To find the rover first go to the original safe house in the badlands, start driving away from the base (preferably along the route by the upgrade table) once you get down to the bottom of the hill keep your eyes on the left side of the screen. You should see a cluster ores, which should also show on your mini map. Go over by them, once you are there you should see a triangle on your mini map, indicating a vehicle is there and that should be it. (Note: the mars rover is indestructible and cannot be driven)
After playing the game for a while when coming to a mission were you have to follow a maurader to the base and you get to the base search it till you find the nano forge then when escaping the base before you get in a car and drive away kill one of the mauraders with the axe take the axe go back to a safe house and open up the armory and it will be saved I will add this is the only time in the whole game to get this weapon trust me iv tryed to get it other places but it can't be done and the weapon is called a gutter
If you have played the original Red Faction from the early 2000s, you would know that the sector "Parker" is named after the protagonist of the first game. Of course, Parker is mentioned in a few Radio Tags as well. Voilition added a nice little Easter Egg that let's you meet the man fifty years after his adventure.
First, you need to be at the Mohole in the Badlands. If you're on the side that is lower than the side across the hole, look to the top of the opposite side. You should see a structure. Make your way around the hole, and you'll reach is house.
He has about five minutes of dialogue (counting the long pauses in between each remark). He is also invincible. There are a few singularity bombs in his house.
Here are some hints to survive in the Red Faction universe. (I play on hard dfficulty so almost everything is going to be explained as if it were on hard.)
First, know that THERE ARE NO STYLE POINTS.
-Projectile You may enjoy the exlosion from a rocket launcher, but when surrounded be EDF troopers in cover, it might be better to focus on survival. There are three classes of AI weapons: rifles, shotguns, & custom-made. Here,the logical choice is a rifle. The rifle class weapons are the pistol, the EDF standard assault rifle, the Enforcer heat-seeking rifle, the cover-disintegrating Nano Rifle, & the cover-destroying Gauss Rifle. Each one has it's ups & downs. My personal preferences are the pistol & the assault rifle. Both seem like the most accurate & I'm comfortable using them.
The custom-made weapons are pretty entertaining, if not effective. There's the grinder, the arc welder, & the rocket launcher(standad & thermobaric). What's special about these is that each weapon has it's own unconventional way to use out. The first two make for good killers, the second make for good shows.
-Explosives These are cool. You can put them wherever you'd like, then stand back & watch the show. The remote charge is good for building destruction, as well as sabotage. The mines are good for ambushes, as well as the convoy event.
Before you go off & raid a military compound, think; will I have enough ammo to go in & back out? That's why I pick the loadout I play with:
You may have noticed little green blips on your mini map and havent checked them out you have been missing out on a lot of extras. These little dots represent the blast from the past recordings... Yhea thats right I wish I would have known that earlier too. =(