Mars: War Logs Walkthrough

3. Chapter One


Mars: War Logs

This will be your first experience with the game, so be sure to check the hints and tips page first as it will save you quite a bit of time. For convenience, the guide is formatted so that you can keep track of each quest and achievement. Look out warning messages (in red) that keep you from voiding any achievements during the playthrough. These are all the quests required to complete in this chapter:

  1. First steps in prison
  2. Handyman's Assistant
  3. An Explosive Plan
  4. The Mole Queen
  5. A Diversion
  6. The Blues
  7. Weapons for the battle
  8. The Lucky Charm
  9. Another Face
  10. Mean Dogs
  11. Escape Together
  12. Water for the Trip
  13. The Great Escape

Don't forget to go in order of the quest list, as each mission has a very specific timing and outcome to complete. Furthermore, don't explore unless told to, because moving into a new area can prompt new missions to appear, which will ultimately ruin the order required. The guide for each chapter will go step by step, so you should be able to follow each movement exactly. Good luck!


First, remember to select the correct difficulty as you select a new game. I still recommend going for the extreme playthrough to avoid another run. Then, just enjoy the cutscene as it plays out. You'll be introduced to Innocence Smith, the boy who was drafted into the Aurora Army.


After the cutscene, you will enter the POW (prisoner of war) camp. The scene will open with a man nicknamed Fatso, who most can concur is definitely a rapist. Yes, it's quite disturbing. After the initial confrontation, the main protagonist, Roy, will appear in the doorway. This is who you will play for the rest of the game. When the scene ends, you'll be given your first piece of dialogue. Be sure to stick with your decisions. It doesn't matter if you're morally good or bad, but you need to be consistent in what choices you make. Depending on your version of the game, the dialogue may vary a bit. But it's clear to see what lines up with each option. The choices are as follows:

  • Good: I couldn’t just stand there and do nothing.
  • Neutral: I didn't do you any favors.
  • Bad: What if I wanted you to myself?

The second answer is similar to the first. The first is good, the second is neutral, and the last one is bad. Once again, I recommend choosing the good options for a smoother playthrough.

The scene will then end and you'll be in control of Roy. This begins the quest FIRST STEP IN PRISON. The first thing you should do is get accustomed to the controls, then walk around the room. They follow the same scheme as many others. cn_A is to run, and moving the control sticks allow you to move your character and the camera. When you're ready, start looting the showers. There are multiple piles of scrap on the ground to loot. This will prompt a tutorial screen. Note that both chests and scrap piles count towards the Crowbar achievement, so always loot both! Re-visiting an area will often rearrange the chests, so don't assume you've cleared a location.

For now, there should be two in the shower (or sand pit) area. One on the back wall to the right, and one just out the doors and into the hallway ahead. (2/50) The showers is where you'll also find the doctor, who you need for a future quest. But for now, head into the hall and speak to the mechanic that's working on the wall. This will start the next quest. To start, speak to the mechanic that's just outside the door. He's working on the wall that leads outside of the showers, and will then mention his struggles with keeping the camp running. This will prompt a choice. Pick the "maybe I can help" response. Then, select "whaddya need." After this, you'll need to scavenge the camp for more parts. This requires you to unlock new areas as well. Accepting his request will start HANDYMAN'S ASSISTANT.

Note that this is one of the few quests where you are free to explore as you complete it. You can finish it whenever you wish, provided that you do it before ending the chapter. But I recommend getting it out of the way, as it requires you to loot everything you come across. For now, head outside the showers for the next cutscene. You won't be able to take more than a few steps before Fatso interjects. This begins your first introduction to the combat, so pay attention! If you forget the controls, you can use the guide in the start menu to go through them. For now, the combat controls are as follows:

  • cn_X to attack
  • cn_Y to disrupt (guard break)
  • cn_B to block
  • cn_A to run and evade
  • cn_RSc to target lock enemies
  • cn_LB to open the tactical menu (you have no other skills at this point)
  • cn_RT to throw sand in your enemy's face

The key to combat in War Logs is being systematic. Attack, disrupt, attack. If you continue to spam one button only, your enemies will eventually begin to block that move. So always mediate between each skill. Both dodging and blocking work well to avoid attacks, and I can't really recommend one over the other. Just be sure to pay attention to where the enemies approach. War Logs can often be unfair when taking distance or movement into account. You'll be able to learn more skills later on to fill up the tactical wheel. Note that some enemies have immunities (such as armor or goggles) that keep you from using certain moves. I will always point this out when needed.

Fatso's personal guard is a bit of a joke. A few will outright refuse to attack at lower difficulties, so now is a good time to just learn the skills. There will be three rounds total, each with a different tutorial. You'll know when you've reached the final wave as Fatso himself joins the fight. When finished, another cutscene will ensue, and you'll be speaking to Innocence a second time. During the conversation, exhaust the dialogue. You should always show interest in speaking with him. Then return to the game to update your skills. You can access the menu through the start button.

There should be two things to upgrade. One is your feats, where only one point is available. As of now, the only option you have is to acquire the "Quick Learner" perk. I recommend accepting this since it's an all-around good investment. The second is an actual skill. You should have at least two waiting for you. Remember to invest in the Warrior (combat) tree for the best result. "Tough Skin" and "Science of Evasion" are both decent, to begin with. Then, exit the menu and an achievement will pop.

Good start in Mars: War Logs
Upgrade a skill
  • Unlocked by 4,793 tracked gamers (99% - TA Ratio = 1.00) 4,830

Before continuing, be sure to loot the area. (4/50) Just across from the shower door is another pile of scrap. Then, head through the gate and to the stairs leading up the first building. Just around the steps is another pile. A new tutorial should trigger as you approach, so be sure not to ignore it, as you'll be relying on your map often. I typically leave it open when I need to reach a new quest area. From the last scrap pile, move forward and a new cutscene will begin. You will receive a new weapon as a reward for beating up Fatso.

Head into your inventory to equip it. You should see three options here, which are explained at the bottom of the screen. The new weapon, the cracked tube, is significantly better, so be sure to equip it and not scrap it on accident. Note that War Logs forces you to keep your first set of equipment, so you can never recycle the original weapon or armor. It's also an option to upgrade the pipe. But since you've only looted two areas, I highly suggest that you wait until you can upgrade it with something better. Just exit the menu for now.

This is where a map becomes handy. You can activate it with cn_up. There are three areas in front of you now:

  • Mess Hall (straight ahead by the guard)
  • POW Camp Continued (to the right with the enclosed door)
  • The Cistern (to the left with crates in the room)

For now, go towards the Cistern. Immediately left will be a bunch of crates against the wall. Behind both stacks will be two crates that are lootable. The one on the left contributes to your supplies. (5/50) The one on the right is for the mechanic. (1/6) Head straight from the Cistern and to the second half of the POW Camp, but don't open the door yet. There's a scrap pile to the side of the entrance, in between the POW Camp and Mess Hall. (2/6)

Now you can head inside. Look left to loot another crate to start. (6/50) This area is a bit circular. So start from the right and move forward. The first group of men will be doing pushups. Behind them, besides the crates, is a scrap pile for the mechanic. (3/6) Continue right until reaching a bend in the path. From the trashcans, turn right and head towards the second set of trashcans. Then, immediately turn left to find a scrap pile tucked beside the rocks. (7/50) Head back into the circular area, and then pass two of the buildings with the men on the stairs. In between the second and third is a large pipe, and a scrap pile. (8/50) Then, you'll arrive back at the start, with two doors ahead.

After coming to a full circle, STOP. There will be a door to the right that you have yet to enter. Do not go inside! Turn back around and head to the Mess Hall instead. Entering the next section of the POW camp will automatically start a quest, therefore voiding the Completion achievement.

Once you've returned to the first section of the POW camp, head inside the Mess Hall area, as stated. Head up the ramp and look straight ahead where a scrap pile is waiting. (9/50) Turn completely around to see another pile hidden beside some trashcans in the back. This is for the mechanic. (4/6) As you move forward from the ramp, you'll notice that there are two different directions to go to. Straight ahead, under the muted lighting, is the Mess Hall itself. Skip this for now and head right, down the alley.

As soon as the alley ends and you can see the three prisoners in the corner, take a sharp right to see another scrap pile for the mechanic. (5/6) Feel free to speak to the men, but it doesn't affect anything. Skip the next door (the Crater Area) for now. You can come back to it after looting this area. Save before heading down the steps.

Climb down the step and move right. Behind more trashcans is yet another scrap pile. (10/50) Then, turn straight and walk towards the prisoners that are blocking the crate. You'll need to fight them to loot it. This fight was fairly difficult for me on extreme, but the easiest way to handle it is to dodge as much as possible. Roll to the side and then attack when their backs are facing you. Innocence does very little damage in combat, but he does work well as a distraction. If you die, just reload and try again. The chest is valuable enough to put up with the fight. Once they're down, loot it, and then loot the bodies as well. This should give you enough materials to reinforce your weapon, so head into the inventory screen.

I personally like the last two upgrades (anti-skid and handguard), however, you can upgrade the weapon however you see fit. You should be able to build 4 out of the 5 upgrades total. If the one you want isn't available, feel free to wait until later. Otherwise, just select the handle, and purchase one of the upgrades. The achievement will pop soon after.

Recycling in Mars: War Logs
Recycling11 (10)
Upgrade an object
  • Unlocked by 3,777 tracked gamers (78% - TA Ratio = 1.13) 4,830

Once you've finished the fight, and upgraded the weapon if needed, you'll need to find the last bit of materials for the mechanic. This means you'll need to approach the area that Bob is in. To keep from initiating the quest, stick to the top level of the area. Don't venture down the stairs! After crossing into the next section, a scrap pile will be sitting on the catwalk.

This is the last part for the mechanic (6/6) so return to the sandpit to update the quest. You should do this as soon as possible, as it takes a bit of time to initiate the next part of the mission. When you speak to him, select "need anything else?" and he will send you away.

After returning the Mechanic and updating the quest, return to the Mess Hall for the main mission. Avoid the Crater Area for now, as you'll be heading there soon after. Once in the Mess Hall, there are two crates to loot. Head straight and in the back of the room. One chest is to the right, near a shelf and a gated door. (11/50) Ignore the door for now, as it's for a later quest. The other is to the left, straight ahead from the last box. (12/50) Now you can approach one of the tables to continue the story. To speak with Innocence, head to the table that's closest to the stairs. You'll see the prompt to sit. Once the dialogue begins with Innocence, you should follow the same setup as before, sticking with your morality choice:

  • Good: Yeah, but it's not going to be easy.
  • Neutral: You thought asking nicely would do it?
  • Bad: Of course I have a plan. What, do I look stupid?

As the dialogue continues, you'll learn about the plan to escape, as well as the moles that overrun the well. This will be your next step in the story, so be ready for combat. When the next dialogue choice appears, it's structured a bit differently than the last. Both of the second options are a bit snarky, but the last option is still the bad one, so don't think into it too much.

  • Good: Want me to go with you to recruitment?
  • Neutral: Make yourself useful. Go sign up for power plant duty.
  • Bad: You're gonna make them believe you came out of your mama with tools in your hand...

After that, the scene will change and you'll have free control once again. The quest THE GREAT ESCAPE will be added, which overlaps with your main quest objectives. Then head to the Crater Zone next. It's past the alley from the Mess Hall, on the metal platform with the stairs. You've passed it before.

You might notice an NPC named Jey that roams in between the tables in the Mess Hall. You can speak to him, but DO NOT ask about the guards. Otherwise, you will void a future quest.

A small cutscene will appear on your first time. Once it's over, speak to Innocence to influence his character. Enter dialogue with cn_Y and then ask "do you have a minute to talk?" to continue. This will bring up three selections, and you should exhaust all three of them. Each one will prompt a response from Roy as well:

  • What did you do before the war?
    • Good: Nothing Exceptional
    • Neutral: Not a story for kids
    • Bad: I was a dowser, actually
  • What battles did you fight in?
    • Good: I kept my head down.
    • Neutral: Could've, but that's none of your business.
    • Bad: They even offered to make me a general.
  • You know people in this camp?
    • No Response

Get used to doing this after significant story events, as this is how you receive the Mentor Achievement later on. Now, head out of the Mess Hall and into the Crater Area to receive your job. You've already passed this location before. Head to the left (from the Mess Hall) and down the path until you reach the metal platform and the large door.

Upon entering, you'll be in a small, enclosed space. Just keep moving forward, as there's nothing of value here. Both paths wrap around to the Crater Zone. Once you're through the second door, you'll be in a very wide area with different buildings. For now, leave this section alone, and turn right instead. After passing the group of chatting men, there will be a few tents to the side. A scrap pile is in the middle of one. (13/50) Head farther down the wall and you'll reach a door. Enter it to arrive at the Mutant Pen.

The path will be linear to start, so move forward until you reach the pillar in the center. Once again, the same rules apply; move in a circle to sweep the area. This time, start from the left. Feel free to speak to the mutants as you go. Walk around the pillar and you'll see two named mutants on the way, Grime and Scum. Ahead of scum, next to a pile of trash cans, is a scrap pile. (14/50) Head further down the path until you reach the hill. At the top is a closed building and a set of crates farther back. Behind the first set is another blue crate. (15/50) Then walk back down the hill and straight ahead, past the mutant named Stain. A scrap pile is underneath the tent with the two other mutants. (16/50) Now, you can head back into the Crater Area to continue looting.

You might run into "observing" spots along the way. These are completely optional. They just give a view of the camp.

From exiting the Pen, immediately turn right into the garden area to collect from a scrap pile. (17/50) Straight ahead from it, further in the garden and next to the mutant is red crate. (18/50) From the garden, head further right and around the slope. Stay on the edge to reach the small campsite just ahead. Inside one of the tents are two red crates. (20/50) Then head down the slope and towards the open compound ahead. To the right is another camp with a red crate inside (21/50) To the left is a scrap pile, hidden in the corner of the first cylinder. (22/50) There's nothing inside the compound itself, but feel free to speak to Jack, or speak to the merchant to the right of him. You don't have much money currently, so it's not quite worth it to shop at the moment.

Head back up the hill and to the right will be yet another area of the POW camp. Go inside, and straight ahead, slightly to the left is a scrap pile behind some machinery. (23/50) Continue following the wall until you reach the small building to the side, avoiding the workshop and mutants again. Next to it, besides the yellow and blue barrels, is another scrap pile. (24/50) Inside the building, in the first right corner, is a red chest as well. (25/50) Finally, behind the only guard in the vicinity (the dog master) is the last scrap pile in the area. (26/50) Avoid talking to the man for now, although it won't affect your playthrough if you do.

Return to the Crater Zone and head right for the third time. Avoid the building for now, and go behind the cylinder machinery instead. At the very end is a final scrap pile. (27/50) Now you can head inside the recruitment office. This will update your quest. Now head to the compound below the hill. Another cutscene will ensue along the way, and then again as you reach Jack. The dialogue this time is very misleading:

  • Bad: That a problem?
  • Good: All I did was protect an innocent kid.
  • Neutral: Nearly true

Afterwards, Save. Then, approach the merchant to the right to collect your gun. You'll now be transferred to the well, and Innocence will leave your party. Walk forward, then immediately turn right down a partially gated path. This will curve around the rocks, eventually leading to a scrap pile. (28/50) Turn back, then move around the large boulder, towards the back wall. To the left is another set of crates, and one of the red ones is lootable. (29/50) Now, pass up Jack to meet up with the other workers. They will then join your squad, and a new quest WEAPONS FOR BATTLE will appear.


Take caution as you enter the Mole Caves. You should make sure that all your skills are upgraded, and that you bind your nailgun to a control. You can do this with the combat wheel. I usually bind it to cn_RT so it's the same as any other game. Note that there are other weapons to use as well, such as traps and explosives. You can access them from the same location. Binding health injections is also incredibly crucial. Finally, if you don't have enough supplies, you can craft items via the crafting kit in your inventory. You need so much scrap in order to craft something, however, so you won't be able to make too much at this time. Enter when ready.

A tutorial prompt will appear once you're inside, in case you don't understand how to bind abilities. You should also bind your health items as well. Then, walk straight ahead to see the mole eggs. Before attacking them, loot the scrap pile against the wall. (30/50) Then, hit one of the eggs to trigger the next cutscene. There are a few ways to handle moles easily:

  • Always attack at a distance if you can, as they can't attack you from ranged locations
  • Attack one at a time, keep yourself from being surrounded or you'll get stuck
  • Avoid a frontal assault, as moles deal considerable damage with their claws
  • Stick with straight attacks only, they cannot be blinded or crippled
  • Keep track of your ammo! You can only replenish it by scavenging

The goal is to kill off all the moles and destroy the eggs for the reward. You also need to collect handguns from the previous dead you found, as Roy mentioned beforehand. That will be your second priority. For now, just focus on staying alive. Your companions are only so useful at the moment, so it's really down to you to keep your head afloat. A good tactic to have is a dodge, then attack, and repeat. Once they're dead, be sure to loot the bodies as well. You will occasionally find bone or other materials. Once you've destroyed all the nests, head down the adjacent tunnel and hop off the ledge. I recommend saving again if you're on Extreme. This is also a good time to begin sneaking if that's your preferred playstyle. You can do so by pressing down cn_LSc.

The first thing you'll see in the tunnel is a body, so search it for a weapon. (1/3) Walk straight and you'll find yourself at an impasse. Head up the cliff edge first, which is straight ahead. Once again, you should sneak attack the moles, then take them out to destroy the eggs. When finished, there's a body to the left (2/3) and a scrap pile at the back of the cave to the right. (31/50). Head deeper into the cave to find a path leading upwards, leading to a blue crate. (32/50)

Turn back and walk to the impasse, and now go down the right path that leads further into the cave. Another body will be in the tunnel. At the bottom is yet another crossroad. Defeat the mole, collect from the body next to the edge (3/3), and then loot the scrap pile beside the rock and the body. (33/50) Once again, head up the cliff edge to face the next set of moles. When finished, there's a body to the left, partially covered in webs, and a scrap pile straight back in the back of the cave. (34/50)

From here, turn back again, and this time head down the lower path to the right. Jump from the cliff and head down the path until you reach a red crate. Don't approach it just yet. It won't ruin your playthrough, but it will get rid of your chance to loot more. The caves will be cut off at various points of the game. To the side is another body. Remember the crate, as you'll be returning to it soon. Now, head down the tunnel into the last chamber. Repeat the process of slaying the moles and destroying the eggs. Afterwards, a cutscene will appear. This is your last chance to investigate the tunnels, so make sure you didn't miss anything. In this cave, loot the scrap pile to the right (34/50) and then the body straight ahead. You won't be able to head into the metallic tunnel, so now that you've looted everything, return to the red crate and dispose of the weapons. Then, the squad will prompt you to return to the surface. A cutscene will appear, and an achievement will unlock.

Pest Control in Mars: War Logs
Kill 15 moles
  • Unlocked by 3,340 tracked gamers (69% - TA Ratio = 1.20) 4,830

For those who've played the Technomancer, this is indeed the same Sean who is your master as Zachariah. You'll now be in the caves with Mary, so follow her down the path. You won't be able to turn around, but you should definitely save. The next fight is difficult. You'll now see the mole queen. There's a specific way to defeat her:

  • Keep all of the previous tips in mind. Don't try to assault her from the front
  • A tutorial will appear to destroy the eggs. This is what you should do until Mary awakens
  • Once all the eggs are destroyed, push into the back of the room to collapse the ceiling

The mole queen can deal damage to her children and eggs as well, so it's easy to use her attacks against her. As stated in the tips, once the fight begins, hold out long enough to destroy the eggs, and Mary will awaken to help. You'll need to stay alive long enough for her to develop a plan, and then head to the back of the cave to trap it. Once she's as far back to the wall as possible, roll back to Mary's side so she can unleash an attack. Then, enjoy the cutscene as you return to the POW camp, and as Mary and Sean develop their creepy master/apprentice relationship. Don't forget to check your stats when you're finished.


Speak to the merchant to update your quest, and a new prompt will appear to speak to Innocence in the Mess Hall. Do this now, as it's required to continue with the rest of the side quests. He will be located at the same table as previously. The dialogue here is once again a bit tricky:

  • Neutral: You could've done a bit more...
  • Good: Alright.
  • Bad: I would've liked to hear something a bit more sure than "apparently"...

Another prompt will appear no matter your choice:

  • Good/Neutral: That'll do. You're coming with me now.
  • Bad: Tried, huh? Woulda been better to've succeeded.

The next part of the escape attempt will now commence, which means now is the time to clear up side quests as well. First, return to the Crater Zone for one of the most missed quests of the game. It's very important that you follow directions at this point. Save just in case. As you enter the area, head towards the garden where the mutant is. You'll now notice three men antagonizing him.

Unfortunately, you cannot pick a moral choice at this time. You must choose to stay out of the fight between the three prisoners and the mutant, or else a quest will be lost. There will be multiple choices of dialogue to choose from. Select "Ok, if it keeps you happy..." in order to gain Prowess' approval

Once the dialogue ends, find Prowess on the opposite of the gate, in front of some tents. As the conversation continues, select "What's in it for me?" and then "Ok." He will then give you the quest AN EXPLOSIVE PLAN. It starts automatically so be ready to follow the directions. All you need to do is sneak and loot literally everything in the crates next to the merchant. If you do it fast enough, you'll end up with extra supplies as well. Select "Ok, I'll follow..." to begin. It's fairly easy to complete. The next step in the quest is to collect supplies to create the bombs. But before you do this, turn completely around and head towards the guard with the dog. To the side of him should be the mechanic. Speak to him to continue his quest as well, that way, you can collect all the supplies at once.

The first four are located directly behind the mechanic, past the cylinder machines. There's a red crate (35/50), a blue crate (36/50), a scrap pile for the mechanic in between the crates, (1/5) and finally, a scrap pile against the wall, opposite of the crates. (2/5) Head back to the camp area that Prowess is in front of to find another red crate inside the tent. (1/3) Then, go down towards the well and the merchant and turn left towards the cylinder machinery again. Behind the two that are against the compound is a scrap pile. (3/5) Then, inside the recruitment office is another crate. (2/3) Finally, head up to the Crater Zone entrance and turn left towards the small camp in front of the garden. Another scrap pile is under the tent. (4/5)

With this section cleared, head into the kennel area (the door that's beside the recruitment office). The only items to loot here is the chest that's to the right of the building, (3/3) and another red chest inside that's inside the building. (5/5) Now you can return to Prowess to finish AN EXPLOSIVE PLAN. Prowess is now available as a merchant, and you gained some resources as a result. I recommend saving your explosives until later. However, feel free to sell any extra scrap for ammo, as you'll need plenty as you go. And after that, you can return to the mechanic to finish HANDYMAN'S ASSISTANT. The mechanic will now also be available as a merchant.

Now, you'll need to take care of the main quest alongside the side missions. This means finally speaking to Bob as well. The simplest way to start is to enter the recruitment office and speak to the officer in charge. Exhaust the dialogue. This gives you three new objectives:

  • Find the rebel mutant and start an uprising
  • Find a way to access the drilling well
  • Find Jey to get water for the trip

The order here is once again a bit tricky. Start with the rebel mutant, as both of the other quests have complications. The specific mutant you're looking for is Scum (also in the Technomancer). You can find him by heading to the mutant pen, just off of the Crater Zone. From there, speak to him and ask "are you the rebel mutant" to get a response. When asked for a second answer, select "tell the truth" and Scum will initiate dialogue. It's a very easy fight, however. Once his health bar is halfway down, he will admit to being the one. Now, select "I have a proposal for you." This will prompt the next step of the quest; collecting tools for the mutant nation. This requires you to go into each workshop scattered through the POW camp. There's two total:

  • On the left wall upon entering the kennel area, off the Crater Zone
  • In the back of the mess hall, to the right

Searching both will gain you the tools needed for the mutant. So return to Scum after visiting both. The dialogue will continue for a moment before the quest A DIVERSION becomes marked as completed. Next stop is to speak to Jey. He can be found in the Mess Hall, between the tables.

Once again, do not ask Jey about the guards in the POW camp. Only select the dialogue specific to the quest, as in how to gain access to the drilling well. If you exhaust his other options, the quest with Bob will not work.

Asking about the drilling well will prompt the next section of the quest. Now, it's time to find Bob. I recommend saving before doing so. He's standing in the third section of the POW camp, meaning you'll need to head left from the Mess Hall. Go down the steps and hop the wall into the next area. Then walk down the catwalk stairs to see him. As you approach, a guard dog will attack. This fight is very simple provided that you know what to do.

  • Dogs are armored on the front, so attack from the rear. It's the only way to deal damage
  • Dodge and roll to avoid any attacks against you, as dogs can be pretty dangerous in groups
  • When you see them scrape the ground, move out of the way before they charge you

Dogs will appear periodically throughout the game, so it's important not to forget how to defend yourself against them. After it's dead, a small cutscene will occur. Once again, remember your moral compass:

  • Bad: Can't accuse you of working too hard...
  • Good: True, but the kid...
  • Neutral: I didn't want to steal your job...
  • Neutral: Ok, I'll remember.

The next dialogue prompt is only two options, but neither makes a difference to what happens next:

  • Bad: So we understand each other! With that...
  • Good/Neutral: Need to blow off some steam?

The conversation will then end, and you can loot the dog's corpse. This begins the quest MEAN DOGS. Ahead of Bob, next to the exit, is yet another scrap pile in the left corner. (37/50) When you've looted the area, speak to Bob a second time to start a new quest. There are multiple prompts to choose from, but all you need to do is select "You don't look well..." to continue. Bob will disregard your comment and exit the dialogue, which will bring up the new quest THE BLUES. To get Bob to speak up, visit Jey again, inside the Mess Hall. Now you can ask about the guards, and Jey will then tell you about Bob.

Note: This is where the majority of players get stuck and can't finish Bob's mission. I used various guides for my own playthrough, and it happened to me as well. In order to get Bob to speak, you need to advance in the MEAN DOGS quest. Even after speaking to Jey, he will continue to ignore the conversation until you do.

Because of this error, we'll have to come back to Bob later. For now, return to the Crater Zone to speak to the dog trainer. You can get there by going past Bob and up the catwalk. Once inside, the kennels are down the hill and through a door on the left. Upon entering, another dog will attack. Help defend the trainer, then speak to him to find out more about the dogs. You'll learn that they're sick, and you'll need to find someone who can diagnose them But for now, return to Bob to finally finish his quest. Make sure you spoke to Jey first as well. Then, ask him once again if something is wrong. This begins a very important section of dialogue, so pay attention! Follow the dialogue exactly as what's said in the guide:

  • You're one of the friendlier guards, so...
  • But I'm not worried! I just want something to talk about.
  • Got family waiting for you?
  • You can't get a transfer?
  • You could escape...
  • Actually, I've got a plan...
  • The plan's solid, I promise.
  • Do you want to stay and rot here?

If you selected all of the dialogue correctly, Bob will agree to join your escape. You won't need to worry about him anymore, and he'll join the party when the time is right. Thus, THE BLUES will be complete. Before leaving him, ask for access to both the drilling well and the fields. This is for the main questline, which you should start back up again. You know have two options as for what to do next; either collect water for the trip or return to the well to collect the guns. Neither choice matters, however, the guide will be collecting the weapons first. Head back to the Crater Zone and go down the hill towards the well compound. Speak to Jack to give him Bob's authorization, and then enter the well.


Don't forget to upgrade your skills if you haven't already. Saving is also a good idea. There's nothing new to loot, so head down into the caves to retrieve the weapons. Upon entering, you'll see a group of guards that are also searching for the weapons. The only option is to take them out.

The obvious approach is to sneak behind one of them and then attack, as it deals significantly more damage. But from here, it's down to dodging the attacks and avoiding all three men at once. Once the fight is over, a small cutscene will begin. This will introduce a very special concept to the game. Serum is what the entire world of Mars: War Logs (and the Technomancer for that matter) revolves around. Although it's never fully explained in the game, many players assume that it's just water, a scarce resource on Mars. Because of this, it plays a special role in the game:

  • Serum is the currency of the game, and therefore, the more you have, the more you can afford
  • Every living being has serum inside them. You can drain them to collect the serum for extra cash
  • Draining a human will result in a loss of Karma, therefore, it's frowned upon to do so unless there are no other options
  • In the Technomancer, draining animals does not result in karma loss, however, you cannot drain creatures in War Logs

With the gun you received from the guards, you now have the ability to drain any enemies that you knock out. Just be aware of the consequences of doing so. Currency is difficult to find, but not generally enough to risk your playstyle on it. So I recommend that you avoid using this option if you took the moral high ground. Now that you have the serum extractor, loot the bodies, then head further into the caves. Remember that when you reach the cross section, skip the first ledge and go down the path to the left. On the second intersection, turn left again, then jump from the ledge to see the red crate just ahead. Once you have the nail gun, leave the caves and return to the Crater by heading back into the well compound.

NOTE: If you head up the first cliff before exiting the cave, there will be more guards. This is good to know if you need some extra loot.

As a note, you currently only have 10 nails as ammo. I highly recommend that you stop by the merchant to buy more, as it makes the game much easier. Don't forget to assign the weapon as well. If you don't have enough serum currently, remember that you can scrap or sell other items in your inventory too. Or, you can craft the items through the crafting kit, once again.

Upon exiting the well, Jey will be waiting for you. A small cutscene will occur, ending with Jey also joining your escape. WEAPONS FOR BATTLE will be complete.


Now, you can receive a new mission from Jey. So return to the Mess Hall and speak with him. Select the prompt "Problem? You don't look so good," and Jey will explain that a guard took his lucky charm. Once the conversation is over THE LUCKY CHARM will be added to your quest log. To begin, find the soldier who took the charm. He's located in the Crater Zone, just outside the recruitment office with his dog.

Note that the Mean Dogs questline can interfere if you go too far, so don't do anything else with it until you complete Jey's quest. If you set off the next step, the guard's dog will attack and you will void one, if not two, of the potential side quests.

Speaking to him will result in a sarcastic remark, as expected. In order to open up the next quest, select "Let's try to find an arrangement." The guard will then explain that Jey's lucky charm is actually a photo of a woman. He will ask that you find something else for him to stare at, which brings up the quest ANOTHER FACE. Return to Jey to let him know. Upon learning the news, he will point you towards an old acquaintance to find a new photo: Fatso. Innocence will make a remark on this as well, so just follow the same dialogue choices you've been making, as usual:

  • Neutral: You afraid I'm gonna leave you with 'im?
  • Bad: You're a real wimp.
  • Good: Don't worry, I'll be there.

After that, exit the dialogue and leave the Mess Hall to go find Fatso. You can find him by turning left from the exit and heading past the Crater Zone. He and a few other prisoners will be just ahead from the drop-off. I recommend saving before you approach. Naturally, he won't appreciate your last meeting, prompting an attack. Take him down once again to secure the photo. It's not a difficult fight as none of the men have guns, thankfully. Once it's over, the photo will automatically be added to your inventory. Loot the bodies, then leave. If you're playing with bad karma, remember that you can drain the bodies too. Return to the soldier in the Crater Zone and he will trade you items. This completes ANOTHER FACE. So now, just return to Jey with the photo of his wife, completing THE LUCKY CHARM as well.

With all but one side quest left, you can focus on the dogs once again. You need someone who can substitute as a vet in order to fix the dogs, and there are two people who can help you:

  • The Doctor: Found in the showers (Sandpit) on the back wall
  • The Cook: Found in the left corner in the back of the Mess Hall

Each one will have a different method for handling the dogs. So be sure to speak to both. Following Doc's method will mean euthanizing the dogs, but possibly keeping the disease in check. Using the cook's method will mean the dogs live, but there's a chance that the cure won't work. For the best result, you need to work towards a cure. This is the safer option, as it's not guaranteed that killing off the dogs is accepted for the completion. You can find the dogs in three locations:

  • Two are outside the drilling well which is inside the Crater Zone, in the left corner by Jack. (1/3)
  • Another is in the second section of the POW camp, through the first door from the Sandpit. (2/3)
  • The last is in the Mutant Pen, through the Crater Zone and inside the door to the right. (3/3)

Once you've looted the bodies and collected the samples, return to the Cook and he will begin to make the vaccine. At this time, you cannot finish the quest until a certain amount of time has passed. Therefore, now is the time to do the final objective for the main storyline. Head out of the Mess Hall and down the ramp to reach the Cistern, the enclosed area to the right. Save before entering, as the area is guarded.


Note that this is a completely unexplored location as well, so you'll need to start looting too. Immediately upon entering, there's a scrap pile to the left. (38/50) Walk straight ahead and turn right at the stairs where a red crate is as well. (39/50). Note that the mushroom fields are straight ahead, but ignore this for now, as there's more to loot in the area.

As you come up the hill and around the bend, be careful of guards that are patrolling the area. Straight ahead is a dimly lit building. Head inside to find two scrap piles right next to one another. (41/50) Then, head back outside and around the machinery. There are two men that are speaking in the corner, two that are speaking next to the piping, and at least two more that will patrol the roundabout. You likely won't be able to sneak past them, so be ready to take them out. Note that you have a gun now too, so it should be an easy fight. I recommend clearing the area before looting as well. When you're finished, remember to search (or kill) the enemies. There's a scrap pile right in the center of the machinery (42/50) and another at the far end of the circle, near a workshop. (43/50) On the opposite side of the circle from the workshop, two crates are resting in the corner. (45/50) After that, you are free to enter the mushroom caves.

Immediately upon entering, the path will split two ways. A dog is blocking the left path, so kill it first, then go right. Head up the incline to see four men speaking to one another in a crowd. take them down (or sneak past if you can) and loot the bodies. Then head forward to the dead end to find three chests waiting. (48/50) Head back down the path where the dog was, and this time go straight. The path will split once again. Turn left into the dead end to loot a scrap pile (49/50) and then head in the opposite direction. Follow the path until you reach the third intersection and yet more dogs. Loot the scrap at the dead end to the right (50/50) and then turn left. Looting this final scrap pile should mark all the required crates for the Crowbar Achievement.

NOTE: Though most achievement sites have the number listed at 50 crates, many people have confirmed that it didn't unlock until much later. Myself included. The good news is that there is plenty more to loot in the next chapters, and I will continue to count them off as we go. So don't worry if it didn't unlock!

Crowbar in Mars: War Logs
Crowbar53 (30)
Empty 50 containers
  • Unlocked by 1,549 tracked gamers (32% - TA Ratio = 1.76) 4,830

Continue forward, past the dogs and into the mushroom fields. Now, the enemies will consist of moles, so you'll need to be a bit more careful. Upon entering, there's a body just ahead. Keep going and the room will open into a circular cave. Multiple moles are scattered through the area, but you can easily sneak around them for critical hits. Once they're all dead, head left from the entrance to find two scrap piles a short distance from one another. (52/50) Head deeper into the tunnel and go through the door ahead to find yourself facing even more moles, and more will spawn as you move deeper in. Once they're slain and looted, there are two ways you can go. For now, go straight ahead and into the back of the cave. Move inside the small tunnel to the right to find a scrap pile (53/50) and then return to the door and head down the second path. Open the door to find a few moles attacking a dog.

It really doesn't matter how you approach the fight, as all the animals will attack you if possible. As always, loot the bodies, then head up to the next room. Turn left to loot a scrap pile in the corner (54/50) and then head through the next door. A dog will be waiting on the other side. Finally, once it's dead, you'll notice the glowing pipes ahead of it. This is where you can collect water for the trip. But before you leave, turn to the left and head down the path. In the corner of the first room is a scrap pile (55/50) and in the small alleyway ahead of it is a blue crate. (56/50) Then, head back out and through the door opposite the alley.

Follow the path forward, passing a red chest along the way. (57/50) At the end of the hall is a ventilation shaft, which you can use to return to the cistern.

You'll exit from in front of the mushroom fields, so turn left to head back inside the camp. Alternatively, you can go beat up the guards again too, as they should respawn at this time.


Now that you're back at the camp, there's one last thing to do before starting the escape. Return to the cook to collect the vaccine for the dogs. Before you do so, however, you need to trigger a cutscene with the dogs. So head to the Crater Zone and visit the recruitment office. The dog that stands beside the guard should now attack. Finish it off, then speak to the guard if you wish. Now, you can return to the cook to collect the cure. Give it to the kennel master back in the Crater Zone and MEAN DOGS will be complete. Now, all you need to do is start the escape.

Now is the time to prepare yourself, as there's no returning once you begin the escape. Make sure to stock up on health injections and ammo for sure, as well as traps o explosives if you intend to use them. Speak to innocence if you haven't done so previously, and check to make sure all side quests are completed. The only missions left in the log should be The Great Escape and Escape Together. This is the last time you will see the POW camp. Speak to Jey in the Mess Hall when you're ready.

Speak to Jey and select the corresponding option to escape. This will begin the sequence of events, and you'll see Scum, the mutant as he fights the guards. When the scene ends, help the mutants take out the guards. You'll notice that some will now have shields as well. The best thing to do is to dodge and then attack or break their guard to get a hit. Loot the bodies when you're finished, then head straight down the path to the power plant. More guards will be waiting. Bob will now be with you, finishing ESCAPE TOGETHER.

Once the bodies have been looted, head up the stairs and turn left down the next set of steps. Three more men are waiting. Once you've taken them down, yet another cutscene will appear. Bob is now injured, and he won't be joining the escape. This is inevitable, and there's nothing you can do but continue with the storyline.

Before heading further ahead, turn back around and head down the ramp to loot Bob and the other bodies (hey, we all gotta survive). Against the left-hand wall is a red chest as well. (58/50) Then approach the machinery. As soon as you're up the steps, turn left and look behind the machinery to find a scrap pile. (59/50) Just ahead will be the train security controls. Interact with them to shut it down. Then head across the platform. Before leaping down to the next area, check behind the machinery beside you to find another crate. (60/50)

Once you've jumped off, the path will twist and meet with a bridge. More soldiers will be ahead, so be careful. On the way across is another crate to the left, (61/50) and a scrap pile under the center of the bridge. (62/50) Once you're across the bridge, turn right up a ramp for another scrap pile as well. (63/50) Then, save the game. Exit through the door across the bridge to reach the station. When you enter, you will meet Sean once again. The battle will prompt dialogue for Innocence:

  • Keep an eye on the door, kid!
  • Ready to fight, kid?
  • Stay out of it, kid.

This is a special occurrence in dialogue because none of them will alter your karma in the game. Instead, they dictate how Innocence will fight during the quest. I highly recommend that you assign him to the door, as more guards will join the fray. As the battle begins, note that Technomancers fight much differently than other enemies:

  • Barriers: If you see a shield around them, don't bother attacking. Just dodge.
  • Electric Arcs: Technomancers generally rely on shooting lightning arcs. These are easy to avoid.
  • Basic Attacks: Finally, it's really simple to take them down. Just dodge like a madman and shoot when there's time in between.

The key to winning the battle is to just keep on your toes. Taking shots in between dodging works well in all situations, so it shouldn't be too difficult to get the hang of. Once all of the guards are taken down, the fight will end, and more cutscenes will appear. Roy will be revealed as a Technomancer, Jey will be left behind during the escape, and Mary will vow to take vengeance upon you. Once it's all over, Chapter One will end, and a new achievement will unlock.

The Great Escape in Mars: War Logs
Finish Chapter 1 at any difficulty level
  • Unlocked by 2,182 tracked gamers (45% - TA Ratio = 1.48) 4,830

Mars: War Logs

