******************************************* * RED FACTION II WALKTHRUOGH * ******************************************* Author: Peter Marsh Alias: Killswitch Email: evil_grunger@hotmail.com *See Notes For When To Email Me* ===================================================================== = Contents = ===================================================================== !. Notes !!. Red Faction II v. Time Splitters 2 !!!. Weapons !!!!. General Tactics !!!!!. Controls !!!!!!. Game Introduction (-Taken From Manuel-) !!!!!!!. Level Guides !!!!!!!. Thanks ===================================================================== =!. Notes = ===================================================================== This guide was written because I only found one on the net so please use it and I hope it helps. I'm sure I have missed some of the bonus objectives so send 'em in on my email address, but otherwise please don't email me unless it is full of great things about this guide, or your asking for permission to use this on your site. I'm going to have to try and complete this a level or so at a time, since time is very short at the moment, I hope this helps and if you have any help comments or bonus objectives to add please email me. Level help will not be given for levels I haven't done yet, I may help you on the ones that you are completely lost on but please don't fill my inbox up with thousands of help requests! Also if you find a site that has this guide on that I don't mention please email it in, just so I can set things straight with them. 23/03/03 Guide started! This is my first so if it sucks sorry, anyway if you want to use this guide on your site than don't hesitate to send me an email asking for permission, but just for my sake this walkthrough is COPYRIGHT PETER MARSH 2003, RED FACTION II, GEO-MOD ECT IS COPYRIGHT OF THEIR RESPECTIVE OWNERS. Now that's out of the way shall we get on with the guide? 24/03/03 Weapons section finished (hope it helps you) ammo, range, primary and alternate fire was taken from the manual so I may suggest other ranges to use the weapons at. General Tactics section also complete, hopefully it will hope you have many hours of fun destroying people in many different ways. Controls finished Game Intro finished Forgiven Lands level complete. 29/03/03 Started the Public Information Building level - Lobby Level section complete. I also ran the guide through a spelling and grammar check, believe me there was a lot of mistakes! 30/03/03 Admin area complete, contents added as well as Red Faction II v. Time Splitters 2, I've also updated the SMG in the weapons section. Oops! I forgot Tangier in the game introduction section! Sorry! Thanks section added, as well as a version number at the bottom. Lobby level edited slightly. 31/03/03 SMG weapon section updated again! Recent events have changed my view on this weapon entirely, although there are still better guns out there! A few sections have been edited slightly. 11/04/03 I've just come back from holiday, well an 'educational' trip from which I learnt how to buy over priced goods. Anyway on with the guide. ====================================================================== =!!. Red Faction II v. Time Splitters 2 = ====================================================================== A lot of people have been asking if Red Faction II is better than Time Splitters 2, as I happen to own both of them I deiced to add this little section. Red Faction II does have Geo-Mod, which Time Splitters 2 is lacking, but the Geo-Mod feature in Red Faction II is quite limited, then again Red Faction II is the only game to have this feature. Time Splitters 2 does have a lot more weapons then Red Faction II, but this doesn't really make much better as many of it's weapons are very similar (3 types of mines and many more types of pistol). I enjoy playing Time Splitters 2 multiplayer mode much more than Red Faction II's, it's all action with bullets coming from all sides constantly, where as I find myself searching for the action in RFII. Then again I enjoy playing RFII's single player mode more than TS2, BUT saying that TS2 does have a two single player modes as well as a story mode co-op between two players. All in all RFII is just as good as TS2, although both games lack a little in a few areas they are both extremely good games, if you have to chose between them don't, just wait a little longer and buy them together. ====================================================================== =!!!. Weapons = ====================================================================== CSP-19 SEMI-AUTOMATIC PISTOL Ammo: 9mm bullets Range: Short to Medium Primary Fire: Fire one round Alternate Fire: Pistol Whip/Fire one round from left weapon First off don't even bother to use the pistol whip, unless of course your out of ammo in every weapon. The pistol is an ok weapon; you're not at too much of a disadvantage if you're forced to use it but just remember that dual pistols are much more powerful but I find them to be less accurate as well. CMP-32 MACHINE PISTOL Ammo: 9mm bullets Range: Short to Medium Primary Fire: Fire rounds, automatic Alternate Fire: N/A/Fire rounds from left weapon automatic What can I say? This must be one of the best guns in the game if you have the ammo that is, the MP can be highly useful for cutting through guards quickly but the amount of ammo that you waste makes it almost not worth using. With one of these babies your dangerous with two anyone your up against better start praying. These are very useful in the early levels where you have to worry about civilians,(civi's) just so long as you use them in moderation and not waste your clip within 30 seconds. CAS-14 AUTOMATIC COMBAT SHOTGUN Ammo: 10 gauge buckshot shells Range: Shot to Medium Primary Fire: Fire one buckshot round Alternate Fire: Fire one incendiary round The shotgun one of the best guns in Red Faction but now, well it can easily be beaten. With your primary fire, ordinary buckshot rounds, most non nano soldiers will drop like a hat if your close enough when you fire this but with the incendiary rounds - oh baby. One incendiary round can set light to a target, yes that's right make 'em burn but there is a few downsides to this amazing ammo. One: If your not at just the right distance away you'll either kill the target straight away or not light 'em up, Two: The incendiary ammo is very few and far between and Three: It takes forever to 'reload' after every round that it's hardly worth the health you lose. CMRD-32 MAGNETIC RAIL DRIVER Ammo: Metal Slug Range: Medium to Long Primary Fire: Fire one slug Alternate Fire: Engage scope This has to be one of my favorite weapons; unlike most weapons (that don't use any type of explosive ammo) you can kill multiple enemies with one round, that is of course if you have the right timing, skill and luck. Now apart from being very ammo efficient this weapon has two other small features that make it worthwhile to have, it can see and shoot through walls. Yes that's right if you just engage the scope there you'll see lots of circles appear, each of these represents an enemy. This makes it very useful if you're not sure what's around the next corner, or if you know already what's round it and that's why you're staying where you are. At first the scope on the rail driver can seem impossible to use, and you'll be lucky to get two kills with your first six slugs BUT if you go into multiplayer and set up a deathmatch on Warzone you'll be able to find one of these god sends and practice to your hearts content. NOTE: Single player mode sees the rail gun with a clip size of three while multiplayer sees it with a clip size twice that. N.I.C.W.-NANOTECH INDIVIDUAL COMBAT WEAPON Ammo: 7.62mm Rounds 40mm HV HE grenades Range: Any Primary Fire: Fire 7.62mm rounds, automatic Alternate Fire: Fire one 40mm HV HE grenade Possibly one of the most useful guns in the entire game this brilliant piece of equipment can be used in any situation and can even tell you the health and location of enemies through walls! It's basically and assault rifle with a grenade launcher attachment but what a combination! If your running low on 7.62mm rounds just fire a grenade into the mix and bang no more problem, like wise if your using it as a grenade launcher and are low on health just switch to 7.62mm rounds and there's no chance of blowing your self up. On the downside though it does have to reload each ammo type individually so you're likely to find yourself reloading at some awkward points. NGL-8 NANOTECH GRENADE LAUCHER Ammo: Grenades (duh) Range: Medium to Long Primary Fire: Fire one impact-based grenade Alternate Fire: Fire one timed-based grenade This is Alias' favorite weapon and it's quite easy to see why, with this you can take down walls, doors, ceilings, floors, troops, ATV's and even gunships, now see why he likes it? Impact grenades are my preferred choice but saying that the timed grenades do also explode if they hit anything worth blowing into several thousand small pieces. CSR-60 SNIPER RIFLE Ammo: 7.62mm armor-piercing rounds Range: Short to Long Primary Fire: Fire one round Alternate Fire: Activate/deactivate the scope Ah the sniper rifle, one shot one kill on any target (yes including the nano freaks as long as you score a head shot) but with a small clip size and a slow reload time after each shot the sniper rifle isn't really the weapon of choice if your in the thick of battle. I find the scope doesn't help me that much while picking off ground targets but for those that decide to hide up in towers the scope can help you aim accurately. CSMG-19 SILENCED MACHINE GUN Ammo: 9mm Range: Short to Medium Primary Fire: Fire burst Alternate Fire: N/A In my last two versions I haven't thought to much of the SMG but that's changed, this gun has many benefits including being able to take down gunships, yes that's right gunships. As I have said before this is basically a pistol/MP but it has many advantages over both of these weapons, even while using two of them. For starters it has the same clip size as two MP's and twice the ammo of two pistols, now although it has the same clip size/ammo/range as dual MP's it has a major advantage: Grenades. By using this gun you lose the ability to be constantly firing as seen with the dual MP's but gain the ability to throw grenades. Also if you empty about a clip and a half into a gunship it's doomed. So again basically it's dual MP's packed into one gun, with a silencer (which in my view is unnecessary unless you can remove it as seen with the pistol in RF). CAR-72 MILITARY ASSULT RIFLE Ammo: 7.62mm high-velocity, armor-piercing rounds Range: Short to Medium Primary Fire: Fire 3 round burst Alternate Fire: Fully automatic fire Now this is a machine gun should be like, the burst fire isn't my preferred choice of fire but when accuracy is more important than all over damage it does come in handy. A lot of soldiers carry this weapon but with practice one clip can take out many rifle-wielding grunts you may encounter. W.A.S.P-WIDE AREA SATURATION PROJECTILE Ammo: 15cm high explosive rocket canisters Range: Medium to Long Primary Fire: Fire single rocket Alternate Fire: Engage homing device Unlike Red Faction the homing device equipped on the 'rocket launcher' only targets vehicles but even the least accurate shots into a hoard of troops can take out a great deal of them, if not all. Ammo for the W.A.S.P is very few and far between so try not to get to trigger-happy with all that awesome destructive power! JF90-HMG/BF HEAVY SUPPRESSION MACHINE GUN Ammo: 50 caliber, belt-fed Range: Long Primary Fire: Fire rounds, automatic Alternate Fire: N/A Now this has real fire power at long range you'll be lucky to get most of your shots on target BUT the damage inflicted is huge, I would suggest firing it up close though as although the belt fed ammo system leaves you with 99 rounds it does take a hell of a long time to reload so max out your ammo! I find it's great for taking out Nano-Citizens one by one but for a major assault of those guys your probably better of equipping your N.I.C.W and blasting your way through them. NCMG-44 ENHANCED MACHINE GUN Ammo: 9mm bullets Range: Short to Medium Primary Fire: Fire rounds from right weapon automatic Alternate Fire: N/A/Fire rounds from left weapon automatic Now these may seem very similar to MP's, and in a way you're right but these support a much bigger clip size, firing rate and generally are an all round better weapon. All most anyone is too easier a kill if your firing from both left and right hand sides, but even so with just one of these puppies your probably getting about the same firepower as dual MP's. NPSR-755 PRECISION SNIPER RIFLE Ammo: 7.62 armor-piercing rounds Range: Long Primary Fire: Fire one round Alternate Fire: Activate/deactivate the scope, hold down for zoom What do you get when you mix high rates of fire, powerful ammo, a deadly accurate scope and something to point out targets to you? Quills rifle that's what you get. This has to be the most useful piece of kit in the game, supporting a zoom scope (unlike the bolt action sniper rifle) and a rate of fire similar to that of the pistol this, gun would have it made already but as another added bonus when the scope is engaged there is a little arrow to show you were troops are! It's brilliant in sniping situations where you have no idea where you're getting hit from, all you have to do is engage the scope and sweep it around the screen. Unfortunately although it supports and fires the same ammo as the sniper rifle it isn't as powerful, as seen in the beheading of many Nano soldiers. Although this means you can't instantly take out one of the Nano elite or his lesser models in one round the time it takes to fire another more than makes up for it. MKAP-97 ANTI-PERSONNEL WEAPON Ammo: 15cm high explosive rocket canisters Range: Long Primary Fire: Fire bombs Alternate Fire: Fire sticky bombs This is a highly useful weapon, while bombs do massive amounts of damage; the sticky verity, which can be stuck to soldiers, is a much better choice. Massive amounts of damage can be done with this weapon, but with the explosive nature of it's ammo and a tendency in it's victims to charge at you means that you'll often be caught within your own blast. ====================================================================== =!!!!. General Tactics = ====================================================================== With this game the general rule is shoot everything and shoot often, or else face the wait reloading the level after your killed. This section provides some of the tips that I feel you will find helpful as you rampage around blowing holes in walls or blasting through doors. Grenades: Frag Grenades: Useful for inflicting extra damage and generally causing havoc blasting away walls or any ATV's nearby. Fairly common so use at will. Incendiary Grenades: Very useful, not only do they light up any foe they also cause him or her to drop their weapon and stop firing at you, very useful for clearing out rooms before you enter. Note: Nano enhanced soldiers burn (well) but don't drop their weapons so be warned. Shock Grenades: Ever wondered why your screen turns blue and all your controls seem messed up? These guys are to blame; while they cause confusion and disorientation with you they instantly stop soldiers from fighting, moving or doing much at all. This leaves them open to attack without getting yourself damaged (until the 'shock' wears off). Satchel Charges: Very useful for taking down ATV's, walls and well anything generally. If you get the chance throw these onto an attacking soldier and watch him run around like a manic child before exploding. These are very useful when it comes to the Nano soldiers, as they don't run around like manic children and often take out most of their freak buddies. Health: From the point where you rescue the nano cell Alias can regenerate his health, just hide behind an object a wait a few seconds before feeling the relief of a full bar of health. Ammo: I often find I run out of ammo in one gun and have to switch to another weapon; this can get really frustrating as most of my guns either need to be reloaded or are half empty. So take my advice whenever you're safe from attack, stop and reload every weapon just in case. Dual Weapons: Some people say that you should fire one weapon at a time so to be firing constantly while other say that you should reap the benefits of two blazing guns. I say that you should start firing with one weapon then after a several rounds join in with the other, therefore you have the benefit of two weapons firing at once but, if you time it right also will have one weapon firing all the time. Nano 'Freaks': These are difficult to kill with conventional weapons, ammo seems like it's just absorbed by them while they seem to always attack and never retreat. My advice is simple keep firing Incendiary grenades and attaching Satchels to them. Failing that either pull out your N.I.C.W or NanGL and blast them to kingdom come. Sniper rifles can take these guys out with one HEAD shot but they have a very slow reload time so work out a balance. ATV's: ATV's (All Terrain Vehicles) are found everywhere in the game, in most cases destroying them doesn't count as a Bonus Objective but the blast from one of these exploding usually takes out most of the troops around you. Multiplayer Mode: Don't forget that you can play this as a one player mode as well, this allows you as much time as you want to train with various weapons and decide for yourself which type of weapon suits you. My advice would be to practice long and hard with Rail Drivers and Sniper Rifles as well as the Precision Rifle as these are quite hard to master. ====================================================================== =!!!!!. Controls = ====================================================================== Note: These are the DEFUALT controls. D-pad: Up: Objectives Down: Night Vision Left: Cycle through grenades Right: Cycle through grenades Shoulder Buttons: R1: Primary Fire R2: Jump L1: Alternate Fire L2: Throw grenade Triangle: Reload Circle: Next weapon X: Action Square: Previous Weapon L3: Crouch Left analogue: Movement Right analogue: Turn Select: Options Start: Pause ====================================================================== =!!!!!!. Game Introduction = ====================================================================== Nano-technology. Created on Mars by an Ultor scientist. Stolen. Brought to Earth. Stolen and stolen again. Until Alias, a top demolitions expert obtained the technology for the Republic of the Commonwealth. Chancellor Sopot used nano-technology to transform Alias and two thousand of the Commonwealth's bravest volunteers into super soldiers-fighters who were stronger, faster, and smarter then any others. But then Sopot began to fear his creations. He declared them enemies of the state ordered them hunted down and destroyed by his Elite Guard. Alias and a handful of others survived. Once a national hero, Alias is now a renegade allied with the rebellious Red Faction. He is one of a squad of six, all nano-enhanced, all united by their uniqueness and a common cause. Shrike: A madman with a taste for speed. Quill: A killer without a conscience. Tangier: Secretive and deadly. Repta: The ultimate destructive force. Molov: The squad's respected leader. And Alias: A hero with a mission. Their objective is the elimination of Chancellor Sopot for his crimes against humanity. ====================================================================== =!!!!!!!. Level Guides = ====================================================================== Foreign Lands Complex Exterior: You begin the game working for the very man you will later kill, Chancellor Sopot. If you care to notice the weapon your waving about in front of you is the N.I.C.W and it's about the only thing you'll need to use on this level. Anyway take a look around, directly in front of you will be some grenades ad a little health, pick it up and then take a few steps back. Blast a hole in the wall you were just standing next to, if you look to the far end of the courtyard you'll see an automated turret on top of the door way take this out by aiming the just a little higher than it and sharing one of your N.I.C.W grenades. Next take a look at the tower in front of you, see the base of it? Fire another grenade and watch it explode. It's worth noting that although you're told to aim for the base to take out the watchtowers but if you fire a grenade into the top you should get the same effect. It is possible to take out all of the towers from the position your in at the moment, but if your finding that a little hard blast the base of the 'platform' in between the two walls. This will cause it collapse and will allow you out, take out all the towers and the ATV in the middle if you want. After you do that Shrike will contact you saying that he will be coming in and you have to take out all the troops, my advice find a nice corner and hide. What's the point in getting blasted when you're almost finished the first level? Shrike will fly in with his gun ship and destroy the door at the far end of the courtyard. Simply run towards it and your done. For now. Containment Facility: You'll find your self in a corridor; reload your N.I.C.W if you need to then head through the door. To your left will be two ATV's take them both out (one grenade fired on the nearest ATV should do), there may also be a troop slightly further to the left, save your grenades and gun him down. There is another ATV at the end, take that out in the same fashion, then simply kill any remaining troops, there should be one in the 'control room' on the right take him out and two further guards will run in to take his place. Once you've spent some ammo and killed some guards walk down to the end of the room, go up the stairs and you'll see a civi clutching to the grate nearest to you, ignore him and shoot the grate next to him to open it. Duck down and activate you night vision (down) turn towards your right and jump over the pipes then head down the duct to the end where you'll see another grate. Shoot this one out as well taking out the guards while still inside. Now in this part of the level there are quite a few guards, you can waste a lot of ammo on them and lose some health but they shouldn't be a challenge. However should you want to take the easy way out run to your right once your out of the duct then head left once your out into another corridor. At the far end there is a further two grates, blast one then crouch to get into it, be careful as the door in front of you will open revealing some sort of barricade and two guards. You may want to put on your night vision again. As with the other duct follow it to the end and blast open the grate at the other end. There will be a guard in front of you if you didn't take him out earlier when you saw the barricade, once your out of the duct the first thing you'll notice is the turret firing rockets at you instead of blasting it use the Geo Mod feature and blast the wall either side of it, run towards the hole you just made and take out the guard you'll see. Walk up behind the turret and press X, this gives you a bonus objective and a friendly weapon. The turret will now blast the seven shades of !!!! out of the rest of the guards so don't worry about them. Behind the turret is a door, walk through it and activate the lift, again with X. Once at the top walk out towards to control panel in front of you and press X again. You'll get told that there is a containment risk and that the coolant tanks have to be empty or something like that. Walk onto the bridge either side of the control panel and blast the coolant tank, which should be facing the control panel you were just at, only a little higher up. The other on is on the opposite side in a similar position, take the bridge that leads towards the middle of the column and retrieve the nano cell. After this just turn, run and wait for the bridge to collapse allowing you to run out of the now open door. Level complete. Public Information Building Lobby Level: You start this level with the NanoGL, a weapon that is highly useful at all points during the game. The booth your in with Molov is very restricting and you'll find that if you wait for Molov to kick down the door you'll waste a lot of ammo as well as a lot of health. Notice the wall between the door and Molov, if you take it out you can waltz out of you own free will - it also happens to be a bonus objective. Outside the booth there is a few troops but they're easily dispatched with an impact grenade, head up the stairs and through the doors at the top. Take out the two troops, one to your left and one to your right then head to the left and into the elevator, to activate it press X. There is two ways to doing this level, the first is to swap elevators as they stop, but this can be very costly both health and ammo wise. If you chose this option then forget about using the NanoGL it'll do more damage to you than you dish out. The second option is to take the ladder that you will see after being in the first lift after half a minute or so, by jumping out of the first elevator once it stops, if you judge it right you'll end up on the level where you can take the ladder. Whichever option you take once you reach the top floor head towards the door at the end (re-equip your NanoGL if you took the first option) and your done for this level. Admin Area: If you haven't done already equip you NanoGL and walk through the doors at the end of the corridor, here you'll see a brief cut scene showing Tangier take out a guard. After this you'll be stuck in the room for a bit while Tangier unlocks the door, troops will start rushing in from the other end so be ready to blast away. Once the doors open don't bother to stay and fight, instead run through the door at the other end making sure you have at least two grenades loaded in you NanoGL. Here you'll see a line of windows, and guess who's come to say hello? The gun ship can do some serious damage if you don't handle it right. Note which direction it's moving in, take a few steps to the opposite side, aim and welcome it back with two hot grenades. The door on the far right has some ammo and a civi in it grab the ammo then head back to the other end of the corridor. As soon as the doors open fire in a timed grenade and wait for in to explode, then look out of the window to your right, you should be able to see into an office, fire another timed grenade into the office then head through the doors at the end. You can destroy the glass on you right if you want but after a few seconds it will be destroyed from the other side anyway. Take out all the troops, including those who drop in from the ceiling then take the door on the far left. Once through it notice the civi who gets shot from an automated turret, throw a satchel onto the division in front of you (if you took it from the room where near where the gunship was), then proceed to destroy all the other divisions in front of you. Make sure your aiming to the left so to not damage the turret (you'll see why), once at the other side walk up behind the turret then slap an objective charge on it and watch it burn. You'll now receive the bonus objective 'Destroy turret with objective charge'. Head through the door, up the stairs (taking out all the guards) and into another small office. Don't bother to waste any ammo here because Quill will take them out for you, take the door on the right and you've beaten the Admin Area. ====================================================================== =!!!!!!!. Thanks = ====================================================================== With thanks to: www.neoseeker.com www.cheathappens.com For hosting this guide. *Bonus Objective contributors will be here* ><