Prima Games eGuides Saints Row: The Third eGuide

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Saints Row: The Third eGuide Walkthrough Campaign

Kinzie's Arc (Activities 19-22, Mission 23)

Cash Earned: $2,000

Respect Earned: 200

Unlocks: Additional Trail Blazing Activities

Rewards: 4% Deckers District Control—$117 per hour

Activity Objectives: Pass 11 checkpoints in 25 seconds

Take a Ride in Cyberspace

When you call up Kinzie, she claims she needs help . . . with boxes. The boss of the Saints is going to help move boxes? When you meet her, Kinzie does manage to salvage your interest by telling you of a neat little program she’s developed that will allow you to damage the Deckers in cyberspace by playing a simple little video game. Good thing you’re a gamer!

Cyberspace Trail Blazing takes on an appearance similar to that of another film legacy updated rather recently.

You must race down a half-pipe of sorts, crashing through digitized tanks on the cyberscape, while evading firewalls. Hitting the tanks improves your time bonus by 2 seconds, which adds to your time limit as you reach each checkpoint. Hitting a firewall takes 2 seconds off the clock, and the tracks sometimes bury tanks among firewalls. Use your best judgement and avoid going for tanks if it means you have you run through a mess of firewalls first.

You do get some help on the track outside of Kinzie’s snarky commentary on your skills. You’ll see translucent spherical patches of blue and orange flame floating above the track surface. Driving through them unleashes a trail of flame that homes in on the nearest tank. This can help you safely destroy those well-protected tanks.

Despite the simplicity of this minigame, don’t get too careless. The half-pipe nature of the track means that if you swerve too wildly, you can end up slowed down or completely flipped over. On the later tracks, you absolutely cannot afford delays between checkpoints.

This first Cyberspace Trail Blazing is not very complex, but there are some tricky firewall traps that guard tanks between checkpoints 4 and 5. If you’re willing to risk it, you can graze the sides of firewalls and not incur a penalty. But what really counts the most on this and any future Cyberspace Trail Blazing activities is maintaining good speed through the whole track. You can miss many tanks, but as long as you’re evading the firewalls, you can make it to each checkpoint with time to spare.

After the seventh checkpoint, stay alert. A wide swath of firewalls covers the majority of the center of the track. If you’re really gutsy, you can try weaving through them, but it is best just to swerve wide to the sides of the pipe and bypass them all.

Mayhem (Kinzie’s Arc)

Cash Earned: $2,000

Respect Earned: 200

Unlocks: Additional Mayhem Activities

Rewards: 2% Deckers District Control—$53 per hour

Activity Objectives: Do $90,000 in damage in 5 minutes

Wreak Mayhem on the Deckers

Kinzie has a pretty big mad on for the Deckers. Mayhem activities, similar to the Tank Mayhem activities, are all about causing as much damage to the enemy as possible, only this time you are on foot and are definitely more vulnerable. Fortunately, you don’t go in badly equipped. Each activity provides you with suitable armament and unlimited ammunition.

Damages you cause start a combo meter, which can further amplify the cash you make toward the required amount. You can boost the meter by destroying vehicles, but you can also shoot or blow up pedestrians to slow the rate by which it decays. The higher the combo, the faster the meter drains.

Take full advantage of your grenades. You should never stop throwing them. Any time a Decker vehicle pulls up, a grenade should be right on it, with a second on its way for good measure.

Civilian vehicles tend to be worth a little more than a car packed full of Deckers, but they also tend to run away when being shot at. To solve this, cap the driver of the vehicle, then put a grenade on it.

Near the activity’s starting location, a gas station awaits your wrath. You can use this to keep your combo meter filled as you walk down the street. Also, throwing your grenades at buildings can help keep your combo meter filled, and is a good way to kill time while hunting down vehicles if they become scarce.

As long as you keep wiping out whole cars full of Deckers, they will keep sending more to fuel the fires.

Even with the relatively low level of resistance they present in this activity, you should be able to break $90,000 in damages well within the time limit.

Guardian Angel (Kinzie’s Arc)

Cash Earned: $2,000

Respect Earned: 200

Unlocks: None

Rewards: 2% Deckers District Control—$66 per hour

Activity Objectives: Protect Kinzie

Protect Kinzie While She Escapes

Kinzie’s hacking antics have made her a very attractive target for the Deckers, and she requests your help. You offer to come directly to her, but she has something different in mind. It’s time for another date with a helicopter, a sniper rifle, and unlimited rockets.

You start off this escort already dangling from the side of a building, sniper rifle out. Kinzie will be in the distance with several Saints guarding her.

Deckers begin pulling up in their vehicles much like the Morningstar did in Pierce’s Guardian Angel activity, but their cars are a bit more durable, so taking them out with direct fire is a bit more time consuming. Try to plug passengers and driver before they exit the vehicle to thin the odds. If you clear a wave of enemies, zoom out so you can move quickly toward the next group as soon as they drive into view.

The Deckers are much more persistent and numerous than the Morningstar were, so quickly you may find yourself overwhelmed by targets. Don’t waste shots; wait for the enemy to stop moving before feeding them a sniper shot.

Eventually, Kinzie and any surviving Saints enter the getaway vehicle and you will be pulled on board the helicopter to take up your rocket launcher once more.

The pilot maintains a reasonable flight path that is steady, so it’s on you to eliminate the Deckers before they get to close to Kinzie. Take them out as far away from her as possible, and watch your fire.

The Deckers have rockets of their own, and that presents a grave threat to your homies. If your boys are chasing them down for long enough, they will take accurate and repeated rocket shots, so you cannot be lax.

They also bring out heavier vehicles that can survive a direct hit from the rocket launcher—a dangerous situation as Kinzie’s driving skills are only slightly better than her social skills, and she tends to plow into them, making a follow up shot a dicey proposition. Worse yet, her drive is longer than Pierce’s was, so if she takes too much damage early on, you might have difficulty protecting her in the last legs of the activity.

Helicopter Assault (Kinzie’s Arc)

Cash Earned: $2,000

Respect Earned: 200

Unlocks: Additional Helicopter Assault Activities; New Homie—Kinzie Kensington

Rewards: 2% Deckers District Control—$46 per hour

Activity Objectives: Number of stops: 3

Provide Air Support for Kinzie

Time to bring bright purple death from above, this time at the behest of Kinzie. She plans to drive around Deckers territory, using her unique skills to ruin the public and private lives of some ranking Deckers members.

This will naturally get their attention, and they will come out in force to stop her. Let them try.

Your attack chopper has a rapid-fire rocket barrage that requires you to lead moving targets a fair bit to be effective.

Your gun fires slower, but each shot is a bit more powerful. This chopper is also a bit bigger and slower to maneuver than the ones from the Pierce’s Helicopter Assault activities, so plan your turns a little bit more in advance. Taking it close to buildings is more dangerous since you may not be able to react quick enough to avoid a crash.

Try to remain close enough to Kinzie that you’re able to kill incoming Deckers before they get too close to her.

The ride to her first destination is fairly simple. The Deckers send in cars by ones and twos, which makes them great target practice for the gun. Rockets kill much faster, but their unguided nature and large area of effect can hurt Kinzie if you fire a barrage too close to her.

Kinzie’s first stop is inside a small lot between buildings, with alley access from the main streets all around her.

Post yourself in such a way that you have clear shots of the Deckers while they are in the streets, but should any get past, you are also able to shift fire on them in the clearing Kinzie is parked in.

A Deckers attack chopper may try to slip in close to Kinzie as she drives off from the first objective. Make it pay.

The second stop is in an interesting location. The building is near a road that is next to a cliff with an elevated part of the city and another road the Deckers will use to try and get to her.

If you’re at the lowest altitude the game allows for when Kinzie is hacking away, you will be in perfect position to strafe the incoming Deckers with your gun well before they even get to her.

Keep an eye out for a second attack chopper to make a run for you or Kinzie as she leaves the second checkpoint, but while you’re taking care of it, don’t neglect the Deckers coming up the roads directly behind her.

The last stop takes place near a series of power lines, with factory smokestacks close enough that you’ll want to keep an eye on your surroundings. Fortunately, if you’ve done a good job at taking out the Deckers, Kinzie won’t need much time to wrap up her third hack and the activity will be complete!

Phone Phreak (Kinzie’s Arc)

Protect Kinzie While She Escapes

Meet Kinzie at Smiling Jacks. She is not cool with public places and you find her typing away on her laptop under a table. The former FBI agent is incredibly paranoid but she is a great asset to the Saints. Her hacking skills will be critical when dealing with the Syndicate’s cybergang, the Deckers.

The Deckers are much more persistent and numerous than the Morningstar were, so quickly you may find yourself overwhelmed by targets. Don’t waste shots; wait for the enemy to stop moving before feeding them a sniper shot.

Eventually, Kinzie and any surviving Saints enter the getaway vehicle and you will be pulled on board the helicopter to take up your rocket launcher once more.

The pilot maintains a reasonable flight path that is steady, so it’s on you to eliminate the Deckers before they get to close to Kinzie. Take them out as far away from her as possible, and watch your fire.

The Deckers have rockets of their own, and that presents a grave threat to your homies. If your boys are chasing them down for long enough, they will take accurate and repeated rocket shots, so you cannot be lax.

They also bring out heavier vehicles that can survive a direct hit from the rocket launcher—a dangerous situation as Kinzie’s driving skills are only slightly better than her social skills, and she tends to plow into them, making a follow up shot a dicey proposition. Worse yet, her drive is longer than Pierce’s was, so if she takes too much damage early on, you might have difficulty protecting her in the last legs of the activity.

Helicopter Assault (Kinzie’s Arc)

Cash Earned: $2,000

Respect Earned: 200

Unlocks: Additional Helicopter Assault Activities; New Homie—Kinzie Kensington

Rewards: 2% Deckers District Control—$46 per hour

Activity Objectives: Number of stops: 3

Provide Air Support for Kinzie

Time to bring bright purple death from above, this time at the behest of Kinzie. She plans to drive around Deckers territory, using her unique skills to ruin the public and private lives of some ranking Deckers members.

This will naturally get their attention, and they will come out in force to stop her. Let them try.

Your attack chopper has a rapid-fire rocket barrage that requires you to lead moving targets a fair bit to be effective.

Your gun fires slower, but each shot is a bit more powerful. This chopper is also a bit bigger and slower to maneuver than the ones from the Pierce’s Helicopter Assault activities, so plan your turns a little bit more in advance. Taking it close to buildings is more dangerous since you may not be able to react quick enough to avoid a crash.

Try to remain close enough to Kinzie that you’re able to kill incoming Deckers before they get too close to her.

The ride to her first destination is fairly simple. The Deckers send in cars by ones and twos, which makes them great target practice for the gun. Rockets kill much faster, but their unguided nature and large area of effect can hurt Kinzie if you fire a barrage too close to her.

Kinzie’s first stop is inside a small lot between buildings, with alley access from the main streets all around her.

Post yourself in such a way that you have clear shots of the Deckers while they are in the streets, but should any get past, you are also able to shift fire on them in the clearing Kinzie is parked in.

A Deckers attack chopper may try to slip in close to Kinzie as she drives off from the first objective. Make it pay.

The second stop is in an interesting location. The building is near a road that is next to a cliff with an elevated part of the city and another road the Deckers will use to try and get to her.

If you’re at the lowest altitude the game allows for when Kinzie is hacking away, you will be in perfect position to strafe the incoming Deckers with your gun well before they even get to her.

Keep an eye out for a second attack chopper to make a run for you or Kinzie as she leaves the second checkpoint, but while you’re taking care of it, don’t neglect the Deckers coming up the roads directly behind her.

The last stop takes place near a series of power lines, with factory smokestacks close enough that you’ll want to keep an eye on your surroundings. Fortunately, if you’ve done a good job at taking out the Deckers, Kinzie won’t need much time to wrap up her third hack and the activity will be complete!

Phone Phreak (Kinzie’s Arc)

Protect Kinzie While She Escapes

Meet Kinzie at Smiling Jacks. She is not cool with public places and you find her typing away on her laptop under a table. The former FBI agent is incredibly paranoid but she is a great asset to the Saints. Her hacking skills will be critical when dealing with the Syndicate’s cybergang, the Deckers.