Red Faction II Mechanics

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    Red Faction II

  • This page covers a variety of game mechanics used within Red Faction II.

    Health System

    Health Bar
    Pick ups

    Unlike most games, the health system in RF2 uniquely blends two types of health regenerative systems - combing both automatic regeneration and health pack pick up regeneration. You have 4 Health bar lines which each can refill automatically - however, if one of your health bars expires, you must find a health pack to replenish a bar. When all 4 bars reach 0, you're dead.

    Grenades

    RF2 features a variety of grenades for the player to use in both the Single Player Campaign and the Multiplayer game modes. They are all unique and can do different things depending on the situation

    Type Image Description
    Frag Frag.png Throwable grenade with a timed delay.
    Satchel Satchel.png Place grenade on any surface and have a timed detonation.
    Incendiary Incendiary.png Throwable grenade that sets all characters on fire on impact. (On Multiplayer - if you hit yourself, your health reduces faster than an enemies grenade).
    Shock Shock.png Throwable grenade with a timed delay - stuns enemy AI. When used on the player in both Single Player and Multi Player - inverts all movement and camera controls.

    Heroic System

    Main Article: Heroic System
    Heroic Stars

    The Heroic system is a morality system which determines endings for the game. You can influence the system in a few ways, but most notably by completing Bonus Objectives as you play through the Single Player Campaign.

    Hazards

    Tram

    Tram

    The Tram is one of the vehicular dangers within RF2, present only in the Underground chapter of the game, as a vehicle that is constantly travelling back and forth on the various rail lines as the player has to find ways to avoid it or die should the vehicle hit them.

    Spider Bomb

    Spider Bomb

    The commonwealth's Robotic suicide squad, spider bombs often come in clusters and relentlessly chase unfriendly targets and explode on contact. They're easily eliminated with light weaponry, and one or two hitting you isn't so bad, but more than a couple can prove fatal.

    This is one of the more common hazards featured throughout RF2 - featuring in the Underground, Hanging In The Hood' and Inside the Nano Base chapters of the game.

    Ground Turret

    Ground Turret

    The automatic turret is a mechanical menace sporting two power guns that can rip through even the strongest armour. Eliminate it with explosives such as Frag Grenades. Don't stand in front of one while it's active.

    The Drone appears in a single level, 3 times in 3 Chapters; Public Information Building, Sopot's Citadel and Dancing With The Dead.

    Drone Turret

    Drone Turret

    This little drone appears only during the Underground chapter and will fire minigun turrets at the player. They are very easy to dodge or kill should you wish to.

    Missile Turret

    Missile Turret

    The missile turret is present in the Foreign Lands chapter of the game, and fires rockets on a short delay at the player. They are easily destroyed by grenades or a few bullets.

    (note; one of these turrets can be retargeted to focus on enemies instead of the player, and counts towards a Bonus Objective.)

    Magnetic Mine

    Magnetic Mine

    These mines are only found underwater in the chapter A River Runs To It and thus, only a threat while you're piloting a submarine. They lock onto any vehicle that comes too close and chase it until the vehicle or the mine is destroyed. Though a serious threat to submarines, they can be destroyed with a single torpedo.