Mechanics
Three of our Saints Row 4 pages cover systems rather than things, and each system is built around a meter you are racing. The super powers draw on a stamina bar that refills by itself, but nearly every rung on every power is bought with a Rank and a stack of Data Clusters. The Blazin' races run on a clock that blue checkpoints extend, and the medal is whatever is left on it at the line. The store hack gives you sixty seconds that nothing extends. This guide sorts the three by that meter: what drains it, what tops it up, and where our pages say the ceiling is.
Super Powers: A Bar That Refills, Rungs That Do Not
The simulation hands the President eight powers, and the page for them is a price list. They draw on stamina or a cooldown that refills on its own, with one exception the page is careful about: a super jump costs no stamina at all, so bunny-hopping across Steelport is free where sprinting is not. What is not free is growth. Fifty-two of the sixty-three upgrade rungs we list are locked behind a Rank and paid for in Data Clusters, and added up they come to exactly 1,000 clusters, Nuke included. The remaining eleven cannot be bought at any Rank: nine are handed out for medal sweeps in the challenge activities, and two come from homie quests.
Read the ladder below by Rank rather than by power, because that is how the game meters it out. Rank 2 is the widest step, with six rungs opening at once across three powers. After Rank 20 the jump tree is complete, sprint has only Tornado left at 26, and the rest is spread over blast, telekinesis, stomp and buff, which is also where the 30-cluster rungs gather.
| Rank | Rungs that open (Data Clusters each) |
|---|---|
| 1 | Sprint: Reduced Damage Sprint (15) |
| 2 | Sprint: Speed (15). Jump: Height (10), Glide (15), Health (15), Air Dash (10). Blast: Recharge (10) |
| 4 | Jump: Height 2 (20). Blast: Area (10), Recharge 2 (20) |
| 6 | Sprint: Speed 2 (20), Wall Running (15). Jump: Efficiency (10). Telekinesis: Recharge (10) |
| 8 | Jump: Air Dash 2 (20). Blast: Area 2 (20). Telekinesis: Distance (10) |
| 10 | Jump: Height 3 (30). Stomp: Recharge (10). Force Shield: Damage (15) |
| 12 | Jump: Efficiency 2 (20). Blast: Recharge 3 (30). Stomp: Distance (10) |
| 14 | Telekinesis: Recharge 2 (20), Special Vehicle (20). Buff: Recharge (10) |
| 16 | Sprint: Speed 3 (30). Stomp: Area (15) |
| 18 | Jump: Efficiency 3 (30). Blast: Area 3 (30). Telekinesis: Distance 2 (20) |
| 20 | Jump: Air Dash 3 (30) |
| 22 | Stomp: Recharge 2 (20). Buff: Team Player (15) |
| 24 | Blast: Explosive Deaths (30). Telekinesis: Hold Cost (15) |
| 26 | Sprint: Tornado (15) |
| 28 | Stomp: Distance 2 (20) |
| 30 | Telekinesis: Recharge 3 (30). Buff: Recharge 2 (20) |
| 32 | Blast: Duration (10). Telekinesis: Distance 3 (30) |
| 34 | Stomp: Damage (15). Buff: Area (15) |
| 36 | Telekinesis: Cost (15) |
| 38 | Stomp: Recharge 3 (30). Buff: Speed Demon (15) |
| 40 | Stomp: Distance 3 (30) |
| 42 | Buff: Recharge 3 (30) |
| 46 | Buff: Duration (15) |
| 50 | Stomp: Duration (15). Death from Above: Nuke (50) |
Two rungs matter more than their cost suggests. Wall Running at Rank 6 is what turns rooftops into roads, and the page warns it also removes the XP you were earning from wall-jump combos. Special Vehicle at Rank 14 is the point where telekinesis stops caring what it lifts, tanks and aircraft included. Nuke sits at the far end: Rank 50, fifty clusters, and a launch altitude the page says is higher than a fully charged jump, so you wall-run first and jump from the top.
| Rung | Power | What pays for it |
|---|---|---|
| Water Running | Sprint | Silver in every Speed Rift |
| Haste | Sprint | Gold in every Speed Rift |
| Jump Distance | Jump | Silver in every Platforming Rift |
| Glide Distance | Jump | Gold in every Platforming Rift |
| Immovable Object | Jump | Gold in every Insurance Fraud |
| Catch | Telekinesis | Silver in every Genki M.O.M. |
| Power Up / Power Up 2 | Telekinesis | Silver, then gold, in every TK Rift |
| Passive Aggressive | Buff | Gold in every Super-Powered Fight Club |
| Unlimited Sprinting | Sprint | Keith's quest Executive Orders |
| Damage | Blast | Kinzie's quest Power Play |
The elements follow the same pattern as the rungs. Freeze blast is the workhorse: freeze a crowd, then shatter it with a gun, a melee swing, a lifted car or a super-charged kick, and the page names Wardens, Marauders and the game's robot enemies as the targets it barely slows. Fire blast is described as a petrol grenade and mind control as a short lease on whoever is nearest. Buff comes in fire, lightning and a fire-ice mix, and the Team Player rung shares its immunity and elemental bullets with a homie standing beside you. Stomp has a shrinking variant that turns enemies into something you can step on, and one place the page names where not to use it, which brings us to the stores.
Blazin': A Clock You Feed With Checkpoints
The nine Blazin' events are foot races for the powers above. Two pickups sit on every route: blue checkpoints, which add seconds, and green orbs, which add speed. The finishing meter is the same for all nine, bronze for crossing the line at all, silver with fifteen seconds still showing and gold with twenty-five. Because the medal is time left rather than time taken, the route notes on our page are really about which power to have charged before the arrows appear.
| # | Course | What the page says decides it |
|---|---|---|
| 1 | Burns Hill | Charge the jump at the fourth and seventh checkpoints; wall-jump chain to the last rooftop |
| 2 | Yearwood | Forty seconds and eleven checkpoints; after the eighth, a charged jump off the rail tracks clears both firewalls |
| 3 | Espina | Nine checkpoints and the first course that wants Air Dash upgrades; glide the river, then run straight through the fence |
| 4 | Arapice Island | Double air dash again; the river is big but the tight middle with its beams and tank supports is the trap |
| 5 | New Baranec | Long and corridor-heavy; gas stations explode if you brush them; finish on the casino roof |
| 6 | Sunset Park | Jump the tunnel after checkpoint two and land right, not left; jump plus wall sprint to finish after the sixth |
| 7 | Salander | Precise timing; roof after checkpoint two, dash down the street, and avoid gliding because it is slower than running |
| 8 | Burns Hill | Eleven checkpoints; of two tunnels take the left, the right holds a firewall; charge the jump passing checkpoint ten |
| 9 | Wesley Cutter International | Follow the train of green orbs; the road-to-overpass jump and the runway-to-island jump are the only two risks |
The join with the ladder is direct. Courses 3 and 4 are described as needing a second air dash, which the ladder prices at Rank 8 and twenty clusters, and every finish that runs up a wall assumes Wall Running from Rank 6. Course 7 adds the one counter-intuitive note in the set: the glide the jump tree sells you is slower than sprinting, so on a flat run you leave it alone. Burns Hill hosts both the first race and the eighth, so the district name tells you nothing about which clock you are on.
Store Hacking: Sixty Seconds and a Fixed Deck
Stores are the President's early income, and the page says they lock themselves as the story moves on, which is when the hack becomes mandatory. The minigame is a board of cells with a signal entering on the left and an exit on the right; you pull from a limited supply of blocks and build the circuit across. Fail inside the sixty seconds and the authorities are alerted, a detail the page enjoys given who you are.
The one rule that changes how you plan it: the puzzles arrive in a fixed order that ignores which store you walk into. Your third hack is the same board whichever shop you pick, so a solution learned at one counter transfers to every other. The page marks the stores on the in-game map and carries a map image of its own, though the neighbourhood list its heading promises is no longer on the page. Two safety notes come from our other pages: you take damage while the board is open, so do not start one with notoriety up, and the super powers page names hacking as the moment to keep your stomp holstered.
Where The Three Meters Meet
Put the three side by side and the order of play writes itself. Clusters and Rank arrive from ordinary play, so the ladder fills without being farmed, and the medal-gated rungs are the ones worth planning for since the Rift sweeps that pay them are also where Blazin' skills are practised. Stores pay cache, and cache is what the items guide spends on weapon upgrades, vehicle mods and store outfits, so each hack you land early is a Friendly Fire rung later. The Saints Row 4 guide lays the currencies out in one place.
FAQ
How many Data Clusters does every super power upgrade need?
Adding the fifty-two Rank-gated rungs on our super powers page, Nuke's fifty included, comes to 1,000 Data Clusters. The eleven challenge and quest rungs cost none.
What time do you need for a gold Blazin' medal?
Twenty-five seconds still on the clock when you cross the line, on all nine courses. Silver is fifteen, bronze is simply finishing.
Is the store hacking puzzle random?
No. Our page states the sequence is fixed and identical for every store, so the puzzle you face depends only on how many stores you have already hacked.