Red Faction 2 Walkthrough :
This walkthrough for Red Faction 2 [Playstation 2] has been posted at 01 Apr 2010 by killer122 and is called "Weapons/Enemies Guide". If walkthrough is usable don't forgot thumbs up killer122 and share this with your freinds. And most important we have 7 other walkthroughs for Red Faction 2, read them all!
|
killer122 |
Walkthrough - Weapons/Enemies GuideRed Faction 2 Weapons and Enemies Guide: Last Updated: January 1, 2007 by Alan Chan (joylock @ hotmail.com) The Usual: This document is mine. Please don't rip it off or take credit for it. That being said, feel free to post it on any site you want, provided you a) don't make any changes to it, and b) don't charge money for it. You don't even have to get my permission to post it (as long as it remains unaltered), but it would be nice if you emailed me and let me know (joylock @ hotmail.com). The information and statistics in this guide were arrived at through my own original observation and research, so you must credit me if you use my information or stats for your own guide or other publication. Why?: I know a weapons and enemy guide for Red Faction 2 is a bit unnecessary, since most of the enemies behave the same and can be killed in the same way. Still, I wrote one anyway since I had the time. Update History: ********************************************************************* *Update #1: Made some adjustments to the boss strategies based on * *additional playtesting * * * *Update #2: Added more information to weapons section, added list of* *contents * * * *Update #3: Added additional damage value information * * * *Update #4: Minor corrections, reformatted for easier viewing * * * *Update #5: Added further information about Hard difficulty * * Added info about grenades and weapon accuracy * * * *Update #6: Reformatting for easier reading * * * ********************************************************************* The latest version of this FAQ can be found at www.gamefaqs.com Contents: - Weapons - Human Enemies - Enemy Equipment - Bosses ********** *Weapons:* ******************************************************************************* Notes: - Weapon damage values apply to single player only. The multiplayer game uses a different damage calculation table for some of the weapons (such as the rail driver and WASP). - In the game's first mission where you're playing as a Sopot Elite Guard, you'll be wearing special armor that significantly reduces the damage you take from enemies attacks, allowing you to absorb approximately 3.5 times more damage than you normally would. However for some reason this armor does not protect you from most of the soldiers armed with assault rifles. - The damage values indicated are for Medium difficult. On Easy difficulty, enemy weapons do approximately half as much damage to you. On Hard difficulty, enemy weapons do approximately 50% more damage to you. Thus, a shot from the assault rifle will take away 7% / 13.5 % / 20 % of your lifebar, depending on difficulty level. Weapons do the exact same amount of damage to enemies regardless of difficulty level. =========== =Firearms:= =============================================================================== Grenade Launcher: Ammo Type: Grenade Rounds (40mm HV HE) Clip Size: 6 Max Ammo: 30 + 6 Damage to Enemies: approx. 370 Damage to You: 100% Accuracy: 4/5 Alias' signature weapon, you start out the game with this nano-enhanced grenade launcher after beating the first mission. A powerful and versatile weapon, you'll use the grenade launcher fairly often throughout the game, and it will be useful right up to the game's final levels. Ammo for it is relatively common, so you can use it fairly frequently. The grenade launcher has great accuracy, and the grenades are fast and can travel a considerable distance. The splash damage from a grenade explosion will kill almost all non-nano-augmented enemies (as well as cause their bodies to fly several feet through the air). A direct hit from a grenade will also instantly gib any human opponent regardless of how much health they have, including Processed enemies and Nano Elite. The grenade launcher is also useful for Geo-Moding through walls, and is one of the few weapons that can harm armored vehicles such as ATVs or Battle Armor. The grenade launcher has a clip of six and features a fairly decent rate of fire, even though you'll pause briefly between each shot in order for the next grenade to load. The grenade launcher's primary fire lobs a grenade which explodes on impact, while the secondary fire lobs a grenade which bounces off walls, and explodes after a few seconds (bouncing grenades still explode if they hit an enemy directly). The primary fire is good in direct combat, while the secondary fire is great for bouncing grenades around corners into enemies not in your line of sight. Alias' nano-enhanced grenade launcher is a unique prototype, the game's enemies use a non-enhanced grenade launcher which needs to be reloaded after each shot and thus has a significantly lower rate of fire. Pistol: Ammo Type: Light Rounds (9mm) Clip Size: 16 Max Ammo: 256 + 16 Damage to Enemies: 10 Damage to You: 5.5% (19 shots will kill a full lifebar) Accuracy: 4/5 The weakest weapon in the game, you always start out with a pistol in your inventory, but won't use it that much. The pistol is surprisingly accurate and has a decent rate of fire, even though it is semi-automatic and you need to press the fire button repeatedly to shoot each individual bullet. The problem with the pistol is it doesn't do all that much damage, as it takes a total of 3 headshots or 10 shots to the chest to kill even the weakest human opponents. The pistol's secondary fire is a pistol whip that does 25 damage. It only works up close, but does a decent amount of damage and can knock out most enemies with a single whack to the head. Still, you really shouldn't need to resort to the pistol unless you've run out of ammo for every other weapon you've got. Dual Pistols: Ammo Type: Light Rounds (9mm) Clip Size: 16 + 16 Max Ammo: 256 + 16 Damage to Enemies: 10 Damage to You: 5.5% (19 shots will kill a full lifebar) Accuracy: 4/5 Alias can hold a pistol in each hand for twice the firepower, but even so the pistols are still relatively weak and slow firing. The primary fire shoots the right pistol and the secondary fire shoots the left pistol, but since the pistols are semi-automatic weapons you have to press the fire button to shoot each shot, which can be annoying when you have to deal with two separate fire buttons. One minor downside of the dual pistols is that you can't use the pistol's secondary fire, a more major downside is you can't use grenades either because both of Alias' hands are full. Quite a few of the weaker enemies use pistols, and you should be able to pick up a second one fairly quickly. Machine Pistol: Ammo Type: Light Rounds (9mm) Clip Size: 32 Max Ammo: 256 + 32 Damage to Enemies: 10 Damage to You: 5.5% (19 shots will kill a full lifebar) Accuracy: 3/5 The Uzi-like machine pistol uses the same type of ammo and does the same amount of damage as the regular pistol, but it has a larger clip size and a much higher rate of fire, as well as being fully automatic (just hold down the fire button to spray bullets like crazy). It's also significantly less accurate that the pistol, but the higher rate of fire more than compensates for this. The machine pistol is a good weapon to use in the earlier parts of the game, when your opponents are also armed with similar light weapons. The machine pistol doesn't have a secondary fire, but it really doesn't need one. Like the pistol, the machine pistol is a common weapon among the weaker enemies and you should be able to pick one up near the beginning of the game. Dual Machine Pistols: Ammo Type: Light Rounds (9mm) Clip Size: 32 + 32 Max Ammo: 256 + 32 Damage to Enemies: 10 Damage to You: 5.5% (19 shots will kill a full lifebar) Accuracy: 3/5 You can hold a machine pistol in each hand for twice the firepower, killing baddies twice as quickly but also burning up twice as much ammo as well. As with the dual pistols, the primary fire shoots the right pistol and the secondary fire shoots the left pistol. Dual machine pistols are great at throwing a wall of lead at your enemies, but the downside is you can't use grenades while equipped with them. On Hard difficulty, dual-wielded machine pistols are a must have during the game's earlier levels, as the huge amount of lead they throw out lets you put down enemies quickly before they can do too much damage to you. Silenced Machine Gun: Ammo Type: Light Rounds (9mm) Clip Size: 64 Max Ammo: 256 + 64 Damage to Enemies: 7.5 Damage to You: 8% (13 shots will kill a full lifebar) Accuracy: 3/5 The silenced machine gun is basically a light machinegun with a silencer attached to the barrel. Like the machine pistol (whose ammo type it uses), the SMG is fully automatic and has a high rate of fire. The SMG also is slightly more accurate than the machine pistol and also has twice the clip size, but unfortunately the bullets also do slightly reduced damage because of the silencer. The silencer is practically useless because this is most certainly NOT a stealth game, but the SMG is still useful for when you're facing enemies at a distance or need to fire many bullets without reloading (i.e. when fighting a swarm of Spider Bombs), even though the machine pistol is preferred for close quarter combat. Like the machine pistol, the silenced machine gun has no secondary fire. The SMG is the favorite weapon of Sopot's Elite Guards, from whom you can usually get one after killing them. It's also the preferred weapon of Tangier, your squad's Covert Ops specialist. Shotgun: Ammo Type: Shotgun Shells/Incendiary Shells (10 gauge) Clip Size: 8/8 Max Ammo: 96+8/16+8 Damage to Enemies: 130 Damage to You: 11% (10 shots will kill a full lifebar) Accuracy: 2/5 A close quarter combat weapon, the shotgun fires a tight spread of pellets that do big damage up close, but quickly lose accuracy and become ineffective at longer distances. It's great for up-close-and-personal work, as one or two blasts can easily kill most enemies, but you're better off using a rifle or machinegun of some sort for more long distance combat. The shotgun's primary fire is full automatic and can fire shells rapidly. The secondary fire shoots incendiary shells which can set enemies on fire, but after each shot you need to manually pump the next shell into the chamber, greatly reducing the rate of fire. Another disadvantage of the secondary fire is that you can only carry 24 incendiary shells at one time. Still, it's very useful against most human opponents, as the flames will cause enemies to drop their weapons are run around screaming until they die (except for Sopot Elite Guards, who are immune to fire, or nano- augmented enemies, who continue to fight even after being set on fire). Unfortunately, incendiary shells will only set enemies on fire if the shot does sufficient damage to the enemy, if only a few pellets hit (such as if you're shooting at long range) the enemy will only take slight damage and will not be set on fire. Ammo for the shotgun is less common than assault rifle ammo, and the incendiary shells are particularly rare. It works well at close range and is more powerful than the machine pistol or silenced machine gun, thus it can be useful early on in the game. However, the shotgun tends to be eclipsed by the more versatile assault rifle or NICW later in the game. The shotgun CAN be a decent weapon against the hordes of zombie-like Processed enemies in the Nano Base mission. Assault rifle ammo is somewhat rare in this mission because few enemies carry them, but many of the Processed carry shotguns, so ammo for that weapon is plentiful. A single close-range blast to the head or a couple blasts from medium range should work well in killing Processed foes. The shotgun is a favorite of law enforcement officers stationed in the sewers and subway area of the Underground, and you'll be able to pick one up from them. Assault Rifle: Ammo Type: Medium Rounds (7.62mm) Clip Size: 48 Max Ammo: 192 + 48 Damage to Enemies: 25 Damage to You: 13.5% (8 shots will kill a full lifebar) Accuracy: 5/5 (primary fire) , 3/5 (secondary fire) The assault rifle is a staple weapon of the game's military forces, and is rugged and versatile with decent stopping power. This basic-looking carbine might not be as fancy as the computerized model used by Ultor on Mars, but it still behaves pretty much the same. The primary fire shoots a quick three-shot burst that's highly accurate, but requires a split second between bursts (although the rate of fire does increase if you can tap the fire button rapidly enough). The secondary fire is fully automatic, spraying bullets at a relatively high rate of fire, but at somewhat reduced accuracy. Reasonably powerful, a single headshot from the assault rifle is sufficient to kill most human opponents, but you'll need more than one 3-shot burst to bring someone down if you aim for the chest. The primary fire is best for sniping enemies at a distance from behind cover, while the secondary fire is best employed in close quarters when facing multiple enemies. Ammo for it is extremely common once you pick it up, and due to it's greater rate of damage, it will quickly replace your light weapons as your firearm of choice. You'll be able to pick up an assault rifle when you come face to face with the Commonwealth Military inside Sopot's Citadel, as almost every enemy you face there will be carrying one. NICW: Ammo Type: Medium Rounds/Grenade Rounds (7.62mm/40mm HV HE) Clip Size: 48 / 5 Max Ammo: 192+42 / 5+30 Damage to Enemies: 25 / approx. 370 Damage to You: 13.5% (8 shots will kill a full lifebar) / 100% (1 shot will kill a full lifebar) Accuracy: 3/5 This experimental weapon is given to only the most elite of Sopot's military forces, such as female military officers, Nano Elite, Elite Guard Leader Alias, and former Secretary of Defense Crate Molov. The NICW basically consists of a grenade launcher mounted on an automatic rifle, with a special targeting scope attached. The scope will outline nearby enemies with blue targeting boxes, allowing you to spot opponents through walls and around corners. The scope will also display a lifebar showing the health of enemies if you point the weapon directly at them. The scope is extremely useful in close-quarters combat, as it prevents enemies from sneaking up on you in obstacle-rich environments. It's especially useful in Hard difficulty, when you need to take cover from enemy line-of-fire and avoid being flanked or surprised. The primary fire shoots the automatic rifle. It has a high rate of fire, does a decent amount of damage, and is essentially the same as the assault rifle's secondary fire. The NICW secondary fire launches a grenade which explodes on impact, similar to the primary fire of the grenade launcher. The NICW allows you lay down a spray of bullets and launch grenades at your enemies at the same time, without the need to switch between weapons. It's a very useful gun, but tends to eat up ammo more quickly than the assault rifle's primary fire. You also need to reload the bullet clip and grenade clip separately, and the individual reload times are slightly longer than for the assault rifle or grenade launcher. Still, it's a strong and versatile weapon you can use right up until the last levels of the game. Although you'll be equipped with a scopeless prototype version of this weapon during the first mission, afterwards you won't see it until you reach Sopot's citadel, where the military female officers will use it against you. Sniper Rifle: Ammo Type: Medium Rounds (7.62mm AP) Clip Size: 6 Max Ammo: 192 + 6 Damage to Enemies: 250 Damage to You: 50% (2 shots will kill a full lifebar) Accuracy: 5/5 This primative-looking 20th century sniper rifle is actually an extremely powerful firearm, a single bullet to any body part is usually sufficient to kill most human opponents, and even Processed enemies including the Nano Elite can be killed with a single headshot from it. The sniper rifle also includes a sniper scope, allowing you to zoom in with the secondary fire to pick off targets in the distance. The only downside of the sniper rifle is its slow rate of fire, the sniper rifle is bolt-action and you need to take a couple seconds to slide the bolt and chamber another round after each shot. The sniper rifle can be used both for picking off distance targets, and as a one-shot-kill weapon in un-zoomed close quarters combat. It's particularly useful against nano-enhanced enemies such as Processed Civilians and Processed Grunts, as a single headshot or two shots to the chest from it can kill them instantly, while they can survive multiple headshots and an incredible amount of shots to the chest from most other rifles or machineguns. You'll face snipers in Sopot Citadel, but they'll be high up in guard towers and you won't be able to pick their weapons up from their corpses after you kill them. You will be able to pick sniper rifles up from the snipers you encounter in Hanging in the 'Hood, although you'll usually find your first one in a Red Faction ammo stockpile just before you encounter your first group of Sgt. Silver snipers. Precision Rifle: Ammo Type: Medium Rounds (7.62mm AP) Clip Size: 32 Max Ammo: 192 + 32 Damage to Enemies: 50 Damage to You: 7% (15 shots will kill a full lifebar) Accuracy: 5/5 Quill's custom-made nano-enhanced precision rifle isn't nearly as powerful as the regular sniper rifle, but it compensates with a quick semi-automatic rate of fire as well as a computerized sniper scope that displays distance to target as well as the direction of any nearby targets. Although it lacks the sheer stopping power of the regular sniper rifle, it's still fairly powerful and can kill most normal human opponents with a single headshot or a couple of body shots. Unfortunately, because it is a semi-automatic weapon, you cannot simply hold down the fire button and spray with it, you need to tap the fire button to shoot each shot. Tap rapidly enough, however, and you get a nice, fast rate of fire. You'll receive the precision rifle from Quill after you defeat her at the end of Dancin' With the Dead. It's useful for the sniper shootout in the level that immediately follows. It's also a great weapon for taking out the hordes of Processed enemies you face in the next level, the Nano Base. The precision rifle does twice as much damage as the assault rifle or NICW, and works well for mowing through Processed Civilians and Processed Grunts (just be sure to aim for the head for maximum effect). Heavy Machinegun: Ammo Type: Heavy Rounds (.50 caliber) Clip Size: 99 Max Ammo: 297 + 99 Damage to Enemies: 30 Damage to You: 16.5% (7 shots will kill a full lifebar) Accuracy: 3/5 Repta's weapon of choice, the heavy machinegun is, on paper, a pretty powerful weapon. It has a high rate of fire, very damaging bullets, and a huge ammo clip that allows you to spray for a long time before needing to reload. In practice, however, the heavy machinegun is not as useful as many other weapons such as the NICW or Sniper Rifle, and thus won't see all that much use during the course of the game. The heavy machinegun is fairly inaccurate and doesn't do all that much more damage than the regular assault rifles, and ammo for it is pretty rare, meaning you simply won't have enough bullets to use it often. Also, in most circumstances you'll have another gun that's more suited to the situation than the heavy machinegun. When facing regular human opponents you don't need to do all that much damage, so the NICW or Assault Rifle usually do fine. When facing multiple enemies, you might be tempted to mow them down with the heavy machinegun, but it's far simpler to just blow them away with a couple grenades. When facing Processed enemies the heavy machinegun is too inaccurate to reliably get headshots, and it still takes several chest shots to drop a Processed enemy, thus making it much simpler to kill them with headshots from the sniper rifle/precision rifle or NICW/Nano Pistol. The heavy machinegun isn't entirely useless, of course. You can still use it to blow through large groups of enemies or mow down the Processed, and it's a reliable weapon if you run low on ammo for your other guns. A few heavy machineguns are carried by Urban Military soldiers in the game's later levels, and you should eventually be able to pick one up from one of them. Rail Driver: Ammo Type: Rail Slugs Clip Size: 3 Max Ammo: 12 + 3 Damage to Enemies: 500 Damage to You: 100% (1 shot will kill a full lifebar) Accuracy: 5/5 Perhaps the most memorable weapon from the original Red Faction, an improved version of the rail driver shows up in the sequel. Like in the original Red Faction, the rail driver fires an aluminium spike at close to the speed of light, doing a massive amount of damage that can kill almost all enemies with one hit and does good damage against enemy vehicles. The spikes can also penetrate walls and enemy bodies, allowing you to snipe enemies through walls or shoot down multiple enemies with a single shot. The new, improved rail driver can now hold 3 rail spikes in its magazine, allowing you to fire 3 consecutive shots rather than having to reload between each shot. Like the sniper rifle, however, the rail driver still has a slow rate of fire and requires a couple of seconds of delay between each shot, meaning that you cannot fire it rapidly and will need to be extremely accurate to use it successfully. As in the original Red Faction, the rail driver's secondary fire is a slightly zoomed scope that allows you to see enemies through walls. However, instead of showing you the thermal outline of their bodies, the new rail driver simply displays a glowing circle with an X in the center over all enemies in the scope. Because of this the new rail driver scope doesn't provide as much information as the original (such as the direction enemies are facing), but it still allows you to spot bad guys behind objects before they can spot you. The rail driver's only disadvantages are its low rate of fire, the scarcity of ammo for it, and the fact that it is not always a one-hit kill weapon, as certain enemies such as Nano Elite and bosses can survive multiple shots from it. You can pick up a rail driver from inside the crypt you start out inside in the first level of Dancin' with the Dead. WASP: Ammo Type: WASP Rockets (15cm HE) Clip Size: 6 Max Ammo: 6 + 6 Damage to Enemies: approx. 750 damage Damage to You: 100% (1 shot will kill a full lifebar) Accuracy: 5/5 As rocket launchers go, the Wide Area Saturation Projectile is a powerful one. WASP rockets do enormous amounts of damage and have a larger splash damage radius than the grenade launcher, but unfortunately you can only ever carry a total of 12 rockets at any one time. While the primary fire is your standard rocket launcher, pressing the secondary fire actually causes the WASP to lock onto an enemy target. It only takes a second for the WASP to lock on, and once it does lock on the missiles will home in on the target automatically (unlike the original Red Faction, you don't have to hold the secondary fire down the entire time while waiting for the missile to lock on). You can only lock onto enemy vehicles, however, and not human personnel. The lock breaks when your target moves outside your field of vision or when you reload the WASP, and will need to be re-acquired. Another downside of the WASP is it takes up the entire right side of your screen, obscuring your view. Because of the WASP's power and the scarcity of its ammo, using it against ATVs and gunships is generally wasteful overkill (your grenade launcher is a much better weapon against such enemies). Instead, you should save your WASP for battles against the toughest opponents, such as enemy Battle Armor or the nano-augmented squad member boss battles. The WASP is very much a bonus weapon, and generally can only be found in hidden areas. Only a couple enemies use it during the regular course of the game. Enemies will often attack your vehicle with WASPs during the rail shooter sequences, but you won't be able to pick it up from their bodies since you're inside a vehicle. Anti-Personnel Weapon: Ammo Type: Grenade Rounds (40mm HV HE) Clip Size: 15 Max Ammo: 30 + 15 Damage to Enemies: approx. 420 damage per bomblet Damage to You: 100% (1 shot will kill a full lifebar) Accuracy: 2/5 The ultimate destructive weapon, Repta will use this really, really big gun against you when you finally confront him inside the Nano Base. Be sure to pick it up from where he drops it after you beat him, because its a one- of-a-kind prototype which you won't be able to find anywhere else in the game. The Anti-Personnel Weapon fires a spread of 5 grenade-like green bomblets that bounce along the floor and against the walls, and will explode after a few seconds or after they come into contact with an enemy. The secondary fire shoots sticky bomblets that adhere to the first surface they come into contact with, whether it be the floor, the walls, or an enemy. Like the railgun, the Anti-Personnel Weapon requires a second to cool down between shots, and needs to be reloaded after every 3 shots. Each shot uses up 5 grenades, with a clip size of 15. You won't receive the Anti-Personnel Weapon until near the very end of the game, so you won't find much use for it. It's pretty much overkill to use it against regular enemies (even the Nano Elite), but it's very useful against bosses, especially the final boss. Nano Pistol: Ammo Type: Medium Rounds (7.62mm) Clip Size: 64 Max Ammo: 192 + 64 Damage to Enemies: 35 Damage to You: 9.5% (11 shots will kill a full lifebar) Accuracy: 4/5 The nano-enhanced machine pistol is the ultimate in automatic firearms. The bullets do even more damage than the heavy machinegun, and the large clip size, great accuracy, and extremely high rate of fire means you can quickly decimate even the strongest of enemies with a barrage of bullets. The only downside of the nano pistol is it burns through ammo fairly quickly, but since enemies drop lots of ammo for it, this really isn't an issue. The nano pistol has no secondary fire, but it really doesn't need one. You'll only receive the nano pistol at the very end of the game, but it's quite useful against the tough Nano Elite soldiers you face in the game's last few levels. You can pick a pair of nano pistols up just before the boss fight with Repta Plus, and many Nano Elites will also drop them. Dual Nano Pistols: Ammo Type: Medium Rounds (7.62mm) Clip Size: 64 + 64 Max Ammo: 192 + 64 Damage to Enemies: 35 Damage to You: 9.5% (11 shots will kill a full lifebar) Accuracy: 4/5 Wielding a nano pistol in each hand, you can easily tear even the toughest opponents apart in seconds. Just be aware that doubling the firepower also doubles the rate at which you use up ammo, and that you can't use grenades when both your hands are occupied with holding a pistol. Since grenades aren't much use against the Nano Elite you'll be facing in the final levels, this really isn't much of a problem. Dual-wielded Nano Pistols are excellent for ripping through the tough Nano Elite you face in the game's last couple of levels. Ammo for the pistols is plentiful, so there's no real need to worry about running out. ========== =Grenades= =============================================================================== Frag Grenade: Max Ammo: 10 Damage: 350 These are standard frag grenades, you toss em' at the bad guys, and they'll lay on the ground for a couple seconds and then go BOOM. Frag grenades work well against groups of enemies, especially in enclosed spaces. They're also reasonably common, as enemies tend to drop them on a fairly regular basis. Incendiary Grenade: Max Ammo: 10 Damage: 130 Unlike regular frag grenades, incendiary grenades explode on impact, creating a cloud of flames that sets nearby enemies on fire. Once on fire, most human opponents will drop their weapons and run around screaming until they die. Unfortunately, incendiary grenades are ineffective against Sopot Elite Guards (whose armor makes them completely fireproof) and Processed enemies (who have so much health they can survive being set on fire multiple times, and also who do not stop fighting when set on fire). Shock Grenade: Max Ammo: 10 Damage: N/A Like regular frag grenades, shock grenades will lay on the ground for a couple seconds before exploding. When they explode, they create an electrical pulse that will stun any enemies hit by it for several seconds, causing them to stop shooting and stand still while twitching in shock. Satchel Charge: Max Ammo: 10 Damage: 350 Unlike other grenade types, you can only toss satchel charges a very short distance. They stick to walls, floors, and even enemies, and will explode after several seconds. Due to their limited range, they're less than ideal for intense combat. Instead, use them primarily to blow through walls and obstacles. ======================================= =OTHER WEAPONS (USED ONLY BY ENEMIES):= =============================================================================== ZOMBIE PUNCH: Used By: Processed Civilians, Processed Grunts Damage to You: 50% (2 hits will kill a full lifebar) TURRET MACHINEGUN: Used By: Automated Turret, ATV Damage to You: 50% (2 shots will kill a full lifebar) TURRET GRENADE LAUNCHER: Used By: Ceiling Turret Damage to You: 100% (1 shot will kill a full lifebar) SENTRY DRONE GUN: Used By: Sentry Drone Damage to You: 2.75% (37 shots will kill a full lifebar) SPIDER BOMB EXPLOSION: Used By: Spider bomb Damage to You: 49% (3 shots will kill a full lifebar) GUNSHIP GATLING GUN: Used By: Gunship Damage to You: 13% (8 shots will kill a full lifebar) GUNSHIP MISSILE LAUNCHER: Used By: Gunship Damage to You: 100% (1 shot will kill a full lifebar) BATTLE ARMOR MINIGUN: Used By: Battle Armor Damage to You: 13% (8 shots will kill a full lifebar) BATTLE ARMOR MISSILE LAUNCHER: Used By: Battle Armor Damage to You: 100% (1 shot will kill a full lifebar) BATTLE ARMOR INCENDIARY GRENADE LAUNCHER: Used By: Battle Armor Damage to You: 100% (1 shot will kill a full lifebar) BATTLE ARMOR PUNCH: Used By: Battle Armor Damage to You: 100% (1 shot will kill a full lifebar) MOLOV'S MINIGUN: Used By: Molov's Battle Armor Damage to You: 2.5% (40 shots will kill a full lifebar) MOLOV'S PUNCH: Used By: Molov's Battle Armor Damage to You: 25% (4 hits will kill a full lifebar) ********** *Enemies:* ******************************************************************************* Notes: - Headshots do 4x damage against human opponents. (ie, a headshot from the pistol will take away 40 health instead of just 10 health). - Human enemies will die instantly if they're directly hit by a grenade launcher round, even if they would otherwise still have health left after the explosion (ie Processed and Nano-Elite). - All human enemies except for Processed Civilians and Processed Grunts have the ability to use grenades. Many do not do so, however. - Enemies have the same amount of health, regardless of difficulty level ================ =Human Enemies:= =============================================================================== Slammer Sammy, Security Guard: Appearance: Thin guy wearing a black P.C.D.G. vest over a green short- sleeve shirt. Preferred Weapon: Machine Pistol Other Weapons: Pistol Health: 100 Difficulty: * Appears In: Mission 1: Foreign Lands Slammer Sammys are the rent-a-cops hired by the United Republic to serve as standard security personnel at the KN.A.N.O. facility. More suited for watching monitors and drinking coffee than for military combat, they're poorly equipped and poorly trained, wielding only small sidearms that can barely scratch your powerful Elite Guard armor. You'll find them inside the corridors of the KN.A.N.O. containment facility in the first mission, where they should fall quickly under the wrath of your NICW. R.B., KN.A.N.O. Security Guard: Appearance: Buff military unit of the United Republic, wearing red-and- grey combat uniforms and a red beret. Preferred Weapon: Assault Rifle Other Weapons: Pistol, Machine Pistol Health: 100 Difficulty: ** Appears In: Mission 1: Foreign Lands The grunts of the United Republic, you'll face these guys in your assault on the KN.A.N.O. facility in the game's first mission. These military grunts are armed with stronger weapons than the standard security guards. Most of them carry assault rifles, although a few still use side-arms like the pistol and machine pistol. Despite their improved equipment they're no match for a Sopot Elite Guard such as yourself, especially when you're packin' Elite Guard armor and a prototype NICW. Just be sure not to stand in their line of fire for too long, as their assault rifle bullets can hurt. For some strange reason, many of these soldiers who are armed with assault rifles do more than 50% extra damage, and on HARD difficulty can kill off your full lifebar in 2 or 3 shots. This is extremely annoying (especially since you are unable to heal your injuries automatically at this point of the game), but thankfully the first mission is apparently the only area in which this extra damage occurs. It does, however, ironically make these guys arguably some of the most difficult enemies in the entire game on HARD difficulty. Your best strategy is to extensively use cover and grenades. In the corridor after the air vent section, mow down the enemies immedietely in your way and run to the next section, don't try and kill the additional guards that appear. Security Guard: Appearance: Man in blue and grey padded armor with a black steel chestplate, occasionally wearing a black footballer-style helmet Preferred Weapon: Machine Pistol Other Weapons: Pistol, Dual Pistols, Dual Machine Pistols, Shotgun, Grenade Launcher Health: 100 Difficulty: * Appears In: Mission 2: Public Information Building Members of the standard Commonwealth Security Services, security guards have impressive looking armor, but ultimately they're just as easy to kill as the next guy, especially with the low level weaponry they're equipped with. You'll find a couple of security guards equipped with grenade launchers and maybe a shotgun in the initial lobby shootout, but for the most part their armament is limited to sidearms such as the pistol and machine pistol (quite a few of them like to fight with akimbo guns for twice the firepower, but in the end they're still fighting with only sidearms). Security guards defend the lower levels of the Public Information Building, including the lobby and admin area. Skeeter, Security: Appearance: Man in yellow and grey padded armor with a white steel chestplate Preferred Weapon: Silenced Machine Gun Other Weapons: Machine Pistol, Dual Machine Pistols Health: 100 Difficulty: * Appears In: Mission 2: Public Information Building Security guard captains are slightly better equipped than their lower ranking minions, most of them carry silenced machine guns and a few favor dual machine pistols. They're still as easy to kill as the regular security guards, but their SMGs can eat away at your health fairly quickly, especially when you're confronted with a few of them at once. You'll mainly encounter them guarding the broadcast studios inside the Public Information Building. Freddy, Fodder Cop: Appearance: Seriously overweight donut jockey with greying hair, wearing a padded grey uniform with yellow highlights and a yellow helmet with a plexiglas screen. Preferred Weapon: Pistol Other Weapons: Machine Pistol, Dual Pistols, Shotgun Health: 100 Difficulty: * Appears In: Mission 2: Public Information Building, Mission 4: Underground Overweight, under-trained, and 6 days from retirement, Fodder Freddies are just low-paid beat cops caught in the middle of all this mayhem. Their poor-quality padded riot armor is better suited for defending against hurled rocks and bottles rather than high velocity bullets, and their arsenal is severely limited to only the weakest weapons. They're certainly no match for a high-trained, nano-augmented supersoldier such as yourself, which is perhaps why you'll rarely encounter them in a fight. A few Fodder Freddies will try to defending the admin area of the Public Information Building from you and Tangier, and a couple shotgun-wielding Fodder Freddies will attempt to take you down inside the subway platform in Underground. Sopot Elite Guard: Appearance: Special forces soldier fully enclosed in stylised metallic grey combat armor with yellow highlights. Preferred Weapon: Silenced Machine Gun Other Weapons: Machine Pistol, Dual Pistols, Dual Machine Pistols Health: 200 Difficulty: *** Appears In: Mission 2: Public Information Building Sopot's elite are a combination of Secret Service and Special Forces, tasked with carrying out the most dangerous military missions for Sopot, as well serving as the Chancellor's personal bodyguards. Their voices have a menacing computer-amplified echo, and the stylish metallic armor that covers their entire body allows them to withstand twice as much damage as a regular human opponent, as well as protecting them completely from flame attacks such as incendiary grenades or the shotgun's secondary fire. Their armor allows them to survive sustained fire, even to the head, and makes them the game's toughest non-nanoaugmented opponents. They're also more agile than most regular human opponents, quickly sidestepping away from your shots and making intelligent use of cover to defend themselves. Their SMGs also do a decent amount of damage, especially when compared to the weaker pistol weapons used by normal security guards. You can kill them with a sustained spray of bullets to the head from either the machine pistol or SMG, but if you can't aim at their heads quickly enough, a single grenade blast should be enough to send them flying. You'll find Sopot Elite Guards covering the Chancellor's escape in the upper levels of the Public Information Building. Sopot Elite Guard Leader: Appearance: Special forces soldier fully enclosed in stylised metallic silver combat armor. Preferred Weapon: Dual Machine Pistols Other Weapons: Machine Pistol, Silenced Machine Gun, Assault Rifle Health: 250 Difficulty: *** Appears In: Mission 2: Public Information Building, Mission 6: Sopot's Citadel Sopot Elite Guard Leaders are the toughest non-nano-augmented fighters in the game. They can survive slightly more damage than even the regular Elite Guards, and like the Elite Guards they're extremely agile and resistant to incendiary attacks. Elite Guard Leaders mainly use SMGs or dual machine pistols. They are tough opponents, and are best dispatched with either sustained fire to the head, or a well-placed grenade blast (although they can actually survive the splash damage if its not a near-direct hit). Most Elite Guard Leaders can be found co-ordinating the Elite Guards defending Sopot on the upper floors of the Public Information Building. You'll also encounter five of them carrying assault rifles and serving as Chancellor Sopot's last line of defense in the Citadel's missile silo in mission 6 when you finally confront the evil dictator. Tazer Tom, City Police: Appearance: Thin city cop in blue uniform, wearing a blue bulletproof vest Preferred Weapon: Macine Pistol Other Weapons: Dual Pistols, Shotgun, Assault Rifle, WASP Health: 100 Difficulty: * Appears In: Mission 3: Shrike's Wild Ride, Mission 4: Underground These beat cops from the Sopot City Police Department aren't exactly cut out for full-scale urban combat, but with you, your squad, and the Red Faction tearing the city to pieces, the government's going to throw everything they've got at you. Tazer Toms are generally equipped with sidearms such as pistols or machine pistols, but they do occasionally pack shotguns for heavier firepower. When you assault the security building and refueling station in the first couple of level of Shrike's Wild Ride, the Tazer Toms inside will retaliate with WASPs, but they never use such heavy weapons when you face them on foot. Tazer Toms will attack you while defending the buildings you assault in Shrike's Wild Ride, and they will also hunt for you inside the sewers and the subway station in the Underground. G.I. Johnson, Military: Appearance: Square-jawed grunt in green camouflage uniform, with a red star atop his green camouflage kevlar helmet. Preferred Weapon: Assault Rifle Other Weapons: Pistol, Machine Pistol, Shotgun, Sniper Rifle, Grenade Launcher, WASP Health:100 Difficulty: ** Appears In: Mission 3: Shrike's Wild Ride, Mission 5: Tank on the Town, Mission 6: Sopot's Citadel The standard grunts of the Commonwealth Military, these soldiers might lack the durability and manueverability of Sopot Elite Guards, but their access to more powerful weaponry makes them dangerous opponents. Most Military soldiers are equipped with assault rifles, although a few use other weapons such as sidearms or shotguns. A few grunts are also specialized snipers. Military grunts also occasionally use grenade launchers or WASPs when you attack them with heavy armor such as your gunship, tank, or Battle Armor, but they generally won't use such high- powered weapons when you actually confront them on foot. An individual grunt can quickly shoot away your health, and several of them ganging up on you at once can be deadly. When confronting them, be sure to use cover well and attack with powerful weapons such as your assault rifle, grenade launcher, or NICW. Sopot sends the Military to attack your vehicle during Shrike's Wild Ride and Tank on the Town, and they put up a last stand within their own fortress at Sopot's Citadel. Sergeant Green, Military: Appearance: Square-jawed sarge wearing non-camouflage green uniform, with a grey vest and a metal plate on his helmet Preferred Weapon: Assault Rifle Other Weapons: Sniper Rifle Health: 100 Difficulty: ** Appears In: Mission 6: Sopot's Citadel Although these sarges are slightly higher ranked than the standard Military grunts, they still use the same weapons and fight with the same tactics. Military sergeants generally attack with assault rifles, although they do occasionally try to snipe at you from guard towers. Sergeants are actually quite rare, and because their behavior is pretty much the same as the regular grunts they're not particularly remarkable. You'll find a few of them leading troops into battle inside Sopot's Citadel. Colonel Sandy, Military: Appearance: Shapely redhead in form-fitting green uniform with beige body armor, sometimes wearing a mean-looking Predator-style combat mask. Preferred Weapon: NICW Other Weapons: Dual Machine Pistols Health: 100 Difficulty: *** Appears In: Mission 6: Sopot's Citadel The female officer corps of the Commonwealth Military are relatively rare, but they outrank the male grunts and as a result are better trained and equipped with better weaponry. At the very least they carry dual machine pistols, and many are equipped with NICWs. Besides giving them a high rate of fire and powerful bullets, NICWs allow female officers to launch explosive shells which can take off your entire lifebar in a single hit. This makes them extremely dangerous, and you should destroy them quickly with your own grenade launcher or NICW as soon as you spot them. Female officers appear exclusively inside Sopot's Citadel, leading the defense of the Chancellor's last refuge with the other Military units. G.I. Jones, Urban Military: Appearance: Square-jawed grunt in grey camouflage uniform, with a red star atop his green camouflage kevlar helmet. Preferred Weapon: Assault Rifle, Shotgun Other Weapons: Dual Pistols, Machine Pistol, Sniper Rifle, Grenade Launcher, Heavy Machinegun, WASP, Railgun Health: 100 Difficulty: ** Appears In: Mission 7: Hanging in the 'Hood, Mission 8: Dancin' With the Dead, Mission 9: A River Runs To It While the standard Military units of the Commonwealth Army are camped out at Sopot Citadel, the Urban Military is specially trained for urban operations, and often engages in full scale assaults within Sopot City itself in an attempt to root out and crush the Red Faction. Urban Military grunts can be somewhat tougher than their counterparts in the regular Military, due to the fact they often have access to heavier weaponry such as grenade launchers and heavy machineguns. In addition, due to their close-quarter combat training Urban Military units are much more likely to use shotguns, and most Urban Military grunts use either shotguns or assault rifles in close to a 50/50 ratio. 'Chancellor' Molov will send the Urban Military to wipe out you and your Red Faction allies in Hangin' in the Hood, and a squad of Urban Military units will be guarding Quill's Cathedral in Dancin' With The Dead. You'll also face one last shootout with Urban Military snipers in the first level of A River Runs to It. Sergeant Grey, Urban Military: Appearance: Square-jawed sarge wearing non-camouflage grey uniform, with a grey vest and a metal plate on his helmet Preferred Weapon: Assault Rifle Other Weapons: Machine Pistol, Grenade Launcher Health: 100 Difficulty: ** Appears In: Mission 7: Hanging in the 'Hood, Mission 8: Dancin' With the Dead, Mission 9: A River Runs To It Similar to the regular Military sergeants, the Urban Military sergeants use the same basic weapons and tactics as the men under their command, and thus aren't particularly remarkable. Urban military sergeants like to use assault rifles, although they occasionally use other weapons as well. Rather rare, a few of them will pop up while you're fighting the regular military grunts. Sergeant Silver, Sniper: Appearance: Muscular soldier completely enveloped inside a grey skintight camouflage suit. Preferred Weapon: Sniper Rifle Other Weapons: Grenade Launcher, Rail Driver Health: 100 Difficulty: *** Appears In: Mission 7: Hanging in the 'Hood, Mission 8: Dancin' With the Dead Specialist snipers of the Urban Military and Quill's personal guards, these snipers can be deadly opponents, highly accurate and able to take off 1/2 your lifebar in a single hit. Their only weakness is the slow rate of fire of their sniper rifles, and hopefully you'll be able to kill them before they manage to shoot you twice and force you to use up one of your medikits. It's best to obliterate them with a blast from your grenade launcher as soon as their shots give away their location, but you can snipe them with your own sniper rifle if they're outside of grenade range. Snipers will attempt to ambush you as you make your way through the war-torn streets in Hanging in the 'Hood, and several of them will serve as Quill's personal bodyguards in Dancin' With the Dead. The snipers guarding Quill aren't limited to sniper rifles, a few of them carry grenade launchers or railguns. Fortunately, the ones with the railguns are somewhat inexperienced with the new high-tech weapon, and tend to have fairly bad aim with it. Major Maia, Urban Officer: Appearance: Shapely female soldier in form-fitting blue uniform with beige body armor, usually seen wearing an astronaut-style helmet with opaque faceplate. Preferred Weapon: NICW Other Weapons: Pistol, Dual Machine Pistols, Shotgun, Sniper Rifle Health: 100 Difficulty: *** Appears In: Mission 7: Hanging in the 'Hood, Mission 8: Dancin' With the Dead, Mission 9: A River Runs To It Like their counterparts in the regular Military, the female officers of the Urban Military are generally equipped with higher-quality weapons than the regular enlisted men. Most carry NICWs, and some fight with dual machine pistols, although a few use other weapons such as shotguns or sniper rifles. As usual, their rapid-fire, grenade-launching NICWs make them deadly opponents, and they should be quickly blow away with grenades from your own grenade launcher or NICW. You'll find female |
Comments
Sorry, to fulfil this action you have to be CheatsGuru User
|
Another Red Faction 2 Walkthrough :
|
|
|
• Moshi Monsters cheats, Android • Plants vs. Zombies cheats, NDS, XBOX 360, PS3, IPHONE, Android • Pokemon Heart Gold Version cheats • Pokemon Soul Silver cheats • The Lord of the Rings: War in the North cheats, XBOX 360, PS3 • Shogun 2: Total War cheats • BioShock Infinite cheats, XBOX 360, PS3 • Darksiders 2 cheats, XBOX 360, PS3 • Call of Duty: Modern Warfare 3 cheats, PC, NDS, WII, PS3 • Elder Scrolls V: Skyrim cheats, XBOX 360, PS3 • Torchlight II cheats • Borderlands 2 cheats, XBOX 360, PS3 • Temple Run cheats • Jagged Alliance: Back in Action cheats • XCom: Enemy Unknown cheats, XBOX 360, PS3

