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Follow the dark path or use the light

Weapon / Enemy / Guide

by Joylock

Red Faction 2 Weapons and Enemies Guide:

March 1, 2005
by Alan Chan ([email protected])

The Usual:
This document is mine. Please don't rip it off or take credit for it. That
being said, feel free to post it on any site you want, provided you a) don't
make any changes to it, and b) don't charge money for it. You don't even have to
get my permission to post it (as long as it remains unaltered), but it would 
be nice if you emailed me and let me know ([email protected]).

I know a weapons and enemy guide for Red Faction 2 is a bit unnecessary, 
since most of the enemies behave the same and can be killed in the same way. 
Still, I wrote one anyway since I had the time.

Update History:

*Update #1: Made some adjustments to the boss strategies based on   *
*additional playtesting                                             *
*                                                                   *
*Update #2: Added more information to weapons section, added list of* 
*contents                                                           *
*                                                                   *
*Update #3: Added additional damage value information               *
*                                                                   *
*Update #4: Minor corrections, reformatted for easier viewing       *
*                                                                   *
*Update #5: Added further information about Hard difficulty         *
*           Added info about grenades and weapon accuracy           *
*                                                                   *

The latest version of this FAQ can be found at

 - Weapons
 - Human Enemies
 - Enemy Equipment
 - Bosses



- Weapon damage values apply to single player only. The multiplayer 
game uses a different damage calculation table for some of the weapons 
(such as the rail driver and WASP). 

- In the game's first mission where you're playing as a Sopot Elite Guard, 
you'll be wearing special armor that significantly reduces the damage you 
take from enemies attacks, allowing you to absorb approximately 3.5 
times more damage than you normally would. However for some reason this armor
does not protect you from most of the soldiers armed with assault rifles.

- The damage values indicated are for Medium difficult. On Easy difficulty,
enemy weapons do approximately half as much damage to you. On Hard difficulty,
enemy weapons do approximately 50% more damage to you. Thus, a shot from the
assault rifle will take away 7% / 13.5 % / 20 % of your lifebar, depending on
difficulty level. Weapons do the exact same amount of damage to enemies
regardless of difficulty level.  


Grenade Launcher: 
Ammo Type: Grenade Rounds
Clip Size: 6 
Max Ammo: 30 + 6
Damage to Enemies: approx. 370
Damage to You: 100%
Accuracy: 4/5

Alias' signature weapon, you start out the game with this nano-enhanced 
grenade launcher after beating the first mission. A powerful and versatile 
weapon, you'll use the grenade launcher fairly often throughout the game, 
and it will be useful right up to the game's final levels. Ammo for it is
relatively common, so you can use it fairly frequently.

The grenade launcher has great accuracy, and the grenades are fast and can
travel a considerable distance. The splash damage from a grenade explosion
will kill almost all non-nano-augmented enemies (as well as cause their bodies
to fly several feet through the air). A direct hit from a grenade will also
instantly gib any human opponent regardless of how much health they have,
including Processed enemies and Nano Elite. The grenade launcher is also
useful for Geo-Moding through walls, and is one of the few weapons that can
harm armored vehicles such as ATVs or Battle Armor. 

The grenade launcher has a clip of six and features a fairly decent rate of 
fire, even though you'll pause briefly between each shot in order for the 
next grenade to load. The grenade launcher's primary fire lobs a grenade 
which explodes on impact, while the secondary fire lobs a grenade which 
bounces off walls, and explodes after a few seconds (bouncing grenades 
still explode if they hit an enemy directly). 

The primary fire is good in direct combat, while the secondary fire is
great for bouncing grenades around corners into enemies not in your line
of sight. Alias' nano-enhanced grenade launcher is a unique prototype,
the game's enemies use a non-enhanced grenade launcher which needs to be
reloaded after each shot and thus has a significantly lower rate of fire.

Ammo Type: Light Rounds
Clip Size: 16
Max Ammo: 256 + 16
Damage to Enemies: 10
Damage to You: 5.5% (19 shots will kill a full lifebar)   
Accuracy: 4/5

The weakest weapon in the game, you always start out with a pistol in 
your inventory, but won't use it that much. The pistol is surprisingly 
accurate and has a decent rate of fire, even though it is semi-automatic and 
you need to press the fire button repeatedly to shoot each individual bullet. 

The problem with the pistol is it doesn't do all that much damage, as it 
takes a total of 3 headshots or 10 shots to the chest to kill even the weakest 
human opponents. 

The pistol's secondary fire is a pistol whip that does 25 damage. It only works
up close, but does a decent amount of damage and can knock out most enemies
with a single whack to the head. Still, you really shouldn't need to resort to
the pistol unless you've run out of ammo for every other weapon you've got.

Dual Pistols: 
Ammo Type: Light Rounds
Clip Size: 16 + 16
Max Ammo: 256 + 16
Damage: 10
Damage to You: 5.5% (19 shots will kill a full lifebar)
Accuracy: 4/5

Alias can hold a pistol in each hand for twice the firepower, but even so 
the pistols are still relatively weak and slow firing. The primary fire shoots 
the right pistol and the secondary fire shoots the left pistol, but since the 
pistols are semi-automatic weapons you have to press the fire button to 
shoot each shot, which can be annoying when you have to deal with two 
separate fire buttons. 

One minor downside of the dual pistols is that you can't use the pistol's
secondary fire, a more major downside is you can't use grenades either because
both of Alias' hands are full. Quite a few of the weaker enemies use pistols,
and you should be able to pick up a second one fairly quickly.

Machine Pistol:  
Ammo Type: Light Rounds
Clip Size: 32
Max Ammo: 256 + 32
Damage to Enemies: 10
Damage to You: 5.5% (19 shots will kill a full lifebar)
Accuracy: 3/5

The Uzi-like machine pistol uses the same type of ammo and does the 
same amount of damage as the regular pistol, but it has a larger clip size 
and a much higher rate of fire, as well as being fully automatic (just hold 
down the fire button to spray bullets like crazy). It's also significantly less 
accurate that the pistol, but the higher rate of fire more than compensates 
for this. 

The machine pistol is a good weapon to use in the earlier parts of the game,
when your opponents are also armed with similar light weapons. The machine
pistol doesn't have a secondary fire, but it really doesn't need one. Like
the pistol, the machine pistol is a common weapon among the weaker enemies
and you should be able to pick one up near the beginning of the game.

Dual Machine Pistols: 
Ammo Type: Light Rounds
Clip Size: 32 + 32
Max Ammo: 256 + 32
Damage to Enemies: 10
Damage to You: 5.5% (19 shots will kill a full lifebar)
Accuracy: 3/5

You can hold a machine pistol in each hand for twice the firepower, 
killing baddies twice as quickly but also burning up twice as much ammo 
as well. As with the dual pistols, the primary fire shoots the right pistol 
and the secondary fire shoots the left pistol. Dual machine pistols are great 
at throwing a wall of lead at your enemies, but the downside is you can't 
use grenades while equipped with them.

On Hard difficulty, dual-wielded machine pistols are a must have during the
game's earlier levels, as the huge amount of lead they throw out lets you
put down enemies quickly before they can do too much damage to you.

Silenced Machine Gun: 
Ammo Type: Light Rounds
Clip Size: 64
Max Ammo: 256 + 64
Damage to Enemies: 7.5
Damage to You: 8% (13 shots will kill a full lifebar)
Accuracy: 3/5

The silenced machine gun is basically a light machinegun with a silencer 
attached to the barrel. Like the machine pistol (whose ammo type it uses), 
the SMG is fully automatic and has a high rate of fire. The SMG also is 
slightly more accurate than the machine pistol and also has twice the clip size,
but unfortunately the bullets also do slightly reduced damage because of the 

The silencer is practically useless because this is most certainly NOT a
stealth game, but the SMG is still useful for when you're facing enemies at
a distance or need to fire many bullets without reloading (i.e. when fighting
a swarm of Spider Bombs), even though the machine pistol is preferred for
close quarter combat. Like the machine pistol, the silenced machine gun has
no secondary fire. 

The SMG is the favorite weapon of Sopot's Elite Guards, from whom you can
usually get one after killing them. It's also the preferred weapon of Tangier,
your squad's Covert Ops specialist.

Ammo Type: Shotgun Shells/Incendiary Shells
Clip Size: 8/8
Max Ammo: 96+8/16+8
Damage to Enemies: 130
Damage to You: 11% (10 shots will kill a full lifebar)
Accuracy: 2/5

A close quarter combat weapon, the shotgun fires a tight spread of pellets 
that do big damage up close, but quickly lose accuracy and become 
ineffective at longer distances. It's great for up-close-and-personal work, 
as one or two blasts can easily kill most enemies, but you're better off 
using a rifle or machinegun of some sort for more long distance combat. 

The shotgun's primary fire is full automatic and can fire shells rapidly. The 
secondary fire shoots incendiary shells which can set enemies on fire, but 
after each shot you need to manually pump the next shell into the 
chamber, greatly reducing the rate of fire. Another disadvantage of the 
secondary fire is that you can only carry 24 incendiary shells at one time. 
Still, it's very useful against most human opponents, as the flames will 
cause enemies to drop their weapons are run around screaming until they 
die (except for Sopot Elite Guards, who are immune to fire, or nano-
augmented enemies, who continue to fight even after being set on fire). 
Unfortunately, incendiary shells will only set enemies on fire if the
shot does sufficient damage to the enemy, if only a few pellets hit
(such as if you're shooting at long range) the enemy will only take
slight damage and will not be set on fire. 

Ammo for the shotgun is less common than assault rifle ammo, and the 
incendiary shells are particularly rare. It works well at close range and is
more powerful than the machine pistol or silenced machine gun, thus it
can be useful early on in the game. However, the shotgun tends to be eclipsed
by the more versatile assault rifle or NICW later in the game. The shotgun
CAN be a decent weapon against the hordes of zombie-like Processed enemies in
the Nano Base mission. Assault rifle ammo is somewhat rare in this mission
because few enemies carry them, but many of the Processed carry shotguns,
so ammo for that weapon is plentiful. A single close-range blast to the head
or a couple blasts from medium range should work well in killing Processed

The shotgun is a favorite of law enforcement officers stationed in the
sewers and subway area of the Underground, and you'll be able to pick one up
from them.

Assault Rifle:
Ammo Type: Medium Rounds
Clip Size: 48
Max Ammo: 192 + 48
Damage to Enemies: 25
Damage to You: 13.5% (8 shots will kill a full lifebar)
Accuracy: 5/5 (primary fire) , 3/5 (secondary fire)

The assault rifle is a staple weapon of the game's military forces, and is 
rugged and versatile with decent stopping power. This basic-looking 
carbine might not be as fancy as the computerized model used by Ultor on 
Mars, but it still behaves pretty much the same. 

The primary fire shoots a quick three-shot burst that's highly accurate,
but requires a split second between bursts for the gun to cool down. The
secondary fire is fully automatic, spraying bullets at a relatively high
rate of fire, but at somewhat reduced accuracy. 

Reasonably powerful, a single headshot from the assault rifle is sufficient
to kill most human opponents, but you'll need more than one 3-shot burst to
bring someone down if you aim for the chest. The primary fire is best for
sniping enemies at a distance from behind cover, while the secondary fire
is best employed in close quarters when facing multiple enemies. Ammo for
it is extremely common once you pick it up, and due to it's greater rate of
damage, it will quickly replace your light weapons as your firearm of choice.

You'll be able to pick up an assault rifle when you come face to face with the
Commonwealth Military inside Sopot's Citadel, as almost every enemy you face
there will be carrying one.

Ammo Type: Medium Rounds/Grenade Rounds
Clip Size: 48 / 5
Max Ammo: 192+42 / 5+30
Damage to Enemies: 25 / approx. 370
Damage to You: 13.5% (8 shots will kill a full lifebar) / 100% (1 shot will
kill a full lifebar)
Accuracy: 3/5

This experimental weapon is given to only the most elite of Sopot's 
military forces, such as female military officers, Nano Elite, Elite Guard 
Leader Alias, and former Secretary of Defense Crate Molov. The NICW 
basically consists of a grenade launcher mounted on an automatic rifle, 
with a special targeting scope attached. The scope will outline nearby 
enemies with blue targeting boxes, allowing you to spot opponents 
through walls and around corners. The scope will also display a lifebar 
showing the health of enemies if you point the weapon directly at them. The
scope is extremely useful in close-quarters combat, as it prevents enemies
from sneaking up on you in obstacle-rich environments. It's especially
useful in Hard difficulty, when you need to take cover from enemy
line-of-fire and avoid being flanked or surprised.

The primary fire shoots the automatic rifle. It has a high rate of fire, does
a decent amount of damage, and is essentially the same as the assault rifle's
secondary fire. The NICW secondary fire launches a grenade which explodes on
impact, similar to the primary fire of the grenade launcher. 

The NICW allows you lay down a spray of bullets and launch grenades at 
your enemies at the same time, without the need to switch between 
weapons. It's a very useful gun, but tends to eat up ammo more quickly 
than the assault rifle's primary fire. You also need to reload the bullet clip 
and grenade clip separately, and the individual reload times are slightly 
longer than for the assault rifle or grenade launcher. Still, it's a strong and 
versatile weapon you can use right up until the last levels of the game. 

Although you'll be equipped with a scopeless prototype version of this 
weapon during the first mission, afterwards you won't see it until you 
reach Sopot's citadel, where the military female officers will use it against 

Sniper Rifle: 
Ammo Type: Medium Rounds
Clip Size: 6
Max Ammo: 192 + 6
Damage to Enemies: 250
Damage to You: 50% (2 shots will kill a full lifebar)
Accuracy: 5/5

This primative-looking 20th century sniper rifle is actually an extremely 
powerful firearm, a single bullet to any body part is usually sufficent to 
kill most human opponents, and even Processed enemies including the 
Nano Elite can be killed with a single headshot from it. The sniper rifle 
also includes a sniper scope, allowing you to zoom in with the secondary 
fire to pick off targets in the distance. The only downside of the sniper 
rifle is its slow rate of fire, the sniper rifle is bolt-action and you need to 
take a couple seconds to slide the bolt and chamber another round after each 

The sniper rifle can be used both for picking off distance targets, and as a 
one-shot-kill weapon in un-zoomed close quarters combat. It's particularly 
useful against nano-enhanced enemies such as Processed Civilians and 
Processed Grunts, as a single headshot or two shots to the chest from it 
can kill them instantly, while they can survive multiple headshots and an 
incredible amount of shots to the chest from most other rifles or 

You'll face snipers in Sopot Citadel, but they'll be high up in guard towers
and you won't be able to pick their weapons up from their corpses after you
kill them. You will be able to pick sniper rifles up from the snipers you
encounter in Hanging in the 'Hood, although you'll usually find your first
one in a Red Faction ammo stockpile just before you encounter your first
group of Sgt. Silver snipers.

Precision Rifle:
Ammo Type: Medium Rounds
Clip Size: 32
Max Ammo: 192 + 32
Damage to Enemies: 50
Damage to You: 7% (15 shots will kill a full lifebar)
Accuracy: 5/5

Quill's custom-made nano-enhanced precision rifle isn't nearly as powerful 
as the regular sniper rifle, but it compensates with a quick semi-automatic 
rate of fire as well as a computerized sniper scope that displays distance to 
target as well as the direction of any nearby targets. Although it lacks the 
sheer stopping power of the regular sniper rifle, it's still fairly powerful
and can kill most normal human opponents with a single headshot or a couple
of body shots. 

Unfortunately, because it is a semi-automatic weapon, you cannot simply hold
down the fire button and spray with it, you need to tap the fire button to
shoot each shot. Tap rapidly enough, however, and you get a nice, fast rate
of fire.

You'll receive the precision rifle from Quill after you defeat her at the end
of Dancin' With the Dead. It's useful for the sniper shootout in the level
that immediately follows. It's also a great weapon for taking out the hordes
of Processed enemies you face in the next level, the Nano Base. The precision
rifle does twice as much damage as the assault rifle or NICW, and works well
for mowing through Processed Civilians and Processed Grunts (just be sure
to aim for the head for maximum effect).

Heavy Machinegun:
Ammo Type: Heavy Rounds
Clip Size: 99
Max Ammo: 297 + 99
Damage to Enemies: 30
Damage to You: 16.5% (7 shots will kill a full lifebar)
Accuracy: 3/5

Repta's weapon of choice, the heavy machinegun is, on paper, a pretty 
powerful weapon. It has a high rate of fire, very damaging bullets, and a 
huge ammo clip that allows you to spray for a long time before needing to 

In practice, however, the heavy machinegun is not as useful as many other
weapons such as the NICW or Sniper Rifle, and thus won't see all that much
use during the course of the game. The heavy machinegun is fairly inaccurate
and doesn't do all that much more damage than the regular assault rifles,
and ammo for it is pretty rare, meaning you simply won't have enough bullets
to use it often. 

Also, in most circumstances you'll have another gun that's more suited to
the situation than the heavy machinegun. When facing regular human opponents
you don't need to do all that much damage, so the NICW or Assault Rifle
usually do fine. When facing multiple enemies, you might be tempted to mow
them down with the heavy machinegun, but it's far simpler to just blow them
away with a couple grenades. When facing Processed enemies the heavy
machinegun is too inaccurate to reliably get headshots, and it still takes
several chest shots to drop a Processed enemy, thus making it much simpler
to kill them with headshots from the sniper rifle/precision rifle or
NICW/Nano Pistol. 

The heavy machinegun isn't entirely useless, of course. You can still use it 
to blow through large groups of enemies or mow down the Processed, and 
it's a reliable weapon if you run low on ammo for your other guns. A few 
heavy machineguns are carried by Urban Military soldiers in the game's 
later levels, and you should eventually be able to pick one up from one of 

Rail Driver:
Ammo Type: Rails
Clip Size: 3
Max Ammo: 12 + 3
Damage to Enemies: 500
Damage to You: 100% (1 shot will kill a full lifebar)
Accuracy: 5/5

Perhaps the most memorable weapon from the original Red Faction, an 
improved version of the rail driver shows up in the sequel. Like in the 
original Red Faction, the rail driver fires an aluminium spike at close to 
the speed of light, doing a massive amount of damage that can kill almost 
all enemies with one hit and does good damage against enemy vehicles. 
The spikes can also penetrate walls and enemy bodies, allowing you to 
snipe enemies through walls or shoot down multiple enemies with a single 

The new, improved rail driver can now hold 3 rail spikes in its magazine,
allowing you to fire 3 consecutive shots rather than having to reload between
each shot. Like the sniper rifle, however, the rail driver still has a slow
rate of fire and requires a couple of seconds of delay between each shot,
meaning that you cannot fire it rapidly and will need to be extremely accurate
to use it successfully. 

As in the original Red Faction, the rail driver's secondary fire is a slightly 
zoomed scope that allows you to see enemies through walls. However, 
instead of showing you the thermal outline of their bodies, the new rail 
driver simply displays a glowing circle with an X in the center over all 
enemies in the scope. Because of this the new rail driver scope doesn't 
provide as much information as the original (such as the direction enemies 
are facing), but it still allows you to spot bad guys behind objects before 
they can spot you.

The rail driver's  only disadvantages are its low rate of fire, the scarcity
of ammo for it, and the fact that it is not always a one-hit kill weapon, as
certain enemies such as Nano Elite and bosses can survive multiple shots from
it. You can pick up a rail driver from inside the crypt you start out inside
in the first level of Dancin' with the Dead.

Ammo Type: WASP Rockets
Clip Size: 6
Max Ammo: 6 + 6
Damage to Enemies: approx. 750 damage
Damage to You: 100% (1 shot will kill a full lifebar)
Accuracy: 5/5

As rocket launchers go, the Wide Area Saturation Projectile is a powerful 
one. WASP rockets do enormous amounts of damage and have a larger 
splash damage radius than the grenade launcher, but unfortunately you can 
only ever carry a total of 12 rockets at any one time. 

While the primary fire is your standard rocket launcher, pressing the
secondary fire actually causes the WASP to lock onto an enemy target.
It only takes a second for the WASP to lock on, and once it does lock on 
the missiles will home in on the target automatically (unlike the original
Red Faction, you don't have to hold the secondary fire down the entire time
while waiting for the missile to lock on). You can only lock onto enemy
vehicles, however, and not human personnel. The lock breaks when your target
moves outside your field of vision or when you reload the WASP, and will
need to be re-acquired. Another downside of the WASP is it takes up the
entire right side of your screen, obscuring your view. 

Because of the WASP's power and the scarcity of its ammo, using it 
against ATVs and gunships is generally wasteful overkill (your grenade 
launcher is a much better weapon against such enemies). Instead, you 
should save your WASP for battles against the toughest opponents, such 
as enemy Battle Armor or the nano-augmented squad member boss 
battles. The WASP is very much a bonus weapon, and generally can only 
be found in hidden areas. Only a couple enemies use it during the regular 
course of the game. Enemies will often attack your vehicle with WASPs 
during the rail shooter sequences, but you won't be able to pick it up from 
their bodies since you're inside a vehicle.

Anti-Personnel Weapon:
Ammo Type: Grenade Rounds
Clip Size: 15
Max Ammo: 30 + 15
Damage to Enemies: approx. 420 damage per bomblet
Damage to You: 100% (1 shot will kill a full lifebar)
Accuracy: 2/5

The ultimate destructive weapon, Repta will use this really, really big gun 
against you when you finally confront him inside the Nano Base. Be sure 
to pick it up from where he drops it after you beat him, because its a one-
of-a-kind prototype which you won't be able to find anywhere else in the 

The Anti-Personnel Weapon fires a spread of 5 grenade-like green bomblets
that bounce along the floor and against the walls, and will explode after
a few seconds or after they come into contact with an enemy. The secondary
fire shoots sticky bomblets that adhere to the first surface they come into
contact with, whether it be the floor, the walls, or an enemy. Like the
railgun, the Anti-Personnel Weapon requires a second to cool down between
shots, and needs to be reloaded after every 3 shots. Each shot uses up 5
grenades, with a clip size of 15. You won't receive the Anti-Personnel
Weapon until near the very end of the game, so you won't find much use for
it. It's pretty much overkill to use it against regular enemies (even the
Nano Elite), but it's very useful against bosses, especially the final boss.

Nano Pistol: 
Ammo Type: Medium Rounds
Clip Size: 64
Max Ammo: 192 + 64
Damage to Enemies: 35
Damage to You: 9.5% (11 shots will kill a full lifebar)
Accuracy: 4/5

The nano-enhanced machine pistol is the ultimate in automatic firearms. 
The bullets do even more damage than the heavy machinegun, and the 
large clip size, great accuracy, and extremely high rate of fire means you 
can quickly decimate even the strongest of enemies with a barrage of 
bullets. The only downside of the nano pistol is it burns through ammo fairly
quickly, but since enemies drop lots of ammo for it, this really isn't
an issue. The nano pistol has no secondary fire, but it really doesn't need

You'll only receive the nano pistol at the very end of the game, but it's
quite useful against the tough Nano Elite soldiers you face in the game's
last few levels. You can pick a pair of nano pistols up just before the boss
fight with Repta Plus, and many Nano Elites will also drop them.

Dual Nano Pistols: 
Ammo Type: Medium Rounds
Clip Size: 64 + 64 
Max Ammo: 192 + 64
Damage to Enemies: 35
Damage to You: 9.5% (11 shots will kill a full lifebar)
Accuracy: 4/5

Wielding a nano pistol in each hand, you can easily tear even the toughest 
opponents apart in seconds. Just be aware that doubling the firepower also 
doubles the rate at which you use up ammo, and that you can't use 
grenades when both your hands are occupied with holding a pistol. Since
grenades aren't much use against the Nano Elite you'll be facing in the final
levels, this really isn't much of a problem.

Dual-wielded Nano Pistols are excellent for ripping through the tough Nano
Elite you face in the game's last couple of levels. Ammo for the pistols is
plentiful, so there's no real need to worry about running out. 


Frag Grenade:
Max Ammo: 10
Damage: 350

These are standard frag grenades, you toss em' at the bad guys, and they'll lay
on the ground for a couple seconds and then go BOOM. Frag grenades work well
against groups of enemies, especially in enclosed spaces. They're also
reasonably common, as enemies tend to drop them on a fairly regular basis.

Incendiary Grenade:
Max Ammo: 10
Damage: 130

Unlike regular frag grenades, incendiary grenades explode on impact, creating
a cloud of flames that sets nearby enemies on fire. Once on fire, most human
opponents will drop their weapons and run around screaming until they die. 
Unfortunately, incendiary grenades are ineffective against Sopot Elite Guards
(whose armor makes them completely fireproof) and Processed enemies (who have
so much health they can survive being set on fire multiple times, and also 
who do not stop fighting when set on fire).

Shock Grenade:
Max Ammo: 10
Damage: N/A

Like regular frag grenades, shock grenades will lay on the ground for a couple
seconds before exploding. When they explode, they create an electrical pulse
that will stun any enemies hit by it for several seconds, causing them to stop
shooting and stand still while twitching in shock.

Satchel Charge:
Max Ammo: 10
Damage: 350

Unlike other grenade types, you can only toss satchel charges a very short
distance. They stick to walls, floors, and even enemies, and will explode
after several seconds. 


Used By: Processed Civilians, Processed Grunts
Damage to You: 50% (2 hits will kill a full lifebar)

Used By: Automated Turret, ATV
Damage to You: 50% (2 shots will kill a full lifebar)

Used By: Ceiling Turret
Damage to You: 100% (1 shot will kill a full lifebar)

Used By: Sentry Drone
Damage to You: 2.75% (37 shots will kill a full lifebar)

Used By: Spider bomb
Damage to You: 49% (3 shots will kill a full lifebar)

Used By: Gunship
Damage to You: 13% (8 shots will kill a full lifebar)

Used By: Gunship
Damage to You: 100% (1 shot will kill a full lifebar)

Used By: Battle Armor
Damage to You: 13% (8 shots will kill a full lifebar)

Used By: Battle Armor
Damage to You: 100% (1 shot will kill a full lifebar)

Used By: Battle Armor
Damage to You: 100% (1 shot will kill a full lifebar)

Used By: Battle Armor
Damage to You: 100% (1 shot will kill a full lifebar)

Used By: Molov's Battle Armor
Damage to You: 2.5% (40 shots will kill a full lifebar)

Used By: Molov's Battle Armor
Damage to You: 25% (4 hits will kill a full lifebar)



- Headshots do 4x damage against human opponents. (ie, a headshot from 
the pistol will take away 40 health instead of just 10 health).

- Human enemies will die instantly if they're directly hit by a grenade 
launcher round,  even if they would otherwise still have health left after
the explosion (ie Processed and Nano-Elite). 

- All human enemies except for Processed Civilians and Processed Grunts 
have the ability to use grenades. Many do not do so, however.

- Enemies have the same amount of health, regardless of difficulty

=Human Enemies:=

Slammer Sammy, Security Guard:
Appearance: Thin guy wearing a black P.C.D.G. vest over a green short-
sleeve shirt.
Preferred Weapon: Machine Pistol
Other Weapons: Pistol
Health: 100
Difficulty: *
Appears In: Mission 1: Foreign Lands

Slammer Sammys are the rent-a-cops hired by the United Republic to 
serve as standard security personnel at the KN.A.N.O. facility. More suited for
watching monitors and drinking coffee than for military combat, they're poorly 
equipped and poorly trained, wielding only small sidearms that can barely 
scratch your powerful Elite Guard armor. You'll find them inside the 
corridors of the KN.A.N.O. containment facility in the first mission, 
where they should fall quickly under the wrath of your NICW. 

R.B., KN.A.N.O. Security Guard:
Appearance: Buff military unit of the United Republic, wearing red-and-
grey combat uniforms and a red beret.
Preferred Weapon: Assault Rifle
Other Weapons: Pistol, Machine Pistol
Health: 100
Difficulty: **
Appears In: Mission 1: Foreign Lands

The grunts of the United Republic, you'll face these guys in your assault 
on the KN.A.N.O. facility in the game's first mission. These military 
grunts are armed with stronger weapons than the standard security guards. 
Most of them carry assault rifles, although a few still use side-arms like 
the pistol and machine pistol. Despite their improved equipment they're no 
match for a Sopot Elite Guard such as yourself, especially when you're 
packin' Elite Guard armor and a prototype NICW. Just be sure not to stand 
in their line of fire for too long, as their assault rifle bullets can hurt.

For some strange reason, many of these soldiers who are armed with assault
rifles do more than 50% extra damage, and on HARD difficulty can kill off your
full lifebar in 2 or 3 shots. This is extremely annoying (especially since you
are unable to heal your injuries automatically at this point of the game), but
thankfully the first mission is apparently the only area in which this extra
damage occurs. It does, however, ironically make these guys arguably some of
the most difficult enemies in the entire game on HARD difficulty. Your best
strategy is to extensively use cover and grenades. In the corridor after the
air vent section, mow down the enemies immedietely in your way and run
to the next section, don't try and kill the additional guards that appear.

Security Guard:
Appearance: Man in blue and grey padded armor with a black steel 
chestplate, occasionally wearing a black footballer-style helmet
Preferred Weapon: Machine Pistol
Other Weapons: Pistol, Dual Pistols, Dual Machine Pistols, Shotgun, 
Grenade Launcher
Health: 100
Difficulty: *
Appears In: Mission 2: Public Information Building

Members of the standard Commonwealth Security Services, security 
guards have impressive looking armor, but ultimately they're just as easy 
to kill as the next guy, especially with the low level weaponry they're 
equipped with. You'll find a couple of security guards equipped with 
grenade launchers and maybe a shotgun in the initial lobby shootout, but 
for the most part their armament is limited to sidearms such as the pistol 
and machine pistol (quite a few of them like to fight with akimbo guns for 
twice the firepower, but in the end they're still fighting with only 
sidearms). Security guards defend the lower levels of the Public 
Information Building, including the lobby and admin area.

Skeeter, Security:
Appearance: Man in yellow and grey padded armor with a white steel 
Preferred Weapon: Silenced Machine Gun
Other Weapons: Machine Pistol, Dual Machine Pistols
Health: 100
Difficulty: *
Appears In: Mission 2: Public Information Building

Security guard captains are slightly better equipped than their lower 
ranking minions, most of them carry silenced machine guns and a few 
favor dual machine pistols. They're still as easy to kill as the regular 
security guards, but their SMGs can eat away at your health fairly quickly, 
especially when you're confronted with a few of them at once. You'll 
mainly encounter them guarding the broadcast studios inside the Public 
Information Building.

Freddy, Fodder Cop:
Appearance: Seriously overweight donut jockey with greying hair, 
wearing a padded grey uniform with yellow highlights and a yellow helmet
with a plexiglas screen.
Preferred Weapon: Pistol
Other Weapons: Machine Pistol, Dual Pistols, Shotgun
Health: 100
Difficulty: *
Appears In: Mission 2: Public Information Building, Mission 4: 

Overweight, under-trained, and 6 days from retirement, Fodder Freddies 
are just low-paid beat cops caught in the middle of all this mayhem. 
Their poor-quality padded riot armor is better suited for defending 
against hurled rocks and bottles rather than high velocity bullets, 
and their arsenal is severely limited to only the weakest weapons. 
They're certainly no match for a high-trained, nano-augmented 
supersoldier such as yourself, which is perhaps why you'll rarely 
encounter them in a fight. A few Fodder Freddies will try to defending 
the admin area of the Public Information Building from you and Tangier, 
and a couple shotgun-wielding Fodder Freddies will attempt to take you 
down inside the subway platform in Underground.

Sopot Elite Guard:
Appearance: Special forces soldier fully enclosed in stylised metallic grey 
combat armor with yellow highlights.
Preferred Weapon: Silenced Machine Gun
Other Weapons: Machine Pistol, Dual Pistols, Dual Machine Pistols
Health: 200
Difficulty: ***
Appears In: Mission 2: Public Information Building

Sopot's elite are a combination of Secret Service and Special Forces, 
tasked with carrying out the most dangerous military missions for Sopot, 
as well serving as the Chancellor's personal bodyguards. Their voices 
have a menacing computer-amplified echo, and the stylish metallic armor
that covers their entire body allows them to withstand twice as much damage
as a regular human opponent, as well as protecting them completely from 
flame attacks such as incendiary grenades or the shotgun's secondary fire. 

Their armor allows them to survive sustained fire, even to the head, and 
makes them the game's toughest non-nanoaugmented opponents. They're also 
more agile than most regular human opponents, quickly sidestepping away 
from your shots and making intelligent use of cover to defend themselves.
Their SMGs also do a decent amount of damage, especially when compared to
the weaker pistol weapons used by normal security guards. You can kill them
with a sustained spray of bullets to the head from either the machine pistol
or SMG, but if you can't aim at their heads quickly enough, a single
grenade blast should be enough to send them flying. You'll find Sopot Elite
Guards covering the Chancellor's escape in the upper levels of the Public
Information Building.

Sopot Elite Guard Leader:
Appearance: Special forces soldier fully enclosed in stylised metallic 
silver combat armor.
Preferred Weapon: Dual Machine Pistols
Other Weapons: Machine Pistol, Silenced Machine Gun, Assault Rifle
Health: 250
Difficulty: ***
Appears In: Mission 2: Public Information Building, Mission 6: Sopot's 

Sopot Elite Guard Leaders are the toughest non-nano-augmented fighters 
in the game. They can survive slightly more damage than even the regular 
Elite Guards, and like the Elite Guards they're extremely agile and resistant
to incendiary attacks. Elite Guard Leaders mainly use SMGs or dual machine 
pistols. They are tough opponents, and are best dispatched with either 
sustained fire to the head, or a well-placed grenade blast (although they 
can actually survive the splash damage if its not a near-direct hit). Most 
Elite Guard Leaders can be found co-ordinating the Elite Guards defending 
Sopot on the upper floors of the Public Information Building. You'll also 
encounter five of them carrying assault rifles and serving as Chancellor 
Sopot's last line of defense in the Citadel's missile silo in mission 6
when you finally confront the evil dictator.

Tazer Tom, City Police:
Appearance: Thin city cop in blue uniform, wearing a blue bulletproof 
Preferred Weapon: Macine Pistol
Other Weapons: Dual Pistols, Shotgun, Assault Rifle, WASP
Health: 100
Difficulty: *
Appears In: Mission 3: Shrike's Wild Ride, Mission 4: Underground

These beat cops from the Sopot City Police Department aren't exactly cut 
out for full-scale urban combat, but with you, your squad, and the Red 
Faction tearing the city to pieces, the government's going to throw 
everything they've got at you. Tazer Toms are generally equipped with 
sidearms such as pistols or machine pistols, but they do occasionally pack 
shotguns for heavier firepower. When you assault the security building 
and refueling station in the first couple of level of Shrike's Wild Ride, the 
Tazer Toms inside will retaliate with WASPs, but they never use such 
heavy weapons when you face them on foot. Tazer Toms will attack you 
while defending the buildings you assault in Shrike's Wild Ride, and they 
will also hunt for you inside the sewers and the subway station in the 

G.I. Johnson, Military:
Appearance: Square-jawed grunt in green camouflage uniform, with a red 
star atop his green camouflage kevlar helmet.
Preferred Weapon: Assault Rifle
Other Weapons: Pistol, Machine Pistol, Shotgun, Sniper Rifle, Grenade 
Launcher, WASP
Difficulty: **
Appears In: Mission 3: Shrike's Wild Ride, Mission 5: Tank on the Town, 
Mission 6: Sopot's Citadel 

The standard grunts of the Commonwealth Military, these soldiers might 
lack the durability and manueverability of Sopot Elite Guards, but their 
access to more powerful weaponry makes them dangerous opponents. 
Most Military soldiers are equipped with assault rifles, although a few use 
other weapons such as sidearms or shotguns. A few grunts are also 
specialized snipers. Military grunts also occasionally use grenade 
launchers or WASPs when you attack them with heavy armor such as your 
gunship, tank, or Battle Armor, but they generally won't use such high-
powered weapons when you actually confront them on foot. 

An individual grunt can quickly shoot away your health, and several of them
ganging up on you at once can be deadly. When confronting them, be sure to
use cover well and attack with powerful weapons such as your assault rifle, 
grenade launcher, or NICW. Sopot sends the Military to attack your 
vehicle during Shrike's Wild Ride and Tank on the Town, and they put up 
a last stand within their own fortress at Sopot's Citadel.

Sergeant Green, Military:
Appearance: Square-jawed sarge wearing non-camouflage green uniform, 
with a grey vest and a metal plate on his helmet
Preferred Weapon: Assault Rifle
Other Weapons: Sniper Rifle
Health: 100
Difficulty: **
Appears In: Mission 6: Sopot's Citadel

Although these sarges are slightly higher ranked than the standard Military 
grunts, they still use the same weapons and fight with the same tactics. 
Military sergeants generally attack with assault rifles, although they do
occasionally try to snipe at you from guard towers. Sergeants are actually 
quite rare, and because their behavior is pretty much the same as the 
regular grunts they're not particularly remarkable. You'll find a few of 
them leading troops into battle inside Sopot's Citadel.

Colonel Sandy, Military:
Appearance: Shapely redhead in form-fitting green uniform with beige 
body armor, sometimes wearing a mean-looking Predator-style combat mask.
Preferred Weapon: NICW
Other Weapons: Dual Machine Pistols
Health: 100
Difficulty: ***
Appears In: Mission 6: Sopot's Citadel

The female officer corps of the Commonwealth Military are relatively 
rare, but they outrank the male grunts and as a result are better trained
and equipped with better weaponry. At the very least they carry dual machine
pistols, and many are equipped with NICWs. Besides giving them a high rate 
of fire and powerful bullets, NICWs allow female officers to launch explosive
shells which can take off your entire lifebar in a single hit. This makes 
them extremely dangerous, and you should destroy them quickly with your own 
grenade launcher or NICW as soon as you spot them. Female officers appear 
exclusively inside Sopot's Citadel, leading the defense of the Chancellor's 
last refuge with the other Military units.

G.I. Jones, Urban Military:
Appearance: Square-jawed grunt in grey camouflage uniform, with a red 
star atop his green camouflage kevlar helmet.
Preferred Weapon: Assault Rifle, Shotgun
Other Weapons: Dual Pistols, Machine Pistol, Sniper Rifle, Grenade 
Launcher, Heavy Machinegun, WASP, Railgun
Health: 100
Difficulty: **
Appears In: Mission 7: Hanging in the 'Hood, Mission 8: Dancin' With the 
Dead, Mission 9: A River Runs To It

While the standard Military units of the Commonwealth Army are camped 
out at Sopot Citadel, the Urban Military is specially trained for urban 
operations, and often engages in full scale assaults within Sopot City 
itself in an attempt to root out and crush the Red Faction. Urban Military 
grunts can be somewhat tougher than their counterparts in the regular 
Military, due to the fact they often have access to heavier weaponry such 
as grenade launchers and heavy machineguns. In addition, due to their 
close-quarter combat training Urban Military units are much more likely to 
use shotguns, and most Urban Military grunts use either shotguns or assault 
rifles in close to a 50/50 ratio. 'Chancellor' Molov will send the Urban 
Military to wipe out you and your Red Faction allies in Hangin' in the Hood,
and a squad of Urban Military units will be guarding Quill's Cathedral in 
Dancin' With The Dead. You'll also face one last shootout with Urban Military
snipers in the first level of A River Runs to It.

Sergeant Grey, Urban Military:
Appearance: Square-jawed sarge wearing non-camouflage grey uniform, 
with a grey vest and a metal plate on his helmet
Preferred Weapon: Assault Rifle
Other Weapons: Machine Pistol, Grenade Launcher
Health: 100
Difficulty: **
Appears In: Mission 7: Hanging in the 'Hood, Mission 8: Dancin' With the 
Dead, Mission 9:
A River Runs To It

Similar to the regular Military sergeants, the Urban Military sergeants use 
the same basic weapons and tactics as the men under their command, and thus
aren't particularly remarkable. Urban military sergeants like to use assault
rifles, although they occasionally use other weapons as well. Rather rare,
a few of them will pop up while you're fighting the regular military grunts.

Sergeant Silver, Sniper:
Appearance: Muscular soldier completely enveloped inside a grey 
skintight camouflage suit.
Preferred Weapon: Sniper Rifle
Other Weapons: Grenade Launcher, Rail Driver
Health: 100
Difficulty: ***
Appears In: Mission 7: Hanging in the 'Hood, Mission 8: Dancin' With the 

Specialist snipers of the Urban Military and Quill's personal guards, these 
snipers can be deadly opponents, highly accurate and able to take off 1/2 your 
lifebar in a single hit. Their only weakness is the slow rate of fire of their
sniper rifles, and hopefully you'll be able to kill them before they manage 
to shoot you twice and force you to use up one of your medikits. It's best 
to obliterate them with a blast from your grenade launcher as soon as their 
shots give away their location, but you can snipe them with your own sniper 
rifle if they're outside of grenade range. Snipers will attempt to ambush you 
as you make your way through the war-torn streets in Hanging in the 'Hood, 
and several of them will serve as Quill's personal bodyguards in Dancin' 
With the Dead. The snipers guarding Quill aren't limited to sniper rifles, a 
few of them carry grenade launchers or railguns. Fortunately, the ones 
with the railguns are somewhat inexperienced with the new high-tech 
weapon, and tend to have fairly bad aim with it.

Major Maia, Urban Officer:
Appearance: Shapely female soldier in form-fitting blue uniform with 
beige body armor, usually seen wearing an astronaut-style helmet with opaque
Preferred Weapon: NICW
Other Weapons: Pistol, Dual Machine Pistols, Shotgun, Sniper Rifle
Health: 100
Difficulty: ***
Appears In: Mission 7: Hanging in the 'Hood, Mission 8: Dancin' With the 
Dead, Mission 9: A River Runs To It

Like their counterparts in the regular Military, the female officers of the 
Urban Military are generally equipped with higher-quality weapons than 
the regular enlisted men. Most carry NICWs, and some fight with dual 
machine pistols, although a few use other weapons such as shotguns or 
sniper rifles. As usual, their rapid-fire, grenade-launching NICWs make 
them deadly opponents, and they should be quickly blow away with 
grenades from your own grenade launcher or NICW. You'll find female 
officers leading the Urban Military grunts into combat, mainly in the high 
rent district of Hanging in the 'Hood and the catacombs near Quill's 
cathedral in Dancin' With the Dead. Quite a few also serve as snipers in 
the first mission of A River Runs To It.

Nanotech Enhanced Cilivian:
Appearance: Zombified ex-human with electrical burnt hair in torn yellow 
prison overalls, with one arm and one leg grotesquely over-muscled and 
their head hanging sideways.
Preferred Weapon: Pistol, Zombie Punch (damage = 50%)
Other Weapons: Machine Pistol, Shotgun, Assault Rifle
Health: 280
Appears In: Mission 3: Shrike's Wild Ride, Mission 5: Tank on the Town, 
Mission 8: Dancin' With the Dead, Mission 10: Inside the Nano Base

The Processed were conceived by Sopot as replacements for the nano-
augmented supersoldiers like yourself. Strong but mindless, they're 
considerably tougher than human soldiers yet nowhere near as tough as 
you or your squadmates. Their lack of human intelligence allows Sopot 
to rest easy in the knowledge they can never betray him. Processed 
Civilians are the weakest of the Processed enemies, but they're still
tougher and more durable than any regular human opponent, including Sopot
Elite Guards. Despite their physical strength, their stupidity is a major
weakness. They are unable to seek cover from attacks or dodge your fire,
and are only able to shamble towards you while firing their weapons. 
They are also unable to use grenades. 

Processed Civilians are generally armed with light weapons, most of the 
ones you encounter are armed only with pistols, although you'll find them 
using machine pistols and the occasional shotgun when you fight them in 
large numbers inside the Nano Base. They can also be found using heavier 
weapons such as machine pistols, shotguns, and even assault rifles when 
you attempt to fight them using a vehicle such as Shrike's gunship or tank.
Although their weapons are generally weak, in true zombie fashion the 
Processed have devastating melee attacks. If a Processed Civilian manages 
to shamble close enough to hit you, their punches do large amounts of 
damage and can knock off half of your lifebar with a single hit. 

Because the Processed can sustain so much damage, you'll tend to run out 
of ammo if you try to fight many of them. The only weapon that works well
against the Processed without running low on ammo is the sniper rifle, 
as one headshot or two chest shots can kill a single Processed easily. In
the Nano Base, the shotgun also works well against them since they often
drop ammo for it. One or two shotgun blasts to the head at medium range
should successfully decapitate a Processed Civilian. The Precision Rifle
can also be effective, but you need to aim for the head for maximum results.

You'll initially only encounter Processed Civilians while in the relative 
safety of a vehicle such as a gunship or tank, although you'll eventually 
end up fighting them on foot at in the cemetary and catacombs of Quill's 
Cathedral. You'll also face a small army of them inside the Nano Base 

Nanotech Enhanced Grunt:
Appearance: Large, unusually muscular man, completely bald with pale 
blue skin and white eyes. Wearing nothing except black pants and a yellow
plate and shoulderpad bolted to his chest. Glows with whitish-blue nanotech
energy flames. Slight resemblance to zombified B-movie star Torr Johnson.
Preferred Weapon: Assault Rifle, Shotgun, Zombie Punch (damage = 
Other Weapons: WASP
Health: 400
Difficulty: ***
Appears In: Mission 10: Inside the Nano Base

The next stage of the Processed is a step up from the Processed Civilians.
They're equipped with more powerful weapons and are capable of 
surviving more damage, yet they're still just as slow and stupid as the 
Processed Civilian zombies. Processed Grunts generally use either 
shotguns or assault rifles, although they also can retaliate with WASPs 
when you confront them with Battle Armor. Like the Processed Civilians, 
Processed Grunts can whack you with their weapons when they get up 
close to you, causing large amounts of damage. 

Because Processed Grunts can survive even more damage than Processed
Civilians, most weapons aren't particularly effective against them. You can
gib them with a single shot from your grenade launcher, and multiple
headshots from the NICW or heavy machinegun are also reasonably effective,
but you might end up running out of ammo due to the large number of
Processed you'll face. 

Killing them with single headshots or double chestshots from the sniper 
rifle is the most ammo efficient means of defeating them, but the slow rate 
of fire will mean you'll have to proceed slowly and avoid getting swarmed. 
The Precision Rifle can also be effective against them, but headshots
are a must if you want to maximize damage and minimize ammo usage.
Finally, headshots from the shotgun do lots of damage against the
Processed, and many Processed enemies drop shotgun ammo inside the Nano
Base level.

You'll encounter Processed Grunts inside the Nano Base, but fortunately 
you won't face many of them on foot. When you encounter them on foot in 
the first level of the Nano Base they'll usually attack one at a time, 
although they'll usually be accompanied by several Processed Civilians.
When the Processed Grunts start to gang up on you in squads later inside
the Nano Base, you'll have the advantage of Battle Armor to take them on.

Nanotech Enhanced Elite Soldier:
Appearance: Massive mass of bulging, exposed red muscles, with steel 
plating bolted on its body including an insect-like steel face-mask with 
glowing goggles. Entire body emits red nanotech energy flames.
Preferred Weapon: Nano Pistol, NICW
Other Weapons: Heavy Machine Gun, WASP
Health: 550
Difficulty: ****
Appears In: Mission 10: Inside the Nano Base, Mission 11: In Sopot's 
Deadly Embrace

Molov's Nano Elite are the toughest human opponents in the game, armed 
with the best available weapons and capable of withstanding enormous amounts
of damage. Like the previous versions of the Processed, Nano Elite are 
extremely durable. Unlike the previous Processed, however, Nano Elite retain
human-level intelligence and maneuverability and will duck behind cover,
retreat from enemy fire, evade grenades, toss grenades of their own,
and perform all the other combat tactics regular human opponents are capable

Nano Elite are usually equipped with NICWs, and can do lots of damage in
a short period of time with their high rate of fire and frequent use of
the NICW's grenade launcher. Many Nano Elite are also armed with Nano
Pistols, and although these Nano Elite lack the NICW's powerful grenade
launcher, they compensate for it with a much higher rate of fire and very
damaging bullets. The first batch of Nano Elite you encounter will also
attack you with heavy machineguns and WASPs, but since you'll be piloting
a Battle Armor at the time you should be able to deal with them. 

Because of their high durability, there aren't many weapons that can kill 
them quickly (it takes 2 rail-driver shots or several seconds of sustained 
fire from most machine-guns to bring them down). Like the previous 
Processed, a single headshot from the sniper rifle can kill them, but this 
isn't advisable as their speed makes scoring headshots difficult, especially 
with the sniper rifle's low rate of fire. A direct hit from a grenade will gib 
them in one shot (although they can easily survive the splash damage from 
anything less than a direct hit), so your grenade launcher or NICW works 
well against them. The Nano Pistol, with its extremely high rate of fire and 
powerful bullets, is also good against the Nano Elite, and can kill them 
quickly with a series of headshots or sustained fire into the body. Dual Nano
Pistols are probably the best and quickest way to mow through the Nano
Elites, and since they always drop ammo for it you don't have to worry about
running low.

Molov will send a squad of Nano Elite to fight you near the end of Inside the 
Nano Base, but since you'll be piloting a Battle Armor at the time you 
should be able to handle these things. You'll face many Nano Elite on foot 
in the two levels leading up to the final battle inside Sopot's Statue in In 
Sopot's Deadly Embrace, and because of the narrow corridors and 
catwalks in those levels there's not much room to take cover, make each 
battle a quick kill or be killed scenario.

=Enemy Equipment:=

Ceiling Turret:
Appearance: Small, six-barrelled grenade launching turret mounted to the 
Preferred Weapon: Grenade Launcher (damage = 100%)
Other Weapons: None
Health: 900
Difficulty: ***
Appears In: Mission 1: In Foreign Lands, Mission 6: Sopot's Citadel

Often used as an automated defense at key chokepoints inside military 
installations, these ceiling-mounted grenade launchers can knock off a 
large chunk of your lifebar in a single hit. Fortunately, they have a
relatively slow rate of fire, allowing you to take cover behind something
before getting hit. If you spot one, dodge in and out of cover while 
blasting it with grenades. Three or four grenades should be sufficient
to destroy the turret.

Automated Turret:
Appearance: Armored, tripod mounted grey box with two machinegun 
barrels sticking out of the front.
Preferred Weapon: High-Caliber Machinegun (damage = 50%)
Other Weapons: None
Health: 1,200 or 500
Difficulty: ****
Appears In: Mission 2: Public Information Building, Mission 6: Sopot's 
Citadel, Mission 8:
Dancin' With the Dead

These automated turrets can be set up anywhere in the field by military 
personnel, and once activated they will relentlessly lock onto and fire upon 
any moving object that crosses their path. Extremely deadly, a single hit 
from their high-caliber bullets can knock off half your lifebar, and their 
high rate of fire means that they'll tear you in half if you stand in their 
line of fire for more than a second. You should never face an automated 
turret head on, and should instead try to take cover behind something and 
bounce grenades around the corner in order to blow up the turret.

Appearance: Green, finned hovercraft flying using a series of large built-in 
Preferred Weapon: Underside-Mounted Gatling Gun (damage = 13%)
Other Weapons: Missile Launcher (damage = 100%)
Health: 650
Difficulty: ***
Appears In: Mission 2: Public Information Building, Mission 3: Shrike's 
Wild Ride,
Mission 5: Tank on the Town, Mission 6: Sopot's Citadel, Mission 7: 
Hangin' In the Hood

Perhaps the most common enemy vehicle you'll face, you'll see gunships 
in almost every mission in the game. An improvement over the earlier 
model seen on Mars, the new Aesir gunships are much more agile. Instead
of simply floating over you shooting downwards and waiting to be blown 
away by a couple of rockets, the new gunships now attack with strafing runs, 
swooping over you and spraying you with machinegun fire, then flying off 
before you can retalitate with a rocket attack. The good news is that they 
won't come back for a second attack run, so you don't actually have to 
blow them up to get rid of them. Just survive their first attack run, and 
after they fly off you'll never see them again. 

If you do want to blow them up, it's best to attack them with explosives or
rail driver shots. Gunships are still vulnerable to bullets, but due to the
amount of damage they can take, they'll often fly off before you can blow
them up if you attack them with a gun. Their machineguns pack a punch, and
the rockets they occasionally fire can knock off more than half of your
health, so its best to duck behind cover if you're attacked by one on foot.

They're fairly easy to take out if you're attacking from inside a vehicle
like the tank or battle armor, but they can survive 3 or 4 shots from the
missiles on Shrike's gunship, and thus its slightly tougher to beat them
in a gunship vs. gunship dogfight (although you'll still succeed if you
use the gunship missiles' lock-on feature and attack with the machinegun
while the missiles are reloading).

Appearance: Military dune-buggy with rounded chassis.
Preferred Weapon: Roof-mounted machinegun (damage = 50%)
Other Weapons: None
Health: 300
Difficulty: ***
Appears In: Mission 1: In Foreign Lands, Mission 3: Shrike's Wild Ride, 
Mission 5: Tank
on the Town, Mission 6: Sopot's Citadel, Mission 7: Hangin' In the Hood

ATVs are extremely common, and in driving missions you'll often see 
several of them as potential targets at any one time. ATVs can move at 
decent speeds, but generally they just park in one spot and shoot at you.
ATVs are also the weakest of the military vehicles used by the Commonwealth
Army, and can be destroyed with a single grenade shot. Even though they
can't take all that much damage, their armored hulls are bulletproof,
making them completely immune to small arms fire. You can only damage 
them with explosives, rail driver shots, or vehicle mounted heavy 
machineguns. The ATV is equipped with a roof mounted machinegun which
only does a moderate amount of damage against vehicles, but which is 
just as deadly as an automated turret if you're on foot. When facing
an ATV on foot, treat it the same way as an automated turret, ducking in 
and out of cover while lobbing a couple of grenade launcher shots at it.

Sentry Drone:
Appearance: Microwave-sized floating camera with radio antenna and a 
pair of small machinegun arrays mounted on its sides.
Preferred Weapon: Mini-Machineguns (damage = 2.75%)
Other Weapons: None
Health: 5
Difficulty: *
Appears In: Mission 4: Underground

Sopot City's security forces will send a limitless swarm of these small 
floating cameras to pursue you through the sewers and subway systems 
of the Underground. They're very fragile and can be destroyed with a
single bullet, and in fact the small explosion created when one pops
will cause any drones floating next to it to pop as well (much like the 
Flood from Halo). Unfortunately, you usually end up facing multiple drones,
and in most areas more sentry drones will respawn to replace any you shoot 
down. Additionally, although their guns don't do all that much damage,
they have a very high rate of fire and can quickly chip away all your health
if you stay inside their line of sight.

Instead of fighting them, your best strategy is to flee from them, only
killing any that get directly in your way. Sentry drones tend to stay inside
a particular area, and will not chase after you if you flee from them into
another area. Because they don't require much damage to destroy, its best to
use low damaging, quick firing weapons such as the machine pistol or
Silenced Machine Gun against them. Sentry drones come in two varieties: blue
and grey. The blue ones aren't very aggressive, and may even float around
observing you without attacking. The grey ones, on the other hand, always
attack on sight. 

Spider Bomb:
Appearance: Basketball-sized sphere scurrying on three insect-like legs.
Preferred Weapon: Kamikaze Bomb (damage = 49%)
Other Weapons: None
Health: 5
Difficulty: ***
Appears In: Mission 4: Underground, Mission 7: Hangin' In the Hood, 
Mission 10: Inside
the Nano Base

Perhaps the most annoying enemy in the game, spider bombs will kill you 
very quickly if you don't act fast enough when they appear. You'll first
encounter them inside the abandoned section of the subway, but they'll 
put in appearances in several other parts of them game. Upon seeing you,
a spider bomb will quickly scurry towards you. When it gets close enough,
it will leap at you and explode upon contact, knocking out almost half of
your lifebar. Spider bombs also always attack in swarms, and multiple 
spider bombs jumping onto you and blowing up can kill you in a few 
seconds, even if you have 3 full medikits. 

To make matters worse spider bombs almost always respawn infinitely,
meaning you can't simply kill them as they come and hope they'll
eventually run out. The only way to stop spider bombs from respawning
is to run through the swarm past the area where they respawn from.
Running past their respawn area will automatically stop them from
appearing. When they show up, mow them down as quickly as possible,
but be sure to keep moving forward until they stop appearing. 

Like sentry drones, spider bombs can be destroyed with a single bullet,
so low power, high firing rate weapons such as the Silenced Machine Gun
work well against them. The Silenced Machine Gun is particularly
effective, as its high clip size allows you to fire for several
seconds without needing to reload, and if you're surrounded by
oncoming spider-bombs, stopping to reload could get you killed in a
split second. Dual machine pistols also work well against a swarm
of spider bombs, as the wall of lead you'll be throwing out is very
good at eliminating many of the enemies in your way.

Tread Tank:
Appearance: Beige Tank.
Preferred Weapon: Tank Cannon
Other Weapons: None
Health: 3,000
Difficulty: ****
Appears In: Mission 5: Tank on the Town

A couple of enemy tanks will attempt to stop you in the game's tank 
driving mission. Tanks are slow moving, and some just park in one place 
and shoot at you, but their cannon blasts do a decent amount of damage, 
and their heavy armor allows them to survive a considerable amount of 
damage themselves. Fortunately, tanks are very rare, and when you do 
face them you'll be inside a larger, more powerful tank. Tanks have a slow 
rate of fire, and you should be able to blow them up with 4 shots from 
your own tank cannon before they can fire off more than a couple of shots 
(which shouldn't be too damaging for you).

Battle Armor:
Appearance: Massive, 15-feet tall mech-like exosuit with miniguns for 
arms and a series of shoulder-mounted missile pods.
Preferred Weapon: Dual Miniguns (damage = 13%)
Other Weapons: Missile Launcher (damage = 100%) 
               Incendiary Grenade Launcher (damage = 100%)
               Punch (damage = 100%)
Health: 3,000
Difficulty: ****
Appears In: Mission 3: Shrike's Wild Ride, Mission 5: Tank on the Town, 
Mission 6:
Sopot's Citadel

Battle Armor is the ultimate weapon in Sopot's military machine, and is 
also the toughest non-boss enemy you can face in the game. Their twin 
miniguns are devastating and can cut you to pieces in a couple of seconds
if you're not inside a vehicle, and the missiles and incendiary grenades
they fire do major damage and can knock off an entire lifebar if you're
on foot. Battle Armor miniguns and missiles can also knock a large chunk
 out of your shields even if you're inside a vehicle. 

Regardless of whether or not you're inside a vehicle, Battle Armor is
incredibly tough and can survive multiple explosive rounds. Battle Armor
CAN be stunned with shock grenades, but the effect only lasts for a second.
The Battle Armor's hull also deflects small arms fire, so you won't be able
to damage Battle Armor with bullets if you're on foot. 

Fortunately, most of the time you encounter Battle Armor, you'll be relatively
protected inside a vehicle. Shrike's gunship can hover outside the effective
range of the Battle Armor's weapons, and the tank can easily withstand
sustained fire from the Battle Armor's weapons. Facing Battle Armor while
inside a Battle Armor of your own is trickier, but you should be able to beat
them before they beat you (it helps to engage enemy Battle Armor at long range
so fewer of their shots hit you). 

Only once in the entire game will you face Battle Armor on foot. This occurs
at the main gates of Sopot's Citadel, and while it can kill you easily, you
should be able to beat it by dodging in and out of cover and blasting it with
 the WASP or grenade launcher.

Appearance: Car-sized, futuristic submarine with brownish-orange 
paintjob, two wings, and a fin coming out of the roof.
Preferred Weapon: Torpedo Launcher
Other Weapons: None
Health: ??? (4 torpedo hits)
Difficulty: ***
Appears In: Mission 9: A River Runs To It

Enemy subs will attack you in the game's underwater mission. These subs 
are smaller and much more agile and maneuverable than the clumsy Ultor subs
from the original Red Faction game. They're also harder to hit, partially
because of their speed but also because the torpedoes of your own sub 
are dumb-fire torps that (somewhat slowly) move in a straight line, rather
than the homing torpedoes used in the original Red Faction. On the plus side,
enemy subs also use dumb-fire torpedoes, and it's possible to avoid their 
attacks by strafing left and right a lot. 

It's more difficult to hit enemy subs when you're moving around a lot
yourself, and in the first couple of underwater levels you'll only face a
few enemy subs and thus can get away with just standing still and trading
torpedoes in a war of attrition. However in the last couple of underwater
levels you'll face many enemy subs, and will need to conserve your shield
energy by avoiding their attacks. 

To fight enemy subs you need to develop a rhythm of dodging their torpedoes
while hitting them with torpedoes of your own. Once you get the hang of
leading your shots by aiming at where the enemy sub is moving to instead of
where its current at, you should become a successful underwater fighter.

Remote Mine:
Appearance: Floating metal sphere with a green light on top
Preferred Weapon: Kamikaze Bomb
Other Weapons: None
Health: 10
Difficulty: **
Appears In: Mission 9: A River Runs To It

You'll find underwater minefields consisting of these automated mines in 
the later half of the game's underwater mission. In their idle state, 
remote mines display a bright green light on top of them which can be 
spotted from a significant distance. The mines are apparently heat-activated,
 and when a heat-emitting object such as a submarine gets too close to one 
the green light will turn red and the mine will lock onto and begin drifting
towards its target. When the mine touches its target it will explode, doing
a significant amount of damage. 

The best way to deal with mines is to snipe them with your torpedos while
you're out of their targeting range. A single torpedo  hit is enough to destroy
a mine, but the explosion from the destroyed mine will probably activate
several of its neighbors, which will lock onto and begin drifting towards you.
Fortunately, mines move slowly enough that you should be able to blow them up
before they get too close to you, as long as you snipe them from a reasonable
distance. Mines aren't all bad, they also lock onto enemy subs as well, and
unlike you, enemy subs aren't smart enough to defend themselves against hostile
mines, and will often be destroyed by them.


Sopot's Gunship:
Appearance: A slightly larger version of the regular gunship, with yellow 
lines running across the body
Preferred Weapon: Dual Gatling Guns (damage = 13%)
Other Weapons: Missile Launcher (damage = 100%)
Health: 5,000
Difficulty: ****
Appears In: Mission 2: Public Information Building
Boss Music: Score_3a.mp3 (PC version)

Chancellor Sopot (or his gunship at least) has impressive firepower... his 
gatling guns can quickly eat away your health, and a direct hit from the 
missiles he fires will knock off an entire lifebar of yours. Yet this battle is 
actually quite easy if you know what you're doing, because despite Sopot's 
impressive firepower it's quite easy to take cover from his attacks. Just 
open the door to the helipad, fire at the gunship, and quickly strafe behind 
the wall before Sopot can retaliate. If you move quickly enough you 
should avoid taking too much damage, and you can rest and repair any 
damage you do take using Alias' healing ability. Sopot should retreat after 
about 14 grenade shots, and if he does manage to take off one of your 
lifebars with a lucky missile hit you can always pick up one of the two 
medikits lying in the room. To make this battle REALLY easy, you can 
blow up the wall next to the staircase to find a secret bonus weapon, the 
WASP. The WASP's secondary fire can lock onto the gunship through the 
wall, allowing you to stay at the edge of the door and fire missiles around 
the corner without actually putting yourself directly within the gunship's 
line of fire. 7 WASPs should send Sopot fleeing, and you can go back and 
replenish your missile ammo before leaving with Shrike.

Note: Sopot's gunship isn't bulletproof, so technically you could take it 
down using your machine pistol or SMG. Since it would take more than 500
bullets, however, you really shouldn't try it unless you're goofing around
and feeling macho.

Appearance: Stone-cold, muscular woman with an orange-haired buzz-cut, 
wearing a blue uniform with bare midriff and packing a large sniper rifle
Preferred Weapon: Precision Rifle (damage = 7%)
Other Weapons: None
Health: 10,000
Difficulty: *****
Appears In: Mission 8: Dancin' With the Dead
Boss Music: rf1_beatclock.mp3 (PC version)

Quill's a nano-augmented supersoldier just like you, which makes her 
much, much tougher than any other opponent you've previously faced. 
Quill can survive an enormous amount of damage, and is equipped with a 
powerful nano-augmented precision sniper rifle. To make matters worse 
Quill isn't content to rely on her own skills, and is assisted by several 
heavily armed snipers as well as a couple of annoying Processed Civilians. 
Despite Quill's nano-augmented sniper skills and her tremendous 
durability, this boss battle isn't particularly tough if you know what to do. 
Quill herself isn't actually all that dangerous, her precision rifle shots 
don't do a whole lot of damage (about as much as a silenced machinegun 
bullet) and her aim is surprisingly only average, if you keep your distance 
and stay partially behind cover she'll miss quite a few of her shots. Still, 
she has a pretty high rate of fire, and can quickly chip away at your health 
if you don't act quickly. As long as you have full medikits, you can actually 
get into a sniping contest with Quill and win. You might lose one or two 
medikits, but if you aim for the head and fire quickly and rapidly enough 
Quill will die before you do. It only takes 10 clean headshots from the 
sniper rifle to kill Quill, although you'll sometimes hit her in the chest 
instead of the head if you're not firing from a good angle. Quill is limited 
to staying on her little balcony throughout the entire battle, so you'll 
always know where she is through the battle. 

The problem is you're not fighting Quill by herself, and the real danger in 
this boss fight comes from Quill's many assistants. There are a pair of snipers
armed with sniper rifles and frag grenades in the two rooms directly above 
the two entryway rooms you start out in, and a further two snipers armed with a 
railgun and a grenade launcher on the side balconies next to Quill. To top 
if off a couple Processed Civilians armed with pistols will be patrolling the 
ground floor of the Cathedral. One minor advantage in your favor is
the fact that the Processed you fight here are significantly weaker than 
usual, and can be killed with a single sniper rifle shot to the chest. All 
of Quill's bodyguards will respawn after you kill them. Because of their 
devestating combined firepower, it's generally a bad idea to run out into 
the open in an attempt to fight Quill head on, as you'll take damage quickly
from all the enemies with big guns shooting at you. 

You can actually fight Quill from the relative safety of the entryway room 
you start out in. After sniping the initial two Processed from the front 
doorway, you can move to the side doorway and quickly snipe the sniper 
above you before he can shoot back or throw a frag grenade. As long as 
you stay in the side doorway the sniper won't respawn, and you lean 
around the corner and snipe Quill in the head relatively uninterrupted. The 
Processed do respawn and you'll have to occasionally turn your attention 
away from Quill in order to kill them, but for the most part you'll be able 
to attack Quill without having to worry about any of the snipers taking 
potshots at you. 

Another, even easier way to fight Quill is to use your grenade launcher to 
destroy the pillars visible from the front doorway of the entryway 
chamber. Knocking out these pillars gives you a clear view of Quill's 
balcony, allowing you to snipe at her from within the entry chamber itself. 
Just be sure to snipe from the very back wall of the entry chamber, 
because if you stand too close to either doorway you'll be vulnerable to 
either the above grenade-throwing sniper or the railgun-wielding sniper on 
the upper-right balcony. Besides being a more sheltered sniping spot, this 
location also gives you a better angle to shoot Quill in the head. Just be 
careful because a Processed will occasionally enter through the side 
doorway to attack you at point blank range. There's a pair of medikits (one 
of them's invisible for some reason) inside the entryway room to refill 
your health if you take too much damage in the fight.

If you're not in a sniping mood and want to fight Quill up close and 
personal with your heavy weapons, at least hide behind the columns to 
shield yourself from the majority of the support fire from Quill's minions. 
The four columns nearest to Quill's balcony offer the best available cover, 
from them you'll be out of the line of sight of most or all of the snipers, 
although you'll still be occasionally bothered by the respawning 
Processed. Another problem that arises when fighting Quill at close range 
is it's much easier for her to hit you, and you'll end up losing health from 
her rapid attacks much more quickly than if you were to snipe at her from 
afar. Fortunately, the front of the Cathedral is packed with healing items to 
repair the damage you'll invariably take. There are 2-3 health kits on each 
of the two candle-covered altars on the side walls of the Cathedral, and the 
pulpit directly underneath Quill's balcony hides a full 3 health kits behind 

Appearance: Big, beefy, grinning guy with a blonde buzz-cut, bulky green 
armor, and a very very big gun
Preferred Weapon: Anti-Personnel Weapon (damage = 100%)
Other Weapons: None
Health: 8,000
Difficulty: ******
Appears In: Mission 10: Inside the Nano Base
Boss Music: rf1_respawn.mp3, rf1_synchopath.mp3 (PC version)

Repta at least has the decency to battle you mano-a-mano, unlike Quill 
and her annoying posse of respawning bodyguards. Unfortunately, Repta's
quite a bit more difficult than Quill because of the super-powerful weapon
he's using. Repta's Anti-Personnel Weapon fires a spread of 5 bouncing green
bomblets. If a single bomblet hits you, you'll lose an entire lifebar, and
if multiple bomblets hit you, you'll actually end up losing multiple
medikits. For this reason it's quite possible to die really, really quick in 
this fight. Repta's also more mobile than Quill, constantly moving around,
making it difficult to hit him with precision weapons such as the railgun
or sniper rifle. Additionally, some of the catwalks in the arena are
electrified, and will drain your life if you stand on them. These catwalks
are fairly easy to spot as electrical bolts will leap from the electrical
pillars to the electrified catwalks, so try to avoid them unless you 
absolutely must run through them to avoid Repta's attack (explosives do
much more damage to you than electricity).

As soon as the battle starts, you need to get to the upper catwalks 
immedietely. Because Repta's grenades have a downward arc, as long as he's
above you he'll have the advantage because it's easier for him to shoot
at you and more difficult for you to shoot at him. Under no circumstances
should you let Repta get directly above or directly below you, he can 
actually shoot through the catwalk and will kill you quickly if you're
too close to him. Never fight on the same catwalk as Repta either, as
he can hit you with multiple bomblets if you're close to him and the
two of you are on the same level.

Once you have the height advantage over Repta, you should fire at him 
with your WASP, then dodge behind one of the electrified pillars to
avoid Repta's counterattack. As long as you're on a high level than Repta,
most of his bomblets will usually bounce off the catwalk and fall to a 
lower level. A few green bomblets may stick to the floor, and you should
avoid them, but don't worry too much about them as they don't do all that
much damage as long as you're not standing directly above them when they
blow. Your real concern is to avoid a directly hit from the bomblets 
when they're fired from Repta's weapon. When you run out of WASP rockets,
you can either switch to grenades, or try to get the WASP ammo on the middle
level catwalk. Whether you're shooting at Repta with a WASP or a grenade
launcher, try to attack him when he's standing directly in front of a wall,
so that you'll still hit him with the splash damage even if the projectile
misses him.

Because Repta's bomblets are affected by gravity, their range is limited. 
He can still hit you from a considerable distance, but if he's on the 
opposite side of the arena and you're on a higher or equal level, his 
bomblets won't be able to reach you and you can snipe him with the 
WASP with impunity. Because Repta chases you around and moves alot, 
you won't often find yourself in such a situation, but if you do by all 
means take advantage of it.

There are two medikits inside this arena, one on the west side of the 
middle catwalk, and one on the west side of the upper catwalk. These
medikits will regenerate after a minute or so, but only if you don't have
any medikits in your inventory. There's also a pack of 6 rockets near the
medikit on the middle catwalk, for when you need more ammo for your
WASP. Wise use of the medikits makes it easier to survive this battle, and 
if you end up losing all of your medikits, you should immediately flee and
try to collect the two new ones before Repta destroys your last lifebar.

Repta is the most random boss battle in the game, unlike the game's other 
bosses he doesn't have a pre-set pattern and the exact course of the fight 
will change every time you play.

Repta Plus:
Appearance: Repta mutated by nanotechnology, with chalk white skin, 
torn uniform, psycho-furious face, and Mr. Beaker hairdo. Glows with electrical
energy and white nanotech flames
Preferred Weapon: Heavy Machinegun (damage = 16.5%)
Other Weapons: WASP (damage = 100%)
Health: 30,000
Difficulty: *****
Appears In: Mission 10: Inside the Nano Base
Boss Music: heavy05.mp3, rf1_beatclock.mp3 (PC version)

This seriously reprocessed version of Repta is perhaps the most unique 
enemy in the game. Besides being armed with Repta's signature heavy 
machinegun, Repta Plus also emits an electrical energy field from his 
body. This field effectively makes him into a living shock grenade, and if 
you get too close to him you'll become disoriented and suffer from blurred 
vision and reversed controls just as if you'd been hit by a shock grenade. 
Repta Plus will also occasionally stand still and roar at the ceiling, causing 
bolts of electrical energy to emerge from his body, lifting the metal slabs 
in the room and hurling them at you. Repta Plus also has more health than 
any other enemy in the game, but when you first face him you'll have the 
advantage of being inside a Battle Armor. 


The Battle Armor's missiles and incendiary grenades barely do any 
damage to him, but the twin miniguns can really mess him up good, 
especially if you give him both barrels to the head. Repta Plus' attack 
pattern is simple, he'll run around the large pillar in the center of the room, 
and shoot at you with his heavy machinegun. If he takes damage, he'll 
retreat around the pillar for a few seconds, but he'll eventually come back 
around to your side of the pillar for another attack.

Despite the advantage the Battle Armor gives you, it's generally a bad idea 
to just wade into the center of the chamber and throw down mano-a-mano 
with Repta Plus. First of all, the electromagnetic field he emits is very 
annoying, and can leave you disoriented and helpless for several seconds 
if he gets too close to you. Secondly, Repta Plus isn't alone in this fight. 
He's assisted by Nano Elite who attack from the two balconies on the sides 
of the room, and who like to toss shock grenades down at you. Fighting 
Repta in the middle of the room puts you directly in their line of fire.

A better strategy is to take cover behind one of the steel blocks that line 
the side of the room, and let Repta Plus come to you. My personal favorite 
'safe spot' is behind the leftmost steel block (next to the thin support 
girder) on the opposite side of the room from where you start out. Just 
stand there, outside the range of the Nano Elites' shock grenades, and blast 
Repta Plus in the head with your twin miniguns whenever he comes into 
view. If you picked a good safe spot, you shouldn't lose more than 10 
shield energy, and should knock off 2/3s of Repta Plus' health in a couple 
of minutes.


After Repta Plus loses about 2/3s of his lifebar, a cutscene will play in 
which he screams in anger and retreats down a ventilation shaft. You'll 
need to exit your Battle Armor and follow him through the shaft, which 
contains three medikits, lots of ammo, and a pair of nano pistols to prepare
you for the coming battle. When you emerge from the shaft, you'll
find yourself inside a massive chamber split in half by a large chasm. On 
the side of the chasm you start on, there will be several steel blocks for
you to take cover behind, 3 health kits (one is hidden behind a console to
the left of the entryway), and ammo for your various weapons including 
grenades and WASP rockets. The ammo will regenerate throughout the fight,
but the medikits will not, so use them sparingly (if you do this fight 
right, you shouldn't lose more than 1 or 2 health kits).

Repta Plus will run and leap around the chamber, and has 4 basic patterns 
of movement and attack. At first, he'll leap around high above you on the 
cables and catwalks near the ceiling. He'll then proceed to leaping on the 
catwalks above you, where he'll rain frag grenades down upon you and 
occasionally stop to fire his heavy machinegun down at you. He'll 
eventually make his way to the opposite side of the chamber across the 
chasm, where he will continue running and leaping around but will 
occasionally stand still and fire a WASP rocket at you. Finally, he'll leap 
across to your side of the chamber and start running around and shooting 
you with his heavy machinegun for a couple of minutes, after which he'll 
leap back up, and hope around the ceiling cables and make his way across 
the chasm, starting the process all over again.

How you deal with Repta Plus depends on where he is in the chamber. 
While he's hopping around on the cables far overhead, snipe at him with 
the sniper rifle but don't get too upset if you can't hit him, since he moves 
fast and doesn't stand still very much. When he's leaping around directly 
above your side of the chasm, hide underneath the catwalk to avoid his 
grenades. If he pauses to shoot through the catwalk at you with his heavy 
machinegun, retaliate with grenade launcher blasts (they can penetrate 
through the catwalk). When he's on the opposite side of the chamber, you 
should hit him with a WASP blast or rail driver shot when he stands still 
to fire a WASP at you, then duck behind a steel block before his WASP 
hits you (it does quite a bit of damage). Finally, Repta Plus will leap 
across to your area to fight you mano-a-mano. This is the phase in which 
you can do the most damage to Repta Plus. Your best strategy is to dodge 
behind a steel block to avoid his shots, dodge back out and shoot him with 
a WASP or the anti-personnal weapon, then dodge back behind cover 
before he can hit you with more than a couple of bullets. Although Repta 
Plus usually moves to a new position when you dodge for cover, he isn't 
all that bright, and sometimes he'll even stand completely still and try 
(ineffectively) to shoot at you through the steel block. If he does this, 
it's a great opportunity to hit him with rail driver shots by scoping through 
the steel block and shooting him.

Repta Plus actually isn't anywhere as tough as Repta's original form. First 
of all, his heavy machinegun isn't significantly more powerful than a 
standard assault rifle, and it's certainly not a one-hit-kill weapon like the 
anti-personnel weapon he previously used. Secondly, it's much easier to 
avoid Repta Plus' attacks, thanks to the presence of several convenient 
steel blocks on your side of the chamber. There are a few caveats in this 
fight, though. For one thing, Repta Plus still emits the powerful 
electromagnetic field from the first half of the battle, so you should avoid 
getting too close to him or else you'll become shocked and disoriented. 
Secondly, Repta Plus can use his electromagnetic powers to lift the steel 
blocks in the room and hurl them around. He throws the blocks along a 
pre-scripted path, rather than directly at you, making them fairly easy to 
avoid. The real problem lies in the fact that this behavior systematically 
removes your cover. Fortunately, you should be able to kill him before he 
destroys all the steel blocks in the room.

Molov's Battle Armor:
Appearance: Black and dark grey camouflage version of the regular Battle 
Preferred Weapon: Twin Miniguns (damage = 2.5%)
Other Weapons:    Missile Launcher (damage = 100%) 
		  Incendiary Grenade Launcher (damage = 100%)
		  Punch (damage = 25%)
Health: 15,000
Difficulty: !!!!!!
Appears In: Mission 11: In Sopot's Deadly Embrace
Boss Music: Score_06.mp3 (PC version)

This is the final battle of the game, and quite fittingly it's also by far the 
most difficult battle. Molov's Battle Armor is a monster that can sustain 
tons more damage than the regular Battle Armor units you fought 
previously. The individual bullets from his twin miniguns actually don't do 
very much damage, but he fires them quickly and accurately so that your 
health will constantly be drained away throughout the battle. Additionally, 
his long-range missiles and mid-range incendiary grenades are very deadly 
and a direct or near-direct hit from either of them will knock off an entire 
lifebar. The incendiary grenades have a limited range, and you should 
keep your distance from Molov to avoid them. Constantly moving and 
taking cover behind the dividing wall will help you avoid the missiles. 
Lots of regenerating ammo is scattered around the arena you fight him in, 
but there's only a single health kit present, and it won't regenerate unless 
you don't have any health kits left in your inventory. Since you won't have 
many opportunities to refill your health in this battle, conserving your 
lifebar and health kits is crucial for success.

If you stay in Molov's line of sight, you're sure to take excessive damage. 
The circular arena is a wide open area, and the only cover available to you 
is the movie screen wall that runs down the center of the room. However 
this cover doesn't last for long, as Molov will quickly blow large holes in 
it with his missiles. There are three thin metal support girders inside the 
wall that can't be blown apart by Molov's missiles. The central metal pillar
is the widest, and and you can take cover from Molov's minigun shots
behind it. Just don't stand too close to the wall, because the explosive
damage from Molov's missile shots can still penetrate through the walls to 
harm you.

Shrike will circle the arena inside his Commonwealth gunship, and will try 
to help out by firing his gatling gun at Molov's Battle Armor. However,
Shrike's aim is lousy and his weapon doesn't do much damage, so don't count
on him to contribute much to the battle. Defeating Molov is entirely up to
you. Unlike previous Battle Armors, Molov's Battle Armor can be damaged by
bullets, but you're generally better off sticking to heavy weapons like the
grenade launcher, the WASP, the railgun, and the anti-personnel weapon.
Unlike regular Battle Armors, Molov's Battle Armor is shielded against 
EMP attacks, making it immune to shock grenades.

You really should finish the previous level holding the anti-personnel 
weapon. The reason for this is that as soon as the final battle begins, you'll 
start out right in front of Molov. If you're holding the anti-personnel 
weapon, you can run right up to him, use the secondary fire to stick all 5 
bomblets onto him, then back off and run behind the dividing wall before 
he can retaliate with his attacks. This lets you knock off a decent amount 
of his health in the battle's first few seconds.

You can also use your rail driver to shoot Molov through the central wall.
Don't bother using the scope to see through the wall, just aim below
his visible lifebar to hit him. His missiles will quickly blow large
holes in the wall through which he can shoot at you, so you'll want to
use the indestructible central metal pillar as cover. You don't have
enough rail driver ammo to kill him, but you can shave off some of his
health using this method.

The most reliable way to defeat Molov is to keep as far away from him as 
possible while sniping at him with the WASP. By using the WASP's 
secondary fire to lock onto the Battle Armor, you'll be able to score direct 
hits without needing to aim directly at him, and you can even fire rockets 
around the corners of the dividing wall to strike Molov from behind cover. 
What you need to do is to keep the dividing wall between you and Molov 
at all times, letting Molov chase you in circles around it. Whenever he 
comes into your line of sight, pop off a WASP rocket in his general 
direction while continuing to back away from him. Be sure to dodge for 
cover behind the dividing wall after each shot to minimize the damage you 
take. Molov's rockets will gradually tear the wall to pieces, but as long as 
you retreat in a circle while staying exactly opposite to Molov, you should 
do OK. It's almost impossible to totally avoid the barrage of bullets from 
Molov's twin miniguns, however they actually don't do all that much 
damage, especially at long range. Also, at long range you'll be better able 
to avoid the rockets he fires, and will be out of the range of his deadly 
incendiary grenades. When you run out of WASP ammo, you can either 
pick up an additional 6 rockets from the center of the room, or switch to 
the anti-personnel weapon and continue sniping at Molov from long range 
with the primary fire. It should take 18 WASP rockets and a couple salvos 
from the anti-personnel weapon to bring down the Battle Armor. It 
inevitable you'll take damage, but if you work quickly enough and above 
all keep moving, you should be able to blow up the Battle Armor
with one or two health kits still left. 

There's another, quicker way to bring down the Battle Armor, but it's 
riskier and less reliable. Instead of sniping with the WASP at long range, 
you can use the anti-personnel weapon at close range. Hide behind the 
dividing wall until Molov rounds the corner, then quickly run up to him 
and use the anti-personnel weapon's secondary fire to stick 5 bomblets 
onto the Battle Armor. Afterwards retreat as quickly as possible, and don't 
stick around or else the blast from the bomblets will damage you as well. 
Repeat until the Battle Armor explodes. This method is highly dependent 
on luck, as you have no control over whether or not Molov will nail you 
with a rocket or incendiary grenade when you try to get close to him.

There's also a bug you can exploit in this battle. When the fight starts, run 
right up to Molov so that he tries to punch you, then shoot him with the 
anti-personnel weapon's secondary fire and quickly back away. If you time 
it right, Molov's A.I. will mess up and he'll stop firing his weapons. If you 
get too close he'll start firing at you again, but as long as you keep your 
distance he'll just follow you around without shooting. This makes it 
pretty easy to pulverize him with your weapon of choice.

Appearance: White haired, square jawed, stubble-chined professional 
soldier wearing a comm headset, a brown uniform, and a steel chestplate
Preferred Weapon: Rail Driver (damage = 100%)
Other Weapons: None
Health: 5,000
Difficulty: *****
Appears In: Mission 11: In Sopot's Deadly Embrace
Boss Music: Score_02a.mp3 (PC version)

Even after you manage to finally crack his Battle Armor, you still need to 
deal with Molov himself. The bad news is he's armed with a Rail Driver, 
and can knock off your entire lifebar with a single shot. The 'good' news is 
that Molov can't take nearly as much damage as Quill or Repta, but he's 
still a nano-augmented supersoldier and can survive several hits from even 
your most powerful weapon. Once Molov emerges from his Battle Armor, 
you MUST immedietely start strafing left and right while hopping around 
like crazy in order to avoid his Rail Driver shots. Molov can fire 3 times 
before he needs to reload, once he starts reloading he'll be vulnerable to 
attack. Once he's on foot, Molov's attack pattern is reversed: instead of 
chasing you around the arena, he'll retreat away from you, although he 
sometimes stays in one place if you keep your distance and don't throw 
grenades at him.

Since you really can't stand still long enough to aim, you should use 
explosive weapons in this fight. The best weapons to use against Molov 
are the WASP and the anti-personnel weapon's primary fire. Use 
whichever one still has ammo left after the big fight with the
Battle Armor. Just strafe and jump left and right like crazy while 
unloading your weapon in Molov's general direction. As long as your shots
land reasonably close to him, it should take less than 8 WASP rockets or
8 volleys from the anti-personnel weapon to bring him down once and for all.
If you run out of ammo or health, be sure to wait for him to start reloading
before you try to pick up a refill. While fighting Molov, you can also try
stunning him with shock grenades. A good hit will incapacitate him for a
few seconds, giving you time to run for health and ammo or letting you 
get in a free shot. Just remember to keep strafing, because he'll recover
and resume shooting at you the instant you hit him with an attack.

Throughout the fight you should stay as far away from Molov as possible. 
The closer you get to him, the easier it is for him to nail you regardless
of how much you move around. Molov's aim is average and you should be able to
avoid his shots as long as you keep moving, but he'll certainly be able to hit
you if you just stand still or start moving in a straight line towards him.
Every once in a while Molov might get lucky and nail you, which is why spare
health kits are useful. The health kit in the middle of the arena will respawn
after a minute or so if you run out of health kits, but be sure not to try and
get it until Molov starts reloading.

Copyright 2003 Alan Chan