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following rating from the ESRB
primagames.com
®
TM
Prima’s Official Strategy Guide
The Prima Games logo is a registered
trademark of Random House, Inc.,
registered in the United States and
other countries. Primagames.com is a
registered trademark of Random House,
Inc., registered in the United States.
© 2002-2004 by Prima Games. All rights reserved. No
part of this book may be reproduced or transmitted in
any form or by any means, electronic or mechanical,
including photocopying, recording, or by any informa-
tion storage or retrieval system without written
permission from Prima Games. Prima Games is a
division of Random House, Inc.
Associate Product Manager: Christy L. Curtis
Senior Project Editor: Brooke N. Hall
Editorial Assistant: Tamar D. Foster
Red Faction®-© 2002 THQ Inc. Developed by Volition,
Inc. Red Faction, Geo-Mod
TM
Technology, Volition,
THQ and their respective logos are trademarks and/or
registered trademarks of THQ Inc.
All products and characters mentioned in this book
are trademarks of their respective companies.
Please be advised that the ESRB rating icons, “EC”,
“K-A”, “E”, “T”, “M”, “AO” and “RP” are copyrighted
works and certification marks owned by the
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information regarding licensing issues, please call the
ESA at (212) 223-8936. Please note that ESRB ratings
only apply to the content of the game itself and does
NOT apply to the content of this book.
Important:
Prima Games has made every effort to determine that the
information contained in this book is accurate. However,
the publisher makes no warranty, either expressed or
implied, as to the accuracy, effectiveness, or complete-
ness of the material in this book; nor does the publisher
assume liability for damages, either incidental or conse-
quential, that may result from using the information in
this book. The publisher cannot provide information
regarding game play, hints and strategies, or problems
with hardware or software. Questions should be directed
to the support numbers provided by the game and device
manufacturers in their documentation. Some game tricks
require precise timing and may require repeated
attempts before the desired result is achieved.
ISBN: 0-7615-4035-0
Library of Congress Catalog Card Number: 2002112907
David Cassady
Debra McBride
Prima Games
A Division of Random House, Inc.
3000 Lava Ridge Court
Roseville, CA 95661
1-800-733-3000
www.primagames.com
contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
Basic Training . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
Cast of Characters . . . . . . . . . . . . . . . . . . . . . . . . .4
The Armory . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
Foreign Lands: Mission One . . . . . . . . . . . . . . . .17
Complex Exterior . . . . . . . . . . . . . . . . . . . . . . . .17
Containment Facility . . . . . . . . . . . . . . . . . . . . .19
Public Information Building: Mission Two . . .23
Lobby Level . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23
Admin Area . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
Propaganda Studios . . . . . . . . . . . . . . . . . . . . .28
In the Rain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31
To the Rooftop . . . . . . . . . . . . . . . . . . . . . . . . . .34
Shrikes Wild Ride: Mission Three . . . . . . . . . .37
Search and Destroy . . . . . . . . . . . . . . . . . . . . . .37
Aerial Encounters . . . . . . . . . . . . . . . . . . . . . . .39
Brothers-in-Arms . . . . . . . . . . . . . . . . . . . . . . . .40
Underground: Mission Four . . . . . . . . . . . . . . . .43
Alone in the Dark . . . . . . . . . . . . . . . . . . . . . . . .43
The Train! The Train! . . . . . . . . . . . . . . . . . . . .46
Rush Hour . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48
The Bridge . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49
Tank on the Town: Mission Five . . . . . . . . . . . .52
Tank Gunner . . . . . . . . . . . . . . . . . . . . . . . . . . . .52
Traffic Congestion . . . . . . . . . . . . . . . . . . . . . . .54
Road to the Citadel . . . . . . . . . . . . . . . . . . . . . .57
Sopot’s Citadel: Mission Six . . . . . . . . . . . . . . . .60
Break In . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60
Main Gate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .62
Ammo Dump . . . . . . . . . . . . . . . . . . . . . . . . . . . .65
Battle Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . .67
Hot Pursuit . . . . . . . . . . . . . . . . . . . . . . . . . . . . .69
Missile Silo . . . . . . . . . . . . . . . . . . . . . . . . . . . .72
Hanging in the ‘Hood: Mission Seven . . . . . . .74
Mean Streets . . . . . . . . . . . . . . . . . . . . . . . . . . .74
High Rise Hell . . . . . . . . . . . . . . . . . . . . . . . . . .76
Death from Above . . . . . . . . . . . . . . . . . . . . . . .79
High Rent District . . . . . . . . . . . . . . . . . . . . . . .83
In the Back Alleys . . . . . . . . . . . . . . . . . . . . . . .85
Dancing with the Dead: Mission Eight . . . . . .87
Cemetery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .87
Catacombs . . . . . . . . . . . . . . . . . . . . . . . . . . . . .89
Cathedral . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .92
A River Runs to It: Mission Nine . . . . . . . . . . . .95
On the Docks . . . . . . . . . . . . . . . . . . . . . . . . . . .95
Inside the Submarine . . . . . . . . . . . . . . . . . . . .96
Dive! Dive! Dive! . . . . . . . . . . . . . . . . . . . . . . . .97
The Right Way In . . . . . . . . . . . . . . . . . . . . . . . .99
Inside the Nano Base: Mission Ten . . . . . . . .101
Industrial Processing . . . . . . . . . . . . . . . . . . .101
Repta Reunion . . . . . . . . . . . . . . . . . . . . . . . . .103
Having a Blast . . . . . . . . . . . . . . . . . . . . . . . . .105
No Place Like Home . . . . . . . . . . . . . . . . . . . .106
The Nano Elite . . . . . . . . . . . . . . . . . . . . . . . . .108
Once Is Not Enough . . . . . . . . . . . . . . . . . . . . .110
In Sopot’s Deadly Embrace: Mission Eleven .112
Inside the Statue . . . . . . . . . . . . . . . . . . . . . . .112
Toward the Flame . . . . . . . . . . . . . . . . . . . . . .114
The Final Battle . . . . . . . . . . . . . . . . . . . . . . . .116
Multiplayer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .118
Secrets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .128
TM
Prima’s Official Strategy Guide
Introduction
Don’t Mess with Sopot!
Nanotechnology, a new technology, allowed the creation of super soldiers—stronger, faster,
and smarter than any others. Sopot’s scientists used it to create an invincible army of fighting
machines by transforming 2,000 volunteers. But Sopot began to fear his creations and
declared them enemies of the state. His elite guard hunted them down and destroyed all but a
handful of survivors. Six of these soldiers, united by their uniqueness and a common cause,
were brought together under the flag of the Red Faction, a rebellious group intent on bringing
about Sopot’s downfall. Together they will fight, and win.
You are Alias, one of the few super soldiers to escape Sopot’s extermination
squads. Along with your allies, you’ll face eleven dangerous missions to end Chancellor
Sopot’s regime.
As you head into battle, we’re by your side every step of the way. In this guide,
you’ll find detailed strategy for every mission and a complete rundown of the weapons
at your disposal. Follow our strategy or turn to us for help getting through a sticky situa-
tion. We cover your main objectives, but also the hidden bonus objectives that allow you
to raise your level of heroism and claim the best ending to the game.
Check out the Secrets section at the end of this guide. There are codes to help you
along the way and information on how to unlock all of the game’s secrets. Perhaps
you’re into blasting your friends? You’ll also find helpful information and maps for multi-
player games.
Prepare yourself and gather your squad. Sopot’s day of reckoning has come, and
you are the angel of death. Stay true to your friends and fight bravely, Alias. The day will
come when you will be declared a hero of the Commonwealth.
Basic Training
Mercenary 101
Red Faction
®
II
is a game like no other, so start from the beginning and arm yourself with knowledge. Even if you played the original
Red Faction
®
, there’s more to learn. Read through the following and you’ll enter the game more confident and capable.
default
Controls
Alias’
Health and
Healing
Kit is used and the bar is refilled. Alias
holds three Health Kits at a time. If Alias
is damaged and holding three Health Kits,
but still has part of his health bar, you can
restore his health bar by picking up a
Health Kit. If Alias is damaged and you’re
holding less than three Health Kits, any
Health Kits you pick up will be added to
the number of Health Kits carried rather
than immediately restoring Alias’ life bar.
Alias has a unique power that allows
him to regenerate health. This power isn’t
available in the first mission (or multiplayer),
because Alias hasn’t been transformed by
Nanotechnology yet. To use the power, find a
safe place to rest whenever Alias is hurt.
After a few seconds, his health bar refills
automatically. The healing process is
slow and requires several moments of
rest, so you can’t heal in the midst of a
firefight unless you find cover and remain
hidden long enough.
u
Action/Use
p
Previous Weapon
o
Next Weapon
i
Reload
R
Primary Fire
r
Jump
L
Alternate Fire
l
Throw Grenade
L3
Crouch
D-pad up
Check Objectives
D-pad down
Toggle Night Vision
D-pad left
Previous Grenade Type
D-pad right
Next Grenade Type
In the screen’s upper left corner, a bar dis-
plays how much health and how many
Health Kits Alias has. Each Health Kit is
equal to a full bar of health. Whenever the
bar is emptied by enemy attacks or any-
thing else that causes damage, a Health
Left stick
Player Movement
Right stick
Pitch/Turn
s
Pause
t
Options
2
Primary and
Secondary
Fire
Finding New
Weapons
complete any bonus objective, finding and
completing them is the only way to see
the best ending
without cheating. In the walkthrough, we
tell you about every objective and bonus
objective. Complete them all to get the
most out of your game.
note
Most weapons have primary and second-
ary fire. For instance, the NICW can shoot
bullets or Grenades, depending on which
button you press. To use a weapon’s primary
fire with the default controller setting, press
R
. Use its secondary fire by pressing
L
.
In some cases, the secondary fire may be
a scope or a different attack. Get to know
each weapon’s primary and secondary
fire. Find more information on this subject
in the Weapons section of the guide.
You begin the game with a couple of
weapons. As you progress through the
game, you can acquire new weaponry by
finding it on shelves or in secret areas, or
by defeating enemies and picking up
whatever items they drop. Throughout the
walkthrough, we’ll tell you whenever you
can acquire a new weapon.
You can tell the difference between an
objective and a bonus objective by the
icon next to it. A star precedes
required objectives, while bonus
objectives have a circle before them.
Geo-Mod
TM
Objectives
and Bonus
Objectives
Ammunition
Each of Alias’s weapons uses a certain
type of ammunition. If you run out of
ammunition for a particular weapon, you
can’t use it until you find the right type of
ammunition. There are eight types of
ammunition: Light Rounds, Medium
Rounds, Heavy Rounds, Grenades, Slugs,
Rockets, Shells, and Phosphor Shells.
Many weapons share the same type
of ammo. If one of the weapons is out of
ammunition, all of these guns will be out
except for whatever ammo they have in
their clips. Look for ammunition on the
ground anytime you defeat an enemy.
Enemies drop ammunition for whatever
weapon they were using. If you ever find
yourself totally out of ammunition, pistol
whip your enemies by equipping the Pistol
and using the secondary fire.
An objective is a goal assigned to you at
the start of or during a mission. When you
receive a new objective, you hear an
audio cue and a message appears on
screen. Check your objectives at any time
by pressing
8
. Completed objectives are
green, and uncompleted objectives are
white. Each time you complete an objec-
tive, your character’s heroics increases.
Your character’s level of heroics deter-
mines which ending cinema you see at
the game’s end. Look for more information
on that in the Secrets section at the back
of this guide.
Bonus objectives are hidden through-
out the game. Sometimes your squad gives
you clues about these objectives. Others
are found by experimenting with each
level. Though you aren’t required to
Geo-Mod
TM
technology allows you to
destroy some of the scenery around you.
For example, you may be able to destroy
a wall with a Satchel Charge or shatter a
pillar with a Grenade. In most cases, you
need to use an explosive in order to Geo-
Mod the terrain. Not all areas can be
transformed in this manner. To determine
if you can Geo-Mod an object, look at it.
In most cases, a portion of the terrain is
different than the area around it. You may
see a patch of bricks in a concrete wall,
or a large crack running across the
ground. These are telltale signs of an
area that can be destroyed. Find loca-
tions that can be destroyed to uncover
secret passages and rooms where bonus
objectives are found or completed.
3
TM
Prima’s Official Strategy Guide
Evading
Enemy Fire
Headshots
The Squad
In most first-person shooters, dodging enemy
fire is simple: Strafe back and forth and the
enemy misses as long as you move. This
isn’t the case in
Red Faction
®
II
. Strafing is
an important part of avoiding enemy fire, but
its effectiveness is limited. When your
enemy uses a slow projectile, such as a
Grenade or Rocket, dodge the shot by mov-
ing sideways. You may take splash damage
from the explosion if the projectile hits a
wall or other object nearby.
Every humanoid enemy has one weak
spot, its head. Although an enemy can
survive a hail of bullets to its chest, it can
survive one or two bullets to the head,
depending upon the power of the gun
used. Always aim for an enemy’s head.
This conserves ammunition, but also
dispatches enemy units faster, so you take
less damage in return. In cases where you
use explosives (Grenade Launcher, WASP,
Anti-Personnel Weapon), there’s no need
to aim for the head. You either kill the
enemy instantly or not. The amount of
damage caused by an explosion is
determined by the target’s distance from
the center of the explosion, not by where
the enemy is hit.
Alias isn’t always alone on his missions.
Sometimes a member of his squad is
along for the ride. Your squad helps you in
several ways. Not only will they engage
and eliminate enemies, but they also
provide you with clues to hidden objec-
tives and point you in the right direction
when necessary. Your squadmates are
invincible. Enemy and friendly fire can’t
harm them. You can actually place a
Satchel Charge on a squadmate’s chest
and watch it explode. It won’t cause any
damage. Use this to your advantage. Let
your squadmates charge into battle while
you hang back. They take the brunt of
enemy fire, then you can go in after and
clean up.
To avoid being shot in
Red Faction
®
II
,
find cover. It can be anything—a box, a
vehicle, a wall, or anything else that
protects a portion of your body. The best
cover protects the lower portion of your
body and allows you to shoot over the top,
or completely covers your left side while
allowing you to shoot with your right hand.
There’s one thing you need to consider
when looking for cover. Before you choose
an object to hide behind, you need to
know if that object can be destroyed.
Some objects, such as concrete or wood
barricades, are great but temporary.
Bullets can destroy wood, so in a firefight
it gets ripped to shreds quickly. Concrete
is vulnerable to explosives, so Grenades
or Rockets can destroy it. There are types
of cover that explode when they’re
destroyed. You can hide behind barrels,
but a few shots from enemy weapons
cause them to explode. If you’re hiding
behind an object when it explodes, you’ll
be in for a world of hurt. Avoid objects
such as barrels, storage containers, vehi-
cles, or anything else that might carry
explosive materials.
Cast of Characters
Alias
Record sealed by order of
Chancellor Sopot
Confidential medical record:
Nano-processing experiment
Subject Number:
1093
Subject Name:
XXXXX XXXXX
Code Name:
Alias
Next of Kin:
None
Unit:
Sopot Special Forces Dishonorably
Discharged
Special Skills:
Demolitions
Date Processed:
May 19, 2161
Sex:
Male
Age at Time of Processing:
24 years; 0
months; 1 day
I.Q.:
122 (pre-processing), 134
(post-processing)
Height:
5’11” (pre-processing),
6’2” (post-processing)
Weight:
203 lbs
(pre-processing),
238 lbs (post-processing)
PHYSICIAN PROFILE
A seven-year veteran of Sopot Special
Forces with foreign service experi-
ence, subject has earned the
Chancellor’s Quattro-Cluster for
Heroism and the Sopot Medal of Valor.
Military service files noted above-aver-
age intelligence, leadership, loyalty,
courage, and
combat skills.
Pre-processing, this subject demon-
strated a stable psychology and will-
ingness to cooperate with the experi-
ment. Post-processing, subject contin-
ued to demonstrate a stable psycholo-
gy, was pleased by his enhanced phys-
ical and mental abilities, and was
eager to use them in the service of the
Commonwealth.
(Note: Subject is among the 27
percent of subjects who show no
significant psychological change
post-processing.)
Subject slated for elimination
4
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