Rage Walkthrough Video Guide (Xbox 360, PS3, PC)

Part 2 of the Rage walkthrough for Mission 11

In this cell block you encounter more enforcers, including one with an energy shield. keep your distance and engage them with Electro Bolts and your authority machine gun. When engaging the enforcer with the energy shield, make sure he doesn’t retreat to the blue power node on the floor, otherwise he can continually regenerate his energy shield. Disable his shield with electr Bolts, Shock him with another round, then kill him with your authority machine gun from range. You can pick up more authority AV2x rounds here as well as some pulse shot ammo for your combat shotgun. Pulse shot adds some EMP qualities to standard buckshot, making it quite effective against enforcer armor. Once the fight is over, located the generator on the right side of cell block and disable it with an EMP Grenade. Before proceeding into the next cell block, take a right at the top of the stairs. Grab the COLLECTOR CARD: EMP GRENADE from the small table. You cannot return to this room later.

A small squad of four enforcers seek to halt your advance here. Keep your distance at first, engaging them with Electro Bolts. Then, once they’re shocked, rush in and finish them off with your combat shotgun. If you prefer to keep your distance, don’t forget your stash of HE Grenades These are a great way to knock out multiple enforcers clustered close together. Try to toss one behind the enforcer equipped with the shield. If he doesn’t turn the shield toward the grenade, the blast will take him out. Following the fight, search the area for ammo and other items before moving on.

You’ve finally reached the cell block where Captain marshall is being held along with several mutants. Instead of shooting the two enforcers patrolling the cell block, interact with the nearby terminal to open the cell doors. This allows the mutants to escape and pummel the enforcers to death. Once the mutants have finished off the enforcers, they come after you. Be ready to put them down with your combat shotgun.

Don’t forget to use the Mind Conrol bolts Dr Kvasir gave you. This allows you to temporarily control your target through a third person camera angle. You only have control for a short time before your subject explodes. Alternatively, you can choose exactly when the victim explodes by pressing the detonate button. To get the Hat trick achievement kill three or more enemies by detonating a single mind control bolt. The more enemies the better.

After you’ve finished off the mutants, Captain Marshall gets your attention from a cell on the bottom level. Circle around the upper-level walkway to reach a staircase leading down to the ground floor. Marshall’s cell was not opened when you freed the mutants, allowing him to avoid the fate of the enforcers. Instead, his cell is locked by different terminal. Interact with the terminal next to his cell to deactivate the security barrier.

Shortly after you free Captain marshall, an alarm sounds and a new securtiy barrier blocks the cell block’s exit. Before long, enforcers stream into the area and open fire. Captain Marshall rushes to a com beacon in an attempt to remove its power module. Equip your Authority Machine Gun and cover Marshall while he removes the power module. One of the enforcers is equipped with an energy shield, so hit him with Electro Bolts, then finish him off with authority AC2x Rounds. As soon as Marshall removes the power module, the security barrier at the far end of the cell block deactivates. Wait for the Captain to grab an Authority machine gun of his own from the nearby weapons locker, Look inside and you will find the COLLECTOR CARD:DROP SHIP in the locker for yourself then follow him out of the cell block. On the way out, be sure to search the bodies of the dead enforcers. As Captain Marshall leads you out of the cell block, don’t miss this locked door to the left after descending the short flight of steps. Use a lock grinder to force your way inside this closet. Inside you will find the COLLECTOR CARD:CAPTAIN MARSHALL CARD and some ammo etc.

Grab some ammo and other items while following Captain Marshall to the prison’s outdoor courtyard.

Part 3 of the Rage walkthrough for Mission 11

More enforcers wait to ambush you here, so seek cover and return fire with your authority machine gun. During this fight take Captain Marshall’s lead, only moving out when he does. Don’t wander too far away from his positon so you can support him. Take note of the Captain’s health meter in the top right corner of the screen. If he dies, the mission is a failure. As you descend to the courtyard’s ground floor, an enforcer mans a turret at the opposite end. Quickly take cover to avoid being ventilated. Quip your sniper rifle and score a pair fo headshots on the funner as fast as possible. It takes one round to knock off his helmet and a second round to puncture his skull.

After clearing out the enforcers, Marshall asks you to find a way past the security barrier. Scour the ground floor of the courtyard for ammo first, then climb the steps on the right side to reach the upper-level walkway where the turret is positioned. Throw an EMP Grenade into the room behind the turret this deactivates the generator that’s powering the energy gate that blacks the turret platform. Marshall rushes through and tells you to watch his back while he rigs the power module to blow a hole through the nearby double doors. While Marshall works, take control of the turret and prepare for an enforcer counterattack. Within seconds, an authority dropship appears overhead and multiple enforcers descend on the courtyard with the aid of jetpacks. Blast the enforcers with the turret, but don’t hold the trigger down too long. The meter at the top of the screen represents the turret’s heat. If the turret overheats, it must cool down for a few seconds before it can fire. Fire in short bursts to prevent overheating.

Part 4 of the Rage walkthrough for Mission 11

By the time you finish off the enforcers, Captain Marshall has overloaded the power module. Take cover before it explodes, blasting the double doors open.

As Captain Marshall attempts to bypass the controls of a service lift, the cable slips, causing the lift to drop several meters. You can’t join the captain now. You’ll have to separate. From deep in the lift’s shaft, the captain tells you to head back to wellspring. He’ll meet you there. Turn to the door on the right and listen for an enforcer trying to break through. As soon as the door flies open, blast the enforcer with your authority machine gun. Grab the COLLECTOR CARD:SHIELD GUARD from the small room on the right, then pass through the adjoining corridor and follow the path back to the hatch where you entered the prison.

Exit the prison facility and return to your Cuprino still waiting outside the main gate. On the way back to wellsprings, be ready to confront more bandits in scorcher territory. if you have the shields and ammo, stick around and clear the area for a little extra cash. If you prefer, simply boost out of the area to get back to wellsprings. back in town, head directly for the second chance bar and recieve payment from Sally on the way to the back room. You can find Captain Marshall and Elizabeth waiting for you downstairs. The Captain is grateful for your assistance, But the high profile escape will definitely draw the authority’s attention. if you want to live, you really have no choice. Captain Marshall will have new mission for you.

Mission 12: Recover ID Drive

If you’re running low on ammo or supplies, stop by the hagar settlement to purchase some from Halek. Dan isn’t around and the rest of the hagar clan don’t have much to offer, so continue your journey to the ark. Park your Cuprino near the concrete barriers just ouside the wasted garage you’ll have to walk the rest of the way.

The Twisting path leading up to the ark’s entrance is marked on the minimap. Follow this path to reach the ark’s doorway. Nothing has changed since you left. The door is still wide open and the ark’s power source is active, providing power to the lights as well as the terminal in the center of the room. Walk up to the terminal and interact with the red triangular button below the screen to eject your drive. You have what you came for. Now get back to wellspring and deliver the drive to Captain Marshall.

As your exit the ark, two authority drones appear, hovering directly in front of you. while these drones pose no threat, feel free to blast them with the weapon of your choice. Within seconds, an authority dropship appears overhead and two enforcers drop to the ground, assisted by jetpacks. Stay near the path leading up to the ark and engage the enforcers at long range with your sniper rifle or authority machine gun. After the firefights you experienced in the prison, taking out these two guys is a piece of cake. Grab any ammo dropped by the enforcers and then back to your cuprino.

On the way back to wellspring you may encounter some bandit vehicles just beyond the barricade. Either fight them off for some extra cash from sally or boost out of the area to get back to Captain Marshall as soon as possible. Along the way, you encounter another feltrite storm. Ignore the bandits and use the black smoke to locate and drive over the feltrite meterors. You get to keep all the feltrite you can collect before the timer runs out. Back in wellspring, head directly to the second chance bar and hand over the Id drive to Captain Marshall. The captain is impressed by your success and promise to have the drive analyzed once he gets back to the resistance base. But now, time is against you and it’s becoming more dangerous for you here. The resistance has discovered that the authority is experimenting on mutants in the dead city, essentially turning them into weapons. Marshall wants you to go back into the dead city and retrieve the authority research data on these experiments.

Mission 13: Lost Research Data

After speaking with Captain Marshall, grab the supplies off the nearby crate. The ammo here is a nice gift, but it won’t be enough to survive through the dead city. Visit Coffer and buy more ammo. Make sure you have at least 200 Authority AC2x rounds for your authority machine gun and 100 rounds of buckshot for your combat shotgun. in addition to mutants, you’ll also face enforcers in the dead city. Next, visit rusty and buy all the ammo and vechile supplies you need before leaving town. The dead city entrance is located in scorcher territory beneath the overpass. Go through the drainage pipe to find the dead city’s entrance.

Part 2 of the Rage walkthrough for Mission 13.

As you step into the tunnel filled with abandoned cars, you can see enforcers chasing mutants above, dont worry, they can’t see you. This time you must move through the dead city in reverse, starting back in the hospital. Step into the open doorway leading to the hospital’s stairwell. Just inside the doorway are a couple of shelves filled with ammo and eight EMP Grenades. Grab everything and continue into the adjoining corridor where you confront a lone mutant. Blast him with the combat shotgun and scour the corridor for more supplies before heading upstairs to the hospital.

Pass through the room where you retrieved the defibrillator upgrade and proceed to the lobby. Along the way an authority drone spots you and alerts some nearby enforcers positioned in the lobby below. Hold at the top fo the escalator and fire down at the enforcers witht he authority machine gun or sniper rifle. However, watch our for incoming grenades, and be ready to retreat to a safe distance if necessary. Once the enforcers are all dead, descend the escalator and search the lobby for ammo and other supplies. Be sure to grab the COLLECTOR CARD:DRONE from the table beneath the escalator.

When you reach this room, a pair of blinking lgihts appears on the double doors ahead. Quickly place a sentry turret aiming directly at the doors and take cover behind the overturned gurney. The Double doors are breached by a charge and two enforcers will come through. The Sentry turret immediately opens fire, essentially doubling your firepower in this engagement. Use your authority machine gun to help the sentry turret to retrieve all its key parts you can use these parts to construct a new sentry turret. Pause at the top of this stairwell before entering the room where you killed the mega mutant with your rocket launcher.

Part 3 of the Rage walkthrough for Mission 13.

There’s an enforcer sniper posted here picking off mutants. Makenote of the red laser sights showing where the sniper is aiming. Choose bandages as your quick use item and equip your own sniper rifle. While peering throught the scope, step in front of the doorway until you spot the sniper rifle. While peering through the scope, step in front of teh doorway until you spot the sniper. Quickly shoot him in the head once to knock off his helmet, then fire a second round to penetrate his head. If you’re hit by an incoming sniper round, immediately apply a bandage to heal yourself. Just one hit from these smipers can nearly kill you. A Second enforcer is on the ground floor and may toss grenades in your direction. Be ready to retreat down the stairs if a grenade comes your way. Once the sniper is down, eliminate the grenade-tossing enforcer and proceed to the hospital’s exit.

Watch for another sniper perched on an upper level here. He’s busy hunting mutants, so take him out before he spots you. He’s backed up a couple of enforcers on the walkway to the left. Toss and HE Grenade in their direction and then rush them, opening fire with your authority machine gun to finish the job. Follow the stairs down to the next level. If you didn’t open the locked door down here on your first visit, do so now with a lock grinder. The closet behind the locked door is filled with supplies including a variety of ammo and three HE Grenades.

A Couple of snipers are posted on the bridge overlooking the shanty town. While they’re busy sniping mutants, equip your sniper rifle and do a little sniping of your own. The laser sights make the snipers easy to spot, so just follow the lasers back to the shooters. No matter where you strike the snipers, it still takes two shots to knock them down. Take cover within the metal structures of the shanty town and quickly dispatch the two snipers before they can retaliate. As soon as the two authority snipers are down, switch to your combat shotgun. Although you just saved the mutants, they don’t seem to care and immediately attack. Not many mutants are left, but stay on your toes until you’ve cleared out the shanty town with your combat shotgun.

As you descend to the street beyond the shanty town, an authority dropship hovers above and deploys three enforcers while a fourth operates a turret in the distance. Immediately deploy a sentry turret outsdie the stairwell, then retreat inside as the three enforcers approach. The Sentry Turret won’t last long on its own, so act quickly by firing electro bolts at the enforcer equipped with an energy shield. This gives your sentry turret a better chance at dishing out some damage. Help your sentry turret by aggressively firing your authority machine gun at the three enforcers. If you’re hit, back up into the stairwell and apply a bandage before re-engaging the enemy. Once the three enforcers are down, equip your Sniper Rifle and take out the enforcer on the turret, grab the ammo sitting on the nearby crate and enter the mall.

Part 4 of the Rage walkthrough for Mission 13.

Enter the mall and turn right to locate the entrance to the research facility. The entrance to the research facility. The Entrance is blocked by a security barrier that you can’t step through but you can shoot through it. Start off by taking out the two enforcers patrolling inside. Begin your attack by tossing in a couple of HE Grenades, then follow up with automatic fire from your authority machine gun. once both enforcers are down, look for a hole in the wall to the left of the security barrier you can see a generator in the adjoining room. Toss an EMP Grenade through the hole in the wall, attaching it to the generator. This knocks out the power to the security barrier, allowing you to enter the reseach facility.

Enter the facility and turn left. The Research data is located on the console in front of a large orange monitor. As soon as you grab the data, the door to your right becomes unlocked. push it open to access a small storeroom containing a mix of items, including some more EMP Grenades. There’s also a generator in this room powering the security barrier blocking the reseach facility’s exit. Toss an EMP Grenade at the generator, then exit through the newly deactivated security barrier.

Upon Exiting the research facility, three enforcers drop through the ceiling of the mail on their jetpacks. Toss an HE Grenade toward the top of the escalator. If this doesn’t kill the enforcers outright, it will at least cause them to retreat, allowing you to make it to the top of the escalator. While ascending the escalator, equip your combat shotgun and prepare to blast any enforcers you encounter at close range. They may have retreated behind cover deeper in the mall. Hold near the top of the escalator and engage them with more he grenades and your authority machine gun. You’re now on the upper floor of the mall where you held off several mutants ans slime mutants earlier while waiting for the scraping gate to open in front of the escalator. If you didn’t raid the locked closet nearby earlier, do so now with the aid of a lock grinder. Inside you can find a wide assortment of ammo. When you’re finished scrounghing the are for loot, exit through the metal doors to return to the city streets.

Exit the mall and climb the nearby staircase to reach the street where you fought the tentacle mutant earlier. There are no mutants here so continue advancing through the nearby damaged buildings to resume your trek through the city. As you advance deeeper into the city, you encounter a mix of authority enforcers and mutants. Take them out using all you have, Sentry Turrets and wingsticks are particularly effective against the mutants. Also, don’t overlook the effectiveness of Buckshot when dealing with charging mutants. As for the enforcers, fight them off using your authority machine gun loaded with authority AC2x rounds.

After passing through the damaged buildings, you come to the clearing where you fought the launcher mutant. Keep your combat shotgun in hand,but choose wingsticks as your quick use item.

There are several mutants patrolling this area. Take as many out as you can with wingsticks before they take notice of your presence. But slow the wingsticks once they befin charging you. Wait until they’re a few paces away, then blast them with buckshot. Alternatively, deploy a sentry turret and let it do all the dirty work for you.

You’ve finally made it back to the tunnel where you entered the hospital. Continue fighting off mutants and enforcer. However, watch our for a heavy enforcer, decked out in heavy armor and armed with a devastating authority pulse cannon. Don’t give this guy a chance to attack. Continue hammering him with HE Rockets, stun him with HE Grenades then follow-up with your authority machine gun. Once the area is clear, make your way to the exit to return to the wasteland.

Its time to get the research Data back to Captain Marshall. Find your cuprino and race back to wellstring. Head directly for the second chance bar and received any payment you have coming your way from sally before heading downstairs to meet with the Captain. Elizabeth is gone, but Captain Marshall is there to greet you. the data proved that the authority has been experimenting on mutants. you can’t hang around wellspring much longer Marshall suggests wrapping up any business and then he wants to take you to the resistance base.

Wellsprings sewers


After completing the lost research mission, you now need to go complete all your jumps, job board missions etc. As the next mission will be taking you over to DISC 2. I completed the wellsprings sewer mission. The entrance to this sewer can be found just outside the main entrance.

Once you have completed everything make you way back to captain marshall and insert your next disc.

Subway Town

Once you’ve tied up all loose ends in wellsprings, go see Captain Marshall in the resistance hideout behind the second chance bar. The next thing you know your’re in an airship cruising over the eastern wasteland. Captain Marshall is glad you’ve decided to join the resistance, but he warns that it won’t be a simple career path. The airship slows and descends as you near the remains of Cresent City, yet another victim of the asteroid. the resistance base sits just below the old city, in subway twon.

After the airship lands, follow Captain Marshall into the resistance base. Elizabeth is waiting inside along with two new faces Lassard and Portman. Captain Marshall points out an ark just behind the base’s large console. Marshall reveals that this is the ark he emerged from. Lassard uses the ark’s technology to tract authority movements and maintain contact with other resistance fighters scattered throughout the wasteland. Jack portman is the ordanace guy if it shoots or explodes, he can help you. Saul runs the garage above, concealing the entrance to the resistance base. Before exploring, Marshall warns you about subway town. The resistance has carved out an uneasy relationship with the inhabitants and its leader, Mayor Redstone. While Redstone tolerates the resistance’s presence, he won’t hesitate to see you out to the authority if he feels it’s in his best interest. You need to get on his good side.