Red Faction: Guerrilla Steam Edition

Red Faction: Guerrilla Steam Edition

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Permanent Alert Zones
By JC Denton
Want to know more about the Alert system? Read this guide and gain some important Skills.
   
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The Alert
So, we all know how the alert works, right? Well, there are some zones that have a special trigger that no-one really knows about, but some people do. They are called Permanent Alert Triggers, or PAT. Basically, your alert will stay at either red, orange or yellow.

Note: the Permanent alert triggers are also restricted areas, so entering one and getting spotted results in a yellow alert.

Fun Fact: If you recieved a Yellow alert from destroying something, EDF won't attack until they spot you, and the music won't go into the combat theme it would usually play.
Dust Town Hall

Name: Dust Town hall
High Importance Target: Yes

As the name says, and the design in the world, it is under heavy EDF Control, being the town hall for the Leaders of the EDF. This area, and the path outside, is using a PAT, so if you wanna get in, hide behind cover and wait for some to pass, otherwise... just... don't... run... in... seriously.
Badlands EDF Base

Name: Badlands Military Base
High Importance: No

Being in the Badlands, where marauders are mainly seen in the Badlands, they need to heavily defend it with enemies on the main turrets, with the hills around it, it is very hard to inflitrate without getting spotted. The trigger starts about 2 metres from the barriers. But the EDF dont see you until you are at the barriers.
EDF Artillery Base

Name: EDF Artillery Base
High Importance: No

Being the main area that kills you before you get the plans to run through it to Eos, this area is highly restricted, having turrets in the main pathways makes it harder to stealth through. My advice is to hide behind walls, and watch enemies closely.
EDF Comm Center

Name: EDF Comm Center
High Importance: Yes

Being one of the hardest Areas until the completion of the main missions, this area can prove a challenge for stealth masters. Make sure you don't run or jetpack, as this is the worst idea, analyze the paths of the EDF, and the walls. If you have the Reconstructor, Repair walls to use more cover. It dosen'tt attract attention so it is a great tool to use to construct walls.
Conclusion + Additional Information
So, what do you think? Do you think you learnt something about the alerts? I hope you enjoyed this guide, i will see you all next time!

EDIT:Cover Rolling is a tactic where you use cover (Crouched) To move across the cover faster, here are a few rolls.

Wall:Look out left/right (Crouched) Press SPRINT/JUMP to do a roll in the desired direction
Wall 2:Take cover, look around a 90 Degree angle, press A or D (The way the wall is) Then hit Jump, you roll over the cover to the other side while focusing on one side.
1 Comments
xXLomyXx Apr 17, 2019 @ 8:28pm 
Great job with clarificating area outcomes. All games contain Stealth elements, especially RFG


:Noted: The final badlands mission ATC (Air Traffic Control) be completed without ever being detected. Nano-rifle=Nano-muffle :D