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Red Faction: Armageddon eGuide
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Contents

  • Essentials
    • Universe
      • The Revolutionary History of Mars
      • Science, Technology, and Culture in Red Faction
      • The Characters of Red Faction: Armageddon
      • Comic Book Prequel
    • Armory
      • Weapons
      • Pre-Order/DLC Weapons
      • Vehicles
      • Upgrades
    • Enemies
      • Adam Hale's Cultists
      • Creatures of the Plague
    • Compendium
      • Red Faction Retrospective
      • Audio Logs
      • Cheats Menu
  • Walkthrough
    • Campaign
      • Prologue
      • Armageddon
      • The Terraformer
      • Dig Site
      • We're Not Alone
      • Outbreak
      • Road to Bastion
      • Bastion Defenses
      • Water Supplies
      • Ice Mines
      • Infection
      • On The Run
      • The Red Faction
      • Relay Stations
      • Heavy Metal
      • The Temple
      • Must Go Faster
      • Marauder Defenses
      • Older Enemies
      • Air Support
      • The Road Less Traveled
      • Knock, Knock
      • The Lair
      • Last Chance
      • Epilogue
    • Infestation
      • Getting Started
      • Infestation Missions
    • Ruin Mode
      • Getting Started
      • Maps
  • Multiplayer
    • Battlegrounds Basics
      • Getting Started
      • Vehicles
      • Pick-Ups
      • Training Missions
    • Battlegrounds Training Levels
      • Level 1: The Quick and the Dead
      • Level 2: Gunslinger
      • Level 3: Standoff
      • Level 4: Metal-Storm
      • Level 5: Badlands Bushwhack
      • Level 6: Snatch and Grab
      • Level 7: Hard Targets
      • Level 8: The Briar Patch
      • Level 9: Badland Showdown
      • Level 10: Wheels of Fire
      • Level 11: Toxic Takedown
      • Level 12: Collateral Damage
      • Level 13: Cold Day in Hell
      • Level 14: Quick and Dirty
      • Level 15: Hothouse
      • Level 16: Final Fury
    • Mulitplayer
      • Game Modes
      • Maps
      • XP and Ranks
      • Player Titles
      • Awards

Red Faction: Armageddon Guide › Essentials › Enemies

Adam Hale's Cultists

The EDF has all but vanished in the decades following Alec Mason's heroic adventures in Red Faction: Guerilla. But now the Red Planet faces a new threat, requiring Alec's grandson Darius to carry on the family tradition by saving their fragile civilization from an apocalyptic outbreak. The enemies of Red Faction: Armageddon present a variety of unique challenges, requiring quick thinking and fast reflexes. In this chapter, we take a close look at each enemy, providing brief backgrounds as well as offering tactics for surviving each encounter.

Adam Hale's father was an EDF captain killed by Alec Mason during the Revolution of 2125. Hale was raised by EDF survivors abandoned on Mars. In 2150, Hale's White Faction launched a new war against the Colonists. Red Faction forces led by Alec Mason and his son Jake defeated Hale. Hale vanished after the Battle of Bakhuysen Trench. Years later, he returned as the messiah to a band of violent Marauder separatists. Hale's Cultists claim he joins the mystical Martian past to a glorious future. Others see a madman who would destroy the planet to rule it.

Cultist

Stats

Mobility
Health
Range
Melee Damage
Ranged Damage

Don't dismiss these fanatical Marauder separatists as insane lunatics. Cultists are very capable fighters, usually armed with assault rifles. Although dedicated to their cause, don't expect them to charge at you in a suicidal rage. Instead, cultists prefer to attack from range, often using cover, and even retreating when facing heavy fire. In any case, always attack cultists aggressively to whittle away at their numbers—they always attack or defend in tightly organized squads. Weapons like the Assault Rifle, Nano Rifle, and Rail Driver are all very effective against them. To score quick kills, always aim for the head. If you encounter cultists in close quarters, melee strikes or weapons like the Maul or Shotgun are even more effective.

CULTIST OFFICER

Mobility
Health
Range
Melee Damage
Ranged Damage

Cultists offi cers are deployed with some squads, usually at critical defensive locations. Unlike their subordinates, officers never back down from a fight. Even when facing certain death, officers hold their ground, and may even go on the counter-attack. Armed with a mix of rocket launchers and grenade launchers, officers can also dish out some serious damage, so be ready to dive out of the way of their incoming projectiles. Although they carry around signifi cantly more fi repower than their men, officers aren’t tougher to kill. Even so, consider using heavy weapons to take them down fast. Weapons like the Plasma Cannon and Rocket Launcher are very effective, killing officers with a single hit. It may seem like overkill, but one shot from one of these weapons is a small price to pay to halt an officer’s constant bombardment.

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