Binary Domain Walkthrough
Load up and prepare for a robotic rampage in Binary Domain. In this squad-based third-person shooter, you’ll enter the derelict slums below Tokyo to do battle with an army of deadly combat robots. The machines have slowly begun to invade every stratum of human society, and questions arise over the sympathies of your squad. The machines are becoming more human, but are humans becoming more like machines? Not exactly the most innovative question in the world, but the dark story of this longer-than-average shooter promises a fresh take on the Blade Runner dilemma.
Join us below for our full walkthrough, or take a pit-stop and recharge your batteries with the achievements, trophies, or cheats pages.
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Video and Text Walkthrough
Chapter 1: Hit and Run – Infiltration
You begin Binary Domain as Dan. You and Big Bo are about to infiltrate a facility during the cover of night, in the heavy rain.
The game will introduce you to the voice commands that can be used to communicate with your teammates. Using a mic will let you engage with your teammates with more than simple yes or no answers, but it isn’t a necessity. However, it can make the game feel like you’re actually talking with your squad.
To continue, when Big Bo asks you if you understand how to communicate, hold down “L2”, then choose “I got it”, by pressing “X”.
Next up, Big Bo teaches you how to use your weapons. Accept his request to learn how to shoot. He asks you to look for the sign and fire upon it. Press “triangle” to focus on the sign to the right, then hold “L1” to aim, then “R1” to fire. Keep shooting until the sign disintegrates.
After some praise, you’ll be taught how to reload with “R2” and melee with “square”.
Now it’s time to use your handgun. Press “up” on the d-pad to select it, then press “triangle” again to focus on another sign to the left. Shoot it until it there’s nothing left like the previous sign.
Now it’s time to get on with the mission. For now, follow Big Bo as he cover jumps over a divider. Press “X” to take cover, then hold up the left analog and press “X” again to jump over. Don’t forget to grab the ammunition on the right.
Head over to the train car ahead where you see Big Bo enter. When you make it to the car door, press “circle” to hop in. Walk with Big Bo for a bit through the train. Big Bo asks you some questions about what your plans are after the mission. Hold “L2” and reply to what he has to say.
When you reach the end of the train, Big Bo will kick open the door and jump out. Follow him through, then check out the car on the left with a SECUR-COM on the trunk. Grab it with “circle”.
Head up through the narrow opening with all the rubble. Big Bo will jump down. Jump down as well. Move forward a bit and a cut-scene will ensue.
After the cut-scene, you’ll be under fire. You and Big Bo will both be behind cover. Big Bo will suggest to take out the legs of the enemies. Do so, so they won’t be able to swarm. Also, if you shoot them in the head, they will become disoriented and even shoot their own.
Two more enemies will appear, by being dropped off. Take them out, then move up.
You’ll be faced with some cylinders blocking you. To bypass these cylinders, you’ll need to fire at them with your burst shot. You’ll need bosonic energy to build up the shot. Fallen enemies will drop bosonic canisters. There are also bosonic charging stations you can use. There’s one right next to the white car on the left, emitting pink energy from the center of it’s octagonal shape. Step inside and when you hear a ding, you’ll be fully charged.
Now keep moving forward and fall down where there’s a drop. Good thing there’s cover ahead. Use it and take out the handful of green enemy robots. Keep an eye out for the surveillance bot hovering around with the laser sights. Shoot it down or more enemies will be alerted.
When the coast is clear, move ahead. To the right will be high ground and left, low ground. Take whatever you want, since it will lead into the same place anyway. As you make it to the next piece of cover, a Grand Lancer appears. You can’t take it on right now, so run past it and keep moving away from it as fast as you can down the bridge. Hold “X” to run.
You’ll reach the end of the bridge where you and Big Bo will take cover. Big Bo will go first to jump into the water. After he jumps, follow him. Press “circle” to “swim”. Epic action shot ensues.
You’ll hit the water. You’ll be timed here, so move forward to swim by holding down “X”. Follow Big Bo. Move past the red lights and make a slight left underneath the glowing yellow arrows. A surveillance bot will appear. Hide behind the pillar jutting out from the water. When it leaves, keep following Big Bo.
As you approach the next area, another surveillance bot will fly by. This time there’s no cover, so hold “circle” to dive underneath, narrowly missing being spotted. When it’s gone, let go of “circle” and proceed forward.
Head in-between the floating buoys with the red lights and press “circle” to dive underneath the small opening. Swim right, underneath the flashing yellow arrows and into another area where you’ll need to swim under to move ahead.
On the other side, Big Bo will mention more surveillance bots are up ahead. Sit tight with him until you get the window to move forward. During this section, follow the successive yellow flashing arrows to guide yourself through, to the tanker.
Remember to dive underneath when you think a surveillance bot has a bead on you. Hence, when the lasers are pointed directly at you. At the last pair of yellow flashing arrows, swim underneath, and you’ll attach yourself to the side of the tanker.
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Chapter 1: Hit and Run – Where the Tanker Leads
After clinging onto the side of the tanker, you’ll be inside a facility. You’ll see yourself climb a ladder onto a metal dock with yellow railings. Move forward, turn left, then right, then up the small flight of stairs where Big Bo is waiting.
When you get to the top, you’ll be blocked by metal crates, but you’ll be using a grappling gun to go vertical. Press “circle” to use it. You’ll be put into position. Now aim with “L1” and look up. There will be an object highlighted in red for you to shoot. Press “R1” to fire and you’ll zip up onto a platform above.
Follow Big Bo through the room that’s bathed in red light. Don’t forget to grab the “Assault: Vitals Boost I” on the crate to your right, which is for Dan only, and gives Dan an 8% health boost.
Now head up the stairs out of the room and you’ll drop onto another platform leaving the glowing red light behind. As soon as you drop, however, you’ll be under fire, but you’ll be immediately pulled into cover.
This starts the command tutorial. If you want Big Bo to go over this tutorial, hold “L2” and say “sure”.
Big Bo will give you three lessons. “Fire”, “Charge” and “Regroup”, in that order. You’ll need to hold “L2”, make a selection, then let go of “L2”. When you tell Big Bo to fire, he’ll blind fire. Telling him to charge, will have him break out of cover and take the enemies head on. When he finishes taking care of them, try regroup and Big Bo will come back to cover.
Now jump over the crates and move ahead, past the enemies Big Bo just took out. As you move forward along the grated platform, another group of enemies will appear coming out from a sliding door. Take cover and take them out accordingly.
There will be an enemy on the right hand side as well, after a flight of stairs. Take the stairs on the right and if you look immediately to your left, you’ll find a SECUR-COM . Now turn around and Big Bo will take note of the elevator. He’ll bust open the door using a shoulder charge and he’ll instruct you to push the button on the panel to activate the elevator.
You can press “triangle” to focus on the panel, if you’re not sure where it is. When you’re there, press “circle” to use the switch. Going up.
When you both reach the top, make a right and you’ll see an Ammo Transit Supply Terminal, or rather, a shop. Access it by pressing “circle”. From here you earn credits by defeating enemies and use them to purchase upgrades, med-kits or to replenish ammo. There will be upgrades specific to your character and other team members, so keep that in mind.
Also, if you head left from the elevator, there will be a box of ammo.
When you’re finished shopping, head into the corridor with the fuse boxes, then head out the sliding door. Make a left down the staircase, and immediately take cover. Take note of the machine gun enemy on the balcony to the left. Shoot the gas canister next to it to blow it up.
Take care of the remaining enemies in the room, then head for the door with the turquoise lit panel. Move up and the door will slide open. As you head through, you’ll hit a dead end, but the crane should be able to fix it!
Head onto the platform to operate the crane through the already open double doors. Use the left stick to move it left to right, then hold down “R1” to rotate it. You’ll need to create a bridge from the first balcony to the next. Rotate it until it can’t rotate any further and move it to the right until it stops. It should lock into place, so you’ll just need to press “circle” to lower it.
While you are doing this, however, you’ll be attacked. Big Bo can take out the surveillance bot, but you’ll actually need to stop controlling the crane for a second to take out the other enemies shooting at you from a distance, because, during this portion, well, Big Bo sucks. Take out the flying enemies first, then the ones on the platform just a little bit below you.
When the crane has done its job, head through the crate and toward the other side. Enter the room for a bit of break and Big Bo will ask you some questions. When he’s done talking, and you’re done responding, you’ll be able to head through a previously locked door
When you exit, make a right, up the stairs. The door you want to go through will be on your left, but if you make a right up the small flight of stairs, you can pick up an SMG. After picking up the SMG, only if you want to of course, head to the door with the turquoise highlighted panel and get ready for a fight.
Destroy all the enemies you see in this room. Also, behind you, up the winding set of stairs, are some grenades.
As you move forward into the room via the stairs leading down on the left, a new type of enemy will appear. Instead of green, they’ll be red. Apparently, red means, faster, since their strafing speed is a bit hard to keep up with your sights at first. When you take them out, head up the stairs on the left, turn slight right toward the sliding door with the light above it.
There’s a shop in this room, so use it if you need to. There’s also some ammo next to the broken window resting above a panel.
Now if you look through the window, you’ll notice about 6 green enemies and one big one with a huge machine gun. The grunts shouldn’t be too bad, but for the huge robot, take out his knees until he keels over, then shoot him, dead on, in the head. After, when you think the coast is clear, pick up his weapon and take out the enemies being dropped in.
When the coast is really clear, Big Bo will need you to pull one of two levers and pull them together, to open a garage door. Head to the one on the left, still holding the machine I hope, then press “circle” to pull the switch.
The heavy door will open from the bottom. When you head in, red enemies will appear by being dropped in from the other side of the heavy doors. Shoot them as the door closes. You’re now safe.
Boss Fight : Or are you? A Grand Lancer will appear from an elevator. This time, you can’t escape it. Big Bo will be the bait here. There are a ton of med-kits scattered around the level for this fight, so use them when or if necessary.
Take some cover first and Big Bo says you’ll need something to take it out. There’s a crate on the top you can use, just dangling there ready to smash things. Look for the yellow ladder, near where the grand Lancer ascended. Climb it and use the panel.
Use the left analog to position the crate above the Grand Lancer, then press “R1” to stun it. Get off the panel by pressing “X” (yeah, I couldn’t figure it out at first), then pull the lever opposite of where Big Bo is pulling his own lever, to open the next door.
As soon as you’re able, head inside the next room. You’ll notice a huge girder above. Climb up the ladder, turn right and up another ladder, circling the girder. When the grand lancer is in position, press “circle” to use the panel and the grand lancer will be disabled. Next up is a cut-scene.
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Chapter 1: Hit and Run – Toward the Rendezvous
After the cut-scene, the Grand Lancer wasn’t exactly disabled, so you’ll need to jump for it down the slide wall, “Fugitive” style. Navigate your way through by using the left analog to avoid the sides. You’ll also need to hold down “circle” to duck underneath certain platforms, or else you’ll get a really big headache. Toward the end of this slippery sequence, you’ll need to press “circle” to kick yourself through.
When you land, move ahead as you see a battle in the distance. Grab the ammo box on the right hand side, take cover, and take out the enemies up ahead. You might need to move up behind the sandbags to get a better shot.
When they have been terminated, head right along the road. It will be at an upward incline. Take out the enemies that appear, both green and red. When they’re down, head up and grab the upgrade, “Assault: Bulletproof Skin I” .
Now climb over the rubble to the other side. A sniper will be in view. Luckily, there’s a sniper rifle ready for you to use. There’s also a shop you can see on the right hand side. Big Bo will suggest being decoy, so you can counter snipe. It actually works out pretty well, so say yes.
When the snipers have been shot dead, a garage door will open with a new breed of enemies. They’re decked out in a shiny black alloy and pack a shoulder charge. Take them out, then take out the rest. Back up to keep them in front of you, if you need to.
When they’re gone, before you head into the tunnel, enter the room behind the shop to grab some ammo. Also, on the opposite side of the building, relative to the shop, is a SECUR-COM .
Now, head for the tunnel and take out the three enemies occupying this space. One will be behind a forklift. Also, watch out for the enemy to your right on the other side of the road. He seems to hit you even you’re taking cover on the sandbags. When the enemies are down, to your right, is another shop, but now you can buy different guns and explosives. I highly recommend purchasing the EMP grenade.
Keep heading down the tunnel and press the switch to open the gate, which leads back outside in the driving rain. You’ll be bombarded with fire. There will be greens, reds, shiny blacks and shock troopers who carry shields, which can be a bit of a bitch. Remember those EMP grenades I recommended you to buy? Wait for them to cluster, toss it, then blast them to bits.
When they’re gone, it’s time to head out into the rain again, except this time, bring a shield. Use the shield to aggro the machine gunner, so Big Bo can take it out from behind.
When it’s down, head forward and watch the cut-scene. When it’s over, walk with Big Bo through the narrow tunnel created by rubble. Hop over the beam and you’ll see the flashlight using Morse code, indicating the rendezvous point.
But right before you head down to street level again, a wagon carrying a crap ton of enemies speeds down the road and stops, barring your progress. They also brought along some air support. Take out the air first because they are annoying, and toss an EMP if you want. Then take out the heavy machine gunner and the grunts.
Make your way past the robot wagon on the left hand side and a cut-scene will begin, where you’ll meet some new teammates.
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Chapter 2: Yearn for Refuge – Meeting Mifune
You’re now with most of your squad as you make your way through the city. As the chapter begins, based on the previous chapter, you can tell that Dan and Charlie don’t really see eye to eye. But with the mission at hand he asks you to pick two squad members to bring along with you.
For the purposes of this walkthrough, I will choose Big Bo, since I’ve been with him from the beginning, and Faye, because I would like a long range threat to compliment the squad. Also, if you played the demo, this section of the game will be very familiar.
When you have your squad set up, move forward and turn right into the building with the blown out wall. Everything is in disarray, with crumbling walls and empty storefronts. Keep heading through the building. If you do have Big Bo with you, he’ll chat you up. You’ll see a shop to the right which you can use, when you exit out of the building.
Before you drop down on the path ahead, look to your left, past the car, and grab the “Auto-Repair I” upgrade on the crate where the tiled sidewalk is located. When you’re ready, jump down.
Up ahead will be a bunch of greens. Use cover immediately. Your team will do the same. Big Bo will ask to blitz the enemies or not. Choose your plan of action. In any case, the enemies will be turned to scrap metal.
As you keep moving forward down this narrow alleyway, move from cover to cover. Eventually you’ll reach a section where a sniper is nested in one of the buildings in the distance, hiding in the shadows. The robot will reveal itself with its laser sight.
To your right is a handy sniper rifle, so grab it and let yourself, or the team, take the sniper out. Also, on your left hand side, there are some wooden stairs that lead up. There’s a SECUR-COM there you can pick up.
Move down the alleyway. An APC bars the way, but you can take the path on the left through the building. Locate the stairs in this building and move up. Two greens will be upstairs. Take them both out.
When you reach the top, look out the window and take some cover on the pillar to your left. Robot air support has arrived. Destroy them. You can also find a LMG on the top floor resting on top of a crate with a blue tarp covering it.
Your team will move down before you. Stay up on the second floor and pick off any stragglers. When you jump down, the coast looks clear, but up ahead, through the fire down the road, a Grand Lancer will make an appearance.
It takes a little while for it to enter your line of sight, so if you have time, the building on the left has some grenades you can grab. The building on the right also had grenades, plus a shop and a rocket launcher.
Take cover when you see the Grand Lancer. When it crosses the pool of water, shoot the wire that’s hanging down above it. It will electrocute the Lancer. From here, take cover again and shoot the parts where its armor was blown away.
Keep shooting until one of your partners, in my case, Faye, suggests, there needs to be something more to take it down. You’ll get word from headquarters that the way to take it down is through the head. Shoot it’s head for a little bit, and Faye will suggest getting up on the roof to jump on it. Get on roof using the building on the right side.
When the Lancer is close enough, press “circle” to jump on it. Use the left stick to maintain balance. When you get a clear shot, hold “L1” to aim, then “R1” to fire point blank on it’s head. It’s a tough robot, so you might need to change clips. If you fall off, you can always get back on the roof and continue where you left off.
When the Grand Lancer is finally down, head to the building on the left hand side, and open the shutters. Head up the stairs on the left, then drop down onto the tiled corridor. There’s a med-kit up ahead if you need it.
Keep following the hallway down. You’ll see a storefront logo for “Thx electronic”. Drop down onto street level and into the alleyway to the left of the “Thx electronic” store. The alleyway turns left. It’s cut-scene time. You’ll see the squad enter the “Bar Rotary” to see Mifune.
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Chapter 2: Yearn for Refuge – To the Underground Mall
After the cut-scene, you’ll exit the bar via the backdoor. From here, you’ll talk with HQ, then pick your squad. I’ll go with Big Bo and Faye once again.
Follow the hallway out. You’ll reach a set of stairs that lead up to street level. Up ahead, across the street, there’s a shop you can use.
This area is a bit of a dead end until you find some heavy doors you’ll need to go through. It will be in-between a row of blue and red pipes, right next to the yellow crate. However, you cannot go through it yet.
Big Bo will find a service bot by the gas station that will fill up a crate. As this happens, greens will be dropped in. You’ll need to protect Big Bo as he pushes the crate to the heavy doors. There will be about three waves of troops coming in. Use the explosive canisters scattered about to take them out.
When the enemies are pieces of useless metal, shoot the crate that Big Bo has pushed up against the door, to blow it wide open. Enter the door and into the apocalyptic building. There will be one lone green inside. There are about two paths through the building. One you can use to flank on your left, however, they both lead outside to the same wide open area. Watch the cut-scene, where it feels like things are just too quiet.
A huge spider bot appears, pushing down a billboard near your vicinity. You’ll fire upon it, to no avail. To counter, the spider bot throws down some missiles. It will collapse the building behind you. From here, you’ll need run through the massive falling pieces of heavy debris, while following your squad.
Just keep running. You’ll need to turn right and left before you make your way to the building where your squad has taken refuge. When you see the building, make a mad dash for it and hop over the divider. There will be a little mini game here. Just make sure to press “circle” when the circle hits the blue area and you’re gold. The rubble will close off the street behind you.
Head through to the alleyway, past the green exit sign above, then head into the building where it says “Iris Foods” with a picture of two tomatoes for decoration. Head up the stairs. On the second floor, you can use the shop. When you’re done, keep heading up the stairs.
There will be a window where you can exit with your squad. Head out onto the rooftops and take out the greens standing in your way. Big Bo will suggest that you take the left side, while Big Bo and Faye take the right. I decided to go left.
Use cover provided by the crates covered in blue tarps. Take out the enemies coming down the ramp from the drop-ship. If any enemies are hiding behind tires, you can shoot those down. If you took out the enemies quickly, you can help your teammates who took the right side.
When all the robots are destroyed, head to the left side where the shadow of the building stretches across the rooftop. You can drop onto some scaffolding here. Now make a right and up the ramp. Turn left, making a U-turn, and some sandbags will be in place for you to take cover.
The passageway here through the scaffolding is narrow, so you’ll need to continuously jump over sandbags to get through. There will also be enemies in the distance, so take them out by moving from cover to cover. When you make it past the narrow passage, you’ll enter another building.
There will be some greens here, as well as a heavy machine gunner. Immediately take cover and take them out. When the machine gunner explodes, take his gun, then open the shutter just up ahead.
You’ll immediately see the Spider to your left shooting rockets at you. You’ll need to run across as fast as you can on the balcony. It will collapse eventually.
Boss Fight : When you get on the street, you’ll see an APC on your left with some ammo and a rocket launcher. Aim for the legs of the spider to take it out. However, you will need to search for ammo across the map. There’s ammo in each of four corners. Eventually, there will be flying robots that carry ammo for the rocket launcher, which you can shoot down to replenish yourself.
Always try to keep your distance from the Spider. Watch out for its laser targeting system. To avoid this, just take cover. It will also throw out a lot of missiles, so look for the spots that are targeted on the ground in red, to avoid getting hit by these. You’ll also need to keep an eye on if the Spider decides to get right above you. One hit is okay, but you’ll need to get the heck out of there if you get pinned.
Also, this area is pretty huge. If you head right, you can hide behind some pillars, but the best part about that area is that there are stairs that lead up to a shop, plus there is also a little hiding place you can use get a height advantage. Of course, you’ll need to grab some ammo down on the battlefield, but you can use this place to recuperate.
Right beneath the Spider is the weak spot, but it won’t show it often. This is a fight of endurance here, so try to avoid getting into tough spots. If you take cover around the Spider, avoid the missiles, and use the little hiding spot, while grabbing rocket rounds, it will be a long, sometimes annoying fight, but not too terribly difficult.
When the Spider finally collapses, Faye will notice a shadow through all the smoke. Follow her. She will lead you down some stairs where a cut-scene will begin. You’ll meet a bunch of kids, tough guy, particularly a girl named Yuki, who will lead you to Mifune in the neon lit Shibuya district.
After the cut-scene, you’ll actually be able to talk to your teammates and the locals of Shibuya. You can hear the thoughts of your teammates and agree or disagree with them. If you talk to the man standing next to Rachel, and give him 500 credits he’ll give you a “Trust Enhancement” boost.
When you’re done talking, head up to Yuki. She’ll show you to the door, but if you want, you can use the shop right before you head into the double doors. Get ready for the next cut-scene involving a “Hollow Child”.
When the cut-scene is over, head on over to Yuki again. She’ll ask you two questions. The first is if you want to be her boyfriend and the second is if you’re ready to talk to Mifune. When you’re ready, she’ll open the door that leads downstairs to Mifune. Yuki will then talk to the bodyguard in front of the door with a neon sign that reads “Spiral”.
It’s cut-scene time again as the team meets Mifune in person.
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Chapter 2: Yearn for Refuge – Fighting Through to the Subway
When the cut-scene ends, the robot army finds its way to “Spiral”. In order to get to the jet-skis in the subway, you’ll need to fight your way out. Take cover above the staircase and grab some EMP grenades by the couch on your left while you’re at it.
Use the height advantage to take out the greens and surveillance bots hovering ahead. There will also be a heavy machine gunner you need to take care of. When they’re all down, grab the heavy machine gun and follow Yuki outside of the club.
Make a left, into the doors. You’ll see a shock trooper with backup. Throw an EMP in there, since they’re all clustered. Now use that heavy machine gun with reckless abandon. The corridor will turn right. Head down the tiled hallway and turn right down the flight of stairs. Kill the three enemies here, move up, then turn left to enter the ticket gate area.
Take cover on the left side and mow down the large group of greens and black alloys. When they’re junk, move past the gates and follow Yuki down the stairs. She says there’s a trick to opening the door. Unfortunately it’ll take a little bit, and while she opens it, greens will show up at the rear.
Move back up the stairs, take cover, throw out an EMP and let the bullets fly. They will be coming from the elevator, so aim there once the doors open. Support will keep coming, but when Yuki opens the door, head back to her and go through to find the jet-skis. There’s also a shop here you can use.
Before you hop onto the jet-ski, look for the room with a caged fence. You can grab ammo, grenades and a nano upgrade called “Muscle Regeneration I” . After picking up these items, hop onto the jet-ski.
To use the jet-ski, use the left analog to turn, “R2” to speed up and “R1” to reverse. Initially, the beginning isn’t too bad. All you need to do is go straight. Eventually, when you reach the flooded subway system, you’ll be fired upon. Just keep moving straight here.
As you jet forward across the water, you’ll need to maneuver yourself around pillars and under bridges where the robots will drop boxes.
Before you head outside, watch out for the explosive cylinders that look like water storage containers without the stilts. They will slow you down.
When you finally make it outside, watch out for the mines the huge ship above drops. Twist your way around those, the explosive cylinders, and the oncoming fire. Soon you’ll reach a tunnel, where the screen will go slightly white. You and your squad will make a jump and reach a dead end.
Sadly, no more jet-skis. When you dock, climb up the ladder and Faye will talk about how you need to get to the sewage system to make it to the upper city. Move forward and climb down the next ladder.
Boss Fight: When you reach the bottom of the ladder, a flying vehicle, the Iron Raptor emerges. Immediately head left into the double doors and down the stairs. You’ll see a shop you can use. Stay in this little room to stay in cover. There will be a stinger here you need to use to take out the Raptor’s engines.
Just like the Spider fight, the hover robots will drop ammo, although there will be aerial bots as well. Keep in mind that when you lock on with the stinger to target the Raptor, you need to stay on it for a good 3 – 5 seconds, and during that time, the aerial bots will get in your way. Take these guys out first to get a clear shot, or else you’ll be wasting ammo. Alternatively, you can aim the stinger above them, then fire off a rocket, as long as you have a lock on the engines. It takes about two shots to destroy one engine.
If the Raptor is moving, after you fire with the stinger, it doesn’t seem to register a hit, so make sure, it’s staying still. When you see red triangles with exclamation marks in the middle, take cover, because the Raptor is firing missiles.
You can get into some serious fire if you head outside. If you do head outside, make sure it’s safe for you to get the ammo to reload the stinger. There are times when ammo drops right in front of you, but like I said, make your shots count. This is also a pretty good place to up your credit count, since the enemies are constantly on you.
The Iron Raptor will eventually go down in spectacular fashion. Hold “triangle” to see what you accomplished.
Turn right and make your way across a longer bridge. You’ll see Faye and Big Bo up ahead in front of the door to the sewage plant entrance. Watch the cut-scene as you see the rest of your squad meet up with you.
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Chapter 2: Yearn for Refuge – To the Upper City
After the door is blown open, choose your squad (Big Bo and Faye for me) and continue inside the sewage system. Follow the corridor down. You’ll head up a small flight of stairs and into the murky waters of the sewage tunnels.
Follow the tunnel as it winds its way to a gate. You will be continuously attacked by red, explosive spider bots here, so stick close with your team and move up as you take them out.
When you see the pipes ahead, there will be a ladder you can take up on your right, but watch out for brown sewage bots, who seem more feral than most.
Head up the ladder, turn right, then make a left. You’ll see a turquoise glowing panel. Press the switch. You’ll open the door and enter a huge cylindrical room. Sewage bots will attack you here. Take care of them.
There will also be green bots that emerge from a door on another platform. Take them out. Now drop down the platform and hop onto the platform the greens used to be occupying, by climbing the ladder, after traversing the sludge. Head into the doorway with the red pillars on the sides.
You’ll see a door ahead, but before you go that way, check out the shop on your immediate left. When you’re done, head for the door. It will slide open. Now head up the ramp and a cut-scene will start.
During the cut-scene you’ll find out that Charlie and Rachael are in trouble. You tell Faye and Big Bo to head up the elevator. Now go back down the way you came and head into the sliding doors. Take cover by the box and take out the greens.
Move up and head left, up the ladder. You’ll be in a corridor with a shiny green floor, that turns right. Take cover and take out the enemies. When you reach the end of the corridor you’ll reach a room with flashing red lights. Take out the enemies in this room, grab some ammo and a med-kit, then head into the door with the turquoise panel.
You’ll reach the cylindrical room again. Head left, take cover and take out the enemies in front of you, on your level and up in the balcony. When they’re gone, head up the ladder, then take care of a pair of explosive spiders.
Keep winding your way up as fast as you can. You’ll reach some stairs. Take out the greens and use the charging station. Use your burst shot to take out the canisters, then take the ladder up ahead.
Take out the shock trooper outside of the room and then the enemies inside the room. Head into the room panel room, then operate the valve to drain the sewage water.
Now that you’ve saved your team members, head back down the way you came, but with a little detour. You’ll need to drop to the platform with the red pillars. After some chatting, the doors will open.
Move ahead, past the sliding doors and onto the elevator going up. Press the switch when you get to the elevator.
Of course, there’s trouble ahead. Up above the spinning fan jolts out of place and a slew of sewage bots drop in droves. Take them out as they come up the ramp. They can easily be killed using your melee, but you’ll need to time it, so you don’t throw yourself off balance and get swarmed.
Just keep fighting and the elevator will arrive and the next cut-scene begins. As you make your way up, Rachael is grappled by the sewage bots. As the elevator heads up, Charlie has her hand, but you need to shoot off the robots using the pistol.
Try to get some headshots to save ammo, but don’t forget you can also shoot them as they climb on the walls, so there will less clinging onto Rachael. When you’ve killed all of them, Rachel will be saved.
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Chapter 3: Bad Ground (Part 1 – The French Rust Crew)
Welcome to the Upper City. It’s a lot different than the sewers isn’t it? Nice and swanky. At this point, you have to wait for the arrival of the French contact, so talk to your team members while you wait. There’s also a shop near Big Bo if you would like to purchase gear or upgrades.
After talking with everyone on the team, Charlie will come up and ask if the team should wait for the French Rust Crew. You can stay put, to finish up some business, but to continue, you’ll need to reply that you want to move out. A cut-scene will begin where all the citizen’s phones get wacky. You’ll also see the French team being chased by the police. Apparently they also don’t understand what covert means.
You’ll be in control of Dan after the cut-scene. The entire squad is with you, but you’ll just need to go down the steps that lead to the freeway. You’ll meet the French team there. They’ll pick you up. You will also find out that one of the French Rust Crew members is a robot, a combat model named Cain.
During the cut-scene, Dan will open the roof, then when it ends, it’s your job to shoot at the police chasing the team. They will be in front and behind. After a short period of time, another cut-scene will occur. When you get in control again, the hover bots will appear. Take out the air support as Cain drives.
If you need to reload, you will have to get out of cover, so time your reloads when there aren’t too many bullets coming at you. During this sequence you will also hit a few roadblocks, but it’s nothing that Cain can’t handle.
When you reach the tunnel. You’ll be facing the hoverbots, plus black vehicles that look like a streamlined tumbler from the recent Nolan Batman movies. It’s best to take these guys out when they are close, so you know for sure you can hit them. You’ll hit about two waves of these enemies as Cain speeds down the tunnel.
Soon enough you will see the police again, which begins the next cut-scene. During this scene, you’ll get to know a Japanese agent.
With the Japanese agent tailing you, you’ll pop out of the vehicle once more. The only problem is, the enemies you see up ahead have grenade launchers, pretty much not giving you an opportunity to fire, so stay in cover here.
With no fire support, Cain decides to take another route, on a road below the one you’re currently on. It’s going to be a bit of a drop. You’ll make the jump, but unfortunately the road Cain took contains a mobile gun in the distance. Oh crap.
The mobile gun will fire and send the van careening to the side of the road. One of the French Rust members will not make it, but fortunately Cain will, showing off his stuff. Soon, a large contingent of enemy forces will appear.
Charlie decides that the team needs to split up, so choose your team members that you want here. I’ll choose Faye and the new guy Cain in this instance.
The mobile gun in the back will be firing missiles, so it’s best to stay behind the armored vehicle. Take out the initial enemy troops. When they’re gone, another group will arrive on the opposite side of the tunnel, opposite of where the mobile gun is. Take these guys out.
Eventually you’ll get an order to rendezvous with the advance team. If you look at the wall, behind that armored vehicle, there’s a door you can enter with a turquoise panel. Press the switch to open the door, and run down the stairs.
When you reach the bottom, head left and through the mall’s corridor. Keep following the corridor and warning walls will ascend from the floors forcing you down a path. Make a right up the stairs, then a right again down the hallway. Enemies will be here, so take cover.
The path will turn slight left. Take cover behind the bamboo and hug the sides as you make your way ahead. As you move forward, there’s a path on the right side, where a med-kit is located, down some stairs.
Keep following the path and you’ll be led up a flight of stairs on the right. Take cover behind the advertising sign and shoot the enemies on top of the stairs. When they’re gone, head up the stairs, then make a right. This path will turn slight right. You’ll see the shop up ahead, but before you head there, grab the ammo on the red couch in the middle of the walk way.
Keep moving forward. On the right will be a bridge with a fountain you can see in the distance. Faye will notice an incoming transport. It will drop a new kind of enemy. It looks to be another type of spider bot, but white and much larger. Keep them on the other side of the bridge. If they come across, it’s a good choke point. They’ll go down in no time.
When they are done for, cross the bridge toward the fountain. It’s a circular plaza. Hang a left to grab some ammo, and keep moving forward until you see another bridge. Take cover and take out the snipers and a heavy machine gunner in the distance.
When they’re scrap metal, you’ll be able to see a sliding door in the distance, but not before one final group of enemies approach. Take cover behind the potted bamboo and wipe them out. Head to the door on the left.
Turn right, and immediately take cover. A heavy machine gunner and some grunts are there. Nothing you can’t handle now.
When you reach the end of the hallway, head inside the door on the left, then follow the yellow line on the floor. It leads to the elevator. When you’re riding the elevator up, Charlie says that you need to get on the rooftop.
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Chapter 3: Bad Ground (Part 2 – To the Rooftop)
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Chapter 4: Resist and Refuse (Part 1 – The Monorail)
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Chapter 4: Refuse and Resist (Part 2 – The Resistance)
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Chapter 4: Refuse and Resist (Part 3 – To Amada)
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