Red Faction Weapons Guide ~Created on May 28, 2001~ Version 1.1 ========================================== What's new 3/31/2001 I changed my email address so that's updated That's all! ========================================== ========================================== Contents ========================================== I. Red Faction Copyright stuff II. What this FAQ is about III. Red Faction Default Controls IV. Controls I use V. The Weapons and Tactics VI. FAQ of the FAQ ========================================== I. Red Faction Copyright Stuff ========================================== Red Faction-Game and Software (C) 2001 THQ Inc. Devolped by Volition, Inc, Red Faction, Volition, Geo-Mod, THQ and their respected logos are trademarks and/or registerted trademarks of THQ Inc. All rights reserved. ========================================== II. What this FAQ is about ========================================== I will explain the weapons and how to use them for the best results and raw power. I tell you a description of the weapon, what it's functions are, and how to use it the best (Tactics.) I will also show the controls and the controls I use. They are the controls for maximum control, in my opinion. ========================================== III. Red Faction Default Controls ========================================== ~Menu Controls~ Highlight menu item - Directional button or left analog stick Select/Advance - X Button Cancel/Return - Triangle Button ~Default Controls~ Fire - R1 Button Alternate Fire - R2 Button Use - X Button Jump - L1 Button Crouch - L2 Button Holster/Unholster Weapon - Left D-Pad Button Reload - Triangle Button Next Weapon - O Button Previous Weapon - Square Button Fine Aim Mode - Up D-Pad Button Center Crosshair - Down D-Pad Button Walk/Sidestep - Left Analog Stick Pitch/Turn - Right Analog Stick ~Note~ These are the default controls for Red Faction. By accessing the Options Menu and choosing Controls you can customize the controls. ========================================== IV. Controls I use ========================================== ~Menu Controls are the same as default~ ~My Controls~ PRESET C Fire - R1 Button Alternate Fire - R2 Button Use - X Button Jump - L1 Button Crouch - L2 Button Holster/Unholster Weapon - Left D-Pad Button Reload - Triangle Button Next Weapon - O Button Previous Weapon - Square Button Fine Aim Mode - Up D-Pad Button Center Crosshair - Down D-Pad Button Walk/Sidestep - Right Analog Stick Pitch/Turn - Left Analog Stick ========================================== V. The Weapons and Tactics ========================================== ~Weapons and Tactics~ Control Baton (UCB-24 Ultor Control Baton) Description: This crowd control weapon can serve as a truncheon or a stun gun. Ammo/Clip Size: Battery Cell Range: Short Primary Fire: Swiing baton as club Alternate Fire: Electric Shock mode Tactics: Now, I don't use this very much unless I have it and I'm out of ammo. Since it's like a bat you can just run around in circles and swing it around. Or you can just run up to some guy, hoping he doen't shoot you in the head, and tazer him to death. I don't suggest using this at all. Riot Shiled (UBS-4 Ultor Riot Shiled) Description: A body-sized translucent shield that is used by the riot guards of Ultor. The riot shield is lightweight but can withstand blast and gunfire for a brief period of time. Ammo/Clip Size: N/A Range: N/A Primary Fire: Swing shield Alternate Fire: N/A Tactics: This can acutally be very useful. If your out of ammo for weapons and there are 5 guys in front of you and there is some ammo close by, then you can use it. You need to make sure you keep the enemy in front of you (the shield) so you don't get shot from behind, this only covers the front of you. I have survied Rail Gun shots from this thing. I've never survived a head on attack from a Fusion Rocket Launcher but I have survied ranged attacks from it. If there is no ammo close by, start swinging it! Kill the cheese heads! 12 MM Pistol (USP-16 Ultor Semi-Automatic Pistol) Description: This basic semi-automatic pistol packs a serious punch against unarmored targets. The pistol can penetrate body armor but with significantly less impact. This weapon is standard issue for Ultor security guards and officers. The pistol can be fired under water. Ammo/Clip Size: 12 mm. bullets/16 rounds Range: Short to Medium Primary Fire: Fire one round Alternate fire: Attach/Detach silencer Tactics: This is a very useful weapon. Though it may seem like a basic weapon that sucks and you never want to you use it, IT ISN'T! If you think that, your a darn fool! I suggest using this more than using a heavy machine gun! The pistol is more accurate and can kill faster. Press the trigger as fast as you can for best results. I've beaten people with larger weapons with this from pulling the trigger faster and faster. Use this if you can. Submachine Gun (UAP-32/20 Ultor Submachine Gun) Description: This weapon is slightly larger than the pistol and is capable of full automatic fire. Heavier than the pistol, the submachine gun offers better control in full auto mode, through it remains in accurate at medium or long range. Ultor officers (the guard commanders) are issued assault rifels as standard weapons. Ammo/Clip Size: 12mm. bullets/30 rounds; 5.56 mm high velocity armor piercing bullets/20 rounds Range: Short to Medium Primary Fire: fire rounds, automatic Alternate Fire: Toggle between 12mm and 5.56mm rounds. Tactics: I love this thing. The 5.56mm rounds are more deadly but you don't have as many of them. Use them first but don't go nuts firing them. Only fire when you have a clear view of the enemy or your just wasting ammo. Use the pistol if you can't get a clear shot. Machine guns aren't very effective becuase the recoil makes them inaccurate. Very good weapon though. Automatic Shotgun (UAS-10 Ultor Automatic Combat Shotgun) Description: This weapon is a military-grade shotgun capable of semi-automatic and full automatic fire. Recoil in semi-automatic mode in slightly less than a civilian 10-gague shotgun. Fully automatic fire is more difficult to control because of the recoil compensator's response time. Ammo/Clip Size: 10 gague buckshot shells/8 rounds Range: Short to Medium Primary Fire: Fires a doule shot, pump action Alternate Fire: Fires a single shot every 0.15 seconds, continous fire Tactics: I hate this weapon in multi-player mode. I stay away from the damn thing. Becuase the buck shot hits everything BUT the enemy. In story mode it is very good though. One shot from this baby and you can lay down some guards! Don't always use the primary fire. Press that alternate fire as fast as you can and the enemy WILL die! Assault Rifle (UAR-42 Ultor Military Assault Rifle) Description: This weapon is designed to offer all the benefits of a full length rifle in a compact design. It is capable of firing three round bursts or full automatic fire. Compared to the fully automatic fire, three round bursts offer increased control and aim but potiently descreased force, unless fired at close range. The high-velocity armor piercing shells inflict massive damage on unarmored targets and will penetrate body armor easly. This is the standard rifle iussed to Ultor soldiers. Ammo/Clip Size: 5.56mm high velocity armor piercing bullets/42 rounds Range: Short to Long Primary Fire: Fires a single 3 round burst Alternate Fire: Continuous automatic fire Tactics: This has to be my favorite weapon...maybe. It is very effective. Use the primary fire for long range becuase it is more accurate, but use full auto when the guy is close. 42 rounds is a lot to fire...the enemy should die quickly. The bullets are very powerful and can take down enemies very fast. Use it when you can, but don't waste ammo, you may pay for it. Sniper Rifle (USG-50 Ultor Sniper Rifle) Description: Capable of semi-automatic firing only, this sniper rifle comes standard with an UNVS-8 scope that provides the user with up to 12x zoom. The rifle also features a wind velocity offset that corrects for wind conditions. This weapon is capable of inflicting critical wounds when a head or torso shot is achieved. It also capable of pentrating light armored vehicles. Ammo/Clip Size: .50 caliber armor piercing bullet/6 rounds Range: Short to Very Long Primary Fire: Fires one round Alternate fire: Activates/deaactivates the scope, hold down for zoom Tactics: Don't use this unless you have to or you know that anyone can't shoot you. Becuase it is very hard to shoot someone with it and ammo is limited the gun is very unbalacned. When you hear the loud thud of the gun chasing you, run like hell! 2 shots from this gun can kill you, with full armor and health. But since it doesn't fire as fast as it can, use something that is fast firing to take down the shooter. But, if you have it, use it at long range where you know the enemy will take a while to get there. This way you get a nice shot at him. Remember that bullets aren't instant impact, they take a little while to get somewhere at long range. Remote Charge (URC-15 Ultor Remote Mining Charge) Description: This is a medium-sized, high-explosive remotely detonated charge. It has a kill radius of 10 meters. Only one charge can be detonated at a time. They are effective against unarmored and armored personnel as well as light vehicles. Ammo/Clip Size: N/A Range: Short Primary Fire: Throw and detonate charge Alternate Fire: N/A Tactics: EXPLOSIONS! I love them. The remote charge is an exellant weapon for taking out masses of guards. You got a fight to pick with someone in multi-player, find these! This weapon has a good splah effect (Blast radius) so you can use them to take out lots of people, or someone close by. These can also take out walls and stuff with the Geo-Mod technology so it's purely kick ass. The main thing I use them for is taking out guards when they are bugging me and when they are close together. Use them wisely and don't kill your self with them. Gernade (UHG-90 Ultor Offensive Hand Gernade) Description: This weapon is a high explosive anti-personal device with a kill radius of 5 meters. The gernade has a 4 second timer that starts when thrown. Hand generades are highly effective against unarmored personel and moderately effective against armored personel. Ammo/Clip Size: N/A Range: Short Primary Fire: Toss an impact generade Alternate Fire: Toss a generade with a 4 second timer Tactics: The generade the basically the same as the remote charge except it's a little more deadly becuase of the timer and impact factor. With a remote charge if you throw one and die it won't detonate, but with a generade you can die and take the enemy down with you. These are also good for taking out walls but becuase you have to be careful they can be deadly. I suggest using remote charges before using these, but if you don't have any make sure you use the 4 second timer for taking out walls. But for guards on the other hand make sure you wack them with the impact thing. Flame Thrower (UFT-1 Ultor Flame Thrower) Description: This weapon is based on the Ultor Defoliator, used for clearing plant growth. It shoots a flaming stream of fuel that sticks on contact and burns for up to 30 seconds. This weapon has been modified to shoot a flame twice as far at the cost of fuel consumption. Ammo/Clip Size: Fuel Tank Range: Short to Medium Primary Fire: Shoots a 4 meter flame Alternate Fire: Remove and throw fuel canister as an incendiary bomb. Tactics: I LOVE THIS DAMN THING! You can light people on fire! Then they run around screaming, it's so funny. Now that I got that out, here is a good way to use this. Only use this for close combat. The flame doesn't go far. And when you run the flame backs up on you. Make sure you get a direct hit on the guy, he will run around on fire untill he dies. If you only clip him with it, it will only "damage" him. He can die from it, but whatever floats your boat. But since you can detach the fuel can and throw it, it makes a good lighter...lol. This is very good if you throw it up high on some guards. Anyone in the blast radius is now on fire. Make sure your not close to it becuase you'll be running around on fire with them. Also, if you catch your self on fire make sure you put away the flame thrower becuase the fuel will disappear for some reason. Rocket Launcher (URL-6T Ultor Tactical Rocket Launcher, AKA "Big Earl") Description: This weapon is capable of firing its rockets in "dumb" or "homing" (i.e., heat-seeking) mode. Once homing mode is slected, it takes approx. 2.75 seconds for the thermal imaging sensor to achieve target lock. The weapon beeps when locked onto a target. Once fired, the rocket tracks the target untill contact or untill it runs out of fuel. Ammo/Clip Size: 15 cm high explosive rockets/6 rounds Range: Medium to Long Primary Fire: Fires "dumb" rockets, automatically fires a rocket every 2 seconds Alternate Fire: Engages heat seaking mode Tactics: The good ol' blow up **** gun. This is good for knocking out walls and stuff, but for killing people it is very good. Many people make the mistake of trying to hit the person dead on with the rocket, STUPID! I never try to do that. You want to aim at a wall or the floor near them. And you most likly take out someone else near them. The as for the heat seaking rocket, I've never gotten it to work becuase it takes almost 3 seconds to lock. Count from 1001 to 1003 in your head. In that amount of time you could be dead. Good luck living for 3 seconds against 2 or 4 guards. Rail Driver (FCA-26 Magnetic Rail Driver) Description: This weapon was brought to Mars by Col. Masako's mercenaries. Capable of firing metal slugs at ultra high velocity, the rail gun can penetrate walls. Ammo/Clip Size: Metal Slug/1 round Range: Medium to Long Primary Fire: Fires a metal slug Alternate Fire: Engages the scope and allows to see enemies through walls Tactics: This is a good weapon if you know how to use it. When I got the game I thought it was really cool, but when I found how hard it was to use I didn't like it much. But I learned how to use it. Never chase some guy around with it. You WILL die before you hit him. To use this weapon in multi player your also going to need a rocket launcher and this gun. First find a steep hill that is made of rock and that can have a hole put in it. Take the rocket launcher and make a hole in the hill (hole in a hill...lol) so the guys get stuck in it. Then go make your self a REALLY big hole in a wall, big enough so people can't shoot you in it. This could take 13 rockets to do. But get in it and take on the rail gun. Find out where you made that hole in the hill and use the scope to kill anyone that gets stuck in there.... Percision Rifle (MK/SG-1 Defender Percision Rifle) Description: A favorite of mercenary grunts, this rifle fires a single explosive round with percision accuracy. Ammo/Clip Size: 5.56 explosive ammo/20 rounds Range: Long Primary Fire: Semi-automatic Alternate Fire: Activates/deactivates the scope, hold down for zoom Tactics: This is a very effective weapon. Basiaclly you use it like the pistol. Fire as fast as you can and your target should die with in seconds. I don't use the scope very much because I feel that trying to hit people with a sniper rifle isn't a good idea in this game. They will most likly kill you before you kill them. So use it carefully. Heavy Machine Gun (JF60-HMG/BF Heavy Suppression Machine Gun) Description: A terribly inaccurate, but fast firing weapon. Holds tons of ammo and best used when raw fire power and maximum suppression is required. Ammo/Clip Size: 7.62 mm caliber/belt fed, typically 99 rounds Range: Long Primary Fire: Full auto Alternate Fire: Slower firing rate but significantly more accurate Tactics: Now this is a gun I really like. The thing is a lot bigger than a rocket launcher and holds 99 rounds per clip or "belt." Use the full auto for close range the alternate fire for long range. Because it is so inaccurate full auto on a long range target with only a few hits, if your lucky, is a dumb gamble. Just hold down that alternate fire button and you got your self a nice cooked guard. Fusion Rocket Launcher (F-1 TL Fusion Rocket Launcher) Description: Huge shoulder-mounted weapon that fires a single powerful shell capable of massive amounts of damage. Ammo/Clip Size: Single Shell Range: Long Primary Fire: Fires a single large shell and has a long reload time after each shot Alternate Fire: N/A Tactics: Now this a big ass gun. NEVER and I MEAN NEVER try a suicide attempt with this gun. Becuase you will most likly kill your self and not the enemy. The blast usually doesn't kill people behind walls and stuff so don't waste the ONE rocket you have. Find a bunch of people and launch one from a safe distance. Even by the time they start to run, they are dead. So use it with care, you don't wanna loose this baby. ========================================== VI. FAQ of the FAQ ========================================== Q) Can we use this FAQ on our sites? A) You have to email Will, the creator, at Gillermo69@msn.com Q) Where did you get the information? A) The names, descriptions, and other stuff about the weapons I got from the Red Faction book. The tactics are from my personal expereances in the game. Q) Why did you make this FAQ? A) Well one day I was sitting at my lake house and I wanted to do something for Red Faction that would help people, but I can't write a strategy guide for my life so I did a weapon guide. It helps people kill guards and enemies better and I did something about Red Faction. Q) Does the creator have a Red Faction web site? A) Yes I do, but when I wrote this it is under construction, http://redfaction.topcities.com I'm proably not going to get a www.whatever.com address becuase I run a lot of web sites and after a while no one will play Red Faction after a few years or something. Check out my site, I should have it done soon. (Written on 5/29/2001) Q) Will you write another Red Faction FAQ? A) If I find something to write a FAQ about, sure! Q) How can I contact the creator of this FAQ? A) My email is: Gillermo69@msn.com ~ My AIM Screen Name is: Gillermo69 ~ My ICQ number is: 97717350