FAQ And Walkthrough - Guide for Red Faction
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____ __ ____ __ _ / __ \___ ____/ / / __/___ ______/ /_(_)___ ____ / /_/ / _ \/ __ / / /_/ __ `/ ___/ __/ / __ \/ __ \ ____________ / _, _/ __/ /_/ / / __/ /_/ / /__/ /_/ / /_/ / / / / /_____/_____/ /_/ |_|\___/\__,_/ /_/ \__,_/\___/\__/_/\____/_/ /_/ FAQ and Walkthrough by: Trevor CovertVersion 2.0 This document is copyrighted 2001 by Trevor Covert. Reproduction of this document in whole or in part without the author's consent is strictly forbidden. If the reader wishes to use the FAQ for their personal and private use only, then a copy may be made. This extensive FAQ/Walkthrough to the Playstation 2 game Red Faction includes all of the following elements: * A complete walkthrough to guide you through the game from start to finish. * A full guide to the game's weapons, including statistics, tips, and strategies for their use. * A full guide to the game's five vehicles, including a brief description and tips and tactics for using them effectively. * Background information on the game's main characters, including Parker, Hendrix, Eos, Orion, Gryphon, and Capek. * A list of the game's enemies, their characteristics and how to effectively make each one die as quickly as possible. * Layout and strategies for each of the game's nine multi-player levels as well as general tips and tactics for multi-player. * Secrets and Game Shark codes. * Frequently Asked Questions that answer the most common questions asked when help is sought in completing Red Faction. ######################################################################## ############################# I. Introduction ########################## ######################################################################## I've been planning to do this FAQ for quite awhile now, and it will be my first published FAQ. I've been following the game since Volition began dropping hints about it leading up to its official announcement at E3 2000. Since I used to do work in the game biz, I've had the opportunity to meet and interview several members of the development team at Volition, and most of them have a lot of experience in game development and really know their stuff. So, I knew Red Faction wasn't about to disappoint. I'm writing this FAQ using the Playstation 2 version of Red Faction, but most of the information here should be quite relevant for the Mac/PC versions when they ship later this year. Enjoy. You can reach the author at: [email protected]. Feel free to send in questions, comments, information, suggestions, etc. However, my day job is fairly demanding so don't expect an instant reply. I will try to respond to all e-mails that are polite, respectful, understandable and contain the words "Red Faction" in the subject line. The following sites have been given permission to publish this FAQ without alteration in any way whatsoever: - GameFAQs (www.gamefaqs.com) - Neoseeker (www.neoseeker.com) - Psxcodez.com (www.psxcodez.com) - Red Faction @ Tscentral (redfaction.tscentral.net) - PSX Extreme (www.psxextreme.com) - GameSpot (www.gamespot.com) - About.com (vgstrategies.about.com) - GameWinners.com (www.gamewinners.com) - GamePower (www.gamepower.com) - RedFactionFiles.com (www.redfactionfiles.com) - Cheat Code Central (www.cheatcc.com) - SonyWeb.com (www.sonyweb.com) All other parties should contact the author for permission before even thinking about using this FAQ for their own site. ######################################################################## ######################### II. Version History ########################## ######################################################################## Current Version: 2.0 Version 2.0 - 8/24/2001 Corrected some mistakes in the Table of Contents. Added locations to the Vehicles section. Updated Colonel Masako in the Main Characters section. Added Enemies section. Updated Items section. Made miscelleneous changes to the single-player walkthrough to better clarify certain instructions. Updated Frequently Asked Questions. Updated Secrets / Cheats section. Removed Idle Motion from Weapons section. Updated list of sites with permission to host this FAQ. Updated Credits section. Continued Multi-player Level Guides section. Version 1.9 - 6/22/2001 Provided some additional help for exiting the Executive Suites after reaching Gryphon (courtesy of a tip from Cevin Key). Added instructions for getting a sniper rifle in Abandoned Mine (courtesy of a tip from Kevin Gavioli). Completed the single-player walkthrough. Version 1.8 - 6/18/2001 Added Tactics for the Armored Personal Carrier (APC) to the Vehicles section. Updated Frequently Asked Questions. Made some spelling corrections. Made some miner changes to Abandoned Crusher and Capek's Inner Sanctum in the single-player walkthrough. Updated element listing at the top of the FAQ. Continued single-player walkthrough through the Merc Command Center. Version 1.7 - 6/15/2001 Made some more formatting changes. Updated Frequently Asked Questions. Continued single-player walkthrough through the Communications Center. Version 1.6 - 6/13/2001 Made some additional formatting changes for the section titles. Added Orion, Gryphon, Capek, and Masako to the Main Characters section. Added Controls / HUD section. Added Items section. Updated Frequently Asked Questions. Added list of multi-player characters to Multi-player: General Tips and Tactics section. Continued single-player walkthrough through the Grand Canyon. Version 1.5 - 6/11/2001 Made extensive formatting changes. Updated list of sites with permission to host this FAQ. Updated Secrets / Cheats section. Updated Frequently Asked Questions. Updated Sub Bay section in single-player walkthrough with additional options for travelling to the underwater research lab. Added Tactics for the All-Terrain Vehicle (ATV) to the Vehicles section. Continued single-player walkthrough through Capek's Inner Sanctum. Version 1.4 - 6/6/2001 Made some formatting corrections to the Weapons section. Updated list of sites with permission to host this FAQ. Added some additional notes to the single-player walkthrough introduction. Added Secrets / Cheats section. Continued single-player walkthrough through the Cavern Entrance. Version 1.3 - 6/4/2001 Made some formatting changes. Updated list of sites with permission to host this FAQ. Added a Frequently Asked Questions section. Updated Credits with some thanks for the free Red faction t-shirt. Added an introduction to the single-player walkthrough. Added Tactics for the Heavy Machine Gun and Grenade in the Weapons section. Added Tactics for the Submarine and Aesir Fighter in the Vehicles section. Continued single-player walkthrough through the Refuse Disposal Plant. Version 1.2 - 6/1/2001 Added idle motion to riot shield in Weapons section. Continued single-player walkthrough through the Barracks. Updated list of sites with permission to host this FAQ. Version 1.1 - 5/29/2001 Made some formatting changes. Updated "The Lobby" and added "Installation XJ5" to Multi-player: Level Guides section. Added Multi-player: Tips and Tactics section. Updated Weapons section. Started single-player walkthrough. Added Credits. Version 1.0 - 5/27/2001 Initial version of FAQ. Includes Background Story, Main Characters, Weapons (some parts incomplete), Vehicles (some parts incomplete), and Multi-player Level 1. More multi-player levels and single-player walkthrough in the next update. ######################################################################## ######################### III. Table of Contents ####################### ######################################################################## I. Introduction II. Version History III. Table of Contents IV. Background Story V. Controls / Heads Up Display (HUD) 1. Controls 2. Heads Up Display (Single-player) 3. Heads Up Display (Multi-player) VII. Main Characters 1. Parker 2. Hendrix 3. Eos 4. Orion 5. Gryphon 6. Capek 7. Masako VIII. Enemies 1. Ultor Guard 2. Riot Guard 3. Shotgun Ultor Guard 4. Rocket Ultor Guard 5. Assault Ultor Guard 6. Turret 7. Ceiling Turret 8. Reaper 9. Mutant Creature 10. Worm 11. Sniper Mercenary 12. Rail Driver Mercenary 13. Fusion Mercenary IX. Weapons 1. Control Baton 2. Riot Shield 3. 12 mm Pistol 4. Submachine Gun 5. Automatic Shotgun 6. Assault Rifle 7. Sniper Rifle 8. Remote Charge 9. Grenade 10. Flame Thrower 11. Rocket Launcher 12. Rail Driver 13. Precision Rifle 14. Heavy Machine Gun 15. Fusion Rocket Launcher X. Vehicles 1. All Terrain Vehicle (ATV) 2. Driller 3. Aesir Fighter 4. Submarine 5. Armored Personal Carrier (APC) XI. Single-Player Walkthrough 1. Idle Cinematic Narration 2. Opening Cinematic Narration from Parker 3. Live Mines 4. Mine Maintenance 5. Mine Entrance 6. Barracks Entrance 7. Barracks 8. Elevator in Registration 9. Miner Registration 10. Registration Lobby 11. Docking Bay 12. Exit from Docking Bay 13. Abandoned Mine 14. Crevasse 15. Abandoned Smelter 16. Abandoned Ore Hopper 17. Ventilation Shaft 18. Abandoned Crusher 19. Plant Entrance 20. Geothermal Power Plant 21. Sub Bay 22. Underwater Research 23. Administration Entrance 24. Corporate HQ 25. Executive Suites 26. Maintenance Entrance 27. Fighter Docking Bay 28. Fighter Testing Grounds 29. Refuse Disposal Plant 30. Medical Research 31. Cryogenic Storage 32. Capek's Lair 33. Cryogenic Storage (2) 34. Capek's Lair (2) 35. Capek's Lair (3) 36. Cavern Entrance 37. Underwater Cavern 38. The Artifact 39. Waterfall! 40. Capek's Zoo 41. Icy Underwater Cavern 42. Icy Sub Bay 43. Worm Food 44. Lab Entrance 45. Nanotech Lab 46. Capek's Inner Sanctum 47. Grand Canyon 48. Dry Waterfall 49. Grand Canyon (2) 50. Communications Center 51. Communications Tower 52. Shooting Gallery 53. Tramway Tunnel 54. Missile Command Center 55. Stranded! 56. Ancient Riverbed 57. Unexpected Cargo 58. Space Station Hub 59. Satellite Control 60. Space Station Hub (2) 61. Living Quarters 62. Space Station Hub (3) 63. Living Quarters (2) 64. Crash Site 65. Sniper Alley 66. A Bridge Too Far 67. Merc Prison Cells 68. Merc Barracks 69. Merc Command Center 70. Merc Power Plant 71. Docking Bay Entrance 72. Masako's Lair 73. Disarming the Bomb XII. Multi-player: General Tips and Tactics XIII. Multi-player: Level Guides (work in progress) 1. The Lobby 2. Installation XJ5 3. Waste Disposal Plant 4. The Badlands 5. Hangar 18 6. Blasted Canyon 7. Waterlogged 8. Mine Warfare 9. Warlords XIV. Secrets / Cheats XV. Frequently Asked Questions XVI. Credits ######################################################################## ######################### IV. Background Story ######################### ######################################################################## Mars in the near future. Mars is the planet of opportunity, its mineral wealth feeding the insatiable needs of Earth, a planet stripped of raw materials and minerals. Ultor Corporation, aptly named after the ancient Roman temple dedicated to Mars the god of war, owns all the mining rights on the planet. The company is an expert at maximizing production while minimizing costs. Fortunes are made as cargo ship after cargo ship return to Earth filled with precious Noachite. Mine workers, misled by promises of adventure and easy money, arrive on Mars by the shuttle load. Few ever make it back to Earth. Conditions in the Ultor mines are brutal. The work is dangerous and the miners' living quarters are disgusting. Environmental suits and bunks are shared between miners on different shifts. Food is lousy and in short supply. And beatings from Ultor guards are commonplace. Worst of all, a mysterious, disfiguring Plague is running rampant through the mines. As the death toll rises and Ultor remains complacent, the miners' fear and discontent grows. Pamphlets and posters from an underground organization begin appearing all over the mining complex. Signed by the mysterious Eos, the pamphlets tell of bizarre deaths and missing comrades and urge the miners to take action against Ultor. Tensions run high. The mines are wired like a powder keg. All it will take is a spark... During a shift change, a young minder is brutally assaulted by an Ultor guard. Another miner, Parker (the main character, you), witnesses the brutality and is quickly caught up in the chaos. He has no choice. Kill or be killed. A rebellion explodes across Mars. Can you live long enough to become a hero? (Taken from the Red Faction PS2 Instruction Manual.) ######################################################################## ########################## V. Controls / HUD ########################### ######################################################################## ************* 1. Controls ************* The beauty of Red Faction's controls is that you don't have to accept what Volition gives you. Customizing every last control is an option, as well as choosing from several different presets and setting the sensitivity of the analog control sticks. Set it up the way you like it, and save to your memory card! (For my personal preferences and recommendation for controls, see Frequently Asked Questions.) - Left Analog Stick: Walk Forward, Walk Backward, Sidestep Left, Sidestep Right. - Right Analog Stick: Pitch, Turn. - Directional Buttons: - Up: Fine Aim Mode. - Down: Center View. - Left: Holster Weapon, Unholster Weapon. - Right: Message Log. - X Button: Use (open doors, hit buttons, open crates, etc.), Confirm Menu Selection. - O Button: Next Weapon. - Square Button: Previous Weapon. - Triangle Button: Reload, Cancel Menu Selection. - L1 Button: Jump, Climb. - L2 Button: Crouch, Descend. - R1 Button: Fire. - R2 Button: Alternate Fire, Zoom. - Start Button: Pause Game. - Select Button: In-Game Menu (Save, Load, Options, Quit). ************************************* 2. Heads Up Display (Single-player) ************************************* - In the top left corner of the screen is your health (left number) and envirosuit integrity (right number). - In the top right corner of the screen is your ammo, including rounds remaining in additional clips (left number) and rounds available in current clip (right number). - As you cycle through weapons using Next and Previous Weapon, they will appear in an illustrated list along the right side of the screen. Weapons with no ammo available will be dimmed, although still selectable. - Throughout the game, you'll receive messages from several different people--primarily Hendrix--which will appear in a box at the top of the screen. ************************************ 3. Heads Up Display (Multi-player) ************************************ The Heads Up Display (HUD) in multi-player games contains the same elements of the single-player HUD (except for messages) as well as a few additional pieces of information: - On the left side of the screen, your player name will be shown as entered in the "player name" menu. - Under the player name, the HUD will display how many kills you have accumulated. - Under kills, your current rank will be shown. For example, if you're first in a game with five players, the HUD will show 1/5. ######################################################################## ######################### VII. Main Characters ######################### ######################################################################## *********** 1. Parker *********** You are Parker, a miner employed by Ultor. One day you witness a guard brutally attacking another miner and you are left with only once choice--kill or be killed. "I can't believe how stupid I was. Yeah, 'Come to Mars, Help Make A New World!' How could I have believed that crap? "I always thought I was different, better than most. Mom and Dad--Dr. and Dr. Parker, if you please--had my life all scoped out. Private schools, tutors, prep school, Ivy League for undergrad, then grad school and on to a glittering career in academia. They had me running their little maze. "I just couldn't take it anymore. Never being able to separate what I really wanted from what they'd trained me to want. Not knowing where I began and where they ended. No achievement was praiseworthy. When the acceptance letter from Harvard came, they took it like no big deal, just an expected turn in the maze. I went nuts. I ripped up the letter and stormed out of the house, hardly able to see straight. I wanted to do something that wasn't another item to mark off on their progress chart. Signing up for Ultor's mining operations on Mars sure fit that bill. I drove downtown, saw one of their recruiting offices, and it just clicked. "The next thing I knew, I was on a shuttle bound for Mars. That's when it hit me. What was I doing? The other recruits lost their lunch during takeoff and it floated about the cabin for the whole ride. I dodged it during freefall, but when gravity returned on Mars, the mess fell over all of us. "Once we left the ship, it didn't get any better. We were stripped naked and then fire-hosed from sprayers in the walls and ceiling. It was humiliating--Ultor was showing us who was boss. With the showers over, they issued us uniforms. None of them fit. One new recruit tried to complain. He got beaten by the guards and was hauled off to the infirmary. The rest of us kept our mouths shut. "The barracks are a nightmare. The narrow bunks are stacked in dank rooms. Trash covers the floors and graffiti covers the walls. It wouldn't be so bad if the bed was ours, but we share them. While we're out in the mines, the previous shift uses our bunks. It's gross. "Once you're down in the mines, it's pure grunt work. We smash the rock out of the walls trying to follow a vein of noachite. I'm not sure why they just don't use bots to do the work. Ultor has them all over the place here. "It's getting tense around here. We're all scared and angry. Angry at Ultor for the conditions we work in and scared of the Plague. Miners are getting sick. Not flu-sick but something worse. Every day, dozens of miners collapse, in the mines and in the barracks, without warning. One minute they're fine, the next they're on the ground, writhing in pain or sometimes unconscious even before they hit the floor. And there's something wrong with their faces too. They seem...puffy or stretched. Some say that they've seen sick miners whose faces are bulging or pulsating. Everyone is on the verge of panic. "Lately, there've been pamphlets slapped up on the barracks and cafeteria walls. They're calling for miners to go on strike against Ultor, to refuse to work. Some of the flyers even urge us to attack the guards, to get back at them for all the years of mistreatment. No one knows who writes them. The pamphlets are signed 'Eos.' Some say it's the name of a group; some say it's the name of a woman who's trying to stir up the miners. "The security guards tear down the pamphlets as soon as they see them, but the damage has already been done. Dozens of people read them. In a few hours, hundreds of miners are talking about the latest pamphlet. People are grumbling, glaring at guards, and openly muttering about a strike or worse. It gets uglier every day. "I don't know what to think or do. I just want to get out of here alive, somehow. Harvard sounds better all the time." ************ 2. Hendrix ************ During the game you will hear messages from Hendrix, an Ultor security technician sympathetic to the cause. Press the Message Log button (right on d-pad by default) to view them. "Growing up, I never heard anything negative about Ultor. Mom and Dad gave their lives to the corporation, in more ways than one. They blamed the Plague on bad luck, a Martian virus, or bad air--anything but Ultor. When you're in the belly of the beast, you shy away from wondering if it has your best interests in mind. "They wanted to keep me out of the mines in the worst way. They pushed me to excel at my studies and glowed with pride at every achievement. As long as I did well in Ultor's schools, I could stay out of the mines. I took all of the tech courses I could. Not just the mechanical stuff that Ultor pushed on all of us, but comp sci, physics, chemistry--everything they'd let me into. Even that didn't stop me. When they wouldn't let me into a certain class, I just borrowed the tapes from someone who was. I wasn't going to wind up in the mines. "As I grew older, I started to hack into Ultor's systems. At first, I was extremely cautious. A friend of mine, Danny, his father supposedly stole something. After Ultor found out, Danny's whole family was gone overnight. I made sure I wouldn't get caught, and started by breaking into unimportant systems like the lock controls on the door to our apartment or the lights. "It took me a long time to get up the courage to crack a system outside our apartment. I kept picturing Danny and his family. I finally screwed up my nerve and started to hack into the grading records for our complex's school. I figured security would be pretty lax there, all things considered. It took me about two weeks of cautious trial and error, but I finally got in. I made sure I just looked around. When no one came knocking at our door over the next few days, I went back in and made some small changes to tests scores for a couple of my friends. I was afraid to do more, as the teachers might notice. "When I finished the tech program at age 15, they put me to work in the robot maintenance division, working on bot electronics. For the past ten years, I've worked long and hard at it, rising from maintenance to SciLab support and now to security technician. "All that time, my real work has gone on at home. One of the first subsystems I looked for was Ultor's snooper/tracker programs. By watching them work, I figured out how to avoid detection on my nightly forays. They're not that smart, so it wasn't hard. I felt safer then and began to explore further. I cracked hundreds of Ultor systems, never touching data or code, never leaving a trace (at least I hope not). Over the years, I've broken into almost every important system in the mining complex. "The exceptions are certain areas within the SciLabs' computer subnetwork and the medical facility subnetwork. Incredible security and layers of complex encoding surround all files within these areas. When I first encountered the SciLab section of the network, over two years ago, it scared me to death. Every few months I work up the courage to look again, but I always stop short. I'm not even sure I really want to see what's inside anyway. I've got a bad feeling about it. "Those network sections are under the personal security of Dr. Capek, the head of Ultor's Science Labs. He's the scariest person I've ever met. He looks like he's half robot, with implants all over his body. I think most of my fear of the SciLab subnet centers on running into Capek, even in a virtual arena. "For years, I've existed in two worlds. The physical world that I share with everyone else here in the daily drudgery of this hellish mining complex. But the virtual world of Ultor's computer net is mine alone. I've never talked about it with anyone, and I've never spotted another human presence among the autonomous programs that run the complex. "The irony of my current position doesn't escape me. Here I am, a security technician, entrusted with observing and maintaining a roomful of security monitors and data analysis equipment. I can watch activity in dozens of areas throughout the mining complex. I can also switch a monitor to show the view through any miner's helmet cam, giving me a choice of thousands of mobile cameras. And yet, I might be Ultor's single greatest security risk. "With what I know about the systems here, I could probably bring the entire mining operation crashing down. But they'd be sure to find me then, and I don't even want to think about that. I can help out anyone who wants to fight Ultor, though, whatever I can do without much risk. Maybe keep the rebels one step ahead. "There are some miners who're willing to start a revolt against Ultor. The one making the most noise right now goes by the code name 'Eos.' Her group has been posting flyers urging miners to rise up against Ultor. "I know who Eos is. Worse yet, Ultor knows too. That's how I found out--by looking through Ultor security files. I want to warn her, to tell her that Ultor's on to her and is biding its time for some reason. But I can't bring myself to contact her. I can't risk exposure. They're watching her and they might catch me. "So I sit and watch too, hoping things turn out OK. I've been watching for years now, as things slowly fall apart, as the miners and Ultor get closer and closer to a final confrontation. "That's the way I've always dealt with the world--by sitting and watching. Even when my parents died. They both seemed like they'd live and work forever. One day, a little over a year ago, we had just finished dinner when Dad started shivering and twitching, more violently every second. He flopped onto the floor before Mom or I could reach him. His face was bulging and stretching like it was made of rubber. Lumps were moving around under his clothes too. Mom freaked out. I called the medics, but he was dead before they got here. They said it was the Plague and had no idea what caused it. "I'd heard of the Plague, of course. Lots of people on Mom and Dad's shifts had been hit over the last few years. It always struck suddenly. Sometimes the victim died within minutes and sometimes he was still alive when the medics took him away. None of the miners taken away ever came back, so I'm pretty sure they died too. "After Mom got over the shock of Dad's death, she got mad, really mad. Dad had been in for his annual checkup at our section's medical facility just a week before and she thought they should have found it then. She railed on and on, night after night, about the medics' incompetence and how they could have cured him of the Plague. She went in for her annual four months later and came back ticked off all over again. Turns out she gave them a piece of her mind the whole time she was in there. Three weeks after that, my supervisor came into the monitoring room and told me Mom had collapsed in the tunnels and died before they could get her to a medfac. "My annual checkup is in two weeks; I'm not going." ******** 3. Eos ******** Eos is the leader of the resistance movement on Mars. When Parker and a few brave miners fight back against the guards' brutality, the Red Faction triggers a full-scale revolt. "There's no going back now. We've finally made a move, after all these years of planning and talking. With last night's attack, we're finally committed. "Orion rigged the bomb. Once he was clear, I hit the Alert button outside the cafeteria. When the security guards ran out of their barracks, the blast took out six of them. That should stir things up. "I can't think of them as people. There's too much at stake here. They work for Ultor, helping the company kill miners. They're the enemy. Too many of my friends have died to feel pity now. We need to harden attitudes on both sides, to make conflict inevitable. Once miners realize they have no choice, once they know their lives depend on defeating Ultor, then they'll fight. And we'll win. "I can't believe it took this long. Ultor's made us live like animals for so many years that we've forgotten we're human. People have been beaten down, physically and mentally, and it's going to take a strong shock to get them back up. We're going to provide the juice, even if it kills us. But no matter what, the miners here will never go back to lurching through life like zombies. We're going to make sure of that. "Mom was one of the early Plague victims, over four years ago. Something about the reactions of the docs and techs in the medical facility made me wonder what was really going on. When she died, I saw guilt burn across a doc's face. I started screaming, blaming Ultor. My Dad dragged me back to our apartment and locked me in my room until I stopped yelling. He refused to hear it. But I knew. I just shut up and churned inside. "That night, I decided to rid Mars of Ultor. I had to do it for my Mom, for what they did to her. It began with getting Orion on board. We'd grown up together and I knew I could trust him. And that is where it all began. "As our core group grew, it got harder to meet without arousing suspicion. Orion and I decided to create a smoke screen of athletic competitions between miner barracks. Each barracks could field one or more teams to meet in weekly contests. We submitted a proposal to Gryphon, Ultor's Deputy Administrator. It made my skin crawl to ask him for something, but he quickly approved the idea. A good morale booster is what he thought. It's pretty funny that Ultor is helping cover up our activities. "It was Orion who came up with the name Red Faction for our team. He thought the political sense of "Faction" would have meaning only for us. And the "Red" symbolized that we represented all of Mars. The name clicked with everyone, and Red Faction became the first team to join the new league. "Once the league got underway, we met several times a week for "training" sessions. We couched all our planning in sports terms. This gave a light- hearted feel to a frightening undertaking. Our meetings were also less dangerous because Ultor had to spread its monitoring efforts among the many teams in the competitions. "We all took code names to use within the group. It probably doesn't provide all that much protection, but it makes us feel a little safer. We'll see. Keeping the group small should help too. There are 23 of us now, plus a few probational recruits. Few enough to be fairly certain there are no leaks, but more than enough to rally groups of miners against Ultor when the time comes. "Sometimes it bothers me how much the others look to me for leadership. What if I get captured or killed? I'd hate for everything to fall apart if something happened to me. Orion's the only one with any initiative. Maybe I've been too forceful, but someone had to do it. We'd still be sitting on our butts complaining if I hadn't taken charge. "Last night's action might have gotten the ball rolling. The security goons are freaking out. I heard they dragged some miners off the third shift and beat them. Everything's primed for the rebellion to start. All it needs is a spark. "And once it gets going, we'll be there to lead it. For weeks now, we've been blanketing the barracks with pamphlets condemning Ultor and blaming them for everything wrong on Mars. The writings are signed 'Eos.' I would have preferred to have them from us as a group, from Red Faction, but that would have given us away immediately. Orion also said the miners needed someone to believe in and follow, not another faceless group. Once the rebellion begins, though, everyone's going to know that Red Faction is the driving force behind it. There'll be no more hiding. "We've been stockpiling weapons for months now. We've quietly stolen weapons from a bunch of weapon lockers at guard barracks and posts. We had to break into only the first couple we raided. After that, we found the doors unlocked to every post we tried. The weapon cabinets were unlocked too. It freaked us out the first time it happened. We figured Ultor was on to us and backed off pretty quickly. But when we found the door to another weapons locker open a few nights later, we took some weapons and boxes of ammo and got out fast. The doors have been unlocked every time since. We still have no idea why. We don't know if Ultor's doing it or someone else, but we're going to grab weapons as long as we can. They won't know miners are armed until the bullets are coming out the backs of their skulls. "We've cached the stolen weapons throughout the mines and barracks. When the rebellion starts, Red Faction members will head to the nearest cache and hand out weapons to any miner willing to fight. The security guards are used to bullying unarmed miners; they're in for a big shock. "I don't know what to do about the mercenaries that Masako brought here, though. They're tough, and so is she. We'll make some feints at important installations around the complex, maybe get the mercs dug into defensive positions. If that doesn't work, we're in trouble. The mercs will slice right through us if they go on the offensive too soon. If we move fast enough, they won't hit us until we've settled with the guards and gotten everyone armed. Our sole advantage is numbers, but I don't want to waste thousands of miners in human wave attacks. "The next few days are going to make or break us. Four years of planning and plotting are either going to pay off or get us all killed. Getting rid of Ultor is the goal for everyone else in Red Faction. But I want more. I want to know who's behind the Plague. And I want them to die." ********** 4. Orion ********** Orion could have easily been the leader of the Red Faction, but instead deferred leadership to Eos and chose to become one of the main tactical forces of the rebellion. As Eos' "right hand man," Orion is called on time and time again by Eos to perform some of the most important missions to the success of the rebellion. If Parker wasn't around, you'd have to assume that Orion would have been the one put in the line of fire more often, and he'd have a damn good chance of doing just as good as Parker did. ************ 5. Gryphon ************ As Deputy Administrator of the Ultor Corporation's mining operations, Gryphon holds a lot of power within the giant that the Red Faction is fighting against. The sheer amount of security that surrounds his office alone is proof enough of that. While he does work for the enemy, he seems more than ready and willing to help the rebel cause by leading them to the person that may know the cure to the Plague. Parker will have to keep Gryphon alive throughout a portion of the game, and Gryphon will help Parker get past security checkpoints and locked doors and gates as they try to meet up with Orion. ********** 6. Capek ********** Capek is the chief scientist for the Ultor Corporation and has no regard for human life. Using miners as his personal pool of scientific specimens, Capek heads research on projects that wouldn't get off the ground under the watchful eye of the government back on Earth. But on Mars, Ultor governs itself, and Capek is let loose to do as he pleases in order to help Ultor's cause toward world domination. Capek has become such a powerful figure within the corporation that his ego grows larger than the short man that he is, and ends up relying too much on his technological advances in order to protect his life from the onslaught of the rebellion. Perhaps too caught up in his life's work to see the error of his ways, Capek never has the opportunity to fully explain all of the damage caused by his research. *********** 7. Masako *********** Colonel Masako is the leader of the mercenaries, a group of cold, lifeless killers that don't flinch in the face of blood, death, and destruction. As Hendrix puts it, she's "a real nasty piece of work" and "a butcher". She enjoys the thrill of killing the defenseless and innocent and does her best to take you down using an onsluaght of her faithful mercenaries. Her favorite weapon, the Rail Driver, will ultimately be her downfall. ########################################################################## ############################# VIII. Enemies ############################## ########################################################################## At a first glance, Red Faction's enemies appear to just be hordes of Ultor security guards. But after playing through to the latter portions of the game and getting a taste of different foes, you'll realize that there are more enemies besides just guards, and even they come in a variety of different flavors. **************** 1. Ultor Guard **************** This is your standard guard that you meet often in the early levels of the game. He only carries a 12mm pistol and wears no armor. He can be easily taken down with a couple of blows from the baton or a few shots from a pistol. You'll be begging to have these guys back when you get to later levels in the game. *************** 2. Riot Guard *************** Rather than maintain a line of defense as you'd expect a riot guard to do, Ultor Riot Guards attack in a kamikaze frenzy and smack you up-side the head with their control baton and/or riot shield. Back up as you take them down with a pistol or automatic shotgun so they can't get close and dish out some serious damage with their melee attacks. Many times, they'll attack from the side or behind and you won't even realize what's taking your health and armor levels down. Strafe and look around to locate them and take them out. ************************ 3. Shotgun Ultor Guard ************************ Ultor Guards armed with automatic shotguns are often found around corners or behind doors; places where you're most likely to be caught off guard. To combat them, be prepared. Never round a corner or open a door without aiming your weapon at about where their torso would likely be if they do end up appearing. If you have some room to maneuver, circle strafe around them to avoid their infrequent shots. Take advantage of the shotgun's slow loading time to take them down quickly. *********************** 4. Rocket Ultor Guard *********************** The best defense is a good offense, especially when it comes to guards armed with a rocket launcher. Try not to let them get any shots off, and if they do, take advantage of the weapon's long loading time to take out the guard immediately after he fires. If you're not comfortable throwing caution to the wind and striking full-force, use objects such as large boulders and walls as cover. However, keep in mind that rocket launchers make holes through many objects, and your cover might not hold up forever. ************************ 5. Assault Ultor Guard ************************ Depending on the difficulty level you're playing at, an Ultor Guard armed with an assault rifle won't have very good aim, especially at a moving target. As with most well-armed enemies, the best option for dealing with him effectively is to take him out quickly, such as with a shotgun at close range, or a precision rifle or sniper rifle at long range. If that isn't an option, go with your best automatic weapon, such as the heavy machine gun or submachine gun, and keep moving while you take him down. *********** 6. Turret *********** When you have no interest in using the enemy turrets to your advantage, the best approach to destroying a turret is using an explosive weapon, such as a rocket launcher, remote charge, or grenade. Try to use a wall or other cover to set up your aim before moving into a position where it can fire upon you. Then quickly move into position, throw or fire the weapon, and detonate if needed. See the Barracks section of the Single-Player Walkthrough for an example of how to effectively take out a harmful turret. ******************* 7. Ceiling Turret ******************* Ceiling turrets can often go unnoticed until you're in range to be fired upon by them. If such an occasion arises, seek cover as quickly as possible and then figure out whether you need to take it out and how you're going to take it out. There's no reason to waste precious ammo on a ceiling turret that doesn't pose much of a threat to your target location, but many will hang directly in your desired path. You can take them out with a couple of shots from the precision rifle, but a more effective approach is using an explosive weapon, such as a rocket launcher, remote charge, or grenade. As with the ground turret, only move into its firing range when you're ready to fire your chosen weapon of destruction. *********** 8. Reaper *********** These over-sized slug-like mutants will quickly become one of your most despised enemies in Red Faction. They're quick, annoying, and have a despicable knack for taking you by surprise. The best approach is to keep some distance between you and the reaper while you take it down with shots from an automatic weapon, such as the heavy machine gun or submachine gun. Because the reapers like to attack in groups, you'll probably have to take backsteps as you kill them. Be aware of where you are at all times; you don't want to take a plunge over a cliff or end up backing yourself up against a wall. ******************** 9. Mutant Creature ******************** Often paired with a group of reapers, the mutant creature will quickly take your attention away from the smaller creatures. Several burst rounds from the heavy machine gun will be needed to take one down. As with the reapers, keep some distance from the mutant creature, because it does dish out some serious damage in close-range. Make sure not to ignore the reapers just because a mutant creature appears in the background; take out the mutants that are closest to you first so you have the best chance of keeping every enemy at a safe distance. ********** 10. Worm ********** The worm is the tall, plant-like creature that is first encountered in the level "Worm Food." Its poisonous spray can easily be avoided by strafing left and right. While many (including myself) assumed that the worm could only be taken down by rockets into its mouth, it can actually be taken down with any weapon; it just takes longer. The best approach is still to unload several rockets down its throat and send it crashing to the ground. If rockets are unavailable, your best option is your best automatic weapon, such as the heavy machine gun or submachine gun. ********************** 11. Sniper Mercenary ********************** Mercenaries are quite skilled in using the most deadly weapons, so you'll find some perched up on high mountain regions and cliffs taking shots at you from afar. Your only chance to take them down is to be better than them at their own game. Use a precision rifle or sniper rifle to take them down. It's best to use cover and inch forward until you get a clean shot. You might even get lucky and find a perfect spot where the target sniper doesn't seem to be able to hit you, but you can fire upon him just fine. Be aware that the sniper may retreat for his own cover when he discovers that he's being fired upon, but he'll eventually come back into range. Be patient and make sure to take a clean shot to the head. ************************** 12. Rail Driver Mercenary ************************** There's one simple rule to follow when taking on a mercenary armed with a rail driver: don't let him get off a shot. While you move to avoid his potential aim, use your own rail driver or a precision rifle to take him down before he can take aim and fire. Also, because the rail driver can fire through walls, you may have to take some preemptive action and take out mercenaries with your rail driver before you meet them face-to-face. Nine times out of ten, if you let the mercenary get off his rail driver shot, you're dead. On the off chance that he misses, absolutely don't let him get a second chance. I've never seen a mercenrary miss twice with the rail driver -- on any difficulty level. ********************* 13. Fusion Mercenary ********************* You may not realize it as a large ball of plasma slowly drifts toward you, but you're currently being attacked by a mercenary armed with the mother of all Red Faction weapons, the Fusion Rocket Launcher. Run as far away as possible to reduce damage from the blast, and then use anything at your disposal to take the mercenary out as quickly as possible. Remember that the weapon delivers a large radius of splash damage, so don't expect to walk away from the experience completely unscathed. ########################################################################## ############################## IX. Weapons ############################### ########################################################################## The weapons available in Red Faction are diverse and varied, and understanding them is the first key to success in both single- and multi-player. Below you'll find all of the important information on the game's fifteen weapons. Idle Motion = The action that the player performs when wielding that weapon and stands idle for 30 seconds. *********************************************** 1. Control Baton (UCB-24 Ultor Control Baton) *********************************************** Description: This crowd control weapon can serve as a truncheon or a stun gun. Ammo/Clip Size: Battery cell. Reload Time: 1 second. Range: Short Primary Fire: Swing baton as club. Alternate Fire: Electric Shock mode. Tactics: Use it only at very close range and when you're taking an opponent by surprise. Running blindly up a hill towards a group of Ultor guards wielding your baton is not the smartest move. *********************************************** 2. Riot Shield (UBS-4 Ultor Riot Body Shield) *********************************************** Description: A body-sized translucent shield that is used by the riot guards of Ultor. The riot shield is lightweight but can withstand blast and gunfire damage for a brief period of time. Ammo/Clip Size: N/A Reload Time: N/A Range: N/A Primary Fire: Swing shield. Alternate Fire: N/A Tactics: The riot shield can be an effective tool if used properly. Only use it as a weapon if you get caught off guard with it equipped. In most cases, you can probably strafe or find some cover to switch weapons. ****************************************************** 3. 12 mm Pistol (USP-16 Ultor Semi-Automatic Pistol) ****************************************************** Description: This basic semi-automatic pistol packs a serious punch against _unarmored_ targets. The pistol can penetrate body armor but with significantly less impact. This weapon is standard issue for Ultor security guards and officers. The pistol can be fired underwater. Ammo/Clip Size: 12 mm. bullets / 16 rounds. Reload Time: 2 seconds. Range: Short to Medium. Primary Fire: Fire one round. Alternate Fire: Attach/detach silencer. Tactics: This is one of the first weapons you get your hands on and you'll use it often. It's pretty effective for a low-level weapon, but as the description notes, it works best against unarmored opponents. As always, keep strafing or use cover when firing this weapon. It will take at least a few shots to bring the opponent to his knees. Don't waste your ammo by trying to use the pistol at long range; it just doesn't work. **************************************************** 4. Submachine Gun (UAP-32/20 Ultor Submachine Gun) **************************************************** Description: This weapon is slightly larger than the pistol and is capable of full automatic fire. Heavier than the pistol, the submachine gun offers better control in full auto mode, though it remains inaccurate at medium or long range. Ultor officers (the guard commanders) are issued assault rifles as standard weapons. Ammo/Clip Size: 12 mm. bullets / 30 rounds; 5.56mm high velocity armor piercing bullets / 20 rounds. Reload Time: 3 seconds. Range: Short to Medium. Primary Fire: Fire rounds, automatic. Alternate Fire: Toggle between 12mm and 5.56mm rounds. Tactics: The submachine gun is extremely effective at taking down guards (or at least making them run for their lives and stop shooting). Use it at short to medium range to mow down enemies. Make sure to keep strafing; just because you're firing an automatic weapon doesn't mean that the enemies will stop firing at you. If you have auto aim off, be careful not to pump tons of rounds into walls and other areas (which is pretty easy to do). It's much more effective if the rounds pierce the skin of Ultor guards. ************************************************************** 5. Automatic Shotgun (UAS-10 Ultor Automatic Combat Shotgun) ************************************************************** Description: This weapon is a military-grade shotgun capable of semi-automatic and full automatic fire. Recoil in semi-automatic mode is slightly less than a civilian 10-gauge shotgun. Fully automatic fire is more difficult to control because of the recoil compensator's response time. Ammo/Clip Size: 10 gauge buckshot shells / 8 rounds. Reload Time: 2 seconds. Range: Short to Medium. Primary Fire: Fires a double shot, pump action. Alternate Fire: Fires a single shot every 0.15 seconds, continuous fire. Tactics: The automatic shotgun is my weapon of choice for short ranged fights. It usually goes something like this: I'm taking cover and switching to the shotgun. I wait for a break in the fire, come out from behind the cover, rush the opponent and fill him with lead, which makes him fly backwards into the air with a hole through his stomach. It usually only takes one shot to take 'em down with the shotgun, so it's very effective in keeping yourself healthy. ******************************************************** 6. Assault Rifle (UAR-42 Ultor Military Assault Rifle) ******************************************************** Description: This weapon is designed to offer all the benefits of a full-length rifle in a compact design. It is capable of firing three round bursts or full automatic fire. Compared to fully automatic fire, three round bursts offer increased control and aim but potentially decreased force, unless fired at close range. The high-velocity armor-piercing shells inflict massive damage on unarmored targets and will penetrate body armor easily. This is the standard rifle issued to Ultor soldiers. Ammo/Clip Size: 5.56mm high velocity armor piercing bullets / 42 rounds. Reload Time: 1 second. Range: Short to Long. Primary Fire: Fires a single 3 round burst. Alternate Fire: Continuous automatic fire. Tactics: When the shotgun runs out of ammo, I switch to the Assault Rifle. One or two 3 round bursts is all it takes to bring a guard down. It's also very effective when taking on multiple opponents at once, because you can spread the fire easily or shoot straight through one guard and hit the one behind him. You can also get away with using it at long range, although it's not recommended because you'll likely waste ammo. ********************************************* 7. Sniper Rifle (USG-50 Ultor Sniper Rifle) ********************************************* Description: Capable of semi-automatic firing only, this sniper rifle comes standard with a UNVS-8 scope that provides the user with up to 12x zoom. The rifle also features a wind velocity offset that corrects for wind conditions. This weapon is capable of inflicting critical wounds when a head or torso shot is achieved. It is also capable of penetrating light armored vehicles. Ammo/Clip Size: .50 caliber armor piercing bullets / 6 rounds. Reload Time: 2 seconds. Range: Short to Very Long. Primary Fire: Fires one round. Alternate Fire: Activates/deactivates the cope, hold down for zoom. Tactics: If you're a veteran sniper, then this weapon is for you. For those not familiar with using the weapon in other games, it can take some getting used to. Basically, use the scope to zero in on opponents. Sniping is best done while undetected and from medium to very long range. Also try to put some distance between yourself and your target, so if you are detected you can switch out of the scope view, retreat, and switch to a more suitable weapon for closer range melees. ****************************************************** 8. Remote Charge (URC-15 Ultor Remote Mining Charge) ****************************************************** Description: This is a medium-sized, high-explosive remotely detonated charge. It has a kill radius of 10 meters. Only one charge can be detonated at a time. They are effective against unarmored and armored personnel as well as light vehicles. Ammo/Clip Size: N/A Reload Time: 2 seconds. Range: Short. Primary Fire: Throw and detonate the charge. Alternate Fire: N/A Tactics: I mostly use the charges for blowing off chunks of wall or terrain. It can be used effectively in some instances against guards, but in most cases it's not worth the risk while you wait to throw the charge and then detonate. I'd recommend placing the charges by hand on walls rather than trying to throw them, so that you get the placement that you were looking for. ************************************************** 9. Grenade (UHG-90 Ultor Offensive Hand Grenade) ************************************************** Description: This weapon is a high explosive anti-personnel device with a kill radius of 5 meters. The grenade has a 4-second timer that starts when thrown. Hand grenades are highly effective against unarmored personnel and moderately effective against armored personnel. Ammo/Clip Size: N/A Reload Time: 2 seconds. Range: Short. Primary Fire: Toss as an impact grenade. Alternate Fire: Toss grenade with a 4-second timer. Tactics: The flexibility provided by the two modes of detonation on the grenades is fantastic. Grenades come in very handy as the single-player game progresses. From taking out walls to taking out command post guards, the grenades have a ton of uses and you'll find yourself using them whenever they become available. If you're trying to throw the grenade into a tight area, it shouldn't be difficult to get the grenade into the area you were aiming for. However, be careful of the grenade bouncing back towards you on the 4-second timer mode of fire; you'll discover first-hand just how harmful grenades are. *********************************************** 10. Flame Thrower (UFT-1 Ultor Flame Thrower) *********************************************** Description: This weapon is based on the Ultor Defoliator, used for clearing plant growth. It shoots a flaming stream of fuel that sticks on contact and burns for up to 30 seconds. This weapon has been modified to shoot a flame twice as far at the cost of fuel consumption. Ammo/Clip Size: Fuel Tank. Reload Time: 1 second. Range: Short to Medium. Primary Fire: Shoots a 4-meter flame. Alternate Fire: Remove and throw fuel canister as an incendiary bomb. Tactics: The flamethrower has decent range, but fuel (ammo) burns quickly and before you know it, your tank is empty. You also have to make sure to not accidentally use the secondary fire, because that basically tosses the whole tank altogether. You'll probably only get to use the flamethrower one or two times per tank. When you do use this weapon, make it count, and make sure you leave yourself some space, because the target enemy will run around screaming a bit before he falls, and you may get caught on fire. ***************************************************************************** 11. Rocket Launcher (URL-6T Ultor Tactical Rocket Launcher, AKA "Big Earl") ***************************************************************************** Description: This weapon is capable of firing its rocket in "dumb" or "homing" (i.e. heat-seeking) mode. Once homing mode is selected, it takes approximately 2.75 seconds for the thermal imaging sensor to achieve target lock. The weapon beeps when locked onto a target. Once fired, the rocket tracks the target until contact or until it runs out of fuel. Ammo/Clip Size: 15 cm high explosive rockets / 6 rounds. Reload Time: 2 seconds. Range: Medium to Long. Primary Fire: Fires "dumb" rockets, automatically fires a rocket every 2 seconds. Alternate Fire: Engages heat-seeking mode. Tactics: Watching enemies appear on the rocket launcher's thermal imaging sensor display is very cool, although a little impractical. As in most first-person shooters, the rocket launcher is a great weapon for taking out opponents quickly. However, the game's designers have restricted the amount of rocket ammo available because of the weapon's other main purpose in Red Faction: blowing holes in walls and the terrain. You'll probably find yourself using the rocket launcher more for taking out walls than killing opponents, because of the general shortage of rocket ammo. This obviously isn't really the case in multi-player, unless your opponents are hogging it all. *********************************************** 12. Rail Driver (FCA-26 Magnetic Rail Driver) *********************************************** Description: This weapon was brought to Mars by Col. Masako's mercenaries. Capable of firing metal slugs at ultra-high velocity, the rail gun can penetrate walls. Ammo/Clip Size: Metal Slug / 1 round. Reload Time: 2 seconds. Range: Medium to Long. Primary Fire: Fires a metal slug. Alternate Fire: Engages the scope and allows you to see enemies through walls. Tactics: The Rail Driver is a lot like the rail gun from the Quake series of games: near instantaneous fire and very lethal. The difference in Red Faction is that you can use a scope to zero in on enemies and see through walls. In the single player game, you won't come across this weapon until late in the game. However, you can find it in abundance in multi-player, and that's really where you'll probably be using it most. Using the Rail Driver can be very difficult at first because it requires precise aim, but with practice you can become adept at using it effectively and really clean house. Using the scope, you can locate enemies through multiple walls and shoot them. ******************************************************** 13. Precision Rifle (MKISG-1 Defender Precision Rifle) ******************************************************** Description: A favorite of mercenary grunts, this rifle fires a single explosive round with precision accuracy. Ammo/Clip Size: 5/65mm explosive ammo / 20 rounds. Reload Time: 1.5 seconds. Range: Long. Primary Fire: Semi-automatic. Alternate Fire: Activates/deactivates the scope, hold down for zoom. Tactics: The Precision Rifle is basically a slightly less powerful version of the sniper rifle. It also has a little shorter loading time, and its ammo seems to be more plentiful. I'd even go as far to say that the precision rifle and sniper rifle are interchangeable; one doesn't seem to be all that different from the other. ******************************************************************* 14. Heavy Machine Gun (JF60-HMG/BF Heavy Suppression Machine Gun) ******************************************************************* Description: A terribly inaccurate, but fast firing weapon. Holds tons of ammo and best used when raw firepower and maximum suppression is required. Ammo/Clip Size: 7.62 mm caliber / belt-fed, typically 99 rounds. Reload Time: 2 seconds. Range: Long. Primary Fire: Full auto. Alternate Fire: Slower firing rate but significantly more accurate. Tactics: The Heavy Machine Gun performs a lot like a mobile turret; you can easily mow people down with this monster. It can be tough to control if you need precise accuracy, so it's better for sweeping attacks across a wide area or taking out multiple opponents. Since it's such a powerful weapon, it eats ammo fast and you'll probably run out of ammo quickly. So, make sure not to waste any by unloading a surplus of shells into an enemy as he falls to the ground. *********************************************************** 15. Fusion Rocket Launcher (F-1TL Fusion Rocket Launcher) *********************************************************** Description: Huge shoulder-mounted weapon that fires a single powerful shell capable of massive amounts of damage. Ammo/Clip Size: Single shell. Reload Time: 2 seconds. Range: Long. Primary Fire: Fires a single large shell and has a long reload time after each shot. Alternate Fire: N/A Tactics: This weapon packs one serious punch. Make sure you're well away from the target impact zone before launching it. Any human within close proximity will die upon impact. Also, don't plan on running around with this weapon equipped, because it blocks about half of your viewing area. Choose carefully when deciding when to use it, because you'll probably only get one shot. ########################################################################## ############################## X. Vehicles ############################### ########################################################################## Red Faction offers five vehicles that you'll come across during the single-player game. Each has different strengths and weaknesses, and learning more about them will better prepare you for when you're dropped into the driver's seat. ****************************** 1. All Terrain Vehicle (ATV) ****************************** Description: The ATV is unique in that it offers you two separate points of entry and control. Entering the ATV near the front of the vehicle allows you to drive through the environment. Entering the ATV towards the rear of the vehicle allows you to control the mounted machine gun. Fairly fast for getting around, the ATV is not as durable as most of the other vehicles available to Parker. Note: If Parker is driving the ATV, he will not be able to fire the mounted machine gun. Similarly, if Parker is in control of the machine gun, he will not be able to drive the ATV. Location(s): Capek's Zoo, Icy Underwater Cavern, Grand Canyon. Tactics: As the fastest ground vehicle in the game, I think the ATV is the most fun to drive. It's great plowing over Ultor guards, and when that isn't an option then you can always hop into the back and man the mounted machine gun. Note that when you exit the driver's seat, you'll be on top of the vehicle and facing the mounted machine gun (this can be helpful if you've parked the ATV in hostile territory and need to get behind the machine gun quickly before getting injured). Considering its agility and maneuverability, the ATV can take quite a bit of damage and should hold up quite well when it's needed in the single-player campaign. Because the mounted machine gun has so much ammo, you can feel free to really spray the fire and not feel so much pressure to make every round count. ************ 2. Driller ************ Description: The Driller is a relatively slow but heavily armored vehicle that allows you to slowly dig through the environment. It is a great source of protection for Parker but does not possess any form of fire power. Use the Primary Fire button to engage the driller bits. Pressing the Alternate Fire button will cycle through the four points of view: Front, Left, Rear, and Right. Location(s): Mine Maintenance. Tactics: There's not much to using the Driller. Just drive it forward, keep it straight, and take the opportunity to crush any Ultor guards that stand in the way. You shouldn't take any damage when in the vehicle, due to its heavy armor. ****************** 3. Aesir Fighter ****************** Description: The Aesir Fighter is an extremely agile craft used in aerial combat. It offers both heat-seeking missiles, which are the alternate fire, and a Gattling Gun, which is the primary fire. Use the Jump and Crouch buttons to slide the vehicle up and down. These buttons are essential to master in aerial combat with Ultor-controlled fighters. Location(s): Fighter Docking Bay, Fighter Testing Grounds, Docking Bay Entrance, Masako's Lair. Tactics: As the description implies, the Aesir Fighter is extremely agile and you'll find that it's quite easy to maneuver the ship quickly. However, precise control takes some practice. Unfortunately, the only way to practice is in-game use, so you'll just have to learn as you go. The heat-seeking missiles come in relatively short supply, so you'll probably find yourself using the Gattling Gun eventually. Also, if you haven't quite mastered precise control with the ship, it can be a better alternative to use the Gattling Gun over the missiles in close-range situations, since then you can at least get some partial hits in rather than the "all or nothing" target that the missiles provide. ************** 4. Submarine ************** Description: The Submarine offers heat-seeking torpedoes for fire-power. To discharge a torpedo, use the primary fire button. Like the fighter, the Jump and crouch buttons will slide the Sub up and down and are essential to learn in combat with other subs. Be careful--Ultor subs are also armed with heat-seeking missiles. Location(s): Sub Bay, Underwater Research, Icy Sub Bay, Worm Food. Tactics: You can practice maneuvering the submarine as part of the training. When you come across Ultor subs in the single-player game, you'll find that it's extremely difficult to dodge any of their torpedoes and that your sub is not very well armored. Maneuverability is only moderate, but your best shot at dodging a heat-seeking torpedo is to use the elevation controls to quickly move up or down. It would also be wise to try and find cover that the torpedo will slam into rather than your sub. There is a slight wait between firing one torpedo and the next, but luckily the enemy subs have the exact same delay so you're on a level playing field. *********************************** 5. Armored Personal Carrier (APC) *********************************** Description: The APC is a heavily armored and powerful vehicle that offers a mortar, which is the alternate fire, and a Chain Gun, which is the primary fire of its weaponry. Although not as quick as the ATV, the APC is quick enough to run down a fleeing mercenary. Location(s): Mine Maintenance, Stranded!, Ancient Riverbed, Unexpected Cargo. Tactics: The APC's biggest weakness is its lack of maneuverability, so help yourself by not forcing yourself to manuever much to line up your aim. Instead, try to take wide corners and generally keep the vehicle centered where you expect mercenaries to appear. The APC's high defense is very deceptive when you're up against mercenaries armed with rocket launchers and rail drivers that can obliterate the vehicle with a few hits. So exercise caution and take the necessary precautions so you're not left maneuvering around while a merc drains the integrity of the vehicle. As with the ATV, feel free to use ammo carelessly as needed. There's a lot more in the vehicle than you really need, so there should be no fear of running out early. ########################################################################## ###################### XI. Single Player Walkthrough ##################### ########################################################################## As the majority of people who read this document are coming for this section alone, I've decided to really explore each level and experiment with different strategies to offer the best approaches when multiple options are available. So, in many places, I played the level over and over again rather than just running through it once and assuming that it was the best approach. Hopefully, this will result in a more thorough walkthrough. These instructions are for the Medium difficulty level, which is what the game is set on by default at the beginning. I'm sure if you can beat it handily on Medium difficulty and want to run through it again, you can bump up the difficulty setting and still use these instructions with successful results. ***************************** 1. Idle Cinematic Narration ***************************** Mars. A distant crimson orb that has always signified war and bloodshed for mankind. On this forbidding planet, The Ultor Corporation established mining operations far from Earth and its authorities. Lured with promises of riches and a quick return to an easy life on Earth, miners quickly realize that the reality is very different: violence, aggression, and a forbidding plague. But not all are willing to endure this living hell. An underground resistance is forming. All it needs is a spark. When freedom is at stake, survival is not enough. ***************************************** 2. Open Cinematic Narration from Parker ***************************************** Mars. I always thought of it as a romantic place. A planet of mystery and adventure. I came here six months ago thinking it would be an escape from Earth. I wanted some time to think, to figure out what to do with my life. A year in the mines sounded like a great way to straighten myself out. Man, was I a fool. Life in the mines is hell. I haven't had a minute to myself since I got here. You're jammed eight to a room, time-sharing your bunks. Conditions are barely liveable. And the guards are everywhere. Ultor doesn't care if we live or die. We're at the breaking point. And then there's the plague killing off miners left and right. When the guy next to you dies before your eyes, and your turn could come any minute...it freaks you out. No one knows what causes it or how to cure it; at least the miners don't. Someone named Eos is putting up pamphlets in the barracks, claiming that Ultor is responsible for the plague. The pamphlets urge miners to be ready to revolt against Ultor. A lot of miners are muttering, but nothing has come of it yet. As bad as things are in the barracks, things are brutal down in the mines. You spend ten hours drenched in your own sweat in your envirosuit, mining away at rock walls. The guards make sure you work the whole shift. If you ask me, we work way too much. When you get out of your drone when your shift's over, all you've done is dug yourself in a little deeper. I don't know how long I can keep doing this. *************** 3. Live Mines *************** * Second work shift has ended. Miners, return to barracks. * Walk forward and you'll begin to hear a confrontation between a fellow miner and an Ultor guard. The guard goes to strike the miner (one of those commonplace beatings), but the miner isn't going to take it and promptly flattens him. The courageous miner is then shot by a nearby guard. Pick up the baton and battery from the fallen guard, run over to the pistol-carrying guard nearby and clobber him. He'll drop his pistol; pick it up then approach the guard firing near the door around the corner to the left. Begin firing once you're in decent range and you get a lock. You should find some armor, a medkit, and 12mm ammo on the fallen guards and miner in this area. Before proceeding through the door up ahead, jump over the barricades on the right side and head up this shaft, avoiding the steam at one point. At the end of the shaft, you'll find a miner beating a guard senseless. Walk up behind him and grab the ammo. If you're not full on armor, switch to the baton and smack the miner over the head, taking his armor. We'll just forget this unfortunate incident ever happened. Head back down and go through the door. An explosion to the right may startle you, but ignore it and continue on. Enter the first hole on the left. You'll have to take on a guard in here, but you should end up with more ammo for your pistol and a few remote charges. Head back out to the main corridor and continue up. A guard will charge you with a baton while another fires at you with his pistol. Take out both then continue upward. ======================================================================= = Eos: Miners! This is Eos, leader of the Red Faction. Our time has = = come! = ======================================================================= ======================================================================= = Eos: Workers in Mine M-4 have started the rebellion. They're = = fighting and dying for you as I speak! = ======================================================================= ======================================================================= = Eos: Find the Red Faction members among you. Join us and strike = = back at Ultor! = ======================================================================= ======================================================================= = Eos: Together, we can... = ======================================================================= Another two guards will attack up ahead. A third will run out from the shaft to the left. Take them all out, then go into the left shaft where the guard ran out. You'll find some medkits in a crate, a few remote charges, and some armor. Head back out and go back down the hill to the small shaft that was passed earlier. Go to the bottom for a few remote charges, then head back out to the corridor and continue up. You'll hear some screaming for help, and then you'll see a miner being chased by a guard. Take out the guard with a single bullet, then stop for a minute to hear the miner's plea for help. (He's about to die, so listen closely to his last words.) "Hey, come with me. A bunch of miners are heading up to the docking bay to steal a shuttle. We're going to get off Mars and back to Earth. You help me get to the shuttle and I'll make sure they take you along." Follow him for a little bit, keeping your distance because an explosion is about to take him out. After the explosion, a few guards attack with pistols up ahead. After you take them down, you should receive some 12mm ammo and a medkit. ********************* 4. Mine Maintenance ********************* Proceed through the door, but be prepared to dodge your first rockets. Quickly drop down and cross the water. Take out the enemies that you can from down here, but don't try so hard that you're wasting ammo. Then stick to the right and head up to the top, eliminating the guard with the rocket launcher and anyone else that remains. Grab some ammo, and most important, the rocket launcher. Then go ahead through the door. A guard or two attack with pistols up ahead. Resist the temptation to use the rocket launcher on them and instead stick with the pistol. As you head through the next door, be prepared to take out a guard straight ahead and one on an elevated platform to the right. Once they're dead, run up to the platform and crouch down. From here, take out the guard on the opposite side, then take out the three guards that attack from the door that you just came through. Head over to the other platform and find a box with an envirosuit inside. Near the box, locate the crusher conveyer belt. Get on the platform below and hit the button to the left to elevate yourself to the conveyer belt. Run down to the end of the conveyer belt, and quickly take out the guard to the right. Jump over to where he was standing and continue forward. You'll come out to the left of the driller. Take out a guard to the left and another on a platform across the room. Be prepared for two to three more to come in through the door to the right. Once everyone in the area is dead and you've collected medkits, ammo, and armor (including the box next to the platform), jump into the driller (approach it from the front and press X). Drive it through the door and up the hill to another door. Once you go through it, a guard will begin launching rockets at you. ======================================================================= = Eos: Remember every dead miner, every injustice, and strike back! = ======================================================================= ======================================================================= = Eos: The Red faction will lead you to freedom. = ======================================================================= Drive full speed ahead and run him over (activate the drill on the front for extra effect). Before driving through the electrical fence, jump out of the vehicle (press X) and take out the single guard on the other side with your pistol. Then hop back in the driller and drive through the electrical fence. Be careful not to keep pressing forward after driving through, because it forces you out of the vehicle and you'll run straight into the drill, killing yourself. You'll notice two doors side-by-side in this area. Approach the right one, and two guards will attack from inside. Take them out, then head inside to loot their corpses and the box for ammo, medkits, and armor. Proceed back outside and open the door on the opposite side of the area. There should be a guard standing down the hall. Take some shots, then back up to let the door close. Then step forward and finish him off. Run down the hall. ****************** 5. Mine Entrance ****************** ======================================================================= = Hendrix: Parker, you don't know me but my name's Hendrix and I want = = to help you. = ======================================================================= ======================================================================= = Hendrix: I'm a security technician with Ultor. I have my own = = reasons for hating them and wanting to help you. = ======================================================================= ======================================================================= = Hendrix: I've been watching the riots on these security monitors. = = You're the only miner from M-4 to make it this far. = ======================================================================= ======================================================================= = Hendrix: Be careful, Parker. Ultor's rushing forces in to block = = the mines and keep the rebellion from spreading. = ======================================================================= Continue quickly through the corridor until you reach a grated catwalk that turns to the left. Run down this catwalk, and hop along as the escorts for the APC spot you from below and begin to attack. You'll enter a tight hallway at the end. Proceed up until you see a fellow miner being shot. Take out the guard who killed him, then quickly a second to the left near the elevator. Once he's dead, go over to the elevator and hit the button on the left side to bring the elevator down. It will take about 10-15 seconds, so in the meantime take out guards and dodge bullets. Once the elevator arrives, hop on, hit the button, and ride it to the top. Exit the elevator and run forward. ********************** 6. Barracks Entrance ********************** Walk forward until you see a flaming miner running towards you. Step back and wait for him to die and for the flames to extinguish. Then run up to him and grab his envirosuit. A guard will attack up ahead, so take him out. As you round the corner, a couple more guards attack from up head: one has a flamethrower and the other an automatic shotgun. Keeping your distance, take them down then proceed forward to collect the new weapons. You're now at the entrance to the barracks, but both doors are locked. Head into the control room up ahead, grab the riot shield, and hit the button, opening the door. Head through the left door, and taunt the guard up ahead a bit by jumping around. Then retreat and go over to the right door. Stick to the right wall until the guard comes around the corner, then take him out with the pistol. Before going through the door straight ahead, go into the door to the right. In here you can find medkits, armor, and ammo on both sides. Once you have what you need, head back out to the door. Center your aim on the door, because a guard will be firing straight ahead when you hit X to open it. Once he's dead, proceed forward to open the locker on the right to find an envirosuit. Continue on into the barracks. ************* 7. Barracks ************* Go forward towards the door until you hear the woman over the loudspeaker call for reinforcements in this area. Then back up, switch to your shotgun, and wait about 5 seconds. When you open the door, you should see a guard up ahead who's patrolling forward. Run up behind him and put a buckshot through his back. Then immediately open the door to the right and fire a shot into a guard in here who's finishing off a fellow miner. Pick up the shotgun shells then proceed into a door across the room. You should be in a bathroom area, and take out the guard who's relieving himself to the left. Grab the shotgun shells, then proceed forward into the shower area where a guard is killing a fellow miner. Wreak revenge by moving into the center row and killing him with your shotgun as he attacks. Exit the bathroom, go to the right, and enter the door on the left that leads upstairs. Be prepared to meet a guard either at the top of the stairs or on the catwalk up above. Once he's dead, enter the first door on the right to grab an envirosuit. Go into the next room on the right for shotgun shells and a medkit. Proceed through the door at the end and switch to your rocket launcher. Open the next door, and take a quick peek over the left edge to locate a turret that is firing at you. Stand back, aim down, jump, and fire at it, taking it out. Switch to the shotgun and head towards the door at the end. You should meet another guard at close range; take him out, then head downstairs. (A quick note: There's an emergency room in this area with a medical technician. It's through the large doors that's labeled with Emergency Room and Cafeteria and to the left. Whenever you need a heal, head through the double doors and put away your weapon (left on the D-pad) before entering the emergency room. Walk up to the medic and hit X to bring your health back up to full. If you happen to forget about putting away your weapon, you can either run to the back room and grab the medkit, or put it away and then wait about a minute for the medic to calm down and realize that you've put it away. If you do go into the back room, you can hear a dying m