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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 › Walkthrough › Campaign

The Terraformer

New Objective:

Get to the Turbine Room

As Darius enters the next corridor, Winters checks in, informing Darius that the cultists have locked down the facility—you don't have much time. Advance to the end of the corridor and turn to the left, to face a large gray door. This door won't open, so use the Nano Forge's Impact capability to knock a hole in the door. Simply face the door and tap the button shown on screen. Impact delivers a powerful shockwave of energy, blasting a hole in the door. Nano Forge abilities like Impact must recharge after each use. The blue energy meter to the left of the reticle indicates the Nano Forge's charge status. When this blue bar is completely full, the Nano Forge is charged and ready for use. The device also emits a high-pitched whine when the charge is complete. Enter the next corridor and blast a hole in the next door using Impact.

As you approach a third door, S.A.M. alerts you to the presence of cultists waiting on the other side. The presence of enemies also appears on the compass heading at the top of the screen in the form of red dots. The compass also gives a subtle reading of each enemy's distance—the larger the red dot, the closer the enemies are. Wait until one of the red dots grows large on the compass and then deploy another Impact at the center of the door. If your aim is accurate, the Impact eliminates the cultist on the other side, pounding them with debris punched from the center of the wall. But watch out for another cultist on a distant catwalk—use your Assault Rifle to take him out.

More cultists await in the next area to the right. Detonate the red barrels by shooting them with your assault rifle to quickly dispatch these enemies. Once the area is clear, search the nearby office for ammo and salvage. You can also destroy a few more red barrels and large red tanks for more salvage. However, be careful when targeting these explosive objects. Explosions can throw debris in your direction, inflicting damage. A couple of more cultists, including a cultist officer equipped with a rocket launcher, lurk in the passage ahead. Be ready to dodge their attacks while mowing them down.

Caution

Incoming rockets are extremely dangerous in tight spaces, capable of destroying walls and walkways. Do your best to avoid rockets by diving left or right.

If you find your path impeded by destroyed walkways, use the repair capability to restore these critical paths.

Fight your way past a few more cultists, putting those handy red barrels to use when possible. The GPS sends you up a series of ramps to an upper-level floor. Here you're confronted by more cultists at close range. Instead of trading fire with them, equip your Maul and finish them off with brutal melee strikes. All it takes is one hit with the Maul to eliminate each cultist. Chances are you'll take damage in the exchange, but if you act quick, you can drop all the enemies before your health reaches critical stages. As you can see, the Maul is a very competent close-quarter weapon.

In. The. Face.

This achievement/trophy is awarded for killing every enemy type with the Maul. Each time you encounter a new enemy, equip the Maul and start swinging. While you can’t unlock this chievement/trophy now, this is a good opportunity to score some Maul kills on cultists.

Audio Log 22

Proceed along the next corridor and search the room on the right for this audio log.

Audio Log 22: David? David, are you at your station? We are at Code Blue. Nelson is dead. I found him in his office. He. . . somebody shot him? We have a breach. We need to—shit. . . I think I heard something. Oh god. Somebody's in here. . .

A large group of cultists defend the next room. Target the red barrels to eliminate some of them, then break out your Plasma Cannon to deal with the rest. Hold your ground and take cover behind the nearby crates if necessary while trading fire with the cultists. The Plasma Cannon is a devastating weapon, tearing large holes in the walls and walkway. Once the battle is concluded, repair all necessary walkways while following the GPS markers to the next area. As usual, be sure to search the surrounding areas for salvage and ammo along the way.

Turbine Room

New Objective:

Stop the Cultists

As you near the Turbine Room, you come under attack by several cultists. As Winters warned, Hale's troops have locked down this facility and are committed to its defense. Rush into the room and use the nearby crates for cover. Let the first few cultists advance on your position, then punish them with the Maul, smashing them with powerful melee strikes.

After eliminating the first few cultists near the room's entrance, use the compass to hunt down the remaining defenders. The Plasma Cannon is well suited for wiping out large groups of enemies, but it also destroys large swaths of the room in the process. During the fight, do your best to say on the room's upper level where you have a tactical advantage. If necessary, repair the walkways to prevent you from falling down to the lower level. A cultist officer equipped with a rocket launcher is capable of blasting away the flooring beneath your feet, so avoid the incoming rockets and eliminate this enemy as quickly as possible. If you do fall to the lower level, locate a ramp and climb back to the upper level. But even the ramps may have been destroyed in the chaos, requiring you to repair them.

New Objective:

Repair the Turbines

Once all the cultists have been eliminated, traverse the upper level and repair all three turbines, which have likely sustained heavy damage during the fight. You must be on the upper level to repair the turbines, so this may also entail repairing damaged walkways. Once all three turbines are repaired, scour the room for any ammo and salvage, and then follow the GPS markers into the next corridor on the upper level.

New Objectives:

Find Adam Hale
Save the Terraformer

The corridor leads to another large chamber occupied by cultists. Eliminate the cultists on the lower level first, preferably by destroying the large red storage tanks or red barrels. Be sure to gather the salvage left behind following the large explosions. More cultists occupy the upper level as well. Locate the ladder and climb it up to the upper-level catwalk. Engage the cultists in the next corridor, and then advance across the catwalk, repairing damaged sections as necessary.

A cultist officer armed with a rocket launcher attempts to ambush you in the next corridor. He's positioned on a catwalk overlooking the doorway. Be ready to side-step his incoming rockets, then target the red barrel on his left to take him out quickly. There's also a large red storage tank to the left of the doorway.

Be sure to blast it to gather more salvage, then ascend the ramp to reach the level where the cultist officer once stood. Here you're confronted by a few more cultists, but they're easily dispatched by targeting the red storage tanks.

Audio Log 23

Before entering the next room, search the floor near the doorway for another audio log.

Audio Log 23: Donnie, somebody screwed up our order. We needed a C5 Exo suit. The Loader unit. . . not a damn SHIVA. How does something like this even happen? We need to stack coolant, not blow it up. Get it out of here before someone gets drunk and takes it for a joyride.

Continue onto the upper-level catwalk above the reactor room and enter the next corridor. Due to earlier fighting on the lower levels, you may need to repair the catwalk as you advance to prevent yourself from falling. Fight your way past a few more cultists and then climb a series of ramps. At the top level you come under attack by a couple of cultists armed with nanite-based weapons. Not only are these enemies capable of inflicting heavy damage, but they can also eliminate the flooring beneath your feet, causing you to fall. If this happens, simply climb back up to the top level and repair the damaged pieces of the catwalk along the way. Try to eliminate the cultists first, before climbing. The Plasma Cannon is a good option in this fight. Just be sure to repair any damage you've caused to the catwalk system so you can continue your journey.

New Objective:

Extend the Bridge

Next you must extend a bridge high above the reactor room. S.A.M. updates your GPS waypoints, guiding you to the bridge's controls. Down the next corridor Darius encounters a wounded Red Faction soldier. The soldier points Darius in the direction of Hale. Soon after entering the next chamber, Darius is trapped and attacked by a cultist in that SHIVA Exo suit you heard about in audio log 23. The SHIVA Exo suit is armed with plasma weaponry, so avoid exposing yourself to its fire.

Circle strafe around the large console in the center of the room while firing your Plasma Cannon at the SHIVA. If necessary, repair the center console to provide more cover as you circle around the room. There are a couple of red barrels on the perimeter of the room. As the SHIVA walks near to them, blast the barrels to trigger a large explosion. That is the easiest way to bring down this enemy.

Following the destruction of the SHIVA, enter the nearby control room and pull the switch to extend the bridge. Now you need to track down Adam Hale. Follow the GPS markers to the bridge and cross it.

On the other side of the bridge, use Impact to punch through the large door. In the following cutscene, Darius regroups with Winters. Winters reveals that there are no other Red Faction troops in the facility, meaning that wounded soldier you encountered earlier was an imposter. At this point it's too late. Adam Hale has won. Darius and Winters barely escape as Hale remotely triggers the explosives planted on the Terraformer.

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