RTX: Red Rock Walkthrough :
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Walkthrough - WalkthroughRTX: Red Rock Walkthrough Written as played by: Ron A. Murray Ramurray4@aol.com Version 1.00 Ron A. Murray copyrights this walkthrough February 2004. This is version 1.00 This walkthrough may be not be reproduced for anything except personal and private use. It may not be placed on any web site or otherwise distributed in public without checking with me first. Using this walkthrough on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. The following information from 1.Controls to 14. Confidential (military use only) is taken from the in game manual for quick reference purposes only. All information from 1-14 is credited duly to the authors. 1.Controls: Left Analog: Movement Right Analog: Camera view X button: Jump Square button: Ready/fire Circle button: Holster/put away Triangle button: Activate Start: Pause Directional buttons: Inventory Select button: Show inventory L1: Crouch L2: Headcam R1: Strafe/lock target R2: Quick switch L2+R2: Quick switch eye modes L1+R1: Roll1 L1+X: Roll2 2.HUD Meter (Heads Up Display) These are very important throughout the game so get accustomed to each icon and their perspective meanings. 3.IRIS- Independent Removable Information System. Description: Portable computer module with human interface. Designed to operate in standard sockets on robots and data terminals for command and control History: By the turn of the 22nd century, technology has at last achieved the goal of incorporating human intelligence into digital machinery and IRIS modules are as common as mobile phones. Everyone uses them to organize their lives and many regard them as friends. Advanced versions are programmable. Wheeler has given his sidekick a strong female personality. Be warned there are tactical problems that can only be solved by IRIS. In these instances, be prepared to enter her electronic world. Locate a signal bit and carry it through maze-like electrical circuits to the proper output terminal. No training can simulate this experience-stay alert. Use the left analog stick to avoid electrical hazards along the way. Toggle switches to change directions as needed to reach final goal by pressing the triangle button. Advisory: The signal bit will be trapped by empty logic gates. To recover a dropped bit, continue along the same circuit until it returns to the same gate. 4.Standard RADTAC equipment: 4mm handgun-Standard military side arm issued to RTX operatives. Fires explosive bullets. Unlimited ammo supply. Pressure suit- Enables action outside on the Martian surface. Contains a limited air supply which can be replenished by purchasing or locating oxygen bottles. 4mm machine gun- Assault weapon intended to suppress mutiny. Reported effective against LED's. Ammo limited: 200 shots / clip. Replenish in off-limits command centers. Tranquilizer gas- Anesthetic gas grenade intended for crowd control. Reported to stun LED's. Stun grenade- Concussion weapon intended for crowd control. Reported to damage LED's within blast radius. 5.Accessible alien weapons: Stage1 destructor-Basic one-handed weapon carried by LED warriors. More effective than 4mm handgun. Ammo limited: 50 shots/one cell pack. Scavenge to replenish. Stage2 destructor-High power one handed laser. Ammo limited: 25 shots/one cell pack. Scavenge to replenish Stage3 reaper-Rapid fire, 2-handed assault laser. Ammo limited: 100 shots/2 cell pack. Scavenge to replenish. Stage4 eradicator-Slow fire laser rifle with telescopic sight. Accurate for long distance sniping in first person view. No auto target functionality. Ammo: 20- shots/two-cell pack. Scavenge to replenish. Stage5 annihilator-Continuous fire particle beam super weapon. Causes enemies to explode on contact. Damage can extend to nearby enemy units. Ammo: 10-shots/two- cell pack. Scavenge to replenish. Plasma turrets-Available throughout the game but limited in use. Beware enemies behind these shielded death traps. Ammo energy packs-These come in two standard sizes: single cell units for one- handed weapons and double cell units for two handed weapons. 6.Playable characters: Name: Wheeler, Eugene Zeno DOB: 21.March.2170/St. Louis, MO USA Height: 1.85m Weight: 85k Hair: Brown Eyes: Brown Rank: Army Major Unit: Radtac Specialty training: Ranger, astronaut, and radical tactics expert. Date entered service: 2088 Education: US military academy '92 Current status: Action reconnaissance on Mars. Background: Shuttle pilot on seven missions. Application to join Mars colony rejected by local inhabitants in '95. Admitted to Radtac School, '97. Received Radical Tactics Expert badge, '98. Distinguished achievement in Tactical improvisation, vehicle proficiency and marksmanship. Note: Subjects grandfather, General Augustus Wheeler, commanded the first Mars mission, MMM in '27. Service record: Army ranger operation wildebeest '97-Team secured 9classified0 African capital, thwarted military coup. RTX operation grey stone '98-Resolved lunar observatory hostage situation by force. RTX operation black snake '99-Penetrated java cobra faction, negotiated truce. RTX operation yellow desert '01-Entered 9classified0 Middle Eastern city, retrieved (classified) viral agent. RTX operation white fire '02-Identified and removed LED garrison from Equatorial launch facility. Boarded orbiting gamma station under LED attack, rescued crew. Wounded in battle during re-entry. Awarded Purple Heart and Silver Star for exploit. Medical History: Sustained loss of left eye and right hand during RTX operation White Fire. Synthetic replacements provide enhanced sensory and mechanical abilities. Check Wheeler's file for details on his bio-enhancements. EZ Wheeler has a synthetic eye and enhanced arm from damage he sustained during a rescue he performed on another space station. His eye has 4 different modes of view in addition to regular vision that are readily available throughout the game. Thermoscan-Reveal enemy units or locate survivors using this vision. Naviscan-Display maps and mission objectives Electroscan-Identify electrical items, malfunctions and control systems. Bioscan-Detect forensic residues and foreign life forms. The arm: Prosthetic device capable of supporting upgrades for enhanced physical performance. Torque wrench- Use to open specially marked panels and machinery. Grappling hook- Use to reach great heights. Taser- Use to stun LED's and zap power panels. Plasma cutter- Use to slice open specially marked panels. Catapult- Use to launch butane tanks with explosive force. Name: Cimmeria Rijan Rank: Chief colony officer (CCO) Background: Native of Mars who spent nine years on earth studying biology before returning to her home planet to become the CCO of Red Rock. She's young, beautiful and smart. Her knowledge of colony operations may prove useful. She doesn't have much experience with weapons however. If she survived the LED invasion, she's probably hiding and might be hard to find. 7.Explosives: Small and large butane tanks- Both contain potentially explosive gas. The small tank can be used to eliminate multiple targets within a small area and can be detonated by gun or laser fire. The large canisters are too big to throw and need to be dropped instead, again can be detonated by gun or laser fire. 8.Consumables: First aid kit- restores health by 1/3. Health kit- restores health completely. Oxygen bottle- Completely refills air tank in your pressure suit. 9.Additional pick-ups: Human digitizer- Small device used by LED's to contain prisoners of war. Capture form LED technician and use it to store and protect colony survivors found hiding throughout Red Rock. Fire extinguisher- Primary purpose is to fight fires, always a danger in an airtight colony. Known to stun LED's. Food unit- Foil wrapped, tofu based snacks found in vending machines throughout Red Rock. Throw like a grenade to distract LED vermin. Officer access card- Credit card shaped device used by Wheeler to operate shuttle bay on Phobos and by Cimmeria to open special doors within the colony. Pieces of junk- Small fragments of metal and wire scattered around Red Rock. Use to destroy LED transporters. Cash card- Martian money found in chests and cabinets. Use in vending machines to buy consumable items. 10.Vehicles: Jet pack- Pressure suit upgrade, enabling leaps to a maximum height of 5 meters and a maximum distance of 12 meters. Press the X button to jump and then press the X button again while airborne to leap high, cross wide gaps and cushion falls. Rover- Tracked vehicle for long-range travel. Large enough to live in. Capable of ascending slopes that can't be climbed on foot. Press triangle button to enter. Spider- A small four legged vehicle for scrabbling over steep terrain. Designed to leap tall obstacles in the weak Martian gravity. Press triangle to mount. LED scout ship- LED reconnaissance craft. Well armed and highly maneuverable. Press triangle button to enter. 11.Field assets: Chicken bot- A small two-wheeled servobot designed to perform colony maintenance. Cargo handler- Robotic arm used to shift cargo. Laser drill- A large maglev unit used to drill mining tunnels. Can be weaponized. Repairbot- Treaded service vehicle impervious to radioactivity. Hoverbot- A small flying servobot primarily used for aerial inspection. Showgirl- Entertainment servobot willing to entertain enemy units. Loaderbot- Flatbed cargo delivery vehicle. Tractorbot- Treaded service vehicle at home on planet surface. 12. LED's / Enemies Basic warrior - While aggressive will not hesitate to turn and flee. Be advised that they will sometimes leave their weapons behind. Advanced warrior - Extremely aggressive, rarely retreats and can be cornered. Often distracted by close proximity servobots. Heavy warrior - Very deadly and hard to kill. No known tactical weaknesses. Technician - Harmless until provoked. Turns invisible to stalk prey with probalyzer. Once concealed they can only be seen through thermoscan / thermal vision. Officers - Large, heavily armed and dangerously aggressive. Look for them guarding important tactical positions. 13. Chapters 1. Phobos station, Red Rocks orbiting spaceport. 2. Thermal research station, Hot spring study center. 3. Kuznetsov diamond mine, Sources of wealth for Red Rock. 4. Chryse canal pump complex, Red Rocks water comes from melting permafrost. 5. Red Rock township, 200 colonists used to live and work here. 6. Xanthe terra power and light, Fusion reactor is Red Rocks power source. 7. Back in main colony, there's an enemy ship docked in the hangar. 8. Rescue operation, Cimmeria comes to town. 9. Aromatum gas field, Source of greenhouse gas for Martian terraforming effort. 10.Crater MC-55o, site of deep mystery. 14. Confidential (Military use only) Hostile threat Earth faces a worldwide security from manifestly hostile alien species. Their technology is superior. Their intentions are mysterious. Our chances against them are uncertain. See additional supplements for information regarding threat types and known weapons. Name: real name unknown. Informally called light emitting demons (LED's) by reporters who first noticed that they talk to each other using special light producing organs, like fireflies. Origin: All attempts to locate LED home planet have failed. Physical characteristics: Little is known. Like spiders, LED's heads blend with their bodies. Like sharks, they have cartilage skeletons. When not protected by armor, LED's are fragile and easy to defeat. Standard issue 4mm handgun is adequate. Unfortunately, unknown chemical reaction causes LED's to carbonize when their skin has been damaged, consuming their weapons along with their bodies. Armament: Variety of laser guided plasma weapons to range fire upon humans, teleporters to send squads into combat, invisible electromagnetic armor to absorb battle damage. Tactical doctrine: Be wary. LED's are aggressive when unchallenged, quick to retreat under fire and suicidal when trapped. They seldom travel alone and will spawn reinforcements through their teleporters. Victory depends on acquisition of LED firepower. Stun them from close range by any means available (fire extinguishers are known to work) and commandeer their weapons. Search for metallic junk to sabotage their teleporters. Word of warning on this game, I can get you through this as far as completing the game itself but not 100%. The 100% completion comes from also locating survivors/colonists hidden throughout different levels in the game. There are a total of 100 individuals and I have only located close to 70. I list these individuals in my walk-through but I also say that there is no harm in exploring further. I will at another time, look for the missing colonists and revise this walk through but until then, keep in mind this warning. Chapter1: Phobos Station Intro: Movie After a movie, (gotta love IRIS, eh?) you are on board Phobos in your first chapter. Once again, no particular order, sometimes it's good to backtrack areas that you may return to later. On Phobos Space station you will receive a small tutorial on how to interact with some environments. Continue forward through the first hatch, then the second into a main area with different routes. Ahead of you is a terminal in need of a battery, start off going through the hatch on the right. You'll end up in a small room with a box on your left that needs to be opened, remember the markings on this box throughout the game. After retrieving the energy cell, return to main area and use the battery. Down the ladder and have your first communication with IRIS, you'd be completely lost without IRIS, head back up the ladder and to your left to the 'command center'. Talk to IRIS and take an incoming call from earth and somebody else that is another main character in the game, Cimmeria Rajan. As IRIS will tell you throughout the game, 'check your maps', in green vision, this is your 'map mode'; you can view present and completed objectives. Always check for current objective, as this one is 'find access card'. Return to main room then onward to the room that had the energy cell and through the now open door. Head down the ladder for another conversation with IRIS and obtain the access card from the box. Check the box to the left of the ladder on the way back up, all these type kudos will be 20 credits of funny money for mini-mart purchases, rack up all the loot you can as there will be times where you use up all your resources and re-upping can be hard at times. Up the ladder, station is now under attack, go to main room and through the open hatch in the center to escape station and enjoy cool movie!! Chapter2: Thermal Research Outpost All right people, crash course in jumping skills, something that needs to be mastered in this game. Continue pretty much straight ahead and you will come to a small wall with a weird looking contraption above, this is an oxygen station, you can obtain a small bottle of oxygen from these stations that will fill up your meter from zero, it's a good idea to refill when you hear the heartbeat, this either means low life or air. Jump up the wall, grab the oxygen and jump across to the rocky landing. Turn to your left and notice the remaining platforms, the first two in front of you and the third on the right, then to your next oxygen bottle. Use L2 to view from heights such as this so you can find your safest drop zone throughout the game. Drop down and locate the next oxygen bottle, past this first rock is a slight drop-off, run between the next two rocks and jump to the following landing. It's good to do these right the first time to avoid mass oxygen consumption in backtracking and redoing. From this new landing go up to next landing and retrieve oxygen. Follow cliff wall on left and jump across to next area next to large rock. You will see another oxygen bottle as you trek forward; notice the step-ups on your left as you near. Climb on up!! Jump across to oxygen and continue forward jumping again to next landing, trying to avoid fire from enemy ship. Drop down, continue to left and climb up on your left in front of a rockslide, walk to rockslide until you get a 'clear path' message. Go around and when you look across canyon, you should be between the two bottles across from you. Long jump!! Turn around and get oxygen, come back and get your first small first aid kit. You may battle the aliens between you and the spaceport or run past them possibly taking shots along the way, it's your choice, good practice though!! Oh, reminder, square button to quickly bring out your present weapon or stop game and do it through select. Ok, after entering door (green icon: unlocked / red icon: locked), go to empty spacesuit area and triangulate your next move. Use triangle to get out of suit, sheesh!! Do a scan before you enter this door and prepare yourself as you see fit. After clearing area, talk to IRIS and learn how to view maps. Ok, must go down, forward through door next to mini-mart machine and down a hatch-ladder dealing with a few enemies along the way. Follow your map and look to your right on the ground, occasionally you will come across 'pieces of junk' that come in extremely handy, LED's pop up from these glowy blue transport spots that you can place a piece of junk and mess up their world, well, at least save some ammo as usually four LED's can pop up from a single transporter. Forward and a movie, then you obtain a valuable toy in rescuing colony survivors throughout the game, the 'human digitizer'. Continue in this room and check the boxes, the solid red boxes contain tools and imperative items for completing tasks. Turning around from this box, notice the dome shaped metallic box on the floor, your first laser to play with. Other similar boxes will contain ammo or a proximity bomb, easily avoidable, just get used to the sounds. Ok, now that you have hull patch, it's time to go talk to IRIS again and get new objectives, always listen close to her, as she doesn't like to repeat herself. Ok, 'servobot' is next objective, must go down, but before venturing off let's take alittle detour to the 'crews quarters', look at the neon signs in front of doors, it's the first door to the left of entering this room from outside. There are goodies and survivors in this area. After this take door straight across from yellow door in main room and down ladder to lower floor. Behind ladder are two paths, take left path and door on left into large room, take care of enemies and check map, follow arrow. Entering this next room you will shoot off a vent cover that you need to enter. Follow your map into a room where you will rescue another colonist. Next to her is another vent to enter and continue following your map to a servobot center, fun little toys that you can access with your IRIS module. Get behind little 'bot, insert IRIS and take door to left, notice lock mechanism in front of door. IRIS 'bots are the blue marking on the map, oval shaped. Follow your map to a room with a large window on the left as you come in, take door on left, ignore enemies and continue to the left to a servobot canal. Take first left in canal and override circuit, back out and continue into another room. Check out the red box on the table for EZ to get, continue out into the room with the large window, scooping out all your enemies along the way, 'bots are cool aren't they? Leave and go back to EZ or stay and have EZ come your way, either way, when you meet up, remember to remove IRIS module from 'bot. In this room, rescue survivor, check for boxes and continue into next room to obtain the door ratchet. As you leave this room and head back out to main room, make a u-turn and locate vent shaft, explore this are and rescue colonists as you find them. You may end up coming down a ladder that will put you back where you started in finding colonists after you're finished rescuing. Take door straight across from you and turn left to find door that needs to be opened with ratchet. Use tool in white socket and enter pressure room to take a stroll outside. Notice the stun LED's message as you enter, yes, fire extinguishers now can be added to your arsenal. Go around to your left, forward and up ladder. Cut to your left and go just past the radar dish, climb up and notice the sleeping LED and the oxygen station. Pass the oxygen and follow the trail of LED's to a hole in the wall, which you're going to fix with that patch. Go back the way you came, picking up alien ammo along the way, don't always count on me to tell you about ammo as its spread out through out the game and areas are too numerous to list, just keep your eyes out and don't be scared to explore. Work your way back up a ladder to the next floor and locate the Comm. Center, use the computer and IRIS to kill the alarm and repressurize room. Enter room, drop ladder and go up into next room, a few enemies and go up again. Talk to IRIS, on to the next chapter. Chapter3: Kuznetsov Diamond Mine Advance forward and check out the area. After a few enemies, take the first door, Habitat#1. Our next objective is to talk to IRIS so, plug in and talk to her. After receiving your information, flip around and plug into the crane behind you, after dropping the second box, remove IRIS and climb up as Wheeler. On your way through this crouched corridor, pick up the piece of junk on your way to the end. In this room, take care of vermin, check for boxes and halt ore carrier. Remember the other door outside, time to take a little walk. You may go back the way you came via the vent or through new exit to your left. Stop by the mini-mart if necessary. Plug in, talk to IRIS and unlock the door, enter and work your way down in a back and forth movement jumping from one scoop to the other. Once you reach bottom, go through the door and up the ladder. Rescue the survivor and either head through the door back down or backtrack down the ladder to the bottom again and enter passage across from you into a dirt tunnel. After clearing out this area, follow the path to a door and an open area with a broken bridge, yes, jump across. Once across, through the door, take care of enemies and choose your path down, they both lead to the same door you must venture through. Joy, another broken bridge, time to do the nasty again!! Once through the door, follow it around taking care of enemies and notice the break in the fence, as you will come across this throughout the game. Basically means you will need to jump across or go through in some manner. Anyhoo, onward!! There are a couple ways to go, I take the hole in wall to the right once you're across and work your way down avoiding vermin. After going through door, check your right and you have found laser drill. Go talk to IRIS by the machine and find out that you need to take care of a power problem. Back through yellow airlock door and continue into next room. Visit mini-mart if necessary and up the ladder into new room. Ok, this is a good save point as you are about to enter IRIS world, something that gets progressively harder throughout the game and there is really no way to record direction in these puzzles. It's basically trial and error, remember that left analog stick rotates you around beams to avoid spikes and triangle will change your path as you approach it, don't wildly press triangle as this will put you in a world of hurt as far as not knowing what direction you will head. Take your time. The first few times and get used to the layout of the maze and then explore different directions. Basically to start, you are looking to pick up a bit of information, there will be a tunnel with a red glow within that you need to go through to pick it up. Once you have it, avoid hitting spikes in your path and tunnels as you will drop your bit of information and have to make your way back around and pick it up again. You are destined for a golden tunnel, it stands out more than the others, once you reach this tunnel with the bit of information, and the puzzle is complete. One thing to remember is on your way to the golden tunnel, by dropping off the bit of information at a tunnel and making your way back around to pick it up, once you have it you will have a clear path to your next point. Anyhoo, this one is easy and a training puzzle, should be no prob!! After completing puzzle, save if you wish and go to the laser drill and talk to IRIS, time to kick some alien butt!! Notice the floor panel on your way out, you'll be using these a lot throughout the game, follow your path down a lift and rescue a couple survivors and make your way back up. Get into suit and go to drill. You will come across a door that IRIS will tell you is blocked by Colonists and you need to find another entrance, continue to yellow airlock door and through to drill. Insert IRIS and go to room you haven't been in yet, forward and to the right, sheesh!! You can only pivot and fire but you will clear out a majority of LEDs for Wheeler as he needs to follow and take care of the remaining LEDs in this room. Place piece of junk on teleporter at ground level and go up ladder to platform. From platform, jump to broken ladder in front of you, climb up and clear path into new door. Remove suit and continue, clearing another path. Take the only accessible door, collect your kudos and rescue a survivor. Up into the vent and follow to a booby-trapped room. I guess I'll tell you to avoid getting your life sucked away from one helluva fire. Equip your 4mm handgun and position yourself at the exit, look for an icon at the floor and shoot, triggering the explosion, when all is clear, continue onward. Another booby-trapped room, take it slow and work your way through the obstacles. Find switch to activate hydraulic lift, visit mini-mart if necessary and go out the green-lit door. Beware of the wires; use your vision enhancer to make your way through if you wish. You're now face to face with Cimmeria and she's sporting a new weapon or new type of kink, who knows? Anyways as she walks away, Wheeler admires her back end and 'onward through the fog' ( an old hippy saying). Unlock the door, check the boxes and take the elevator down. Ok, kill off the little vermin unless you like alien attachments!! Back to the laser drill, stand on platform behind it 'switch to servobot as IRIS is still plugged in. At top, clear rocks with laser drill, get Wheeler out of the way first and as Wheeler, go through door and rescue a couple Colonists and back to new opening made by drill. Retrieve IRIS module from drill and use computer to obtain map and objective. Attempt to open door behind you and then have IRIS unlock it for you. I'm not going to tell you how, but you're making your way up to the top of the heap. First off, go through vent and rescue a couple survivors and make your way back. Walk the vent to the door and continue. Check your air pressure, heart beating yet? Anyhoo, make your way down, use your vision to check for vermin and nasties. Go into habitat#3 and find a new tool to add to your arm, a nifty torque wrench!! Over-ride gate lock, go back outside and through the gate. You get a new gun in this area, a stage2 destructor, now talk to IRIS and check things out with another vision filter, another new toy to become familiar with. After the movie, turn and notice the pile of rocks, time to check out what this 'new old-soul' is good for. Ok, that's cool, onward ho'. This is a good save point in case you don't make it through this one; he's not easy to deal with. You should be at 20% of the game with 16/100 survivors. Oh joy, first real boss battle, the LED Field Commander. Did you pay attention to the fence breaking? What's below but our friend the laser drill, just remember, you have to install IRIS and get Wheeler out of the way. After plugging in, get Wheeler to the cave area with the computer module so he is out of the way, make sure your stocked up on health as the alien pulls a shitty in this battle. Ok, use the R1 and R2 buttons to raise and lower laser drill, following the alien and pour on the steam, let him have it, blow him out of the water!! Upon defeating him, you get a movie and the end of Chapter3. Chapter4: Chryse Canal Pump Complex Okie dokie, we be in a rover, these are not the easiest things to maneuver, practice a bit before trekking onward as you will need to perform some serious driving later in the game. Ok, the rover can't do any real jumps so, locate the dirt ramp behind you and follow the path, using ramps to jump as necessary. After a lot of winding and running over LED's, you'll end up at the complex. Ok, our first objective is to talk to IRIS. I know there are a lot of ladders leading into the water but don't feel you have to get wet because they're there. Basically, if you fall in, they're a way out but there will be times where you have to venture in the wetness. Ignore the locked doors and proceed to the large door. Suit up and head outside, 'the bridge is gonna blow captain', sorry, had to say that, jump up on center beam and make your way across. Suit down and proceed through the mighty door. Ok, don't spend forever trying to get up the elevator...you can't. Ignore the locked door and get wet, move forward toward the hole slowly and go through. You should land in the water safely but I have died hitting bottom by not going through correctly. Go all the way across and notice the familiar pile of rocks, summon old soul and get informed. Time for a little exploring, locate the survivor behind the stack of crates. Make your way up the stairs and jump across to the door, talk to IRIS via computer terminal and receive maps and objectives. You may go crazy so I'll tell you now, talk to IRIS again and fix the crate problem. Take the door to the left into a control room and once again talk to IRIS. Puzzle time!! Remember first puzzle? Watch how they progress in difficulty, it's easy to allow them to drive you batty but there is simplicity in the solving of them, stay calm, cool and collected and you'll get through 'em. Once the puzzle is complete go back to previous room and locate plate next to door, yup! yup! torque wrench spot. Over-ride door and enter room. Another nifty tool for the multi-purpose arm, a grapple hook and you get to use it as soon as you leave the room. Ok, follow your path into a kind of hallway with a force field preventing you from going further. Alright, humans may not be able to proceed but servobots can. Use the bot to open the door and turn off the force field ( not that hard to figure out), then Wheeler can get to that elevator from earlier in the level after obtaining the stage3 reaper from the casing. I like the stage3 the best, it is powerful and quick fire, just have to keep up on ammo. Crack the door, rescue the survivor and go down the opposite path using your new toy to get across. A new kind of vermin, exploding, they tend not to show up in bio-scan and don't target too well, manual aim from a distance is your best bet. Continue to next-door, rescue colonist and through the next door. Find button to raise sluice gate and proceed down this new path. On this upper level, you will find a door with a survivor and a vent, take the vent and end up on the side of the crates where the aliens were at the airlock door. Suit up, exit and enter an open room, notice the survivor down to your left. Climb back up onto the main pipe and after killing the two LEDs on catwalk, jump to left platform and proceed to door. Go to garage lower level and do what's necessary to raise rover lift so you can get through that airlock door above. After a therapeutic session with IRIS, the airlock door unlocks. Suit up and go to the rover, I hope you've been checking for boxes because I'm not going to tell you about every box, hell, I might as well be holding the controller, sheesh!! Scout out the terrain from above and go for it!! You can exit the rover and kill LED's as Wheeler or run the masses over, I prefer running them over. You will reach the end of your path when you run into an oxygen tank, exit, grab a bottle and head uphill. Hear the voices? Refer to your bio-scan and locate an entrance. After a movie in awakening another old-soul, you receive a new weapon, try it in your venture out of this room. Any LED's in it path will be blinded and your task will be made simpler. Once the small army has been removed, proceed through the door. Advance to another waterway and rescue another colonist, you can drive yourself batty trying to figure out how to get into that air vent on the other side of the door or you can get wet again. You may now enter the opening that was blocked earlier and end of Chapter!! Chapter5: Red Rock Township Ok, no longhaired kids with bloody knives are going to pop out (Stephen King-Children of the Corn joke) but there are LED's so keep an eye out (to coin a phrase). There is a colonist behind the waterfall as you make your way down. Visit the mini-mart if you have to and take the lift to the above walkway. Check the layout of the lights and figure out what you're gonna have to do to get to the big yellow water tank. Now from here, use the same method to make your way to the shaft mid-level next to the waterfall. Take the lift and talk to IRIS at the door to retrieve map and objectives. The mall is an area you will need to be familiar with so pay attention to where everything is. Go through the door on your left and continue until you meet yet another character of the game, Boris Desurov. A slightly eccentric individual with a taste for the bizarre, read the game manual to understand his mentality. I know, he runs funny, but you must follow him. Don't worry about passing things up, you'll be back this way again..I promise!! He will stop and wait for you then flake off again, at bottom of ladder will be large yellow containers emitting steam, take the path with the least steam and go forward, yeah, yeah I see you waving up there ya fruitcake!! Couldn't hold the lift could ya? Follow him to the main computer room and get ready for adventure. After a movie you may backtrack and search for colonists, boxes and now registers in stores for those 20unit kudos, not advisable though, I never found anything of interest. When you're ready, make your way back to the computer room. First off, remove the panel to your left as you enter the door. Get familiar with all the holes that need something stuck in them and go talk to IRIS. 3 maps and objectives are now in place, so let's get cracking. Up the ramp and the door on the left, in the room access the vent and go into another room where you will get yet another gadget, a tazer. Use this on that panel you removed when you first came in. Your next objective is a power supply, so check your map and follow the arrow. You will come to an intersection that is blocked off and a servobot is parked nearby. Fire up the bot and locate a partially open door that the bot has to crouch to enter. Look at the layout and follow your path upward. You passed by this room earlier and couldn't get in, now you can. Run across as Wheeler, take IRIS, rescue colonist and pick up goodies in shop. Go back out and locate floor panel and have alittle fun with the butane bottles, one or two will suffice. After all is clear, climb up, mount the plasma gun and pop off a few rounds to get used to it. Under the warrior who is hiding behind the plasma gun in this room is a pile of oddly stacked crates, make your way to the colonist and a kudos box. Find the grapple point up above a high platform leading into a door. You'll find yourself in a room where you can rescue a couple colonists and turn on cargo handler power. Back down to ground level and activate handler via the IRIS module. Ok, you've now obtained the power supply, it's time to head back to main computer. Take care of the welcoming committee as you leave. Install the power supply, talk to IRIS and head through the now open door. Definitely can't go to the left so head into vent duct. Head out the door and take over the plasma gun, have a little fun shooting the scared little rabbits. A swarm of LED's come out of a store, after the shooting match, go into store and locate vent shaft to find a survivor and head back the way you came. Back out into the mall, not much left up here so head downward and look for a cave like opening which is an entrance to Red Rock Park. Check around the water areas as there are colonists hiding away that you need to find. Look for some waterfalls in the direction of your point of interest on your map. An island opposite of the falls will have a mound that you can climb on and jump across to other mounds going upward. Follow the yellow brick road, oh my!! When you get to the top, flip around and jump across the falls and head to the left. Climb up and make your way across a concrete walkway to the other side. Can't go through the force field so you must find another way, drop down to the grass and head to the right and find a yellow catwalk with an HVAC sign above it. Pass up the locked door and enter the next to obtain the memory module. Looky the ladder fall down!! Yes, go up the ladder and then an elevator into the casino. You are now venturing to find a personality module so check your map and get a fix on which way you're heading. See all the freaks guarding the door at the bottom, well, what are you waiting for? Where were we going? Oh yeah, the medical center...enter, do the torque wrench thingy, and then the tazer and obtain your prize. Now, onto the main computer via vent located in back room of med. center. Give Athena the rest of her goodies and talk to IRIS. It's time to once again slip into IRIS world and brave yet another freaky puzzle!! I did it with a 1:02 left and no spikes hit. Enter newly opened door and once again talk to IORIS to learn a little more about Grandpa Wheeler. IN next room you will find a vent to take and rescue another colonist and either continue to an area that you can surface into an LED infested area or backtrack and take the door available to you, either way you end up in the same spot. After killing much aliens and collecting kudos, trek into the hanger bay door, suit up and prepare yourself for another boss battle. Don't mess with the shuttle thingy until the end of the battle when the LED ship has sustained maximum damage then pivot it at the end of the track until the shuttle blows up. My main concern is destroying this damn regenerating freaky flyer!! It doesn't take much to take it down the first time, don't get happy, it turns into an LED assault vehicle. Once you hurt this craft, it obtains a piece of the whole and becomes another monster for you to play with. Look mommy, I'm still not dead!! Keep plugging at it and working the fields, as you've noticed throughout the game the force fields turn from blue to red and then death. When the grounded ship is almost bare, left with three talons and the flying craft is firing pink and green blasts, then it's time to let IRIS take over the computer up top and start pivoting the craft. Another chapter complete!! Chapter6: Xanthe Terra Power & Light Kind of a rude landing but oh well, whatever works eh? Onward through the fog, um the door then the lift down and through another door. A bit of advice if you haven't figured already, the chewing vermin, if they get a hold of you and you're close to an airlock, get into your suit and they fall off allowing you to shoot them, then continue on your merry way. Damn it's amazing that she can say all that in one breath isn't it? Anyhoo, after talking with IRIS you have your newfound objectives and map. Go into the maintenance area located on the bottom floor and rescue another colonist and obtain a new toy that will help in the next area behind the large orange door, which houses a small army by the way, so prepare yourself for battle. Now find the control center to rescue a colonist. Look for a broken ladder on the ground also and a grapple area up above, you know what to do. Rescue the survivor and go check out the new bot. As the bot, go to the room that's behind the large orange door and beyond the wall you have to use the plasma cutter to access. Inside this room, first shut the door behind you and then find the switch to purge the gas floating around. Now Wheeler can enter safely without his lungs pustulating and oozing in a backwards mass. As Wheeler, obtain the IRIS module from stumpy and take the lift up. Take control of crane, pick up box, pivot left and leave crane in this position and as Wheeler, remove IRIS once again. Climb on top of the lift and grapple above the box to bring yourself upwards. Jump to larger platform and across one more time to an inoperable lift. Turn and make your way up to an access panel and then down, rescuing a colonist along the way. You will end up in a room that you can now shut off the electrical current that was blocking the path earlier. Backtracking to the first larger room, you will find a stage 4 eradicator in one of the metallic canisters on the ground, basically a badass sniper rifle, excuse my French. At new orange door, use torque wrench then short it out with tazer to access new area. There is a door below which will remain locked until all LED's are disabled, uhhhh, I mean killed!! Enter airlock, suit up and head out. Straight ahead, make your way into this building ( not hard to figure this one out ) and obtain another new toy, jet pack...big fun now!! Ok, you're going to make it across to the top of the airlock door from the roof you're at now, go for it!! Make your way up and locate a colonist to the left and then work your way through the maze to find a way up further to another area. Rotating dishes, emitting instant death!! Watch the pattern and time yourself. Jump across and wait for the dish to rotate, as it rotates the electricity stops and your chance to move. Go past the next to a larger platform and prepare for the next trick, yeah right, a rabbit out of that? Looking forward, there are four dishes rotating and between them a landing area. Your task, if you choose to accept it, is to land on this area and when the electricity stops, push forward and down. Out to another roof like area and toward rock formations leading upwards. Yes, climb them to the top and proceed to the roof across. Now, getting down a wee bit twicky, find the open fence area and look forward and down, locate platform and go for it. Now find another platform to your left and do the same. You can now land on the roof sustaining minor damage, head for raised platform and jump across to next roof. Go off the roof to the right, make it to ground level and follow the wall of the building to find a colonist and make your way back up to do it again. Make your way across the steel structure and then the rock formations along the face of the mountain to the right and watch the short cut scene of the bridge being destroyed. After small battle, make your way uphill to digitize another human. In your rover, jump across the newly modified bridge and follow the narrow path to the right and continue around, eventually jumping the canyon. You will end up in between where you first picked up the jet pack, so head on up the hill and to the right. Mow down a group of LED's and do alittle bowling around the next corner. Keep to the right along this path, then up a steep ramp into a new area. Search to the right between the structure and the mountain to locate another survivor. As you come around the back, you can hear those voices whispering sweet little nothings. Sport your bio-vision and have a look around. See the door up there in the crevice? You can use the pipes from the bottom of the ramp and work your way to an area on top of this structure to jump to this cave or just jump into the rover and drive to the wall, park it, get out, double x to the top of the rover and single jump to the ledge and 'voila, short movie, obtain another useful stone and we're of to see the wizard. uh hum, scuze me!! Ok, once done, make your way down and to the right past the LED hiding behind the plasma gun, then another one, sheesh!! Make your way to the lift and..oh joy, some more jumping and climbing!! Make your way across the LED made bridge and then the rock formations to the top. Enter into this area and talk to IRIS about your next objective. Got to find an RF Feed unit from another dish, now were getting into some heavy duty jumping. Head to next airlock, suit up and head out as usual. First things first, head up the lift to the top and check your map for direction. I will refer to each tower by their corresponding number in this section. Jump to 1, then to 2 and get on top platform, to top platform of 3, bottom platform of 4, to 5 and remove rf feed unit from tower, from this platform go to 6, from 6 to 7, from 7 to 8, from 8 to 9, and when you get to first tower with lift, install rf feed into socket. Now must converse with IRIS and land yourself in the middle of another mind-bending puzzle. 1:03sec left and 0 damage. Now a message comes through and you have to obtain an item from dish #8. Start from the lift tower and work your way to #9, get to top, turn around and double jump to dish and activate item to score a cut scene..end of chapter. Chapter7: Back In Main Colony To start off after getting out of suit, enter door and take care of plate to your left using torque wrench and tazer. Continue around to right and through another door. Next room has some exterminating to do and you may try the door ahead but it won't open. The ladder in the center is now you're only option, look above before climbing and take necessary precautions. There are a few options but I start with the accessible green- lit door that leads into an LED occupied room. After they are dead, locate ladder and descend into another room, locating a vent shaft to go through. You end up in the room you couldn't access earlier. Go back the way you came and look for units to climb to reach the top and go back into main room. Talk to IRIS and have alittle chat about protocol. Now you're through the door and come across another locked door, talk to IRIS and yes, you have to find another way in. Y'know those large bottles of butane you picked up? Drop one right by the fan, step back a few, take aim and pop one off into the canister. That failing fan has now died!! Go through hole, over some junk and up a ladder and out a door. Outside again, mmmm, smell that fresh, uh, oxygen.anyhoo. Work your way down and over to the aliens that are taking pot shots at you and probably hitting you. Do the deed and continue around following the platformed landscape, picking up health and oxygen as you go. Look for a station piece at the top with a black block, jump to this and as you climb up you should see large domes in front of you, you're on the right track. Now's a good time to play with your sniper rifle after getting rid of those annoying ships. Locate some black blocks and work your way to the top until you reach a door blocked by massive rock. See the little rock formation, do the do!! Once inside, proceed the only way you can and you will end up in a large room with many LED's. Your objective is to beat LED officer which you will meet as soon as you open up the only other door in the area. Rescue dude over in the corner and talk to IRIS after looking in the box first and getting a new toy. Ok, got to find another way of raising cover, hmmmmm. Try your new toy out from a fixed position. Follow your path to the park and look for a raised island that you can jump to. You will come across a series of fallen tree that you can walk across. At one point, you will pick up a stage5 annihilator. Work your way up and locate a small tunnel and then a gray walkway. At the end of the walkway, use your grapple to reach your next point. Follow the path to the lift where you will battle an officer, try out the annihilator on him. Once in the mall go up the blue lift, rescue the colonist, and go back down and through the only available door. Up the next lift, visit the mini-mart if necessary and thru the orange door with the crater casino sign above it. Ok, this guy's a little scary don't you think? Turn around and talk to IRIS at the console around the corner. Whew! Got some work to do to take care of this guy, can't I just launch a few canisters at him? No? Ok, let's get cracking then!! Enter the casino, go to the right and find an area on the wall to use your plasma cutter. Rescue the colonist and utilize the floor panel. Follow your path and you will come across an LED behind a plasma turret, take care of him in your own manner. Follow your map to the servobot workshop, ok this Boris guy is just |
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