Posted on June 30, 2010,

Crackdown 2 Walkthrough

Crackdown23

Don’t make boners while you play this game. Our detailed Crackdown 2 walkthrough has the information you need to kick ass and take names, so you can be dishing out the flying pipe punishment, and not taking it.

Table of Contents

Agent Diagnostics

In the opening cutscene, you are shown a video collage of violent attacks and rampaging mutants terrorizing the streets. Choose from one of four pre-designed characters and pick a color for your armor. When you first enter the game, The Voice of the Agency runs a diagnostics program on you to help you get acquainted with the game’s controls.
Look at the Red Lights

  1. Use the Right Analog Stick to look around the map.
  2. Point your targeting marker over the four red lights to turn them green.
  3. Press A to continue or B to invert the controls.

Jump the Gap

  1. The field in front of you dissolves after you choose to continue and you are instructed to jump from the ledge.
  2. Use the Left Analog Stick to run towards the ledge then press and hold A to try and jump the gap. Sadly, your jumping skill is not yet advanced enough for you to make the jump and you will likely take some damage when you fall to the ground.
  3. NOTE: Your health gauge is displayed in the upper left corner of the screen. As an Agent, you have a regenerative system that allows you to quickly recover from almost any injury providing you can avoid taking additional damage for a few seconds.

Agility Zone

  1. The Voice wants to test your athletic capabilities next. Make your way to the “Agility Zone” and scale the structure to obtain the Agility Orb at the top.
  2. NOTE: Collecting Agility Orbs will increase your speed and jumping ability.
  3. To complete the program, you need to progress through a few areas. Follow the thing that looks like a light snake and climb up to the marker.
  4. Standing on the marker will open the door to the next area. Pass through the door before it closes and follow the light snake along the path.

Weapons Training

  1. You now come to your first weapon and the SMG. Stand over the gun and press X to pick it up. Some Freaks will enter the area to provide you with a little target practice.
  2. Use free aiming by simply pointing your crosshairs at the Freak and pressing RT to fire.
  3. Use precision targeting by holding LT to target specific enemy body parts and then pressing RT to fire.
  4. A shotgun will appear next. Pick it up and use it to blast the Freaks that come out of the ground to attack you.
  5. Reload the gun you are currently using by tapping LB.
  6. NOTE: When you eliminate enemies with guns, you obtain Orbs that increase your firearms skill.

Hand-To-Hand Combat and Grenade Training

  1. After you have killed all the Freaks around you, follow the light snake to get to the hand-to-hand combat area.
  2. Press B, to perform hand-to-hand combat techniques. You can also chain attacks together by pressing B repeatedly.
  3. NOTE: When you eliminate enemies with hand-to-hand combat moves, you obtain Orbs that increase your strength.
  4. Take out the first wave of Freaks in this area with hand-to-hand combat, then pick up the grenades to trigger a second mob of Freaks.
  5. Lob some grenades at the mob of Freaks by pressing RB.
  6. NOTE: When you eliminate enemies using grenades or other explosives, you obtain Orbs that increase your explosives skill.

Get to Your Vehicle

  1. Once you have killed all the Freaks, follow the light snake to get to the Peacekeeper vehicle. Approach the vehicle and press Y to get in.
  2. This concludes the Agent Diagnostics program. Chill out and watch the opening credits as a helicopter transports you to your first mission.
  3. ACHIEVEMENT: First Hurdle – Survive the Agent Diagnostics program.

Tactical Locations: Hope Springs

Your objective is to retake the beacon prototype
Tactical Location 1 of 27 – Springside Quay 1

  1. There are a lot of bad guys in your way, so get ready for some action. Eliminate the enemy targets and secure the tactical location.
  2. To secure tactical locations, go to the areas of the map that are marked with a red “C”, stand on the marker, and then press Select. Chances are you will face a lot resistance from the Cell gang each time you try to secure a tactical location.
  3. NOTE: Keep an eye on the mini map/tracker in the bottom left corner of the screen; it will display points of interest such as tactical locations and nearby enemies.
  4. Clear out some of the enemies in the area to call in support and secure the tactical location. Remember, you can get into pretty well any of the vehicles around you and use them to run over enemies in the open.
  5. When in a vehicle, Press RT to accelerate, LT to brake/reverse, and A to use the emergency brake.

Tactical Location 2 of 27 – Springside Quay 2

  1. Move to the next tactical location to find the beacon prototype.
  2. NOTE: There are quite a few Agility Orbs that can be found on top of the shipping crates and higher structures in this area.
  3. ACHIEVEMENT: First Rung of the Ladder – Pick up an orb Agility Orb.
  4. Eliminate any enemies in your way and make you way up the ramp to the beacon prototype.
  5. Press Select near the beacon to call in the helicopter. A lot of enemies will show up after you do this, but luckily there are some turrets stationed around the beacon that you can use to your advantage.
  6. Clear away enough enemies so that the helicopter can safely recover the beacon.
  7. ACHIEVEMENT: All Under Control – Bring a Cell Stronghold back under Agency control.

Project Sunburst: Hope Springs

Your objective now is to set up a power network that will enable you to detonate the beacon. In order to set up the power network, you must first activate three Absorption Units. NOTE: Your HUD automatically updates itself. Notice that the Absorption Units you need to activate are displayed on the map as blue markers. To make things easier, areas of interest are always shown as a pulsing white ring on the map.
Absorption Unit 1 of 3 – Power Station

  1. Make your way to the first absorption unit and take out the enemies in the area.
  2. Go up the stairs and activate the absorption unit by standing on the blue pads.
  3. ACHIEVEMENT: Get Connected – Activate an absorption unit.
  4. You can find an Audio Log along the road, a little ways east of the first absorption unit.
  5. ACHIEVEMENT: Tellin’ Stories – Listen to an audio log.

Absorption Unit 2 of 3 – Power Station

  1. The next absorption unit is a little higher up. Locate the building that the second absorption unit sits atop and scale it.
  2. Take out the enemies guarding the absorption unit.
  3. Stand on one of the blue pads to activate the unit.

Absorption Unit 3 of 3 – Power Station

  1. Head to the building where the third absorption unit is located.
  2. Look in a small alleyway between two sections of the building. You should see some some pipes that you can climb up to get to the roof.
  3. Hidden Orb Tip: You can find a Hidden Orb located on the ledge just past the pipes.
  4. ACHIEVEMENT: In Plain Sight – Pick up a Hidden Orb.
  5. Take out the thugs on the roof and activate the absorption unit.

Deploy Power Station Beacon

  1. It’s time to deploy the power station beacon. Hop in a car and head towards the next area of interest on the map.
  2. When you come to some stairs with a blue marker in front of them, step out of your car and walk onto the marker. This will activate the light snake that will guide you to the power station which, by the way, also happens to be a Freak lair.
  3. Follow the light snake to the top of the building and then jump down to enter the power station.
  4. Take some time to look around the room when you get to the bottom; there is a UV Shotgun in front of an Agency crate near a spotlight.
  5. Pick up new weapons you come across by walking over them and pressing X. If you are already carrying two weapons, you will automatically drop the weapon you are currently holding.
  6. Step onto the blue marker in the middle of the room and press Select to summon the beacon from the drop zone.
  7. After the helicopter drops the beacon, the fun begins. Defend the beacon from the horde of attacking Freaks while it charges up.
  8. NOTE: Freaks that are attacking the beacon will have markers above their heads that are tracked on your HUD.
  9. The UV Shotgun is especially effective for taking out groups of enemies. Use it to blast the clusters of Freaks that attempt to damage the beacon.
  10. ACHIEVEMENT: Zero Factor – Use a UV weapon to kill 20 Freaks in a 10 second period.
  11. As soon as the beacon is fully charged, it detonates and wipes out all Freaks in the area. The Voice compliments you on a job well done and then immediately tells you to get back to work.
  12. ACHIEVEMENT: Big Bang – Successfully detonate a beacon.

Tactical Locations: Hope Springs (Part 2)

You now have a lot more freedom in your crime fighting. Press Start to view Agency Intel; from there you can check all of your current objectives, audio logs, and achievements. You can also save your progress and quit to the main menu at any time, but keep in mind you will have to restart any objectives that have not yet been completed. There are still nine more beacons that need to be delivered. Before heading to activate the next AU, however, it is a good idea to secure some new tactical locations.
Tactical Location 3 of 27 – Hi-Power

  1. Move to the red “C” that is closest to the next AU that you need to activate on the map. Get to the red marker and press Select to call the helicopter, but get ready — a bunch of Cell thugs are going to get PO’ed and come after you as soon as you do.
  2. Eliminate them to secure the location and have the helicopter bring in reinforcements.
  3. NOTE: You can visit the tactical strongholds you have secured to equip yourself with weapons and vehicles that you have unlocked.

Tactical Location 4 of 27 – Shipyard

  1. There is another tactical location at the shipyard. Drive towards the west coast of Hope Springs and prepare for another clash with the Cell gang. When you reach the shipyard, try and crush some of the Cell thugs with your car before you get out and and activate the red marker.
  2. NOTE: When you run over enemies with your car, you obtain Orbs that increase your driving skill.
  3. Once the marker is activated, more thugs will come out to attack you. Use guns and hand-to-hand combat to take them out but watch out for the guys shooting at you from the ship.
  4. By pressing the Left Analog Stick, you can crouch and improve your aim so you can take out those annoying thugs on the ship. The helicopter moves in with reinforcements as soon as the area is clear.

Tactical Location 5 of 27 – Shorico Yard

  1. Grab a car and head over to the east coast of Hope Springs to find the next tactical location.
  2. Roll into Shorico Yard and jump out of the car with guns blazing. There are no special threats to be concerned about here, just a lot of Cell thugs that need their asses kicked.
  3. Activate the marker and take down the Cell gang members in the area as quickly as possible so the helicopter can come and secure the location.

Tactical Location 6 of 27 – The Block: Entrance

  1. Drive west along the middle street in Hope Springs to get to the next tactical location.
  2. Gun down the Cell gang members on the scene and press Select near the red marker to call in support.
  3. Punish the additional Cell thugs that try to get in your way and wait for the helicopter to drop reinforcements so you can secure the location.

Tactical Location 7 of 27 – The Block: Rooftop

  1. Head northwest to get to the last tactical location in Hope Springs.
  2. This one is on the rooftop of a building,  so you will need to climb up using the window ledges on the side of the building next to it.
  3. Jump across to the building with the red marker and call in the helicopter.
  4. Eliminate the Cell gang members on the surrounding rooftops and wait for the Peacekeeper Chopper to drop in the backup force. A Sniper Rifle can make accomplishing this task a piece of cake.

Project Sunburst: Hope Springs (Part 2)

Absorption Unit 1 of 3 – Weapons Factory

  1. Head for the next AU (Absorption Unit) and use the ledges on the side of the building to reach the top.
  2. Eliminate the Cell thugs and activate the AU.

Absorption Unit 2 of 3 – Weapons Factory

  1. Behind the Shorico yard there is a long pipe that extends south towards a large rig in the ocean. Jump down onto the pipe and follow it to the rig.
  2. There are three sections on the rig. Fight your way to the southern most section and then climb up to the top of it to find and activate the AU.
  3. Instead of going back down the way you came, try and jump your way down using the yellow cranes as steps. If you are skilled enough, you can pick up two or three Agility Orbs along the way.

Absorption Unit 3 of 3 – Weapons Factory

  1. Run along the pipe or swim to get back to the mainland from the rig.
  2. Grab a car and head north to the next AU, which is located on the bridge.
  3. When you reach the bridge, use the horizontal red steel beams to climb up to the AU and activate it after you kill the four or five thugs that are on guard duty.

Deploy Weapons Factory Beacon

  1. Now that you’ve activated three more AU’s, it’s time to find the next Freak lair where you can detonate the beacon.
  2. Head to the island on the easternmost part of the map to get to the weapons factory, which is, of course, overrun with Freaks.
  3. Go east across the broken bridge and climb up the large silo that is built into the earth. This is the entrance to the weapons factory.
  4. Hidden Orb Tip: You can find a Hidden Orb underneath the west side of the broken bridge.
  5. Drop down the silo and activate the marker to call in the beacon.
  6. This is very similar to the beacon defense you accomplished earlier in the game. As soon as the beacon lands and starts charging, the Freaks come out in numbers.
  7. Defend the beacon while it’s charging and make sure to pay close attention to the Freaks attacking it. In this case, some of the Freaks try to attack the beacon from higher ground.
  8. Use the Assault Rifle to pick off the Freaks that are on the higher levels.
  9. Note: If you don’t already have an Assault Rifle with you, there should be one lying around in front of a nearby Agency crate.
  10. Once the beacon is fully charged, “boom goes the dynamite” and you wipe out another Freak lair.

Absorption Unit 1 of 3 – Mason’s Quarry

  1. Drive to the next AU that is flashing on your map. The entrance is through a broken archway.
  2. Note: If you’re having trouble reaching any of the markers on your map, you can redeploy to an optimal location by pressing Start and selecting “Extraction” from the Agency Intel menu.
  3. Climb up the stairs and take out the few thugs in the area.
  4. Agility Orb Tip: You can find an Agility Orb on top of the dome structure near the AU.
  5. Activate the AU by standing on one of the blue pads.
  6. You discover that the power beam emission from the AU is blocked. Follow the power beam and bypass the obstruction by blasting a hole through it.

Absorption Unit 2 of 3 – Mason’s Quarry

  1. Head southeast towards the next AU.
  2. Jump up the rocks to get to the top of the ridge and eliminate the Cell thugs that are guarding the AU.
  3. Stand on one of the blue pads to activate the AU.
  4. Hidden Orb Tip: You can find a Hidden Orb in a small crevice a little north of the AU.

Absorption Unit 3 of 3 – Mason’s Quarry

  1. The third AU is on top of a building to the southwest. Drive to it or redeploy.
  2. Hidden Orb Tip: You can find a Hidden Orb in an underground hallway slightly south of the building with the AU.
  3. Use the window ledges to climb your way up to the top of the building and eliminate the thugs on the roof.
  4. Activate the AU by standing on one of the blue pads.
  5. Note: You should see a lot of agility orbs from on top of the rooftop. Bust out some parkour and see how many of them you can grab. When you collect enough Agility Orbs, you will be able to run faster and jump higher.

Deploy Mason’s Quarry Beacon

  1. Get in a vehicle and head for the next Freak hideout so you can detonate the beacon. You can find the entrance to the hideout in a tunnel along the major highway on the east coast.
  2. Jump down into the Mason’s Quarry and call the helicopter by standing near the blue marker and pressing Select
  3. NOTE: You can find some UV Grenades and an Assault Rifle lying around near the beacon marker.
  4. Keep the Freaks off of the beacon until it fully charges. Some Freaks will attack the beacon from higher levels so make sure you take them out as soon as you notice them.
  5. When the beacon detonates it will wipe out all the remaining Freaks in the Quarry.
  6. ACHIEVEMENT: Hope Springs Savior – Detonate every beacon in Hope Springs.

Tactical Locations: Green Bay

Now that you’ve conquered Hope Springs, it’s time to clean up the streets in a new area. Get in a vehicle and take the highway west over the bridge to get to Green Bay.
Tactical Location 8 of 27 – Funland

  1. Green Bay has a north and south section that are separated by water. When you get off the bridge, you enter the south section. Head for the southeast corner to find an isolated tactical location at a run-down amusement park.
  2. Go to the red marker and call in the Peacekeeper chopper.
  3. Run around and eliminate the Cell resistance so the chopper can drop the Peacekeepers to secure the area.

Tactical Location 9 of 27 – City Apartments 1

  1. Head north and keep to the west to find two tactical locations in an apartment complex.
  2. This is another rooftop location so climb the building and use the makeshift metal ramps to get to the red marker.
  3. Get your guns ready — a lot of thugs will shoot at you from different angles once you get to the marker and call in the chopper.
  4. Take out the all the nearby thugs but watch out for explosions. Some of the thugs in this area are carrying rocket launchers.
  5. Try and steal a rocket launcher from one of the thugs and use it to lock on to enemies and take them out from a distance.
  6. Once you’ve killed all the thugs in the area, in come the Peacekeepers to secure the area.
  7. NOTE: You can return to Agency controlled strongholds to store all the new weapons you find. Once they are stored, you can equip them whenever you deploy.

Tactical Location 10 of 27 – City Apartments 2

  1. There is a second tactical location on a street corner a little to the northwest.
  2. Get to the red marker, call in the helicopter, and then take out all the Cell resistance to secure the area.
  3. NOTE: If it’s night time and there are a lot of Freaks around, pick up a car and use it to smash surrounding enemies. To pick up heavy objects, you must first increase your strength by killing enemies with hand-to-hand combat. Once that has been accomplished, simply walk up to a car and hold B to pick it up. You can then use it as a melee weapon by tapping B, or, throw it at enemies from a distance by pressing RT.

Tactical Location 11 of 27 – Police HQ

  1. Head west of the City Apartments, to get to the next closest tactical location.
  2. Watch out for the guy on the turret near the marker — he will make securing this location a pain if you don’t take him out before calling in the chopper.
  3. After you activate the marker, keep your head up. A lot of Cell thugs will start shooting at you from the surrounding rooftops.
  4. Climb up and take out the Cell resistance so the chopper can bring in reinforcements and secure the area.

Tactical Location 12 of 27 – Hillview: East

  1. There is a lot of Cell resistance at the next tactical location so it’s a good idea to take a Rocket Launcher or Homing Launcher with you.
  2. To get to Hillview East, take the side road and head north of the police station until you come to a barricade with an open gate.
  3. Pass through the gate and get ready to dodge; there are thugs on turrets and guys with Rocket Launchers in the area.
  4. If you’ve got a Rocket Launcher, pull it out and use it to take out the guys on the rooftop turrets and the guys with Rocket Launchers first.
  5. Go to the red marker and activate it to call in the chopper.
  6. The Cell gang members that show up to stop you aren’t much of a threat without anyone on the turrets. Crush them and secure the location.
  7. NOTE: Green Bay is a new area with many more Agility Orbs to be found. If you take some time and jump around the rooftops, you should be able to nab quite a few.

Tactical Location 13 of 27 – Hillview: West

  1. Head west to get to the next tactical location.
  2. There is a thug on a rocket turret just before the marker. Take him out with your Rocket Launcher.
  3. By this point, you have likely increased your strength to the point where you can remove turret weapons from their housing. Jump up to the turret and hold X to remove it from the housing so you can carry it around.
  4. NOTE: You are unable to use precision targeting with turrets and they are automatically discarded when they run out of ammo.
  5. Now that you’ve got some heavy firepower, activate the red marker and blow the hell out of the Cell resistance to secure the area.

Tactical Location 14 of 27 – Royal Vista

  1. Head east to get to the next tactical location which looks like it used to be an old movie theater.
  2. There is another guy on a rocket turret in this area. Eliminate him and remove the turret to make things easier.
  3. Activate the marker and then blow away the Cell resistance to secure the area.
  4. NOTE:You may need to climb over to the other side of the building to get all the Cell thugs marked on your tracker.

Project Sunburst: Green Bay

Absorption Unit 1 of 3 – Sportiz Gym

  1. The first AU in the Green Bay area is located on a lovely little beach far to the northeast.
  2. Make your way to the beach and take out the Cell thugs that are guarding the AU. One of the thugs on the ridge has a rocket launcher so take him out first.
  3. Activate the AU by standing on one of the blue pads.

Absorption Unit 2 of 3 – Sportiz Gym

  1. The next AU is on the south coast. Run along the beach until you come to the pier with the dome at the end of it.
  2. Head towards the dome and shoot all the enemies with whatever gun you happen to be carrying.
  3. The AU is on a small platform in the water being guarded by two Cell members, one of whom has a rocket launcher. Shoot them both and then activate the AU.

Absorption Unit 3 of 3 – Sportiz Gym

  1. The third AU is closer to the center of Green Bay. You will find it on top of a building in the same area as the City Apartments.
  2. Climb up using the window ledges on the side of the building to reach the roof.
  3. Hidden Orb Tip: There is a Hidden Orb located behind the Rough Riders sign on the building on the other side of the street.
  4. If you have already taken the City Apartments stronghold under Agency control, you may be pleasantly surprised to find that the AU is being guarded by some of your fellow law-enforcing Peacekeepers; in which case, all you will need to do is activate the unit. Otherwise, if you have not yet secured the City Apartments, you will likely have to take down some Cell gang members before activating the AU.
  5. After activating the AU, The Voice of the Agency tells you that something is wrong. Follow the power emission from the AU to see what’s up.
  6. You discover that Cell has placed a metal sheet on top of a building to block the path of the power emission. Climb up the adjacent blue building and then use the connecting bridge to cross over to the building with the metal sheet.

Deploy Sportiz Gym Beacon

  1. Head for the Health & Fitness complex on the west side of Green Bay to find the next Freak lair.
  2. It’s a good idea to take the UV shotgun with you since you will once again be fighting off hordes of Freaks while you defend the beacon.
  3. The entrance to the Freak lair is located near the beach where you activated the first of the AU for this beacon.
  4. Drop down through the hole in the basement of what was once Sportiz Gym and activate the marker to call in the beacon for deployment.
  5. NOTE: You can find an Ultra Assault Rifle and a Harpoon Gun sitting in front of some Agency crates near the marker. Remember to take them back to an Agency stronghold for storage.
  6. Freaks will burst out of the ground and start attacking you once the marker is activated. Take out as many of them as you can, but keep watch for the more agile Freaks that attack the beacon from higher up.
  7. Prevent the beacon from being destroyed while it charges up. It’s pretty easy to fall down to the lower area here so be cautious of where you step. A fall could mean a failed mission if you can’t climb back up in time to kill the Freaks attacking the beacon.
  8. Once the beacon is fully charged, you are treated to another Freak-obliterating explosion and a victory for the Agency.

Absorption Unit 1 of 3 – Radio Station

  1. There is still one more beacon to deploy in Green Bay. Head for the AU located near the main bridge that leads to the northern section of Green Bay.
  2. Take out the four or five Cell thugs on top of the building and activate the AU.
  3. The next two AU’s for the Radio Station beacon are on the northern side of Green Bay; however, before you go to activate them you should secure the tactical locations there.

Tactical Locations: Green Bay (Part 2)

Tactical Location 15 of 27 – The Villa 1

  1. Take the main bridge on the west side to get to the northern section of Green Bay.
  2. Before you reach the tunnel, get out of your car and jump down off the left side of the bridge to the beach below.
  3. Keep heading north and you will come to another tactical location in a little villa.
  4. Activate the beacon and then shoot up the joint to clear the area of Cell resistance so the chopper can bring in the Peacekeepers.

Tactical Location 16 of 27 – The Villa 2

  1. Take the Rocket Launcher or another heavy explosive weapon with you to secure this location.
  2. In the villa, you should see a broken bridge that leads to a small island just off the west coast. If your agility is high enough, you can probably just jump the gap to reach the other side. If you’ve got the “Dukes of Hazzard” spirit in you, you’re likely going to want to steal one of the Cell cars in the area and use it to jump the gap.
  3. Once you get to the other side of the bridge, you are welcomed by Cell gang members with a volley of rockets from turrets stationed around the rooftops. Pull out your Rocket Launcher and give them a taste of their own medicine.
  4. Head into the building and turn right to go up the stairs and reach the marker.
  5. Activate the marker and then clean house. Use your Rocket Launcher to take out the heavily armed thugs and then switch to a gun that fires bullets to mop up the rest of the Cell resistance.
  6. When the chopper arrives you will have successfully secured another stronghold for the Agency.
  7. NOTE: You can also find an AU at this location.

Tactical Location 17 of 27 – Shanty Town

  1. Follow the sandy road along the beach and head northeast from the villa to get to the next tactical location.
  2. Jump up the rocks at the the second bend in the road — you will come to a shanty town full of Cell gang members.
  3. The marker is located in a small clearing by some spotlights. Activate it and take out the Cell threats that show up on your tracker to secure the area.

Tactical Location 18 of 27 – The Lighthouse

  1. Resupply at a the Shanty Town stronghold before moving out. The Flocket Launcher is a great choice for taking on the enemies at the next tactical location.
  2. From on top of the ridge where the shanty town sits, you should be able to see a lighthouse to the north. Head towards it to get to the next tactical location.
  3. You will encounter heavy resistance at the front of the lighthouse. Use your Flocket Launcher to take out all the guys stationed on the lighthouse from afar.
  4. Hidden Orb Tip: Drop through the hole at the base of the lighthouse and then head down the tunnel at the bottom. There is a Hidden Orb located on the left side of the tunnel.
  5. Take out any remaining Cell thugs as you make your way up the stairs on the outside of the lighthouse to get to the marker.
  6. Activate the marker and get ready to fight off the guys that come out to get you.
  7. NOTE: Since the thugs come out of the lighthouse in tightly packed groups, it’s a good opportunity to use some of your grenades.
  8. NOTE: You can also find an AU at the top of the lighthouse.

Project Sunburst: Green Bay (Part 2)

Absorption Unit 2 of 3 – Radio Station

  1. If you haven’t already activated the AU at The Villa, go back to the island and do so now. You shouldn’t encounter much resistance if the stronghold is under Agency control.
  2. You will find that there is a problem with the power emission from this beacon. Follow the power emission and blow a hole the in the metal sheet that the Cell gang put in place.

Absorption Unit 3 of 3 – Radio Station

  1. If you haven’t already activated the AU that was at the lighthouse, go back to the lighthouse and jump up the broken platforms to reach the AU. Once its activated you will be ready to deploy the beacon at the next Freak hideout.

Deploy Radio Station Beacon

  1. The Radio Station is located near the center in the north part of Green Bay. Head south from the lighthouse and go into the tunnel on the main highway.
  2. Look for the hole in the side of the tunnel wall, this is the entrance to the Freak hideout.
  3. Drop down into the hideout and activate the marker to call in the beacon.
  4. NOTE: There is an Ultra Assault Rifle next to an Agency crate near the marker.
  5. As usual, the beacon takes a little time to charge up –  keep the Freaks off of it in the meantime.
  6. Watch out for the larger, stronger Freaks in this area. If they get close they can knock you to the ground and stun you momentarily, giving other Freaks time to swarm.
  7. If your strength is high enough, (as it should be by this point) you can perform devastating ground smashes to take out large groups of tightly packed Freaks. To perform a ground smash, first press A to jump high into the air, then hold B as you are falling to slam your fist into the ground as you land. This creates an impact wave that will take out any living thing in a small radius.
  8. Defend the beacon until it detonates and eradicates all the Freaks in the area.
  9. ACHIEVEMENT: Green Bay Savior – Detonate every beacon in Green Bay.

Tactical Locations: Unity Heights

Tactical Location 19 of 27 – Hope South

  1. Grab some transportation and take the highway east across the southern bridge to get to the next area – Unity Heights.
  2. Vehicle Stunt: You can get a vehicle stunt bonus if you drive really fast and use the ramp on the side of the road to jump through the rings at the gap in the bridge.
  3. NOTE: There is an AU located at the top of the bridge support on the other side of the gap.
  4. Turn right when you get off the bridge and head east a little to get to the next tactical location.
  5. Activate the marker and take out the Cell resistance with the method of your choice.
  6. There is an armored thug with a turret gun in the area. Try to take him and and steal the turret gun so you can make quick work of the Cell resistance.
  7. Make sure to check your fire, there are a lot of civilians in the area. If you hurt too many citizens, the Peacekeepers will start attacking you.
  8. Secure the area so the helicopter can bring in reinforcements.

Tactical Location 20 of 27 – HR Complex 1

  1. Head east and then north to get to the next tactical location.
  2. Watch out for the two heavily armed thugs: one has a rocket launcher and the other has a mini-gun. Use your Flocket Launcher to take them out along with any rooftop snipers in the area.
  3. Clear a path to the marker and activate it to call in the chopper. Once the marker is activated, a lot of Cell resistance comes out to defend the location. Don’t be afraid to use a lot of explosives to dispatch them.
  4. Take out all the thugs and bring in the chopper to secure the area.

Tactical Location 21 of 27 – HR Complex 2

  1. The next tactical location is in the courtyard of the complex. Go east and hop the barricade to get there.
  2. Climb the lower portion of the building. From there, you should have a good view of the courtyard where you can pick off a few of the thugs before jumping down to activate the marker.
  3. Lots of Cell resistance will come out of the surrounding buildings when you activate the marker. Luckily, there aren’t too many citizens in the area, so you are free to throw grenades and set off chain explosions to your heart’s content.
  4. Eliminate all the resistance in the area to bring in the chopper and secure the stronghold.

Project Sunburst: Unity Heights

Absorption Unit 1 of 3 – Comms Center

  1. Head east for the AU that is flashing on your tracker.
  2. NOTE: It takes level 4 Agility in order to reach this AU. If you haven’t reached level 4 yet, you will have to do some Orb hunting; check rooftops and other high places to find some more Agility Orbs. You can also increase your agility by completing Rooftop Races.
  3. The AU is located on top of the Brilliant Rise Hotel, but the rooftop is somewhat difficult to reach. Circle the building until you see the windows with horizontal bars on them. Use the bars to vault up the side of the building and reach a small platform with a neon sign.
  4. Use the neon sign to climb up to another small platform.
  5. Stand on the ledge of the platform to boost yourself up another couple of feet and then jump up to reach the rooftop.
  6. Take out all the Cell thugs on the roof and activate the AU.

Absorption Unit 2 of 3 – Comms Center

  1. The next AU is on top of a building to the north. Make your way there.
  2. This building is much easier to scale than the last one. Hop up and activate the AU after you take out the Cell thugs.
  3. You discover that there is a problem with the power emission. Follow the beam and check it out.
  4. Looks like Cell is up to their old tricks again. Blast a hole through the metal sheet so the power emission from the AU can travel uninterrupted.

Absorption Unit 3 of 3 – Comms Center

  1. Standing on the rooftop where you just destroyed the metal sheet, it is possible to leap south to get over to the next building that has an AU.
  2. If the area is already under Agency control you shouldn’t encounter any Cell resistance here. All you need to do is stand on one of the blue pads to activate the AU.

Deploy Comms Center Beacon

  1. The next beacon detonation point is located west of the three AU’s, at the Comms Center.
  2. Jump down into the Freak lair and activate the blue dropzone marker to request the beacon drop.
  3. NOTE: You can find some Proximity Mines in front of an Agency case near the marker.
  4. Shortly after the beacon drops, a giant Freak shows up and starts pounding on it. Use explosives to take out the giant Freak and then continue picking off the Freaks shooting at the beacon from above.
  5. NOTE: UV weapons are not effective against giant Freaks.
  6. Be careful not to fall down into the lower depths of the area because it will take some time to get back up to the beacon and another giant Freak soon shows up to pick up where the last one left off. It’s a good idea to save your explosives to take out the giant freaks.
  7. Protect the beacon until it charges fully and detonates, leaving no freaks behind.

Absorption Unit 1 of 3 – Unity Heights Square

  1. There is an AU located on the support structure of the south bridge that connects to the Green Bay area.
  2. Use the ledges on the side of the structure to climb to the top.
  3. NOTE: The ledges have weird spacing, so try not to get caught in between them. A good method is to vault straight up and only push forward at the last second to grab the next ledge.
  4. At the top, there are a measly two guards defending the AU. Send them to oblivion and then stand on one of the blue pads to activate the AU.

Absorption Unit 2 of 3 – Unity Heights Square

  1. Head for the next AU. It’s located on top of a building to the northeast.
  2. There are not a lot of accessible ledges on the lower part of the building, so unless your Agility is higher than level 4, you will likely need to climb an adjacent building and then jump over to activate the AU. You shouldn’t encounter any Cell resistance if the area is already secure.

Absorption Unit 3 of 3 – Unity Heights Square

  1. Go north to get to the next building with an AU.
  2. Find the destroyed side of the building and use the metal framework to climb up the base of the building.
  3. You should see some concrete slabs that run all the way up the side of the tower. Use the ledges on the concrete slabs to climb up to the AU.
  4. Eliminate any Cell resistance and activate the AU.

Deploy Unity Heights Square Beacon

  1. A little southeast of the last AU you activated is the next Freak lair. You’ll want to carry some heavy firepower in with you for this one since you will have to deal with more giant Freaks.
  2. Jump down through the hole in the ground and activate the dropzone marker to bring in the beacon.
  3. Protect the beacon while it charges. A giant Freak will come in and start hammering it while other Freaks shoot at it from the sidelines. Take out the giant Freak first and then focus on the other Freaks attacking the beacon.
  4. Watch out for the brute Freaks that try to knock you down. If you get surrounded, you could find yourself in trouble.
  5. There are a lot of explosives in the area, so be careful not to get caught in any chain explosions.
  6. After the beacon charges and detonates, Catalina Thorne, the leader of the Cell gang, breaks onto your communications frequency and implores you to stop your actions. Unfortunately, she is quickly cut off, as the Voice of the Agency returns and informs you of communication difficulties.

Tactical Locations: Unity Heights (Part 2)

Although there is a tactical location just west of where you detonated the beacon, at the center of Unity Heights Square, it requires level 5 Agility in order to take out the Cell resistance on the rooftop. Try securing the other tactical locations first and make sure to pick up any Agility Orbs you spot along the way.
Tactical Location 22 of 27 – Hope North

  1. The next closest tactical location is in the middle of one of the streets to the north.
  2. Activate the marker and start cleaning house, but watch out for the civilians in the area.
  3. Use your grenades to take out the groups of enemies on the ground.
  4. The Flocket Launcher works well for taking out enemies that are higher up.
  5. Kill all the Cell resistance near the marker to bring in the chopper and secure the area.

Tactical Location 23 of 27 – Tech Park

  1. Run northeast, through a grassy area to get to the next tactical location.
  2. There are a lot of turrets on the surrounding rooftops in this area and they all fire homing missiles directly at you. Use The Flocket Launcher or Homing Launcher to take them out quickly and then grab one of the turrets for yourself.
  3. Activate the marker and get ready to fire a missile at the cluster of Cell thugs that burst through one of the doors.
  4. A bunch more Cell thugs will start attacking you from the rooftops. Try to take some of them out with missiles before climbing up to finish the job up close and personal
  5. Take out all the Cell resistance to bring in the chopper and secure the area.
  6. NOTE: Some of the thugs in this area are carrying the Mach HMG-120, which is probably a step up from the Machine Gun. Try and grab one and take it back to an Agency Stronghold marker if you don’t already have it.

Tactical Location 24 of 27 – Vergotten: Apartments

  1. The next tactical location is at an intersection east of Tech Park.
  2. When you get there, take out the turrets that are stationed on the four overpasses before activating the marker.
  3. Take out the remaining Cell resistance once the marker is activated and secure the area.
  4. Some of the Cell thugs marked on your tracker are positioned on rooftops. You will likely need to scale a building in order to get a clear shot at them.

Tactical Location 25 of 27 – Vergotten: Approach

  1. Head north to get to the second Vergotten Apartments tactical location
  2. Move in and use grenades or missiles to take out the heavily armed thugs with turret guns.
  3. If you happen to be assaulting this tactical location at night and you want an easy achievement, pick up a minigun from one of the fallen thugs and go looking for a horde of Freaks to mow down.
  4. ACHIEVEMENT: Scarface – Use the minigun to kill 20 enemies in 10 seconds.
  5. Activate the marker and eradicate the Cell resistance that comes to stop you. Once again, you will need to climb up a building in order to shoot down the enemies that are on the rooftops.
  6. When the place is clear, the chopper brings in Peacekeepers to secure the area.

Tactical Location 26 of 27 – Vergotten: The Pier

  1. Just to the north, on the other side of the street, is another tactical location.
  2. The marker at this location is out in the open, but there at a lot of rooftop snipers and turrets in the area.
  3. Use your Flocket Launcher or Homing Launcher to take out the enemies on rooftops and balconies.
  4. Activate the marker and dispose of the Cell threats.  Careful with your fire, though — there are a lot of civilians in the area and, if you kill too many of them, the Peacekeepers attack you.
  5. There will be plenty of heavily armed thugs with miniguns and missile launchers. If you’re worried about accidentally exploding civilians with grenades and missiles, try picking up a vehicle and throwing at groups of enemies to take them out.
  6. Remember to check the rooftops to take out the last few thugs and secure the area.

Tactical Location 27 of 27 – Hope Tower

  1. The last tactical location is located near the southern bridge that connects Green Bay to Unity Heights. However, in order to eliminate all the Cell resistance on top of the tower, you will need level 5 Agility.
  2. Search for Agility Orbs and complete rooftop races to increase your Agility. Once you have obtained level 5 Agility, return to the tower.
  3. Activate the marker and take out the Cell thugs on ground.
  4. Go around and use the window ledges to climb to the roof of the building southwest of the marker. From there, you should be able to see some white spaced ledges going up the tower.
  5. Use the ledges to scale the tower.
  6. NOTE: You will need to shimmy along the sides of the tower in order to position yourself to vault to ledges within your reach.
  7. Climb up to the higher areas where the last of the Cell thugs are holed up and take them out to bring in the chopper and secure the area.
  8. NOTE: The upper areas have limited space to move around and there are quite a few explosive barrels lying around. Exercise caution when using explosives or you might accidentally blow yourself up.
  9. ACHIEVEMENT: Location, Location, Location – Bring every tactical location in Pacific City under Agency control.

Project Sunburst: Unity Heights (Part 2)

Absorption Unit 1 of 3 – Security Ruins

  1. Head for the next AU. It’s located near the dome at the northeast corner of Pacific City.
  2. Take out the puny force and stand on one of the blue pads to activate the AU.

Absorption Unit 2 of 3 – Security Ruins

  1. South from the dome is the next AU but, in order to reach it, you might need to brush up on your platforming skills.
  2. The AU is located at the edge of the Security Ruins, which is another circular structure south of the dome. First, jump up to the ledge that is just past the square arches on the road.
  3. Run north along the outskirts of the structure until you come to a broken wall that you can climb.
  4. From the corner of the broken wall, jump and grab onto the piece of metal so you can vault up to the upper area.
  5. Make your way back west towards the AU by jumping across the narrow concrete slabs. It may take a few tries for you to get the correct spacing on the jumps.
  6. Once you’ve made it to the other side, you can easily get to the AU and activate it.

Absorption Unit 3 of 3 – Security Ruins

  1. Head northwest from the Security Ruins and jump across the overpasses to get to the next AU.
  2. Take out the two heavily armed thugs on top of the building at activate the AU.

Deploy Security Ruins Beacon

  1. Get back to the Security Ruins and jump down the hole at the center.
  2. Activate the marker to call in the beacon.
  3. Near the beacon, there is a missile turret. Instead of picking it up, go up to it and hold Y to man the gun. This way you’ll have unlimited ammo as long as the turret remains in the housing. Use it to kill the giant Freak that comes smashing towards the beacon.
  4. Stay on the turret and defend the beacon while it charges. Be careful not to blow yourself up by firing rockets directly at Freaks right in front of you. Instead, aim your rocket behind the the Freaks so the blast radius kills them and not you.
  5. ACHIEVEMENT: Bomberman – Cause 30 explosions in 60 seconds.
  6. After the beacon detonates, Catalina Thorne breaks onto your transmission frequency once again and begs you to halt your actions. The Voice of the Agency cuts her off again to inform you that he has switched you over to a clean transmission frequency.

Absorption Unit 1 of 3 – Research Ruins

  1. Just one more beacon to detonate. Head northwest from the Security Ruins to get to the next AU.
  2. Hop onto the platform, take out the two heavily armed thugs and activate the AU.

Absorption Unit 2 of 3 – Research Ruins

  1. The next AU marked on your tracker is on top of a building to the south, just off the highway.
  2. Climb up the building using the balconies and activate the AU after you take out the two guards.

Absorption Unit 3 of 3 – Research Ruins

  1. The last AU is to the northeast near the Vergotten Apartments.
  2. Jump across the neighboring rooftops to reach the AU and activate it.
  3. ACHIEVEMENT: Plugged In – Activate every Absorption Unit in Pacific City.

Deploy Research Ruins Beacon

  1. Time to detonate the last beacon. The Research Ruins are located near the the west coast of Unity Heights — where you activated AU 1 of 3. Before you head there, make sure you have powerful explosives like Cluster Grenades and missile weapons equipped.
  2. Make your way to the Research Ruins and jump down the hole in the roof.
  3. Activate the marker to call in the beacon and then get ready for your toughest fight yet.
  4. In addition to the swarms of regular Freaks attacking you, you need to deal with giant Freaks attacking the beacon on the ground, agile Freaks attacking the beacon from above, brute Freaks trying to beat you down, and a new type of kamikaze Freak that explodes when it hits you.
  5. Be sure to make use of your ground smash technique by jumping in the air and holding B. It’s effective at clearing away large groups of tightly packed enemies.
  6. When a giant Freak starts attacking the beacon, lob a couple of Cluster Grenades at him. There are a lot of explosive barrels near by so it should set off a chain reaction that deals it heavy damage. If it’s still standing after the grenades, fire a few missiles to take it out.
  7. Run around using the ground smash to clear out the Freaks attacking you.
  8. Use the Flocket Launcher or Homing Launcher to take out the agile Freaks that are attacking the beacon from higher up.
  9. Keep on the move and watch out for brute Freaks and kamikaze Freaks. If they knock you to the ground you might get swarmed and never get up.
  10. Hold out and defend the beacon until it fully charges and detonates.
  11. ACHIEVEMENT: Unity Heights Savior – Detonate every beacon in Unity Heights.
  12. ACHIEVEMENT: Light Bringer – Detonate every beacon in Pacific City.

Agency Super Beacon

Soon after you detonate the last beacon, the Voice of the Agency tells you that there is one more super potent beacon located at the Agency tower. Once detonated, this beacon will supposedly wipe out all the remaining Freaks in Pacific City; however, due to Cell presence at the refinery, there is not enough energy to power of the super beacon. Looks like it’s up to you to push back the Cell forces and retake the refinery so the Agency can get enough fuel to power the super beacon.
Refinery Valve 1 of 4

  1. The refinery valves are marked as red “!” on the map. They are clustered together at the northwest corner of Hope Springs. Regenerate at the location nearest to the refinery and head for the “!” that is farthest east.
  2. There are lots of Cell thugs at the refinery but you can take most of them out with your Machine Gun or Mach HMG-120.
  3. Climb the stairs to get to the valve. There are a bunch of guys with rocket launchers stationed on the roof so be ready to take them out with missiles or grenades. The good thing about fighting at the refinery is that there are no civilians to get in the way of all your explosions.
  4. Get to the valve release and hold Y to open it.

Refinery Valve 2 of 4

  1. Jump across the rooftops and head northwest to the next closest valve.
  2. The valve is located on a platform along with a turret and a bunch of Cell thugs. Throw a grenade on the platform to take care of the whole gaggle and then use your guns and homing missiles to takes the other surrounding enemies.
  3. Get to the valve and hold Y to open it.

Refinery Valve 3 of 4

  1. Go southwest to get to the next valve.
  2. There are a lot of enemies stationed around the refinery. There is is a cylindrical structure near the third valve that makes for a good sniping location. See how many guys you can pick off from above before you jump down to the valve.
  3. Take out the two heavily armed thugs and open up the valve.

Refinery Valve 4 of 4

  1. The last valve is to the south.
  2. Make your way there and lob some grenades to take out the enemies on the ground.
  3. Jump up onto the pipe that has the platform with the valve and take out all attacking enemies with gunfire.
  4. Once the area is clear of enemies, you can release the valve.

Supply Pipeline

  1. Now that all the valves are open, you need to head for the supply pipeline to get the fuel flowing. The supply pipeline is at the northwest point of Hope Springs. It shows up as another “!” on your map and tracker.
  2. Make your way towards the supply pipeline. You can take out most of the enemies along the way with gunfire since most of them are not armored.
  3. When you come to the platform with the valve for the pipeline there are a couple of heavily armed guards with rocket launchers. Take them out with a well placed grenade and then head to the valve to restore the fuel flow.

Protect Core 1

  1. With power restored, you can now detonate the super beacon.
  2. Head for the Agency Tower located on the small island at the center of Pacific City. The tower is displayed as a blue star on your map and tracker.
  3. Follow the light snake up the side of the building to get to the marker.
  4. Activate the marker to begin powering up the super beacon. Once the marker is activated, the Voice of the Agency informs you that there has been a security breach and some super powered Freaks that once were agents Agents are headed your way.
  5. The super Freaks will attack the core structure from both high and low so make sure you pay attention. They will be marked on your tracker just like in previous beacon defense missions.
  6. The Voice of the Agency lets you know when the core finishes charging.

Protect Core 2

  1. Hurry over to Power Core 2 as soon as the first core finishes charging.
  2. The super Freaks manage to climb higher up on the tower this time. Use the Homing Launcher or the Rocket Launcher to take them out by locking onto them and firing upwards as you climb up the ramps.
  3. Take out enough of the super freaks that they don’t destroy the core before it finishes charging

Protect Core 3

  1. Speed over to the third and final core immediately after the second core charges.
  2. A lot of super Freaks attack this core from all angles, so make sure you are quick on the draw with you missile launcher.
  3. Run up the ramps and never stop blasting Freaks as you make your way towards the top. Most of the freaks attack from high up but remember to periodically look down to see if there are a lot attacking from below.
  4. Protect the core long enough for it to charge.
  5. Once the third core is fully charged, a cutscene triggers and you watch as Catalina Thorne, the leader of the Cell gang, attempts to blow up the Agency Tower using an attack chopper. Luckily, you’re there to stop her as you make a flying leap and manage to bring the helicopter down just before she can fire
  6. As you spiral out of control towards the ground, the super beacon explodes and a massive UV wave completely obliterates every remaining freak left in Pacific City.
  7. With the Freak infestation taken care of and the leader of the Cell gang out of the picture, the Agency is now cleared to move ahead with its planned expansion. Give yourself a pat on the back for a job well done, you’ve just completed the main game portion of Crackdown 2.

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2 Comments on Crackdown 2 Walkthrough

taj games

On July 9, 2010 at 9:02 am

Excellent! Thanks a ton or such a detailed walkthrough!

Gary Roberts

On December 31, 2010 at 4:09 am

I have completed the 3 core protection and get the cutscene but it is still listed as required doing in the objectives and the commanding voice keeps insisting its the final objective still to do whats going on is there a glitch ?