrel and two men sitting behind it. Next to them is another set of crates. (85/50) Then turn around and head deeper into the area, stopping at yet another pile of crates. In the middle of the group is a red crate. (86/50) From there, turn around the corner and you'll have two directions to go to. For now, go left down the tunnel. You'll notice two paths. One labelled Tierville, and one labelled Slums.

For now, ignore those entrances. We'll be visiting them later on in the game. At the moment, the goal is to explore the area fully before meeting the next two quest objectives. Don't worry if you get lost, you won't trigger anything dangerous to your playthrough. To continue, head further down the alley, stopping at the first door to the left. In the back corner is a scrap pile. (87/50) Then, head back out. Turn left, further into the tunnel and you'll find yourself at the impasse to the two different areas. Turn right in the direction of the Slums. Straight ahead from entering the door is another scrap pile. (88/50) There's nothing up ahead but the exit, so turn back and head back to the intersection.

Now, turn left to the path that leads to Tierville. Up ahead is a man (Tranquility) beside a flaming barrel. Speak to him to collect a quest for later. When prompted, select "About the guy with the papers..." and then select "deal" to begin. The quests FALSE IDENTIFICATION and A BARTENDER WITH NO ID will be added. After that, turn right down the tunnel to see the two guards at the end of the path. Note that approaching them will lead to combat, there's no other way around it. However, for reference to the dialogue:

  • Good: I just got out...
  • Neutral: I escaped...
  • Bad: Go fuck yourself...

Immediately after, the guards will attack. Once they're down, loot the bodies, and then head to the right where a crate is hidden in the corner. (89/50) Do not enter Tierville, just move back down the tunnel and exit back into the intersection. Exit the tunnel as well. Then, head around the left-hand corner, and then turn left again to travel under the building. We're heading down to Charity's Bar and the Abandoned Building.

Follow the path all the way down and then turn left up the steps. Straight ahead is a merchant that you can stop by, but there's nothing special in his inventory. Turn left from him, and behind a woman in front of a barrel is a scrap pile. (90/50) From here, there are two directions you can take. We're going to the Abandoned Building first. Immediately upon entering, loot the crate to the left of the entrance. (91/50) Once you're inside, the quest will update. Save before walking further. Once you're inside the home, the junkies will attack. Get rid of them to continue, then loot the bodies. It should be a somewhat simple fight.

Before heading up the ladder, look to the right, behind a few crates. A red one is lootable. (92/50) Then, head up the ladder to face a few more enemies. Once you've looted the bodies, head towards the back of the balcony where a few crates are stacked. There's a scrap pile behind them. (93/50) Finally, head inside the building and there's a crate diagonal from the bed. (94/50). With that, AN OUT-OF-THE-WAY PLACE is complete.

Now, back outside and out of the building to visit Charity's Bar. She's across from Roy's hideout, so just exit the area and walk across the bridge. Turn right to see three blue barrels with a scrap pile behind them (95/50) Turn back around and stop at the flaming barrel that's just across the bridge. There's a small shack to the left of it, and to the left of the shack is a pile of crates. Loot the red one on top. (96/50) Go straight, and at the end of the fence to the left, there's another crate on the ground. (97/50) Then turn right and continue down the path. Stop when you reach the two people talking on the right. Behind the woman is a scrap pile. (98/50) Continue forward, past the pink lighting and across the fenced bridge. Once across, turn right towards the table of people. There's another scrap pile to the left, beside the stairs. (99/50). Finally, turn around and enter the building to speak to Charity. She's up the steps in the bar. AN OLD FRIEND will be completed, and FIND FAITH will be added.

From this point on, Chapter Two will consist of various side quests that are not in any particular order. This means that it's quite easy to get the list out of order, but don't worry about it. If you happen to start a quest earlier or later than expected, just make sure you look in the guide what to do. If you're following the guide word-for-word, this shouldn't be an issue.

Once you're finished with Charity, turn back down the steps and across the bridge from earlier. Turn left at the bend and then right across the second bridge to reach the merchant. Once again, buy things if you wish. Then, walk down the steps in front of him and follow it until you reach the first set of stairs. Turn right this time, straight down the short alley. Then go left, and turn down the tunnel. You'll see a man standing at the entrance. The game will automatically begin a cutscene with Frugality. Dialogue isn't really crucial here, as they're all neutral responses:

  • There's a lot of addicts here... (additional dialogue)
  • Alright, I'll go kick them out. (the quest will be accepted and added to the logs)
  • We'll see about that later. (the quest will not be accepted and dialogue will end)

Note that you can choose not to accept for now. If you do, come back to him later and he will offer the quest again. Choose "deal" in order to help him. The quest REQUIEM FOR DREAMERS will be added. You can talk to him a second time for additional information, but it isn't needed. Now, head down the tunnel and stop at the door on the left. This is the workshop. It's marked on the map as well if you're unsure.

Enter the building and take a few steps. This will prompt dialogue with the woman:

  • Good: Roy. I'm here to get this place back.
  • Neutral: Trouble.
  • Bad: Sorry for interrupting you, but I'm here to throw you out.

Answer according to your moral standards, and then another prompt will appear:

  • Neutral: Not my problem.
  • Bad: Yeah, poor innocent devils caught in the hellish spiral despite their best intentions...
  • Good: That's real sad, but why should Frugality pay for them?

Finally, the last bit of dialogue initiates whether or not you take on another quest. You want to accept her offer, as it counts towards the achievement later. This quest cannot be picked up again! So be careful:

  • No thanks, I think I'll just throw the junkies out instead. (Bad karma and quest is lost)
  • I don't think I agree. (No karma feedback and quest is lost)
  • Ok, I'll go after the dealer... (No karma feedback and quest is accepted)

Once you accept, the quest THE DEALER will be added to your logs. Feel free to speak to Providence to learn more about Frugality and his wife, though it's not necessary. When ready, exit the workshop. Head left down the tunnel to find yourself in between two paths. One path leads up to Tierville, and one leads down to the Slums. At this time, we're going to the Slums, as the majority of your side quests should be here. So turn right, up the ramp and around the corner until you're out of the Sand.

THE SLUMS

Upon entering, save. Then head up the ramp. Entering the area will almost immediately result in a fight, so be prepared. The enemies are easy to defeat, but there's quite a few of them.

An easy way to get around their numbers is to just follow the roundabout, as they generally start to form a line that you can pick off one by one. Once finished, loot the bodies as usual. Don't leave the area yet, as there's new loot in this location. Starting from the exit of the tunnel, head straight into the gated area and stick to the left. Next to a flaming barrel near the left-hand corner is a scrap pile. (100/50)

NOTE: As mentioned previously, the count on the Crowbar achievement seems to be incorrect. If you didn't unlock it in Chapter One, chances are you will unlock it now, or around this time. If you haven't, I will continue to count out the loot, so no worries. However, if you've played through all of Chapter Two without unlocking it, there might be an issue.

Crowbar in Mars: War Logs
Crowbar53 (30)
Empty 50 containers
  • Unlocked by 1,549 tracked gamers (32% - TA Ratio = 1.76) 4,830

That leaves two directions to travel in. One way is to head straight from the scrap pile and go down another tunnel. and the other is to head right and hop a wall to reach another area. We're going to go down the tunnel. Upon walking through the door, a man will talk about the Technomancers downtown. Speak to him if you wish, but it's not necessary. The path splits here as well, however, the left path to Tierville is blocked, so you can't go that way. Turn right instead to reach a small room with multiple people sprawled out on the ground. In the back behind a few blue barrels is another scrap pile. (101/50)

Turn back around to the cross section and head straight this time. The alley will eventually turn right, so just continue forward until you reach the next intersection. Now, turn left. You'll notice the quest marker on your map. This is the dealer for the previous side quest.

NOTE: It's wise to save before entering. There's a small bug where Roy will get stuck outside the wall boundaries after dialogue, and you can't get back into the game without reloading. It's happened to me at least twice, so I wouldn't take any chances.

Once inside, just head forward until you reach the two men that are sitting on the floor. The man on the right is the dealer. To keep the glitch from above from happening, speak to him from the center of the room. That should keep you from falling out of the wall. The dialogue is quite simple, but be careful with your moral choices. In this case, Intimidation is actually the good moral choice:

  • Good: Right, I'll try words you can understand. [Intimidate]
  • Bad: Ok, let's try sign language. [Fight]

The dealer will back off through intimidation, but fighting him also works. The quest, THE DEALER will be complete after speaking with him, but you can interact with him a second time to learn more. Once you're finished, there are two crates behind the dealer that you can loot. (103/50) Then exit the room and head left. Note that there are more enemies up this ramp as well, so be ready. It's wise to adjust your skills now as well. From there, there will be three paths to take. The right path will lead to the Sand. Ignore this for now, as we'll come back this way later. The left path leads to the Seedy Bar. Head inside the bar, across the catwalk and down the steps. Behind the actual bar itself and to the left is a room in the back. There's a single crate to loot here. (104/50) Then exit the bar.

When outside, note that the enemies have likely respawned. You'll have to take them down again before leaving. When the area is clear for the second time, turn left from the bar and head down the tunnel. This way will lead to the North Neighborhood for other side quests. This area is a dead end, meaning it loops back to the other locations. There is nothing else to note about the area.

NORTH NEIGHBORHOOD

Upon entering, there will be a door straight ahead. Ignore this for now, as you can't access it yet. For now, turn right and head up the small incline. Continue forward through the next door and up another hill. Stop at the steps, as there are a few enemies below, including a dog. Your best bet is to get rid of the three men first, then the dog, as the dog is slow to turn on its heels, unlike the human enemies. Alternatively, you can also sneak around a back wall that's to the left, taking out at least one enemy without being detected. When finished, loot the bodies as usual, but stay in the area. There are more crates to open once again.

Starting from the tunnel we entered from, turn right and head straight to the back wall. There's a scrap pile on the ground. (105/50) From there, turn around and head right, under the building. There's a blue crate against the left-hand wall. (106/50) There's nothing else in the area, so just head straight from under the building and head into the next tunnel. Exit through the next door to find three paths. Turn right for a surprise visit from a doggo. It might be hard to attack from behind, so be careful. Once it's down, search both corners of the area. The corner where the dog was found has a scrap pile (107/50) and the other has a blue crate and a red crate. (109/50) Exit the area and head straight, up the incline and around the corner. Another dog will be waiting, but the same advice applies. Once it's down, look to the left in the dead end to find a scrap pile. (110/50) Don't forget that you can craft items in your inventory; you've likely picked up plenty of scrap for it.

Head right down the alley and up the incline once again. Open the door to find two paths. Head down the right path, as this leads to the quest marker. A small group of men will be waiting, including Probity. Speak to him to update the quest:

  • Can you get me a fake ID? (quest updates)
    • Bad: So... dishonestly, maybe?
    • Good: I figured Tranquility seemed pretty well-informed.
  • What happened to this neighborhood?
    • Additional story dialogue.

No matter which quest prompt you choose, Probity will give you the same mission. There are actually two different ways to complete this quest. The first is to plant evidence on a rival gang, then draw the attention of the guards. And the second is to literally just trash talk the guard blocking the workshop, fighting them. Picking the second choice leads to you paying extra serum for the ID, so plant the evidence instead.

To do this, we need to either loop around the area to reach the start, or we need to turn back down the alley we came through. The walkthrough is going to turn back and take the shorter path, as we'll be walking down the other path later. So to start, turn away from Probity and back to the fork in the path. Turn left, through the door, and follow it all the way back down the path. You'll enter another door, past the machinery again, and straight ahead will be the bandits. You'll know it's the right section if you see a red icon to the left of it.

There's three men and a dog ahead, just like before. Unless you've invested in stealth a lot, you likely won't be able to sneak past them. So just take them out and search the bodies once again. When you're finished, you'll need to plant the evidence. From the tunnel we exited, turn left and head straight back into the corner of the area. Against the wall of the building is a dull white crate. This is where you plant the evidence. The quest will update in response.

From here, you can now go visit the forgery. This is the second (and now the only) red icon on the map. So all you need to do is head straight from the tunnel we emerged from and down into the tunnel ahead. Open the door ahead, walk and turn right at the bend, and then go straight through the second door ahead. Once on the other side, turn right to see the guards blocking the shop. Dialogue is important here, as it indicates which way you will solve the quest.

  • Solution One - Plant the Evidence
    • I figure you've got the wrong target.
  • Solution Two - Beat Up the Guards
    • You're looking to find your brain, here?

Naturally, the second choice is the one that leads to a fight, as well as a loss in serum. So choose the first option. After a brief bit of dialogue, the gangs will leave, and Probity will return to his workshop. Once he's finished setting up, you'll have additional dialogue as well:

  • I've come for my ID. (Quest updated)
  • I need identity papers for Tranquility. (Quest updated.)
  • What do you know about Tranquility? (Additional dialogue.)

You need to at least pick the first two options, as they're required for both the main quest and the side quest. Upon receiving your own ID, you can ask Probity why he chose the name Resilience. Otherwise, the quest FALSE IDENTIFICATION will be completed. If you haven't, you can also visit the area north of the workshop. There are more enemies and more loot here, but it's not necessary to visit.

If you choose to head north, head right and straight down the path to the door. Once in the next area, there will be multiple enemies to knock out. I recommend moving farther in the middle, so you aren't cornered by the door. This fight can be fairly difficult, as quite a few of the men are armed with guns. So use the map to your advantage, and lead them in circles if you can. Then just take shots when they're far enough away. When finished, loot the bodies, and then return to the tunnel entrance. The first scrap pile to loot is straight ahead from the door you entered, and then left around a corner and the shack. (111/50) From there, head through the opening in the gate to the left, and turn left again to head straight towards the next fence. There are three barrels beside the entrance. Before walking past the fence, look behind the barrels and wall and you'll see a few crates, once which can be looted. (112/50)

Turn back and head through the opening in the fence as mentioned earlier, and then pause before entering the tunnel. Turn left, behind the building with the stairs and the shack and there will be another scrap pile. (113/50). After that, turn around and head back through the gate and into the roundabout. If you check your map, you'll notice that the tunnel ahead goes a long way. But this actually doesn't lead anywhere, nor is there anything to loot either.

From the fence and barrels, turn left and you'll see a cliff edge and a mutant standing above. Go this way, climbing the ledge into the next area. Follow this path all the way through, paying attention to the left side of your screen. When you see a mutant crouching on top of three barrels, there's a scrap pile behind him. (114/50) This is the last item to loot in the Slums. So you can either continue straight, past Probity's original hideout and through the door. Or you can turn back around, past the roundabout and through the tunnel. Either way, you can now exit the neighborhood. Remember that enemies will have respawned along the way.

Once you're outside the North Neighborhood, you'll be in the Slums. The enemies will be back here as well, so be careful. We've already explored the area thoroughly, so exit the Slums as well, heading towards the Sand for side quests. It's an easy path to follow; just turn left from the tunnel (killing enemies when necessary) until you reach the exit, also to the left. It's also wise to save if you haven't in a while.

After entering the Sand, head down the ramp and turn right, moving ahead and through the door. There are a few mutants on the other side, speaking about "magic men" in the neighborhood. Technomancers. Turn left from the mutants for now, heading straight and up the ramp until you reach Frugality on the right. Speak to him to explain how you handled the situation. The dialogue will be different depending on your approach, but the reward is the same. Feel free to ask him questions as well, otherwise, REQUIEM FOR DREAMERS will be complete.

Once finished with Frugality, turn back down the tunnel back to where the mutants were. From here, turn left and enter the door. Head down the incline and turn left yet again and you'll find Tranquility once again. Speak to him and select the response that says "here are your papers". A BARTENDER WITH NO ID will be complete. You should have no more side quests remaining in your logs at the moment. This means we can continue with Charity's mission. Turn right after speaking with Tranquility and speak with the guards to pass into Tierville. The next task is to find Faith.

TIERVILLE

NOTE: If you've ticked off the guards before, they will continue to attack when you return, so be careful!

Tierville is slightly different from the other areas of the game. It's essentially a market, though this doesn't matter much to players. All you really need to pay attention to is the quest and merchant markers:

  • There is not one, but two traders here, located in the center of the city. Their stock is different, though not by much.
  • Yet again, the enemies here respawn. Most all are armed guards, and are generally more difficult to take down.
  • Connected to Tierville is the Sand and the Slums. We've already visited both, so don't fret about exploring.
  • Far north on the map is a location known as the Undercity. This area is always locked until activated by a later quest.

Because this is your first time entering the area, you'll need to keep an eye out for loot, as always. The order in which you explore doesn't matter as much here. However, the walkthrough will just loop around the area for convenience.

To begin, head up the incline and stop as the path branches out. There's a few guards up ahead, which you might need to take out if you're seen. After that, we're going to go right, down the alley with the red lanterns. We'll come back to the other direction later. Hop over the low wall and continue straight ahead, past the bar and through the next door on the right. There will be a few enemies on the other side, so it's wise to save if you haven't in awhile, though it's generally an easy fight.

When you enter, there will be a wall ahead, and behind it, a few guards. Take them out and loot the bodies, as per usual, and then pause in the center of the area, beside the table. From the table, head straight ahead, towards the small shack with stairs. Just to the right of it, surrounded by a few barrels in the back, is a scrap pile, fairly easy to spot. (115/50) From the scrap pile, look directly left to see a scalable wall. Hop it, and then left around the corner. You'll notice that it just loops back to the main area, however, there's a door to the right, just before the wall. Walk down the small set of stairs and enter, and you'll find yourself in the market. Before walking any further, immediately turn right and you'll notice there's a blue crate behind the wall. (116/50)

NOTE: I have yet to actually access this crate myself, and I'm not entirely sure it's even possible. So if you couldn't get it either, no worries. It appears to be entirely inaccessible; likely an error.

Following the same wall, wrap around the corner of the building to the right and beside a few men talking is another scrap pile. (117/50) After this, there's two paths we can take. One that leads deeper into the markets, through the center. And the other is to the right, up the steps and through a tunnel. If you check the map, you'll notice that the right path is a dead end. This area has nothing more to loot. So head through the center instead. Further ahead is a small set of stairs to the right. Immediately upon reaching the bottom, move straight against the wall ahead and look right. You'll see a red crate tucked away in the corner. (118/50). Then head to the left of the area, where there's a few barrels with a scrap pile behind them. (119/50) After that, head through the door in the middle.

Almost immediately upon entering the market, there will be a scrap pile against the left wall. (120/50) Then, be sure to save, and then head down the stairs straight ahead. Enjoy your first fight with the Technomancer since killing Sean. Your best bet to get through the fight is to use your nailgun against him. You should always keep your distance from him, even at the end of the fight, as he will overcharge and electrocute everything around him as he falls. The other soldiers can be handled normally. Don't forget to search the bodies when finished.

At the bottom of the ramp, before heading down the steps, is a scrap pile against the right wall. (121/50) Then head down the stairs and head straight, towards the table under the red canopy. Behind the table to the left is a crate. (122/50) After this, we're ready to speak to Faith. She's just behind you, standing near the center of the market. Speaking to her will open multiple dialogue options, but only one is required to advance the quest:

  • About that job...
    • Who's the boss?
    • Tell me about the hours you work...
    • The pay good?
  • About Charity...
    • Additional dialogue.
  • What is this place?
    • Additional dialogue.

The only choices required to advance the quest is the first few, asking about the job. Questioning Faith about her boss will reveal her working conditions, updating the quest. Now, you need to speak to her pimp, but don't do it just yet. This part is important because you have the chance to lose a merchant, as well as alter your morality. I recommend avoiding quest-based dialogue to begin, and instead check out his inventory, as he won't be around once the quest is over. When you speak to the pimp for the first time, select "show me what you got". As far as his inventory goes, I'd recommend looking at his weapons and armor. If you have trouble with Technomancers, you might be interested in the soldier's uniform. But do note that most items from traders cannot be improved upon. Therefore, your original items might be better. Once finished, then you can speak to him again about Faith.

Note that the outcomes to this quest are not clear in terms of moral alignment. I've done as much research as I can, but unfortunately, the moral system is a bit messy in this game, so it's difficult to measure what is considered good versus what is considered evil. I recommend following my choice below, unless there is proof that one choice is more merciful than the other.

I can guarantee you that, even if you do pick the beat 'em up option, you can still reach good karma by the end of the chapter. So don't fret. I would recommend choosing the payment option, unless you're in that much need for serum, as I have a feeling that it's the safer option. Most players have stated that any interaction involving combat seems to keep their karma on neutral. Using this logic, the options are as follows:

  • Good: I'm sure we can arrange something... (pay 150 serum)
  • Bad: You think I'm giving you a choice? (combat engaged)

If you choose the second option, the fight should be fairly simple, as he's only one man. Afterward, no matter the decision you make, you just need to speak to Faith to update the quest. If you select the good option, the Pimp will also remain in the market as a merchant. Directly across from the Pimp is another merchant, though he has more miscellaneous parts than weapons and armor. I recommend selling any useless items if you have them in abundance (in other words, if you have more than 100 of an item, it might be worth either crafting traps out of them, or selling them).

After this, it's back to exploring. Note that we entered through the Sand, heading right. So the areas we haven't explored is the upper left path, both the upper and lower right path, and the small path at the top. We'll start with the top path, as it's a fairly short path. To start, you want to face the red canopy from before, where the pimp will be to the left of you. Turn right up a small set of stairs past the other merchant, and then immediately turn right. There's a scrap pile in the corner. (125/50) Then look immediately left from the stairs. You should see a small wall to climb over; do so. On the other side, there should be three crates immediately on the right wall, two red and one blue. (126/50) Head straight and jump off the edge, and then turn right up the incline. At the top, turn left and you'll notice a small alley between the buildings and a scrap pile in the corner. (127/50) Once finished, turn back the way you came until you reach the steps again. This time, we're heading straight up the incline.

At the top, there is a single door to enter. I recommend saving if you're having trouble with combat. There's multiple guards as well as a dog on the other side. One guard in particular will have a shield. The obvious issue with these enemies is that frontal attacks do very little. So just like with the dogs, you want to quickly dodge around them to attack from behind. Once finished, continue the routine of looting. From the tunnel that we entered from, head straight, and then turn left into the tunnel. It's very difficult to see (almost as if it glitched out of the game), but there's a scrap pile against the wall. (128/50) From the tunnel, turn around and head straight towards the man against the wall. There's a large pile of crates beside him, one of which can be looted. (129/50) Then turn left and enter the next door.

Upon entering, immediately to the left is a scrap pile, (130/50) and then there are steps leading down the path. You can go down the stairs if you'd like, but you won't be able to access the other two areas at this time. As stated previously, the path will be open once you've progressed so far into the story. So turn back and head to the market. This leaves one last path to explore before returning to Charity.

Once you're back in the center area, head straight (left if you're facing the canopy) and head up the incline. As with the opposite end, there's a door with guards on the other side, however, these guards are not hostile. Before speaking to them, head left as you head through the door and behind a group of crates is a red one that can be looted. (131/50) Then head around the pillar and the guard Integrity will speak to you. Because you worked with Prowess previously (the prisoner who built bombs), he has a special promotion for you. Select "I'm listening" and then "alright, I'm in" to accept. The quest SMUGGLING will be added.

After accepting the quest, head towards the guard standing between the two groups of blue barrels. There's a scrap pile behind the left pile. (132/50) Then head up the stairs to the left and enter the door. Straight ahead, behind a random citizen, is another scrap pile. (133/50) From here, there are two directions to head. We're going right this time, down the steps. At the bottom is a small collection of crates, with one in the back that can be looted. (134/50) Then head down the alley (remember the man on the left, as we'll visit him later) and climb the wall at the end of the path. Once over the wall, turn right and head through the door way below. On the other side, in the left-hand corner, is a scrap pile. (135/50) This is the last thing to loot in this area, so turn back and hop the wall again when finished. Head back until you reach the intersection and then head up the steps ahead of you. Head through the door to fight a few guards when you're ready.

After looting the bodies, cross the small bridge and turn right. There's a small collection of merchant stands, and behind them is a red crate, slightly hidden behind a few others. (136/50) This is the last item to loot until the other areas become available, but there's one last thing to handle before leaving the area. Turn left and hop the wall, then head straight and turn right at the end of the path. After entering the door, turn left, walk around the walls, and turn left again, until you're down a small set of stairs and at yet another door. Enter, then walk straight across and down the next tunnel. At the end and to the left is the door.

Inside is one of the smuggling locations required for the quest. Head inside, and there will be two men guarding the area. Despite Integrity asking you to be stealthy, it's not required to complete the quest. So however you want to deal with the men is up to you. Don't forget that you go into stealth by pressing down cn_LSc. Once the smugglers are dealt with, stay in the area to search for evidence. Within the maze of crates, there are two that can be looted (138/50) and one that is required to update the quest. They're all fairly easy to find, so just search the crates until you find them. The one that has the evidence is in the very back corner. When finished, go back the way you came until you reach the intersection with the merchants and the bridge. Use your map if need be. When you finally reach the area and have dealt with the guards, turn to the tunnel with the small incline. We're now returning to the Sand.

THE SAND

Once inside, head up the path and turn left to exit the tunnel, and then turn right past the mutants. We're going to Charity's bar first, as she will have additional quests to give after you update her on Faith. Once again, I encourage you to use the map. But if you need them: head straight, down the steps, and then left down another set. Then turn left yet again and follow the path straight down. You'll be back at the merchant when you walk up the steps. Charity is to right, then left at the gate. Turn right down the path and cross the bridge and you'll be there. When you speak to Charity, respond with "about your friend.." and she will give you a gift. FIND FAITH will be completed, but there's more to do. A new quest, MEETING THE RESISTANCE will be added, but you can't progress at the moment. Speak with her again and ask about business. This will begin WORKING FOR CHARITY, which splits into multiple quests.

Under Charity's quest, there are two payers we need to speak with. Both count as individual quests:

  • The Bad Payer
  • The Exhibitionist

These missions are very important because solving them a specific way can block another side quest from appearing. So do not do this on your own. Follow the guide when the time comes. For now, we're going to wait, as to collect other side quests in the meantime. Up the stairs from Charity is Faith, who also has a quest. This mission is also very different from the others, so pay attention. Speak to her and say "you don't look so good..." and the quest THE COIN KILLER will be added. This quest will not actually be finished during Chapter Two. It carries to Chapter Three. Once again, I'll explain more when the time comes.

Now that we have quite a few new side quests to handle, this will be our main focus. As stated previously, more areas will open up as the story continues, so there's nothing we can do for now. The first mission we'll knock out is Smuggling, but we'll handle part of Charity's quest along the way, so head to the Slums. Cross the bridge from Charity's bar and turn left once you reach the merchant. Then right at the next bridge. Immediately after crossing, turn left into the valley that's beneath the building and then turn right up the steps. Head into the tunnel ahead, past Frugality, and then turn right at the end to enter a door. Up the incline and at the end of the alley is one of Charity's payers. Save before doing anything else. Then speak to him:

  • Good: [Intimidate] You don't wanna fuck with a Technomancer, do you?
  • Bad: Actually, I think I'm just gonna beat the shit out of you.

Once again, the line between good and bad is a bit faded here. But I recommend using intimidation. Either option is safe for the quest, so either way, once you've handled Humility, his section of the quest is complete. But don't report back to Charity yet. Turn around and head up the right-hand incline to enter the Slums instead.

THE SLUMS

Once you're inside, you'll want to head towards the North Neighborhood. Head up the incline and turn right, hopping the wall outside the fence. Follow the path down until you cross a bridge.

Stop here, and look at the man to the right, standing beside the lamppost. His name is Fortitude. After speaking to him, select "I could keep an eye open..." and a new quest will be added called FIDELITY LOST. We'll handle this later. So continue on when you're finished. Continue ahead, up the stairs and to the left, through the door ahead. Continue straight, down the steps (attacking the locals if need be) and to the right, into the tunnel ahead. You'll be inside the North Neighborhood then.

NORTH NEIGHBORHOOD

Straight ahead is the next smuggling location. Save before continuing. Once inside, there's another smuggler patrolling, though he's significantly easier to avoid. As with the previous location, whether or not you sneak by is up to you. Just loot everything in the room before leaving. There's a crate and a scrap pile for loot (140/50) and another chest for the quest. Once you have it, exit and return to the Slums.

THE SLUMS

We're heading back to the Sand, so just follow the path to the left and follow it all the way up to the exit. As usual, the map helps. Once you're inside the Sand, head into the tunnel and turn right at the bend. Follow it straight down and enter the door, and then enter the next one as well. We're heading to Tierville to mop up a lot of the side quest objectives. So turn right again and head through the guards.

TIERVILLE

After you're in the market, head straight. Cross the short bridge and then go through the door that's just ahead. Head down the steps and turn left, down another set of steps. Then just follow this path to the end, hopping the wall and heading through the lower doorways once again. Stop before approaching the group of men ahead. Save your game.

Up until this point, you should have been completing quests based on your moral alignment. This is one of the only quests in the game in which you do not have a choice on whether to be good or evil. Selecting the wrong option has a possibility to void the Completionist achievement. So follow the steps below to avoid this.

After you've saved the game, approach the man wearing a hat: Morality. This is the bad payer that Charity asked you to deal with. But unlike our previous choices, we won't be choosing the good guy option. This is because his death leads to an addition quest later on. So when you see the dialogue choices appear, follow along exactly. The first decision is simple, as there isn't any other option. Select "It's Ok, I'll just search your body [fight]". The fight isn't too difficult, but you should try to avoid being cornered. Once you're finished, additional dialogue will appear. Be sure to choose the correct option:

  • Bad: [Finish Morality off]
  • Good: I let you live. Just go before I change my mind.

In this instance, we're selecting the bad option. This will allow us to receive an additional quest from Charity later. Don't be concerned about your karma level, as it's still possible to get the achievement even after killing him. Choosing to finish him off will not result in another fight; Roy will finish him off in a cutscene. But be sure to loot the bodies before you leave.

There's nothing else to do here, so turn back and hop the wall once again. Continue forward and up the steps, but stop before climbing the second set. Now we're going to turn left and head into the market for other objectives. Head through the door, and the go straight to run into Integrity again. Speak to him to update the quest, and a dialogue choice will appear:

  • Good: Just how legal is all this?
  • Neutral: How about my salary?

Neither option here is incorrect, however, I recommend selecting the first one. This will result in additional pay, and it's a safer option in terms of morality. The quest SMUGGLING will be marked as completed. After this, there's another round of dialogue options:

  • You heard about the serial killer? (advances quest)
  • Heard about that missing woman? (advances quest)

Be sure to select both options, as they're for two different quests, despite sounding similar. Both missions will update afterwards. After finishing the conversation, head around the guards and go through the door straight ahead. As you go down the ramp and into the market, your quest will update. We need to speak to everyone in the market to find out about Fidelity. Start by speaking Valiance. He's straight ahead, beside the merchant with a face mask. Ask "do you know this woman?" to update the quest and learn more about where she went.

When finished, head down the alley directly behind Valiance. Continue straight, up the incline and through the door ahead. The guards have likely respawned by now, so take them out again. Then, head to the right and across the bridge. Turn left, through the door, and down the steps when you're ready. You'll find Fidelity's body, and Providence will already be at the scene. Exhaust all of her dialogue to continue:

  • "date rape drug"?
  • And that was the cause of death?
  • How do you know all that?
  • Where can you get the drug?

You can speak to Providence again to ask about her son, but it's not required. After that, we'll need to examine the body. You might need to back away for a moment to get the button prompt to appear. Once you've investigated the body (Roy will make a comment, nothing more), it's time to head back to the Sand. Head up the stairs and cross the bridge, through the door ahead. Then go straight across the market, through the next set of doors and turn left, until you make it back to the door to the Sand. As always, the map helps.

THE SAND

Once inside, there will be multiple objectives available, but we're going to avoid them for now, and head towards the Slums next. Head up the incline and turn left. Continue straight and turn left again to enter the next area.

THE SLUMS

There should be two objectives on the map now. We'll start by turning right and hopping the wall beside the fence. Head down the path and across the bridge until you reach Fortitude, against the lamppost like before. You'll have to explain what happened to his wife:

  • Good: She was unconscious when she died...
  • Bad: She was murdered by a serial killer.

As usual, select the option that reflects your playthrough. The quest FIDELITY LOST will then be complete. There's nothing else you can do for him now, so head past him and down the alley, turning left when you need to. When you get to the open area, don't turn right yet. Instead, turn left, up a set of stairs and into the tunnel ahead. Continue straight, through the next door, and then turn right. Once inside the next door, save. Then speak to the drug dealer, Serenity, for the second time. He will explain that he has two clients that buy EBL (the date rape drug), but you don't need to remember their descriptions. Once finished, exit the dialogue. You don't need to ask again. Once finished, exit the room and turn left, heading straight. Now we can go to the North Neighborhood. It's straight ahead through a tunnel.

NORTH NEIGHBORHOOD

Once in the neighborhood, turn left, head through the door, and immediately turn right afterwards. Speak to Probity and ask "I want your opinion on this coin I found," to update the quest. Now exit, and turn back to the Slums again.

THE SLUMS

Although Probity mentioned a craftsman in the Slums, we can't actually find him. So head to the Sand next. Just follow the path to the left and you'll find the exit. In the next area, we're looking for Frugality. Head down the path and turn right down the incline. Then left at the next intersection. Frugality is at the end of the tunnel. Speaking to him will reveal that he made the Coin Killer coins. Now it's time to find the murderer. Turn back down the tunnel and turn left to enter Tierville.

TIERVILLE

In Tierville, head straight the entire time. After crossing the bridge, head down the steps and go straight again. The two men you're looking for are just ahead. One of them is right beside the first set of stairs, but he is not the killer, nor will he give any useful information. The only way to tell who is actually the Coin Killer is through connecting the dots of the story. So continue past him, down the next set of steps, and you'll find the actual killer.

Once again, this is another quest that requires a specific outcome in order to receive an additional quest later on. In order to collect another mission in Chapter Three, make sure to follow the quest exactly as described below.

Save the game before continuing. Then speak to Gallantry to ask about Fidelity. This opens a set of dialogue:

  • I think you did kill her.
    • [Bluff] All evidence leads to you.
  • Enough talk. I'm just gonna end you. [attack]

Unfortunately, bluffing to Gallantry will achieve nothing. So you have to attack him. That being said, when you do, do not kill him! Even if you're playing through the game with bad karma! If you do, you will not be able to complete a quest later. Once he's down (through a relatively easy fight), there will be another two options. Once again, you need to spare him to receive the quest later.

  • Better not take any chance... [Kill Gallantry]
  • You better be a real boy scout from now on. [Spare Gallantry]

Now we can return to both Faith and Charity and hand in our pile of side quests. Just follow the path behind you straight to the Sand.

THE SAND

You should know how to get to Charity's bar by now, but for directions: head up the ramp and turn right till you reach the end of the tunnel. Turn left, then right, and then left again and head down the path that leads underneath the building. Move up the steps and across the bridge. And then follow the path to the left until you reach the bar. When you enter, speak to Faith first, straight ahead. The quest THE COIN KILLER will be complete.

Speak to Charity next, and she'll immediately update you on the main storyline. Once she's finished, ask her about business yet again. Save before doing this.

And yet again, there is a future quest that can be lost due to a choice of dialogue. In order for Charity to trust you enough to give you additional work, you need to prove yourself to her. We have already established one part by killing the bad payer. The second part of this is right now, when she asks you about the Serum they owed. You need to give her all of the money owed, otherwise, she will not give you an extra quest. So follow the dialogue as stated below.

Speak to Charity about business, as stated previously, and she will ask for the money, giving two dialogue choices:

  • Good: Squeezed him till the last drop. [Give the Serum]
  • Bad: Actually, he was completely broke... [Keep the Serum]

You want to choose the good option here. Do not keep the money yourself, as this will void the next quest she gives you. In addition to this, once she learns that you killed the bad payer, she will give you yet another quest as well. So you should have two new missions from Charity if you followed the walkthrough correctly. Exit the conversation to see what quests you've collected. The main storyline should have updated, and three new quests should appear: WORKING FOR CHARITY, THE TRANSPORTER, THE MAFIA'S THREATS.

Before we continue further, it might be wise to check on your skills and equipment. There are plenty of merchants around if you're in need of additional supplies, as usual. You should be fairly close to filling an entire skill tree as well. Once you're ready, head down the steps of Charity's bar, stopping at the actual bar itself. In the corner is a man named Honesty, whom you will work with for Charity's quest. Speak to him to get started. Select "let's go now" and Honesty will head to the meeting point. He will urge you to hurry, but you don't actually have to meet with him yet. We're heading to Tierville next.

For directions, go left after exiting the bar, and then left again, heading down the steps by the merchant and through the path under the building. Head up the next set of steps to the right, and then down the tunnel where Frugality is and left yet again at the end of it.

TIERVILLE

Once inside Tierville, immediately save. Then speak to Honesty, who is waiting just up ahead. This quest isn't difficult, but you do receive a better reward if you keep him alive through the transport. So try to stay near him and defend him as you go. If you can't manage it, I wouldn't worry too much about it. Speak to him to begin, and then respond with "let's go". Note that your goal is to reach the marked location that's on the left path. Don't go into the market. Honesty will follow your lead, so just head straight when you're ready.

The first group of enemies will appear at the bridge. Honesty will make a remark once you approach. Just kill them as quickly as possible without him taking too much damage, and then head through the door. Next, head down the steps and then go to the left, down the second set of stairs. Another group of men will be waiting, but the same rules apply. Be careful here as some of the enemies will come from behind as well, and can easily take out Honesty if you're not careful. Once you're finished, don't forget to loot the bodies. Then continue onward. Roy will stop when you reach the wall ahead. Feel free to ask Honestly about the previous transport, however, do not ask how much Serum is there. He will take it as a sign that you are trying to cheat Charity, so just avoid the question entirely. Hop the wall when you're ready. Then head through the doorway below. One last group of enemies is waiting, with more trailing behind.

Once they're down, the quest will update and Honesty (if alive) will give his thanks. But before we return to Charity, we have one last thing to handle. Climb back over the wall and exit the area, stopping right after you climb the set of steps. Turn left, through the door and into the market, and then stop before heading down the last section of stairs. Head left, around the bend and through the door ahead. Upon entering, the quest will update. Save, and then head up the incline to fight the mob. It might be a bit difficult on extreme, but just remember to target the men with guns first, and to dodge whenever you can. Once finished, loot the bodies, and then we can head back to Charity, through the Sand. Exit through the same door as before, and then turn right, back up the steps and across the bridge.

Once in the Sand, head towards Charity's bar (you should be able to get there on your own at this point) and speak to her about business once again. She will pay you for your work, and THE MAFIA'S THREATS, THE TRANSPORTER, and WORKING FOR CHARITY should all be complete. Our focus is now entirely on the main storyline, save for a few romance quests that come later. So head to the Slums next.

THE SLUMS

When you're inside, go up the ramp and head right, hopping the wall as per usual. Follow the path until you reach the set of stairs after the door. Take out the enemies as needed, and then head straight from the stairs to enter the Seedy Bar. I recommend saving, just for progress' sake. Once you're inside, just head across the catwalk and downstairs to speak to Tranquility at the bar. He'll give you the code to speak to the Resistance. They're in the room right next to the bar. Trying to walk in the room will result in the man beside you asking for a code. Respond with "there can be no rest" and he will let you through. Then just head forward and watch the cutscene unfold. Once it's over, Innocence will leave your party and the quest MEETING THE RESISTANCE will be complete as A STRANGE EXPLOSION takes its place.

To reach the explosion, you'll need to head out of the bar, but save before doing so. There are multiple enemies waiting, including a Technomancer. I recommend using your grenades or explosives if you have extras. Otherwise, keep your distance from the Technomancer as he charges up, and try to keep from being cornered. Head straight, taking a left when the path turns, and then a right again to enter the area of the explosion. In addition to the guards, there will also be a few bandits outside. They'll attack the guards as well, so you might be able to stand back at certain moments. Once you're finished, then you can take the path to the right. Continue through the tunnel, taking a left at the bend, and then right at the next intersection. Head through the door, and you should be able to see the damage as you turn right. Enter, and you'll find a familiar face. Before interacting with Mary, loot the bodies around her. In addition to the bodies, there is a chest against the left-hand wall. (141/50) Then interact with her.

A cutscene will ensue, and then you'll be faced with a decision. The choices that follow will determine whether or not Mary remains as a companion, as well as a romance option. So follow along closely:

  • Good: I'm going to get you some medicine.
  • Bad: I'm going to end your suffering.

Select the good option, and the dialogue will end. You'll need to get medicine for her, which is actually just a health injection. If you have one, just turn around and speak to her again. If not, you can make it in your inventory, or buy one from the merchant just outside. Once you've helped her, another selection of dialogue will appear. Be careful here, as you can void her romance quest if you try to sleep with her:

  • Yes, you owe me that much. (sleep with Mary, voiding her romance)
  • It shouldn't be an obligation.
    • In that case, why not? (sleep with Mary, voiding her romance)
    • I'd rather you had other reasons. (don't sleep with Mary, keeping her romance)
  • I don't find you attractive enough for that. (don't sleep with Mary, voiding her romance)

Technically, you can choose whatever option you wish. There are three romance options in total in the game, however, only two will be available per playthrough. If you choose not to sleep with her, AN ELECTRICAL RELATIONSHIP will be added to your log. If you did, the quest A STRANGE EXPLOSION will be completed regardless, but Mary's romance quest will not be added. Now that Mary is a companion, I recommend that you speak to her again and ask her to join you. Generally speaking, her Technomancer abilities are incredibly useful in combat, however, she can deal friendly fire damage. So be careful. In addition to bringing her along, you can also ask her more questions, which is the next step in her romance quest. If you do decide to ask questions, the responses are as follows:

  • Your outfit...
    • Bad: That's completely idiotic.
    • Good: I understand.
    • Neutral: It's putting our lives at risk...
  • Where are you from?
    • No response.
  • What are the Abundance Technomancers like?
    • No response.
  • Why did you follow me here?
    • No response.
  • Innocence said he saw you before the war.
    • What were you doing in the camp?
      • Go on...
    • Why hide him away?
      • Good: I'm sorry.
      • Bad: I should have.
    • Mary's not your real name...
      • No response.

Once you're finished, and Mary is a part of your party, exit the hideout. This will begin the next story quest, MEETING WITH THE GENERAL. Outside the hideout is yet another woman: Devotion. She will be another romance option later on, depending on your choice of faction. Go through the dialogue, and Mary will ask to go with you to meet him. Accept, the save your game. Exit via the ladder once you're finished.

We're going straight to meet the general, as there are no other side quests to complete. Head down the steps in front of the merchant and turn right heading under the building. If you haven't, now is also a good time to buy supplies. Explosives and bullets will come in handy. Tun right at the next set of stairs again, and then continue down the tunnel ahead until making your third right, entering the Slums.

THE SLUMS

Once inside, head straight, passing the fenced area. Enter the tunnel ahead, through the door, and then turn left towards Tierville. You might have noticed that we took a detour to reach it. This is because this area is inaccessible from the other entrance. You have to use the entrance from the Slums in order to reach the market.

TIERVILLE

Continue forward until you reach a wall ahead. Save, then hop it to deal with quite a few guards. Your best bet is to use explosives here and avoid cramped areas. Tossing a bomb or two can easily take out five men at once. When you're finished, loot the bodies once again, save, and then left through the door. There's another Technomancer on the other side, as well as more guards. I highly recommend running past them to begin, as there's a more spacious area up ahead, which makes the fight much easier. This is the last group of enemies to fight for now. Before heading towards the general, make sure to kick the ladder down (just after entering the door, up the first set of steps) so you can use it later. Then, climb down the wall ahead, and turn to the right to loot a single scrap pile. (142/50) Then head down the next wall. Finally, head through the bunker doors ahead and into the Undercity. Save again.

THE UNDERCITY

Remember the moles from the well? They're all over the Undercity, so be careful. I typically rely on the nailgun at this point, as to avoid close combat. Immediately upon entering, head straight and turn at the intersection. Multiple moles will be waiting. After they're dead, there's a scrap pile just ahead to loot, (143/50) and yet another around the pillar. (144/50) Continue forward down the hall, and you'll hear a prisoner up ahead. Ignore him for now and continue forward, where another scrap pile is up ahead, against the wall. (145/50) To the right in the dead end is another. (146/50) Then go left and up the wall. You'll find the prisoner dead on the ground; loot him before continuing. Up ahead is more moles.

This area loops in a circle, which makes it easier to sneak attack some of the moles. But be careful, as there are quite a few. Once finished, return to the entrance of the room to collect loot. There are four things to loot in total. A scrap pile to the left-back wall (147/50), a scrap pile in the center as well as a chest (149/50), and one last scrap pile on the right. (150/50) Then hop the wall on the other side. Immediately to the left is a chest to loot. (151/50) Up ahead will be more moles yet again. Once they're dead, do not enter the door just yet. There's more loot on the other path, so we'll come back to the door once we're finished.

Head down the adjacent hall and turn right to collect a scrap pile at the dead end. (152/50) Then head left. There's a crate at the end of the hall. (153/50) Continue forward to kill a few more moles, and then head down to the end of the hallway for the last scrap pile. (154/50) Kick the ladder down before you turn back as well. Now that the area is looted, you can return to the meeting point. Save once you're finished, and then enter the door with the greenish light. The dialogue here should be obvious:

  • What're you doing here?
  • I have a meeting.
  • No, nothing.

Only by stating "I have a meeting" will you get inside, so do so. Once inside, you'll meet Honour Grant, who will explain his interest in an alliance. There are multiple dialogue choices afterwards, though none of them are required to continue. Once you're ready, select "I need to think about this," to leave. You will immediately return to the Sand, and the quest MEETING WITH THE GENERAL will be complete. The next quest, A BIT OF PERSPECTIVE, is quite simple. Just return to the hideout to continue. It's just ahead. Save before climbing the ladder.

As you enter the hideout, a cutscene will appear, in which an old friend named Tenacity attacks with his dogs. Note that you'll need to take out the dogs before you can attack Tenacity himself. The same rules apply for this fight, so it shouldn't be too difficult. Once you've dealt so much damage to Tenacity, the fight will end early, and more dialogue will appear. Just like with Mary, you have a choice on whether or not to include him in your party. I recommend bringing him with you:

  • Alright, you can come with me. (Tenacity joins)
  • I don't want a traitor with me. (Tenacity leaves)
  • You're going to die. (Fight continues, Tenacity dies)

Once you allow him to join the team, the quest will update, and now you'll need to check on Charity. She's not at the bar this time; she's inside Roy's place. So just go through the door behind you and speak with her. Once she's free, then you can find her at the bar, and she'll have a reward. Speak to her about it to complete A BIT OF PERSPECTIVE and to add the next quest, FIND INNOCENCE to your log. Head to the Slums next. You should know the way at this point.

THE SLUMS

In the Slums, head back to the Seedy Bar. You can get there by going straight, turning right at the bend, and then heading straight down until you reach the next area. Then turn left and enter. Save once you're inside. Mary will make some weird comments on the way in, just keep going. Speak to Tranquility at the bar to learn more about Innocence, asking about the attack. Doing so will prompt him to take you to the site. Do not go until you're fully prepared. Make sure to pick up supplies before accepting. Then say "let's go" to continue to the convoy.

THE CONVOY

This fight is simple, and the Resistance will fight alongside you as well. Just clear out the soldiers and the Technomancer to continue. You won't need to fight the soldiers above the cliffs, so don't worry about them. There's also a bit of loot here, with the first being a scrap pile that's just behind the left cliff. (155/50) Continue through the valley ahead and stop at the intersection in the path. Go left first, and head up to the top of the cliff to find another scrap pile and a crate. (157/50) Then head back down and go to the right. More guards will be on the other side. Once they're down, there's a crate to the left, behind the others (158/50) and then you can head forward. When you reach the metal circle in the ground, look left again to find a scrap pile. (159/50) And then forward again and up the incline ahead.

Before climbing the wall ahead, look past it to find yet another scrap pile in the corner. (160/50) Then turn back once you have it. There will be another wall to climb right after the first, and then a third as you walk across the train. After crossing the third, a cutscene will appear, and you'll be back in combat. This fight is similar to the last, so just take your time and avoid the Technomancer. Once you're finished, there's a crate to the left of the circle in the ground. (161/50) Then, you can head up the fourth and final wall. I recommend saving before doing so, but there won't be a fight. You'll see Innocence get arrested during the cutscene. He is no longer available as a companion, and won't be for the remainder of the game. FIND INNOCENCE will be complete and CHOOSE A SIDE will begin.

This is your last chance to do anything you need in Chapter Two! You will not revisit this area in Chapter Three, so all loose ends should be tied up. Follow the list below to handle everything you need before moving on:

  • Check Quests: Make sure you've finished everything needed for missions, as always. Unlike the previous chapter, there will be some loose ends to clear up this time around. Romance quests can carry over to Chapter Three.
  • Grind Levels: If you don't have the achievement for maxing out a skill tree, now is the time to earn it. It's the easiest location to grind levels, as the enemies almost always respawn. Furthermore, it's wise to build up as many skills as you can, especially on Extreme.
  • Buy Supplies: Although you will not be directly pushed into a fight, it's wise to stock up on supplies. Once again, you will not return to the area, so any items (like special armor) that merchants have will not reappear. I recommend ammo and explosives as well.
  • Save: Finally, this marks your last chance to select a faction, so save before doing anything else! After Chapter Two, you will need to complete the game with both factions, so you'll need to reload this point in the future. After that, you're ready to go.

NOTE: If you're playing through the game once, I recommend that you bump down the difficulty after you reload the game for your second faction. Beat the game on Extreme without finishing the side quests, and then reload and finish all the quests on your alternative faction run. That way you don't have to worry about any side quests that are too difficult. You need to reload no matter what, so there's no real downside.

As stated in the warning, you'll need to grind out levels to fill a skill tree if you haven't. Remember that each skill requires three points to become maxed out, and every skill needs to be maxed for the achievement. You should have already filled a good portion of the Combat tree, so there isn't much grinding left unless you want to be extra prepared for boss fights later on. Either way, once you have an entire tree filled, the achievement will unlock.

Specialist in Mars: War Logs
Specialist81 (30)
Unlock every skill and upgrade in a single skill tree
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When you're ready, you can either talk to Judy, for the Resistance. Or Devotion for General Honour. Once again, this decision cannot be reversed. So you need to save before doing anything else. Choosing a faction will immediately jump the game to Chapter Three, unlocking multiple achievements.

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Influence Innocence's personality during your conversations
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Mars: War Logs

CONTINUE TO CHAPTER THREE

CHAPTER THREE

Image 1

This is the final act of the game, and it's significantly shorter than the others in terms of quests. That being said, you'll likely find yourself in combat much more often than before. So remember to stock up on supplies and save when you can. There are just a few more missions to complete for the achievement. As usual, they're listed below in order:

  1. Romance Quests
  2. The Coin Killer Strikes Again
  3. Theft from the Stores
  4. Sympathy For The Farmers
  5. A Helping Hand for the Mutants
  6. A Job To Do
  7. Faction Storylines (quests will vary based on the faction)

The completionist achievement can pop at any time during this chapter, as many players have reported that there is not a specific number of missions required. So don't panic if it unlocks sooner/later for you than what the walkthrough says. Just focus on staying alive at this point, as the goal is really to just beat the game with each faction at this point. Good luck!


GREENHOPE

Please note: at this point, you should definitely have the Crowbar achievement. Therefore, the walkthrough will no longer be describing every loot location in the game. This is merely to save you time and effort in the long run, as you should have plenty of supplies already. If by some strange chance, you did not collect the achievement, you're still more than welcome to explore the map. You cannot miss any achievements by just exploring the areas. Just be careful about your quest objectives.

Selecting a faction in the previous chapter will make each playthrough slightly different in terms of characters and story. Any major changes in the guide will be marked by different versions; one version for the Resistance, and the other for General Honour. The walkthrough will side with General Honour first, though the order doesn't matter in any way. Depending on who you sided with, Innocence will have a different fate, as seen in the cutscene. Both factions, however, will start in the same location.

Once the cutscene is over, multiple quests will be added to your logs. The main story quest will be for your faction: STRENGTH AND HONOUR or RESISTANCE. In the side quest section will be the romance quests, however, the number will vary based on your choices. If you did not sleep with Mary (but showed interest), her quest called AN ELECTRICAL RELATIONSHIP will be available. However, Mary herself will not be available until later. Depending on your faction, either Devotion or Judy will be with you, each with their own romance quest: A PASSIONATE WOMAN or THE SPY WHO LOVED ME. Once again, none of the romance quests need to be completed. But if you want, you can start talking to your companion immediately.

FOR JUDY:

*** Spoiler - click to reveal ***

FOR DEVOTION:

*** Spoiler - click to reveal ***


Neither romance quest will be completed, but you can finish them later if you wish to, along with Mary's. We'll be finishing the completionist achievement either way. For now, the goal is to collect side quests. Don't forget, I won't be explaining where any of the loot is. So you'll need to explore on your own if you want it. In addition to this, be careful when you're visiting new areas. Some enemies (moles) will spawn on their own, and they're tough to beat. Don't forget to use the map, as it will help a ton.

We're currently in the Agricultural Zone, in a dead end. To the right is the edge of a cliff, with a scrap pile. And to the left is a path that leads up to our objective. Naturally, we want to go left, up the hill and towards the exit. You can stop at the gated garden for loot if you'd like. Going through the cornfield and back into the tents will reveal a few crates and a scrap pile. There's also a ladder to the right, but it won't be accessible at the moment.

Continue straight and past the buildings, and you'll find a door to the left. Enter to go inside the Village.

FARMING VILLAGE

When you enter, walk past the pipes and you'll see a small crowd gathered around a man named Impartiality. Beside the fence, in the back of the crowd, is a man named Equity. Speak to him first, and ask what's wrong. He will explain about a dead woman, and a new quest, THE COIN KILLER STRIKES AGAIN, will be added. Then turn to the Impartiality at the front of the crowd. Say "maybe I can do something". Note that, if Devotion is in your party, she will try to persuade you to ignore him. If Judy is present, she will persuade you to find out more. Respond with "alright", as you need the quest. The mission THEFT FROM THE STORES will be added.

From here, there are two different directions to travel in. However, we aren't going to venture further. Instead, turn back around past the pipes and into the Agricultural Zone. One of the quests will complete as soon as you enter, so be careful.

AGRICULTURAL ZONE

As soon as you enter, you'll see a familiar man attacking a woman named Patience. Defeat him (it's an easy fight) and the quest THE COIN KILLER STRIKES AGAIN will be complete. If you didn't let him live in Chapter Two, this quest won't appear at all, hence our previous decisions. Once you're finished, just head right back into the village. You can also speak to Patience as well, and she'll shed some light on your other quest, but it's not required.

FARMING VILLAGE

Once inside the village again, head to the right and up the path past the crowd. Up ahead and standing near the Hydroponic Fields exit is a man named Tolerance. Ask "what's wrong" to hear him out. Then choose "I'll look after it" to add SYMPATHY FOR THE FARMERS to your logs. To continue, you'll need to head into the fields to save the crops. I highly recommend saving here. This quest is very difficult on Extreme.

Expect to face plenty of enemies along the way. If you want, you're welcome to skip this quest for now and come back later. Alternatively, if you can pop the achievement from other side quests, then you won't need to do it at all. Either way, this quest is incredibly difficult, so if there's any chance that you can skip it, you should do so. If you still want to undertake the quest, you can visit the merchant to the left of you for supplies. Then, just head back to Tolerance and enter the fields up ahead.

HYDROPONIC FIELDS

Be careful when you walk forward, as the moles will spawn soon after. Move past the table up ahead and head up the ladder to the objective area. At the top is a mole queen. So immediately begin to attack. Unfortunately, there isn't much advice to give. You can rely on your nail gun and fight from a distance. Or you can try and use stun/wounding techniques. The latter option requires you to dodge meticulously though. So be careful. I personally had the best luck by using explosives which could knock out multiple enemies at once. It will likely take a few tries, so don't worry. Once the deed is done, return to Tolerance in the Farming Village, and the quest SYMPATHY FOR THE FARMERS will be complete.

FARMING VILLAGE

Even if you skipped the mole quest, you should now be in the farming village. Stop by the merchant again if need be, and check your upgrades as well. Remember, from here on out, most of the game is just combat. So any Serum you saved up can be put to good use. In addition to this, the merchant will have a few weapons and armor pieces that can help. I found that the technician uniform and the steel bar were both good choices. After this, turn away from the merchant and then right, down the path to the Industrial Complex.

INDUSTRIAL COMPLEX

Once inside, follow the dim hallway until you reach a set of stairs. You can't use the stairs. So go straight across the bridge and past all the machinery and towards the mutants. You can speak to all of them if you'd like. But only Garbage, the mutant to the left of the one with glasses, is needed to update the quest. He will admit to stealing from the stores. There are two options here. You can side with the mutants or the humans. Note that siding with the mutants will open a new quest, A HELPING HAND FOR THE MUTANTS.

Siding with the mutants: Ask "what do you mean?" to continue. Then select "I may be able to help you." After this, he will mention other mutants that are sick. Select "out with it!" to help them find medicine as well. End with "fine, I'll take care of it" and then exit the conversation. You'll need to lie to the farmers when you return to the area. When you enter the village again, turn right and approach the stairs in the corner. You can't climb them, but if you approach from the side, you will see the prompt to steal the supplies. Do so, then speak to Impartiality in the middle of the crowd again. You will automatically lie to him, so don't worry about what to say. Then, just return to the mutants in the complex to finish the quest.

Siding with the farmers: Respond with "give me what you took" when speaking to Garbage. Then respond with either option. Both will allow you to obtain the food, and you'll be able to return to the farmers and complete the quest immediately. This is the faster route, as you only need to take this step, and then return to the farming village. However, you do not receive the second quest.

Either way, both THEFT FROM THE STORES and A HELPING HAND FOR THE MUTANTS will be completed. Return to the Industrial Complex to continue. Ahead of the mutants is a path that leads to a wall that you can scale. There's nothing but enemies and loot on the other side. So explore if you wish. Otherwise, we're going to continue with the main storyline and wrap up the chapter as quickly as possible.

Note that this is when the walkthrough will split based on your choice of faction. In order to progress in the main questline, you will need to meet with the leader of your specific faction. Because these leaders are located in different sections of the map, the walkthrough will branch off to follow each path. Be sure to read along to the correct path, now and when you reload for the second faction.

FOR THE RESISTANCE

To meet with the Resistance, you'll want to turn back into the village and head to the fields. But instead of heading up the ladder, turn right and head through the door instead. Be careful, as moles will spawn almost immediately. Take them down, and then continue through the tents and past the cornfields until you reach a wall. Climb it, and then take care of the dogs on the other side. Once you're finished, head up the small set of stairs and through the door to the Resistance hideout. From here, you can switch out your companions, as well as finish your romance with Mary. See below for how to do so.

FOR MARY:

*** Spoiler - click to reveal ***

Once you're finished with your companions, speak to Marco to continue. Ask him questions if you wish. Otherwise, the quest RESISTANCE will be complete. Exit the conversation to add the quest SABOTAGE to your logs. From here, we need to head to the work site. So exit through the door you originally entered to continue. Hop the wall to the left again, and then head back through the tents until you reach the ladder from before. Head up to the fields, and take out the moles that spawn. Finally, head through the door in the back to reach the Work Site.

Save before hopping the wall. Multiple enemies will be waiting. The guards on the other side won't be too difficult to handle, but there will be at least one with a rifle, so be careful. Once you're finished, loot the bodies. Then either turn right or continue straight and up the wall. The left-hand door will be locked. No matter which direction you choose, you will enter another area, standing behind a wall. Don't exit just yet, as you can use the wall to land a sneak attack on one of the soldiers. In addition to this, there is also a Technomancer ahead. So be careful. Loot the bodies once again and continue. Taking down the Technomancer will grant you to a key, but you don't need it for the Resistance.

Head to the back of the platform (where the Technomancer was) and drop down from the edge. From here, you have two directions to travel. Either head through the door on the left or continue straight and turn right to face more guards. Head straight, as the objective is in this direction. Around the piping will be a few more enemies, so just take them out as quickly as possible. Once you're finished, approach the gas valves in the back of the area. Interact with the handle and the quest will update. Then, head back behind the piping and enter the door from before to exit the area. Save, then climb the ladder. Enter the door and head towards the exit. You'll travel back to the fields afterwards.

Report back to Marco to continue. He's down the ladder and to the left like before. Upon reporting your success, the quest SABOTAGE will be complete and THE SHADOW COUNCIL will be added. Now you can head to the meeting location. It's incredibly close by; head left and hop the wall, and then just follow the path forward. Approaching the table to the right will initiate a cutscene, and multiple guards will attack alongside a Technomancer. Take them out to continue. It should be a simple fight. Defeating the Technomancer will earn you the key to the Technomancer HQ. When you're finished, speak to Marco by the table. THE SHADOW COUNCIL will then be complete and the quest IN ENEMY TERRITORY will be added.

This quest requires you to visit the Technomancer HQ. You can get there by heading through the tents in front of the table and out the door to the village, to the left. From within the village, stop at the merchant to the right if need be. You should start spending the Serum you've saved up. After that, turn left and then right to enter the Industrial Complex.

Once inside, follow the path ahead and stop after you cross the short bridge. Before reaching the mutants ahead from the previous quest, turn left to access the door to the HQ. There will a short wall on the other side, along with a small handful of guards and a Technomancer. Take them out as you normally would, and then loot the bodies. Enter the HQ through the door to the left when you're ready.

If you check the map, you'll notice that there are two different objectives up ahead. So you'll need to take two different directions to get the information you need. There are multiple paths you can take to reach this point, so don't worry too much about following the walkthrough. Just make your way through the rooms, either by sneaking past the guards or by taking them out one by one. I chose to go straight ahead through the door, then left around the corner, and then straight again. Inside the large room, you can head both left and right to collect both items. In the room to the left, climb down to the sewer grate to overhear a conversation with Wisdom. In the room to the right, search leftmost desk against the wall with the banners. Once you've searched both locations, exit the Technomancer HQ. Turn left and head through the door. Then turn left again across the bridge to exit to the village.

Stop by the merchant again if you'd like. Otherwise, head towards Tolerance and back into the Hydroponic Fields. Save after you enter, as you won't be coming back once you turn in this quest. Then, turn right, and follow the path to return to the Resistance hideout. Speak to Marco to reveal Jerry as the mole, which will then complete IN ENEMY TERRITORY. You will now be transferred to the Shadow Lines. A new quest, POLITICAL PRISONERS, will be added.

NOTE: At this point, if you haven't finished Judy's romance quest, now is the time. Speak to her to initiate the cutscene. Her quest A PASSIONATE WOMAN will then be complete. As stated previously, it's incredibly difficult to trigger the quest. So if you can't get it to work, just continue with the game.

FOR GENERAL HONOUR

From within the Industrial Complex, turn right from the mutants and enter through the door in the corner ahead. The main questline will update. Your companions will be scattered through the room as well; you can speak with them and change partners, or continue your romance with Mary if you've started it beforehand. See below for how to finish the romance.

FOR MARY:

*** Spoiler - click to reveal ***

Once you're finished with your companions, speak to Honour to continue. The quest STRENGTH AND HONOUR will now be complete, but you can continue to speak to him if you'd like. Exiting the conversation will add A STRANGE WORK SITE to your logs. Return to the village by exiting the room and turning left across the bridge. From inside the village, turn either left or right. It doesn't matter which. Stop by the merchant if you'd like. But then head to the Hydroponic Fields, through the entrance where Tolerance is standing.

Tolerance will interrupt to discuss the disturbance in the area. Choose to help him, and a new quest, A JOB TO DO, will be added in response. Enter the fields after finishing the conversation. As with last time, climb the ladder, then approach the gardens. In the first set of fenced in crops, there's a man named Sympathy. Speaking to him will reveal that he's destroying the crops. Either dialogue choice will advance the quest, but I recommend speaking to him just to hear the story before making a decision. Either way, he will leave after you speak to him. Return to Tolerance to finish the quest, and you'll be presented with two different options. To denounce the worker is to give Sympathy's name to the farmer, which essentially puts him in trouble. But whether or not you choose to call him our doesn't matter. A JOB TO DO will be marked as complete. Return to the fields when you're done, and then enter the Work Site. It's just past the fields and through a door.

Save before hopping the wall. Multiple enemies will be waiting. The guards on the other side won't be too difficult to handle, but there will be at least one with a rifle, so be careful. Once you're finished, loot the bodies. Then either turn right or continue straight and up the wall. The left-hand door will be locked. No matter which direction you choose, you will enter another area, standing behind a wall. Don't exit just yet, as you can use the wall to land a sneak attack on one of the soldiers. In addition to this, there is also a Technomancer ahead. So be careful. Loot the bodies once again and continue. Taking down the Technomancer will grant you to a key.

Head to the back of the platform (where the Technomancer was) and drop down from the edge. From here, you have two directions to travel. Either head through the door on the left, or continue straight and turn right to face more guards. I recommend the left path, as it will take you to the objective much faster. Once through the door, turn right this time. The ladder to the left leads back the way you came. At the end of the path will be more guards and another Technomancer. Take them out, and then examine the metal structure in the back of the cavern.

Once finished, turn back down the path and head up the ladder. The Resistance will be waiting. They'll be in combat with other guards as well, so you have a decent chance of taking them out while they're preoccupied. Either way, once they're down, the quest will update. So return to Honour to finish the quest. Climb the wall back to the fields, and then travel through the village to reach the Industrial Complex. Then return to the room and speak to the general to mark A STRANGE WORK SITE as completed. Finishing the quest will immediately start yet another mission: GUARDIAN ANGEL.

Return to the village, and then head back through the Hydroponic Fields near Tolerance. This time, instead of climbing the ladder ahead, turn right and venture down the path and through the door ahead. Continue until you reach a group of men surrounding a table. A cutscene will ensue, and then combat will begin. Taking down the Technomancer will earn you yet another key. Once you're finished, return to Honour yet again. The quest HIGH RISK SPYING will be added.

Honour will ask that you bring Devotion along. This is merely for story purposes; you can decline if you'd like. Otherwise, exit the room and head towards the Technomancer HQ. You can access the area by going straight, past the mutants and through the door beside the steps. There will a short wall on the other side, along with a small handful of guards and a Technomancer. Take them out as you normally would, and then loot the bodies. Enter the HQ through the door to the left when you're ready.

NOTE: Although the quest states that you need to spy on Wisdom, you don't actually need to sneak around the complex. Just follow the quest markers and you'll finish the quest. Feel free to save beforehand.

If you check the map, you'll notice that the objective is up ahead and to the left. There are multiple paths you can take to reach this point, so don't worry too much about following the walkthrough. Just make your way through the room, either by sneaking past the guards or by taking them out one by one. I personally chose to go left and then follow the path up to a flight of steps, then left again in the next room. There's one final door to go through, but once you're inside, just approach the grate in the back of the room. You'll see a prompt to climb down; do so. You'll listen to a short cutscene with Wisdom, and the quest will update. Now, just return to Honour to finish the job.

NOTE: At this point, if you haven't finished Devotion's romance quest, now is the time. Speak to her, then select the option "come" to initiate the cutscene. Her quest THE SPY WHO LOVED ME will then be complete. Now continue with your journey.

The Resistance will interrupt you on the way out of the building, with Marco leading the group. Take them down as you normally would; it's not a difficult fight. And then exit the HQ building. Once outside, turn right and head through the door behind the wall. Follow the path until you reach the mutants once again. The room with Honour is just ahead. Save now, as you won't be coming back after you finish the quest. Speak to him when you're ready. You will have two dialogue choices available, but you can choose whatever you'd like. HIGH RISK SPYING will be complete, and SHADOWY EXPERIMENTS will be added.

Please note: from this point on, the factions will merge into one storyline. There will only be a few small differences between them until the end of the game, so just follow the walkthrough as you did previously.

THE SHADOW LINE

Both factions will meet up on the Shadow Lines but for their own reasons. So there will be some differences in dialogue from this point on. Other than that, the path they take is rather similar. Save if you haven't, likely on a different file so you don't override your last one, and then continue. Move forward down the path until a prisoner causes you to stop. Get through the dialogue, and then ask whatever questions you'd like. Then exit and the quest will update.

Continue forward to attack the guards that are just ahead. There's a Technomancer as well, so be careful as usual. Loot the bodies and then keep traveling down the path, hopping the wall at the end of it. Note the dialogue from Roy; this foreshadows an event later. Up ahead, after passing through a narrow stone entrance, is yet another set of enemies. Hop down when you're ready. You can jump just behind the guard for a stealth attack, but it's not necessary. You might notice during the fight that the dogs will attack their allies, so you might want to take them down last. In addition to this, moving farther into the area can give you a bit more space to fight.

When finished, save, and then head through the next door to face more enemies. I recommend sneaking around to the right to take out the man with the gun. Either way, finish the fight, and a cutscene will ensue after. This will begin a boss fight with the drilling worm from before. This can be a difficult fight on extreme, so be careful. I only have a few tips to give:

  • Waste your ammo: It's difficult to damage the worm with physical attacks, so use the nail gun at every opening. This worked really well during my playthrough, as I didn't have to be in its face to deal damage.
  • Avoid Technomancy: Unfortunately, Technomancer skills can be a bit too slow for the drilling worm. You can still charge your weapon, but I would avoid using the arc attacks or anything that keeps you from dodging attacks.
  • Watch for patterns: It might be difficult on your first try, but once you get the timing of the attacks down, you'll know how to avoid it. The attacks are:
    • Acid attack - covers a small area of the ground with acid that fades over time, later on, the number of areas will increase.
    • Double strikes - The left limb will slam down, and then the right. This is a good time for physical attacks.
    • Acid spray - covers a large section of area on the ground, but does not stay like the first acid attack. Move as far away as possible.

It might take a few tries, as mentioned earlier, but once you finish the fight, you'll return to the Technomancer. You'll need to fight him as well, but he works the same way as the rest of his kind. Just avoid his attacks at all costs, because his damage output is very high. Depending on your faction, the fight will end in two different ways:

  • Resistance: You have no choice but to finish the battle with the Technomancer. Fortunately, it's not too difficult with just one enemy.
  • General Honour: If you took Devotion with you, she will claim the Technomancer is her brother, and ask you to spare him. The choice is yours to make, but I recommend accepting her claim to avoid the fight.

Once you've learned what you needed to, you can go. Exit through the door that you entered originally, and then keep following the path until you reach the prisoners from before. Speak to the man from before, and respond with "I have the key" to continue. You will move locations after freeing the prisoners. From here, hop the wall ahead, and slay the next set of enemies. Continue through, past the HQ entrance, and through the walled alleyway ahead. You should be able to return to your faction leader from here.

If you sided with the Resistance, you will have some extra dialogue to handle when you report back to Marco. After revealing that he's a traitor, you have the choice to kill him or spare him. This choice is entirely up to you. It will result in a different ending, but neither makes a difference for finishing the game. Either way, you will need to speak him or Judy to continue to the final section of the game.

This marks the end of Chapter Three. So now is the time to make sure you're fully prepared for the final fight. Stop by the merchant and finish all side quests if you haven't!

At this point, if you have finished most, if not all, of the side quests in the game, you will have earned the Completionist achievement. If you haven't, be sure to check your logs to see what's left. Don't forget that romance quests count as well. If you've been following the walkthrough, you should definitely have it.

Completionist in Mars: War Logs
Finish all of the secondary quests in Mars: War Logs
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In addition to this, one last achievement will pop when you head to the last section of the game. As said before, you should spend all of your serum now, as this is the final fight, and no other merchants will be available. So once you've purchased what you needed, return to your faction location and speak to the leader once again. Select "I'm ready" to begin, and you'll be transferred to the Frontlines, popping the Chapter Three achievement.

Plot smasher in Mars: War Logs
Finish Chapter 3 at any difficulty level
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Mars: War Logs

CONTINUE TO THE FRONTLINES

THE FRONTLINES

the frontlines

This is the final section of the game. Be aware that it's not technically a chapter; it's one specific area to progress through, without any side quests whatsoever. Which means it's also fairly easy to navigate. Finishing this area will reward you with your faction achievement, as well as the difficulty achievements. All you need to do is survive. So, as always, be sure to save, and the game will be over soon.


THE SOURCE

As you enter the building, there will be a small snippet of dialogue. At this point, it really doesn't matter what you choose, as your moral standing is pretty much permanent until the end of the game. So select whatever you like with either faction. Your previous faction quests (either SHADOWY EXPERIMENTS or POLITICAL PRISONERS) will be marked as complete. The quest THE HEART OF THE SOURCE will be added instead. Once the conversation is over, the fight will immediately begin.

As you slay the guards that block your way, note that the path ahead is almost entirely linear. You won't need to follow your map here. You just need to keep pushing forward. Each path leads to the same location in the end. So focus on taking down the guards for now. Don't forget that you have explosives and traps, as well as special abilities from your skill trees. The first section of enemies should be easy, as it's similar to what you've already faced. Continue through the door ahead that's down the steps once you're finished. Save in between if you feel the need.

Enter through the next door in the center of the hall and face the next set of enemies. The same rules apply. If anything, it's even easier than the last fight. Head down either hallway and save once again if you want. Then face the third section of enemies. This Technomancer is a bit more dangerous, but just dodge around the room and you should be able to take quick hits at each enemy. Save one more time, and then head down the steps when you're ready. Don't forget that you can craft your own injections and ammo if you need to. Head through the final door to face the Praetorian Guard. The same rules apply once again.

Head up the stairs and into the final room of the compound. This is the last "fight" of the game, which actually required no fighting whatsoever. Depending on your faction, you will witness the fall of the Dowser, and your faction leader will make a scene. For the Resistance, you'll need to decide what to do with General Honour. Either choice works; it's once again up to you for your ending. For General Honour, you have no decision to make. And that's all there is to it. Enjoy the epilogue, and enjoy the achievements! You'll earn both difficulty achievements as the credits roll.

Hard as nails in Mars: War Logs
Finish the game in Difficult mode
  • Unlocked by 423 tracked gamers (9% - TA Ratio = 3.37) 4,830

Mutant in Mars: War Logs
Mutant367 (100)
Finish the game in Extreme mode
  • Unlocked by 358 tracked gamers (7% - TA Ratio = 3.67) 4,830

In addition to this, at least one faction achievement should have also unlocked, depending on who you sided with. Now, once you've completed the game with one faction, use reload your save from Chapter Two. Whichever faction you first chose, now choose the opposite. Then, you'll need to play through Chapter Three up until the end of the game. Don't forget, once you have the difficulty achievement, you don't need to keep the game on Extreme. You can lower it through the start menu.

Once you've completed the game with the other faction as well, the corresponding achievement will unlock. This should be the last achievement in the game!

Hero of the Resistance in Mars: War Logs
Finish the game with the Resistance at any difficulty level
  • Unlocked by 852 tracked gamers (18% - TA Ratio = 2.38) 4,830

Man of Honour in Mars: War Logs
Finish the game with Honour Grant at any difficulty level
  • Unlocked by 776 tracked gamers (16% - TA Ratio = 2.49) 4,830

the frontlines 2

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