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Red Faction: Guerrilla Achievement Guide and Walkthrough
Printer at the ready? Get the most out of Mars with our latest guide!
Date: Friday, July 03, 2009
Author: Brian Rowe

Guide Written by: Brian Rowe

In terms of rampant destruction, no game comes close to matching Red Faction: Guerrilla and its Geo-Mod technology. Unfortunately, the same feature that makes liberating Mars so enthralling also makes a straightforward walkthrough nearly impossible. The landscape changes with every explosion, of which there will be hundreds if not thousands, potentially ruining any concrete directions I have to offer. Instead of leading you every step of the way, I will leave the completion of Guerilla Actions and the destruction of many EDF targets in your hands, and offer advice and strategies for progressing through the story of Red Faction: Guerilla.

Achievement Planning

Most of RFGs Achievements are progression based, so they will happen naturally as you play. Even so, some are more difficult to obtain, if not impossible, unless you pursue them from the outset.

“Revolutionary” (Complete all Guerilla Actions)

- All Guerilla Actions except Demolitions Master and Transporter disappear after the final Red Faction Order has been completed and a sector has been liberated. Many Guerilla Actions are also impromptu and dependant upon time and location, so keep a mental note of which ones you have missed and still need to complete.

“Power to the People” (Raise the morale of 3 sectors to 100%)

- Demolitions Master and Transporter offer salvage and liberated sectors have no EDF property to destroy. This Achievement needs to be kept in mind up to, and throughout, the final Red Faction Order. You don’t want an errant explosion killing a comrade and lowering morale.

“Working the Land” (Mine all ore locations)

“Free Your Mind” (Destroy all instances of propaganda)

“Broken Supply Line” (Destroy 250 EDF supply crates)

“Lost Memories” (Locate all missing radio tags)

- These four Achievements are collection-based and can be completed at any point before the final mission, Mars Attacks. Ore appears as a black, spiny outcropping of rock, and is always found in groups. Propaganda encompasses the high, traditional billboards and the video-displays in Eos. Supply crates are blue, bear the EDF logo, and are always found clustered near buildings. Radio tags appear as vaporous balls of orange light. They appear on your mini-map as green dots and are typically found well off the beaten path.

Campaign Tips

- The largest instances of EDF property appear on your map as blue icons, but EDF property is everywhere. Keep an eye on your mini-map for red-colored structures. These can typically be destroyed very quickly with little to no combat, and every bit of salvage counts.

- Many Guerilla Actions are only available at certain times and areas, but don’t worry if you miss one. They are recurring events. Also keep in mind that all Guerilla Actions, except Demolitions Master and Transporter, disappear from play once a sector has been liberated.

- All weapons at the Upgrade Table (e.g. Arc Welder, Grinder) can be improved, but the available upgrades can only be seen after a weapon has been purchased. Some upgrades are tiered, as in the Remote Charge Count upgrade.

- Hydrogen tanks aren’t the only flammable objects lying around. Green barrels are highly explosive, long-range weapons. Hit one with a vertical strike of the hammer to send it flying.

- Singularity Bombs, which create incredibly lethal gravity-wells, are rarities that can only be found on EDF property, so consider searching before destroying. They can not be stored for later, so use them intelligently.

Guerilla Action Unlocks

Actions completed – Upgrade Table unlock

3 – Ore Additive (increased salvage from ore)

5 – Proximity Mines

8 – Personnel Detector

12 – Grinder (weapon)

18 – Quantum Multiplier (caches yield more Singularity Bombs)

25 – Stonebreaker (improved hammer)

35 – Shattermaster (highly-improved hammer)

Campaign Unlocks

Objective completed – Upgrade Table unlock

Liberate Parker – Rocket Launcher, Level 1 Armor

Liberate Dust – Nano Forge (creates Nano Rifle), Guerilla Express (safehouse warp)

Liberate Badlands – Level 2 Armor

Liberate Oasis – Jetpack

Free Fire Zone crossed – Thermobaric Rocket

Eos (round one) completed – Radiation Shielding

Parker

Red Faction Order – Better Red Than Dead

Step up to the red flare and take your first mission. All you have to do is grab a vehicle, follow the yellow arrows, and destroy the target. You might encounter some EDF resistance, but nothing major yet. Afterwards, head back to the safehouse, and hold off on mining any ore that you see for now.

Take a look at the Upgrade Table to plan for future purchases. Collecting salvage while in vehicles should be a top priority, since you will be making a lot of hasty getaways in the future and you don’t want to miss out on your reward. Your next goal should be the completion of three Guerilla Actions or more to unlock the Ore Additive upgrade. Now you can feel free to explore the territory, mine some ore, and destroy some minor instances of EDF property. Return to the Upgrade Table once more to purchase as many improvements to the Remote Charges as possible, because you can never have too many explosions.

Red Faction Order – Ambush

Saving Sam from the handful of EDF soldiers is only the first step. You’ll have a few moments before reinforcements arrive, so consider this a crash-course in tactical preparation. Roll as many flammable barrels and toss as many hydrogen tanks into the courtyard as you can. Spread them to create a makeshift minefield, plant your Remote Charges, and wait for your opponents to arrive. It’s doubtful that you will get them all, but it will give you a head start.

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