Safehouse: Difference between revisions

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'''Safehouses''' play a main role throughout Red Faction: Guerrilla. At Safehouses you can buy Upgrades with the [[Salvage]] you have found and spend it at the [[Upgrade Table]] where you can buy new weapons/equipment at. Safehouses are also where you can hide from the EDF if your [[Alert level]] is at red because once you get to the safehouse the [[alert level]] will be green again. You can also switch out your weapons and get ammo for them too at the [[Weapon Locker]]s. Safehouses are also where you will finish Transporter missions, Collateral Damge Missions, and House Arrest missions. They also usually have a vehicle with a weapon attached to it in the Garage. You will also respawn here if you ever die in-game
'''Safehouses''' are small bases established by the [[Red Faction (Rebellion)|Red Faction]]. In ''[[Red Faction: Guerrilla]]'', safehouses provided [[Alec Mason]] with [[Weapon Locker|ammunition]], [[Upgrade Table|upgrades]] (purchasable with [[salvage]]), and shelter from the [[Earth Defense Force]]'s forces. Such areas also tended to store at least one vehicle with a mounted weapon.
 
Safehouses are where [[Transporter]], [[Collateral Damage]], and [[House Arrest]] missions are completed. They are also where Alec Mason respawns after dying, and where the game is continued from when a save file is loaded. Entering a safehouse returns the [[alert level]] to green.


==Trivia==
==Trivia==
It is possible to provoke the EDF to attack a safehouse, if you attack a convoy or an APC and then return to base. Your [[alert level]] will not return to normal, and the EDF will keep coming (albeit usually in small groups) until the convoy or APC is destroyed or reaches it's destination. It's a good opportunity to see the Red Faction use those turrets they have lying around safehouses.  
*It is possible to provoke the EDF to attack a safehouse, if you attack a [[convoy]] or an [[APC]] and then return to base. Your alert level will not return to normal, and the EDF will keep coming (albeit usually in small groups) until the convoy or APC is destroyed or until it reaches its destination. It's a good opportunity to see the Red Faction use those turrets they have lying around safehouses.
 
*Killing several Red Faction personnel at a safehouse will result in some of the insurgents becoming invulnerable and counterattacking. Nothing, not even the [[Nano Rifle]], can kill them.


[[Category: Red Faction: Guerrilla]]
[[Category: Red Faction: Guerrilla]]

Latest revision as of 17:06, 26 June 2010

Safehouses are small bases established by the Red Faction. In Red Faction: Guerrilla, safehouses provided Alec Mason with ammunition, upgrades (purchasable with salvage), and shelter from the Earth Defense Force's forces. Such areas also tended to store at least one vehicle with a mounted weapon.

Safehouses are where Transporter, Collateral Damage, and House Arrest missions are completed. They are also where Alec Mason respawns after dying, and where the game is continued from when a save file is loaded. Entering a safehouse returns the alert level to green.

Trivia

  • It is possible to provoke the EDF to attack a safehouse, if you attack a convoy or an APC and then return to base. Your alert level will not return to normal, and the EDF will keep coming (albeit usually in small groups) until the convoy or APC is destroyed or until it reaches its destination. It's a good opportunity to see the Red Faction use those turrets they have lying around safehouses.
  • Killing several Red Faction personnel at a safehouse will result in some of the insurgents becoming invulnerable and counterattacking. Nothing, not even the Nano Rifle, can kill them.