InFamous: First Light Power Guide

Power Guide







Powers in inFAMOUS: First Light require SP, unlike the main game. SP can be earned by completing various challenges, such as Lumen Races and finding Police Drones.



Drain Neon



Press and hold the Touch Pad Button to drain Neon Signs, Lights or any other Neon Source.



Neon Drain Capacity 1
  • Increase Neon Energy capacity by 25%.
  • Requirement: 3 SP


Neon Drain Capacity 2
  • Increase Neon Energy capacity by 50%.
  • Requirement: 4 SP


Neon Drain Capacity 3
  • Increase Neon Energy capacity by 75%.
  • Requirement: 5 SP


Neon Drain Capacity 4
  • Maximum Neon Drain capacity
  • Requirement: 6 SP


Neon Bolt



Press R2 to fire a long range Neon Attack.



Rapid Fire
  • Hold R2 to fire a stream of Neon Bolts.
  • Requirement: 5 SP


Extended Clip
  • Fire Bolts for 50% longer.
  • Requirement: 11 SP


Ultraviolent Light
  • Fire 50% more Bolts per second.
  • Requirement: 11 SP, complete the story


Light Speed



Hold Circle to transform into a blazing streak of Neon Light. Useful for crossing the city or escaping combat to recover. Runs over obstacles and directly up walls.



Photon Jump
  • Hold Circle for a Light Speed run and then press X to jump high into the air.
  • Requirement: 1 SP


Air Dash
  • Dashing while in the air will launch Fetch forward.
  • Requirement: 8 SP


Extended Cloud Boost
  • After traveling through a Neon Cloud, Fetch can sustain Boosted Dash for 50% longer.
  • Requirement: 11 SP


Double Air Dash
  • Use Air Dash twice before hitting the ground.
  • Requirement: 13 SP


Melee



Power-infused physical attacks for close quarters combat.



Melee Finisher
  • When in range, press Triangle to dash toward an enemy and hit them with a massive attack. Defeating an enemy with a normal Melee Combo will recharge Finisher Attacks.
  • Requirement: 4 SP


More Finish Capacity
  • Increase Melee Finisher Ammo Capacity to 2.
  • Requirement: 8 SP


Dash Strike
  • Dash toward an enemy, then quickly melee to trap them in stasis.
  • Requirement: 10 SP


Maximum Finisher Capacity
  • Increase Melee Finisher Ammo Capacity to 3.
  • Requirement: 11 SP


Dash Strike Recharge
  • Hitting an enemy with a Dash Strike will instantly recharge Finisher Ammo.
  • Requirement: 12 SP


Mega Finisher
  • Melee Finishers create a massive explosion, heavily damaging your Target and nearby Enemies.
  • Requirement: 14 SP, complete the story


Laser Focus



Zoom (L2) to spot Weakpoints on Enemies. Snipe them to take them down more efficiently. Becomes available after completing Curdun Cay Arena 1.



Enhanced Focus
  • Laser Focus slows time by an additional 50%.
  • Requirement: 8 SP


Extended Focus
  • Slows down time for longer while zooming.
  • Requirement: 10 SP


Weak Point Recharge
  • Hitting an enemy in a weakpoint will refill your Focus Meter by 50%.
  • Requirement: 11 SP


Enslave
  • Weakpoint Takedowns will cause an enemy to fight for you for a short time.
  • Requirement: 12 SP, complete the story


Extended Captivity
  • Enslaved enemies will be able to fight for longer.
  • Requirement: 12 SP, complete the story


Stasis Blast



Press L1 launches a wave of Neon Energy, trapping Enemies in Stasis. Becomes available after completing Curdun Cay Arena 2.



Charged Blast
  • Hold L1 to condense your energy, sending a Stasis Blast three times farther.
  • Requirement: 8 SP


Extended Bubble
  • Increase the duration of Stasis Bubbles.
  • Requirement: 11 SP


Hyper Charged Blast
  • Charged Blast travels 50% faster.
  • Requirement: 12 SP


Longer Blast
  • Stasis Blast travels 50% farther.
  • Requirement: 14 SP


Volatile Stasis
  • Enemies trapped in Stasis take twice as much damage. Defeating an enemy in Stasis will cause a massive explosion.
  • Requirement: 15 SP, complete the story


Homing Missiles



Launch a salvo of Missiles that automatically seek Enemies. Uses Heavy Ammo. Becomes available after completing Curdun Cay Arena 3.



Larger Salvo
  • 30% more Missiles per salvo.
  • Requirement: 10 SP


More Missile Ammo
  • Increase Homing Missile Ammo capacity to 3.
  • Requirement: 11 SP


Massive Salvo
  • 60% more Missiles per salvo.
  • Requirement: 12 SP


Maximum Missile Ammo
  • Increase Homing Missile Ammo capacity to 4.
  • Requirement: 14 SP


Insane Salvo
  • 100% more Missiles per salvo.
  • Requirement: 15 SP


Heavy Detonation
  • Missile explosions do extra damage and launch enemies into the air.
  • Requirement: 15 SP, complete the story


Neon Singularity



Condense all your Neon Energy into a single point of light, pulling in everything nearby. Defeat Enemies to refill your Singularity Meter.



Supernova
  • Neon Vengeance Unleashed. The Singularity pulls in anything that's not nailed down, and a few things that are.
  • Requirement: N/A
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