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Game Guide

Tutorial Walkthrough

Great Expectations

After you’ve entered the City of Villains for the first time, you find yourself in the midst of a prison break. This breakout is an excellent chance to get familiar with the in-game mechanics and nail down the basics. It’s also a very quick (and fairly easy) way to make Level 2, so you should always do it when starting out.

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As the breakout begins, a dialogue box appears that explains the basic movement controls and where you need to go first. Digest its contents, then head over for a chat with H.T. Left-click him to initiate a dialogue. He offers you your first mission. Read the information provided as it explains how most transactions with contacts take place.

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Upon accepting the mission, you’ll be introduced to the minimap and compass. The handy indicator on the compass leads you straight to the hapless nurse near the gents playing with fire just ahead. Left-click on the Infirmary Nurse to the right to score a clue. Click on the clue’s header just beneath your compass to see what it says. It’s always a good idea (and is, in fact, usually necessary) to check them out in order to see where to go next.

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Your next stop is the medical locker just behind the nurse. Double-click that to score the pretty pills, then return them to H.T. to complete your first mission. Upon doing that, he gives you the option of accepting two different contacts: at this point it’s not terribly important which one you choose, but it does illustrate that, later in your career, your choice of contacts becomes far more meaningful.

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Depending on whom you take (Angel Lopez or Jimmy Dortz), you must complete different tasks. In either case, the goal is the same:

  1. Meet the contact.
  2. Accept the contact’s mission.
  3. Complete the mission.
  4. Return to contact.

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Regardless of whom you choose, an icon is slotted in your compass and points in the general direction of the new contact. There’s also a distance marker on-screen that gives you a good idea of how far the contact is. You always see that distance marker when an active task is selected and displayed on the compass (be it a contact, friend, mission, etc.). Upon completing your task, you are rewarded with your first Enhancement. You can assign it now by going to the Enhancements screen (you should do this, as it’s only Level 1, and every little bit helps). Click and drag the Enhancement into an empty slot, where it locks into place. After that, return to your contact to complete the mission.

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At this point, you get a crash course in combat - specifically, how to “con” (consider) targets. This is very important information; if you skipped this section in the manual, learn it now, as it prevents you from wandering into a death trap of your own making. Now it’s time to go see Caze, so follow your compass to the man.

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Caze doesn’t have any missions to offer, just more knowledge. He explains the basics of your Status bar, which comprises your Health and Endurance bars (Brutes get a third bar for their Rage Meter). This is fairly basic info, but give it a quick perusal, even if it’s old hat by now. After that, it’s on to Blake for more tutelage.

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Heading down the rather ominous hole torn into the prison’s underbelly, you find Blake directly in your path. He regales you with the very basics behind slotting Enhancements. If you haven’t already slotted your first, do that now, then continue down deeper to chat with Morben.

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Morben has some slightly more advanced Enhancement info to share. He tells you about combining them and gives you another Enhancement. Combine them now, following his instructions; then head out of any of the grates ahead (left-click on any of the three) to exit into the prison yard in search of your next contact and your first real challenge.

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Following your compass to reach the nefarious Sakai Tamaki. He is near a large fence, standing in a corner. He has your first real combat oriented mission, so it’s time to crack some skulls. Speak to him, then head over to the yard next door. All the enemies therein are pretty weak, but don’t bite off more than you can chew. If possible, try not to tangle with more than three at once.

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While in actual combat, be mindful of your surroundings, especially if you need to beat a hasty retreat. While there aren’t many threats here, you later find that additional patrolling enemies (or “adds") will menace you when you least expect it. Also, when retreating, be mindful of “retreating” into crowds of foes - that’ll put a quick end to your illustrious career. As far as actual combat goes, as you only have one or two basic attacks, alternate between them to get a feel for using your Power Tray. Actions that you use heavily should be planted within easy reach on the [1], [2], and [3] keys, with lesser-used powers and abilities farther down. You can also create additional Power Trays by using the [Control] and [Alt] keys in combination with the number keys. This makes reaching certain commands much simpler.

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After dispatching your first two (or more) foes, return to Sakai Tamaki. He then launches into a short dissertation on the Experience bar and Experience Circle. He’ll also talk a bit about Inspirations and how they work. After that, you must take out two more convicts in the yard. Once you complete that task, return to Sakai to be introduced to a new contact: the Arachnos Pilot. Follow your compass roughly 350 yards away to find him lurking by his ship - simply sprint by the enemies in your path, and the Arachnos Pilot’s guards take care of them when you reach your destination.

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The Arachnos Pilot has a little mission in mind for you before giving you a lift out of the prison: plant a bomb and lay waste to the radar station that is preventing his lift-off (with you in tow, of course). Follow your compass to your first Door mission and head inside.

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Once inside, proceed down the hall until you come upon a pair of Johnny Laws menacing an Arachnos soldier named Jenkins. Take them both out to free Jenkins, and he provides backup as you head deeper into the radar station. You also get two new clues: one noting Jenkins’s new status as your friend and one informing you about the bomb.

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Down the next tunnel are three more guards. With Jenkins at your back, wade in and lay waste to the three guards (or stand back and pick them off from afar); you have only one last step. Jog ahead a few steps to spot a transparent, pulsing image of a bomb. Double-click it to activate it, and once the progress bar is exhausted, it’s mission accomplished! Click “Exit” in the compass to return outside.

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And, with that, you’ve completed your first Door mission. Return to the Arachnos Pilot and blow this joint. If you’re so inclined (though it isn’t really recommended), you can head back and beat up cons in the yard for extra XP. Also note that you’re now ready to train to Level 2, which you take care of next…

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Fort Darwin: Your Future Starts Here

Upon arriving at Fort Darwin, your base of operations for at least the first five to seven levels, speak with Arbiter Diaz to train up to Level 2 before doing anything else. He’s located near your new contact, Kalinda. Speak to him and train. You gain the inherent power Rest, another row of Inspiration slots, and a new power. Choose that new power wisely, then head over to Kalinda.

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At this point, we bid you adieu. The estimable Kalinda will be your primary contact for many missions to come. With the basics you’ve mastered thus far, you should be in good stead for some time. And remember, Lord Recluse is always watching…

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