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Guide and Walkthrough by Viper_

Version: 1.2 | Updated: 06/27/2001


                        [ R E D | F A C T I O N ]
                           [ D E M O | F A Q ]
                        [ V E R S I O N | 1 . 2 ]

                   <<<by Viper (Viper70783@aol.com)>>>

                          Created May 26, 2001
                      Last Updated: June 27nd, 2001

[ T A B L E | O F | C O N T E N T S ]

[ 1 ]  Contact Info
[ 2 ]  Game Info
[ 3 ]  Controls
[ 4 ]  Demo Walkthrough
       [ 4.1 ] Part One
       [ 4.2 ] Part Two
       [ 4.3 ] Part Three
[ 5 ]  Weapons
[ 6 ]  Vehicles
[ 7 ]  Enemies
[ 8 ]  12 Ways to Not Get Killed
[ 9 ]  Version History
[ 10 ] Disclaimer and Other Legal Crap

•To find what you need easily, hit [Ctrl]+F and type in the number of each 
chapter of the
FAQ (rather than scrolling).  The format for searching should be:
{Open Bracket} {Space} {Chapter Number} {Space} {Close Brakcet} Example: [ 5 

[ 1 ] == [ C O N T A C T | I N F O ]

E-mail:          Viper70783@aol.com
ICQ:             98977273
MSN Messenger:   Viper0783@hotmail.com (Please don't e-mail this address)
AIM:             Viper7679
Online Alias:    Viper (Can ya guess?)

E-mail I would like to recieve:
-Comments/Suggestions about this FAQ
-Questions about this FAQ

E-Mail I would not like to recieve:
-Unintelligent hate mail (Example: "ur faq sux and ur mama iz fat and ugly")
-SPAM (Advertisements and otherwise useless e-mails).  This includes links 
to pornographic
or "get rich quick" sites.
-E-mails from people with poor grammar

[ 2 ] == [ G A M E | I N F O ]

Red Faction is a first-person shooter.  You run around with an itchy trigger 
through the eyes of an abused, underpayed, rebellious miner on Mars.  
Basically, you and
your miner buddies are pretty pissed off at your employor, Ultor, so you 
take up arms and
decide to kick their asses bigtime.

The game has a grand total of 15 weapons of minor and mass destruction and 5 
vehicles for
you to joyride in.  However, only 4 weapons and 1 vehicle are available in 
the demo (See
the aptly titled sections "Weapons" and "Vehicles" for more information).

That's not it, though.  Red Faction features a unique feature known as the 
Basically, this handy little feature allows you to destroy almost anything, 
granted you
have enough fire power to do so.  Locked door in the way?  No problem!  A 
well-placed bomb
set next to the door and blow a hole around it.  Enemy hiding behind a 
pillar?  Grab a
rocket launcher and permanently take care of his little hiding space.

The GeoMod's usefulness is almost infinite, and so is its pleasure to the 
gamer!  I
recommend you play around with it.

In the demo, you have to reach the communication facility and send a 
distress signal.  There
are three parts to this.

[ 3 ] == [ C O N T R O L S ]
These are the default controls:

Move forward:          Left Analog stick up
Move backwards:        Left Analog stick down
Strafe left:           Left Analog stick left
Strafe right:          Left Analog stick right
Look/aim:              Right Analog stick

Primary Fire:          R1
Secondary Fire:        R2
Jump:                  L1
Crouch:                L2

Reload:                D-Pad up
Holster Weapon:        D-Pad left
Sniper Mode:           D-Pad down
Message Log:           D-Pad right

Use:                   X
Previous Weapon:       Square
Next Weapon:           Circle

Pause demo:            Start
Options menu:          Select

Exit Demo:             [Start] + [Select]

[ 4 ] == [ D E M O | W A L K T H R O U G H ]
[ N O T E ] |
        [ 4.1 ] == [ W A L K T H R O U G H | P A R T | O N E ]             | 
This FAQ is |
used on the |
   "Medium"  |
difficulity |

You start out in a large room full of pillars, loaded with your trusty 
Right in front of you is a rocket turrent (what fun!).  To your left is some 
Assault Rifle
ammo and some Remote Bombs.  You can grab these now or wait; I prefer to use 
my pistol for
this part.  Finally, to your right is some health (unless you are about to 
die, save the
health until after you've killed all the enemies in this room).  In front of 
you and to
the left and right are doors where a seemingly endless amount guards will 
spill out of.

You may use the rocket turrent if you wish.  The guards may destroy it, 
though, in which
case you'll have to take them on with your pistol.  Or, if you want to, you 
can save the
rocket turrent until after the enemies are gone and use to witness the 
powers of the GeoMod.
If you wish, you can put a suppressor on your pistol by tapping R2.  I have 
found that it
makes no difference whether or not you have the suppressor.

Needless to say, shoot the guards as they come in.  They each take about 3-5 
shots from
medium range to the stomach/chest area, or (obviously) one shot to the head. 
  On the
easier difficulties, this is especially simple, since the enemies tend to 
walk right up
to you, shoot you, miss, shoot at you some more, miss a lot and hit you 
once, and then
they reload.  They stay pretty still, so you can easily go into sniper mode 
and finish
them in one quick, painless blow.

Note that unlike other shooters, if you reload with bullets left in the 
clip, you lose
those bullets.  So, I would recommend you fire until you run out of bullets, 
jump behind
a pillar while you reload, and jump back out.

After you kill an enemy, run over their body to collect ammo.

After you kill all the enemies (you'll know you've killed them all when 
Hendrix messages
you again), go to the door directly in front of where you started, in the 
outer hallway.

The door will be locked, but that's not a problem.  Remember those remote 
bombs to the left
of the starting position?  Yep, time to use 'em.  Place one either to the 
left or right
of the door, back up a good distance (ten feet should be safe), and blow it 
up.  You'll
see a hole where the bomb blew up the wall.  Try to squeeze through the hole 
to bypass
the door.  If the hole isn't large enough, another well-placed bomb or two 
should do the
trick.  After the get through, follow the hallway until you reach the hatch. 
  Hit the
Use button (default is X) to open it, and climb down the laddar (don't 
*drop* down the
hatch.  Use the laddar instead, unless you want a premature demise).  When 
you hit the sub-
level, the next section will load.  On to Part Two!


         [ 4.2 ] == [ W A L K T H R O U G H | P A R T | T W O ]

Enter the door in front of you.  You have now entered what appears to be a 
dock, though the water has been iced over.  You'll see a man in red trying 
to warm up.  He
tells you to make an opening in the ice for the mini-sub.  Next to him are 
two cases of
remote bombs.  You could make an opening and successfully waste a remote 
bomb or two, or
you can just release the mini-sub and let it crash through the ice (the 
prefered method
here).  Enter the room next to the man and hit the switch on the console.  
There are some
Med-packs directly behind the console, in a white storage case on the wall.  
Grab that if

Note: You can kill the man without any penalty, but that would be a waste of 
ammo.  If you
want a laugh, put a remote bomb on him (you don't *really* need them 
anymore, but they're
helpful [but not needed] in two situations after this).  He'll run around 
frantic, waving
his arms like a lunatic.  After you are done making fun of him, you can just 
blow up the
bomb (make sure you're far enough away).

Whether you kill the bloody wanker or let him live, hop into the water near 
the mini-sub
and hit the Use button.  You'll enter it.  The controls for the mini-sub are 
the same as
walking on foot.  Hitting R1 or R2 fires a torpedo (of which you have 20).  
Enter the
tunnel ahead of you.  When you exit the tunnel and enter the large 
underwater cavern,  go
up a little bit.  Behind the stalagmite is another mini-sub which happens to 
not like you.
Peek around the stalagmite, fire a torpedo, and go back behind the 
stalagmite.  Hopefully,
your first hit will take him out.  If not, keep firing.  Note that his 
torpedos are homing
(so are yours, though), but even a direct hit won't kill you.  If you kill 
him fast enough,
you can get away unscathed.  Afer he is dispatched, continue onward into 
another tunnel.

When you exit this tunnel, another enemy awaits you, though it isn't like 
your previous
opponent.  Rather, it is a large fish...thing.  It looks like a cross 
between a deformed
whale and a crippled manatee.  Whatever it is, fire a torpedo and back up 
into the tunnel.
If you miss, or if it doesn't kill it, fire again while continuing to back 

After it is killed, go up, shoot through the ice with your torpedo, get out, 
and climb
up the laddar leading to land (its on the left, facing the dock).  If you 
don't have
any torpedos left, just get out of the mini-sub underwater and swim to the 

As you get off the laddar, go into the caged area and aim at the barrels.  
Before firing,
make sure you are out of the blast radius (about five to ten feet away).  
Finally, shoot
the barrels.  In the box that is revealed is some health.

Leave the caged area and enter the door on the left, go onto the lift, and 
hit the button
to start your ascent.  When you reach the top, the game loads the next part.


         [ 4.3 ] == [ W A L K T H R O U G H | P A R T | T H R E E ]

Enter the door...and then stop in the walkway.  Take out your pistol, tap R2 
for the
silencer (not required, but it adds to the sniper effect), and hold the Down 
button on the
D-Pad.  A man dressed in yellow will exit the cargo ship.  If you can, shoot 
him in the head.
If you miss, whip out your assault rifle (you should have 42 rounds in the 
clip and 200
extra rounds, the maximum) and shoot the guards that come out.  The man in 
yellow isn't
armed, so the guards take priority.  Then, shoot the man in yellow.  
Shooting him has no
real effect, but you get to see him cower and duck his head, as if that'll 
actually protect
him from the bullet.  This part seems similiar to Syphon Filter, where you 
have to chase down
the evil scientists and when you catch them, they duck and plead for their 

If you *did* manage to kill the man in yellow in one hit, congratulations.  
Now take out your
assault rifle and kill the guards.

Whatever the outcome of your attempt at sniping, enter the cargo ship and 
stock up.  You should
have max health and max ammo for both your pistol and assault rifle.  Enter 
the large door
across from the door you entered the room from.  A guard will spot you and 
hide behind a
corner as he yells "Miner!"  Take him out, but don't go around the corner 
just yet.  There's
a mounted machine gun on the ceiling in the center of the hallway.  Hide 
behind the crates,
peek around, and kill the other guard.

You know have three ways to deal with the mounted gun, in my personal order 
of preference:

A) Sneak up towards the mounted gun, taking cover behind the various crates 
in the hallway, and
chuck a remote bomb torwards the ceiling so it sticks near the mounted gun.  
Then, kindly detonate
the bomb,  Please be wary of the fact that if the gun shoots the bomb as you 
throw it, it
will detonate prematurely and most likely kill you.

B) Simply take out the mounted machine gun with your assault rifle (Or 
pistol).  I find this to
be a great way to reduce your ammo.

C) Simply ignore it.  This isn't entirely recommended.

Whichever choice you make, go into the second row of doors on the left.  
This stop isn't
necessary, but unless you would like your body turned into a bloody piece of 
swiss cheese, its
a smart choice.

On the bottom level of the room, go around some crates in the leftmost 
corner farthest away from you
to get your hands on the weapon any FPS cannot live without: the rocket 
launcher.  You have
twelve glorious shots with this baby.

You can explore the other three rooms, but they wield nothing but more 
health and more guards
to waste ammo on.  Just be wary that if you explore the air duct, there will 
be two guards below
you that will shoot you when you go over one of the two grates in the duct.

After your done, continue down the hallway (with a non-rocket-launcher 
weapon, preferably).
You will meet two more guards who have made the rather deadly mistake of 
making enemies
of you; extract your revenge by pumping pieces of lead into their unholy 
bodies.  Be
wary of a second mounted gun here.  Take it out however you like.  Also be 
wary of the hole in the
floor (and the long, fatal drop that occurs if you manage to successfully 
fall into it).

Take out your rocket launcher and enter the door.  You will almost 
immediatly notice two
guards on the second floor.  Ignore them, for now.  Behind the pillar is a 
rather large robot
who will present to you a plethora of automatic fire and rockets.  Its takes 
three shots
from the rocket launcher to down this guy; you should get away nearly 
unscathed if you keep
moving and don't just stand still.  Now divert your attention to the other 
guards and dispatch
them however you wish to: rocket launcher, pistol, assault rifle, or remote 

This is the last room in the game, so it's the last chance you'll have to 
explore the powers
of the GeoMod.  If you wish, unload the rest of your rocket launcher ammo 
onto the room.
Watch in awe as the pillar crumbles and the walls disintigrate before your 
very eyes.  Don't
use up all your ammo, though; there still lies one more enemy.

Go into the door on the right, climb up the laddar, follow the path, enter 
the door...and
quickly back up as the final enemy tries to beat you with a club.  Shoot the 
mother down
while running backwards.  When his corpse touches the ground, the demo is 
almost over...

Enter the room he came from, turn left, go up to the console, and hit the 
Use button to
finish this wonderous adventure.

[ 5 ] == [ W E A P O N S ]
*=There isn't enough ammo in the demo to accurately determine this figure.

         [ P I S T O L ]

Firing Rate:      Semi-automatic
Clip Size:        16
Max Ammo:         125
Primary Fire:     Fires a bullet
Secondary Fire:   Puts on/takes off suppressor
Description:      Your trusty pistol is one of the most reliable weapons you 
have available,
                  though the clip runs out of bullets more quickly than the 
assault rifle,
                  and it seems to do so at the worst times it can.  
Nevertheless, a sturdy
                  weapon with nice accuracy.


         [ A S S A U L T | R I F L E ]

Firing Rate:      Automatic
Clip Size:        42
Max Ammo:         200
Primary Fire:     A burst of three bullets; semi-automatic
Secondary Fire:   Full automatic
Description:      Great stopping power and a good clip size make this the 
ideal weapon
                  throughout most of the demo.


         [ R E M O T E | B O M B S ]

Firing Rate:      N/A
Clip Size:        1
Max Ammo:         Unknown*
Primary Fire:     Tap once to throw bomb; tap again to make it explode
Secondary Fire:   Tap once to throw bomb; tap again to make it explode
Description:      The remote bombs are only useful in a handful of 
scenarios, but usually
                  there's no other way to go than to use these puppies.  If 
a locked door
                  is blocking the way, you can most likely blast around it 
with two or
                  three bombs.


         [ R O C K E T | L A U N C H E R ]

Firing Rate:      Non-automatic
Clip Size:        1
Max Ammo:         Unknown*
Primary Fire:     Fires a rocket
Secondary Fire:   Fires a rocket
Description:      Although extremely useful for taking out larger, tougher 
enemies, the
                  rocket launcher is inaccurate, inconvienent, and 
cumbersome in normal
                  combat.  Still, like the remote bombs, there are certian 
                  where it is a must.


        [ R O C K E T | T U R R E N T ]

Firing Rate:      Automatic
Clip Size:        N/A
Max Ammo:         50 (Non-replenishable)
Primary Fire:     Fires a rocket
Secondary Fire:   Fires a rocket
Description:      This is the stationary gun you find right in front of you 
in the beginning.
                  It's extremely handy for taking out the guards, and it 
fires rockets
                  faster than the rocket launcher does.

[ 6 ] == [ V E H I C L E S ]

         [ M I N I | S U B ]

Terrain Type:     Underwater
Weapon Type:      Torpedo (homing)
Weapon Stock:     20
Maneuverability:  Good
Description:      The only vehicle available in the demo, the mini-sub, like 
its name
                  implies, is a smaller version of a submarine.  You control 
this baby
                  for a brief period of time, in which you get to play 
around with the
                  torpedos.  Not much to say, since you can't really compare 
it to anything.

[ 7 ] == [ E N E M I E S ]

         [ G U A R D | A ]

Weapons:          Pistol
Durability:       2/5
Stupidity:        5/5
Appearance:       Blue uniform
Description:      This grunt isn't too hard to deal with: a couple shots to 
the chest, or
                  one to the head, and he's done with.  He's so stupid, 
he'll run right up to
                  you, fire his entire clip (only hitting you once or twice, 
mind you, if
                  given the chance), and he doesn't even bother to take 
cover as he reloads.
                  He is the scum of the enemies.


         [ G U A R D | B ]

Weapons:          Assault Rifle
Durability:       2/5
Stupidity:        5/5
Appearance:       Blue uniform.  You can tell the difference between Guard B 
and Guard A
                  easily by how large the weapon is that they are holding.
Description:      Exactly the same as Guard A, except he carries heavier 
firepower.  His death
                  should take preference over Guard A's.


         [ M I N I | S U B ]

Weapons:          Torpedos (homing)
Durability:       1/5
Stupidity:        4/5
Appearance:       The big thing in the water with the four bright lights.  
Is it really that hard?
Description:      The enemy counterpart of your own mini-sub, a single 
torpedo does him in.


         [ L A R G E | W A T E R | T H I N G ]

Weapons:           The behemoth tries to ram you
Durability:        3/5
Stupidity:         4/5
Appearance:        The cross between a deformed whale and a crippled 
manatee.  Kinda hard to miss.
Description:       This guy tries to ram into your mini-sub, but you have 
nearly all the time
                   in the world to unload a bunch of torpedos at this guy 
before he even
                   touches you.


         [ G U Y | I N | Y E L L O W ]

Weapons:           None
Durability:        1/5
Stupidity:         5/5
Appearance:        Judging from the name I gave him, it should be 
Description:       Could somebody please enlighten me to his reason for 
existance?  All he
                   does is run from you, and when you corner him, and ducks 
and whimpers.


         [ M O U N T E D | G U N ]

Weapons:           Automatic gun
Durability:        2/5
Stupidity:         3/5
Appearance:        The big metallic thing thats stuck to the ceiling.
Description:       Easily taken out with a couple bursts from the assault 
rifle, or from
                   a single remote bomb.


         [ R O B O T ]

Weapons:           Some gun of an automatic nature, and a nice load of 
rockets to compliment it
Durability:        5/5
Stupidity:         2/5
Appearance:        Uhhh...the big, yellow, floating, metallic thing that 
trying to blow you up?
Description:       Requiring three well-aimed rockets, this bad boy is the 
toughest enemy
                   you'll face, but you'll have no trouble with him, unless 
you can't aim
                   a gun for your life. To kill him, just fire, take cover, 
fire, take
                   cover, fire, celebrate.  Just try to dodge the rockets he 
shoots at you.

[ 8 ] == [ 1 2 | W A Y S | N O T | T O | G E T | K I L L E D ]

Here are some univeral tips to surviving first-person shooters:

[1]   If you have time, go for the head shot.
[2]   Circle strafe your opponent (strafe and turn at the same time so that 
you circle him,
      while continuously keeping him under your crosshairs)
[3]   Needless to say, take out the guy with the larger firepower first.
[4]   Wait until an area is cleared of enemies until you grab the health.
[5]   Save your larger weapons for when you need them.
[7]   Take things slowly.  There's no rush.
[8]   Learn your terrain.
[9]   If your gonna reload, don't do it out in the open, where you can get 
shot.  Take
      cover, then pop back out.
[10]  If you're under heavy fire, take cover, let things calm down, then 
      take out the opposition.
[11]  Don't loose sight of the enemy.
[12]  Keep an eye on your ammo supply.

[ 9 ] == [ V E R S I O N | H I S T O R Y ]

         [ V E R S I O N | 1 . 0 ]

The first version.


         [ V E R S I O N | 1 . 2 ]

I had to fix some grammatical errors and a not-too-minor error in content, 
which I made in
my rush to make this FAQ.  My apologies for anyone who was seriously 
confused in Part Three
of the walkthrough.

[ 10 ] == [ D I S C L A I M E R | A N D | O T H E R | L E G A L | C R A P ]

This completely unofficial guide is copyright (c) by me, myself, and I.  It 
may not be sold
for profit.  Only one copy per household.  If it is reproduced, it must be 
reproduced in
whole, with nothing missing, including thing disclaimer.  You may not change 
this guide in
any way, including (but not limited to) grammatical errors.  If you wish to 
link to this
guide, please contact me (Viper70783@aol.com).  You must have my permission 
in order to
link to this guide.  You may not take credit for this guide.  This guide 
must remain in text
format (.txt), unless I myself come out with another version (such as an 
HTML version).
This guide may not be converted to another format, unless I have given you 

Red Faction copyright (c) Volition
                                                               [ E N D | D O 
C U M E N T ]

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