Weapons & Tactics Guide
By LiMpBiZkitFaN
Version FINAL
E-Mail:-REMOVED-
Effective 6/9/03, I have removed my E-Mail, as I cannot help someone with a
game I don't have, and most of the things I do not remember. I have sold my
PS2, and all its games to GameStop. With that, I have purchased an Xbox, Brute
Force, Splinter Cell, Halo, and Pre-Ordered Soldier of Fortune II: Double
Helix. The fact is, that the Xbox has more of the games I LIKE, such as Halo,
Brute Force, Soldier of Fortune II: Double Helix, and other great Shooter, and
FPS games......Please look forward to future FAQs from me; as of right now, I
am working on a Brute Force Weapons Guide, and when it is released, a Soldier
of Fortune II: Double Helix Weapons Guide.
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T A B L E O F C O N T E N T S
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Section One: Introduction o
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Some people say TimeSplitters 2 has better weapons than Red Faction 2, but I
own both, TimeSplitters 2, and Red Faction 2, and I say that that statement
is pure crap. Where else do you get a Nano Precision Rifle? Where else do
you get Nano Machine Pistols that fire 7.62mm Armor-Piercing Rounds? Nowhere!
The only place you will get those awesome weapons is in Red Faction 2. Now
I do have to admit TimeSplitters 2 does have some great weapons, such as the
Lasergun (Gotta love the shield that deflects bullets), and the Minigun, but
Red Faction 2's Weapons aren't as repetitive as TS2's (Do you absolutely need
three types of Handguns?) Each one is different, and has either an Alternate
Fire, or Special Ability of some kind....take for example the N.I.C.W., it
can target enemies through walls, and it tells how much health the targeted
enemy has left; those are Special Abilities. Take note that a weapon may not
have an Alternate Fire, but it may have Special Ability. Why don't I do a
Full Walkthrough you ask? Well, for one thing I am too wrapped up in my
School Work to actually have the time to do it, plus I actually have a
life.....anyway...uh...yeah...enjoy!
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Section Two: Weapons Guide o
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Primary Fire: Fire one Round
Alternate Fire: Pistol Whip
Special Ability: Dual CSP-19 Semi-Automatic Pistols
Effective Range: Short to Medium
Ammo Type: 9mm Rounds (Light Rounds)
Clip Size: 16 Light Rounds
Capacity: 256 Light Rounds
Description-
This basic semi-automatic pistol is a standard issue weapon for many of
the armed personnel employed by Sopot. This weapon is fairly and can be
effective against unarmored opponents when used properly. Although able
to pierce body-armor, the CSP-19 is not an ideal weapon to equip against
more resilient enemies.
The CSP-19 Semi-Automatic Pistol's Primary Fire lets you fire the weapon
as fast as you can press the R1 Button. The Alternate Fire lets you Pistol
Whip a target at close range. The best strategy when you are stuck using
this, is to circle-strafe around your target, and fire on them until they
are dead. Another strategy would be to sneak up behind a target and use
the Alternate Fire until the target is dead. It can also be paired with
another CSP-19, which lets you go Dual, and dish out twice the firepower.
Primary Fire: Fire Rounds, Automatic
Alternate Fire: N/A
Special Ability: Dual CMP-32 Machine Pistols
Effective Range: Short to Medium
Ammo Type: 9mm Rounds (Light Rounds)
Clip Size: 32 Light Rounds
Capacity: 256 Light Rounds
Description-
Larger and more formidable than the CSP-19 pistol, the Machine Pistol is
capable of full automatic firepower. Equipped by Sopot's more experienced
guards, this weapon can easily penetrate body-armor and effectively
neutralize most enemies at close ranges.
The CMP-32 Machine Pistol's Primary Fire enables the user to spray rounds
at a high rate. While the Machine Pistol does not have an Alternate Fire,
it does have to ability to be paired with another CMP-32 Machine Pistol
to dish out twice the firepower. The Machine Pistol is great against the
Spiderbombs, and the Floating Sentry Drones. When Dual, the Machine Pistol
is great against Lightly-Armored targets, such as Enemy Personnel.
Primary Fire: Fire one Buckshot Round
Alternate Fire: Fire one Incendiary Round
Special Ability: N/A
Effective Range: Short
Ammo Type: 10 Gauge Buckshot/Incendiary Shells (Shells/Phosphor Shells)
Clip Size: 8 Buckshot Shells/8 Incendiary Shells
Capacity: 96 Buckshot Shells/16 Incendiary Shells
Description-
This military-grade shotgun is capable of delivering extremely powerful
single-shot blasts and inflicts the most damage at close ranges.
Its accuracy and effectiveness decrease significantly when range of the
target is increased, rendering it almost useless when firing at targets
more than 50 meters away. This weapon is also capable of discharging
incendiary rounds as a form of alternate fire, making it a very powerful
weapon.
The CAS-14 Automatic Combat Shotgun's Primary Fire enables the user to
fire Buckshot Shells at an automatic fire rate. The Shotgun's Alternate
Fire enables the user to fire an Incendiary Shell, that when at close
range, lights the target on fire. The Shotgun is useful for eliminating
Enemy Personnel at close range. The Shotgun can also be effective when
facing Spiderbombs, but the Handgun or Machine Pistol should be used
when facing them, because in my opinion, it would be wasting ammo.
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/ \ CMRD-32 Magnetic Rail Driver
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Primary Fire: Fire one Slug
Alternate Fire: Engage Scope
Special Ability: Sliders on all sides of Scope Slide toward Enemy Targets
Effective Range: Short to Long
Ammo Type: Metal Slugs (Slugs)
Clip Size: 3 Slugs
Capacity: 12 Slugs
Description-
Developed by a secret R&D team of scientists hand picked by Sopot, the
Rail Driver fires metal slugs at extremely high speeds through just
about any surface without loosing significant velocity. When the scope
is engaged, this weapon allows the user to see through walls and target
enemies. The Rail Driver has a long reload time, but is very effective
and deadly when equipped in experienced hands.
The CMRD-32 Magnetic Rail Driver's Primary Fire enables the user to fire
a Metal Slug at Ultra-Sonic velocities, which in effect, enables the
weapon to fire through walls, and other surfaces. The Rail Driver's
Alternate Fire engages the Scope, which lets the user target, and fire at
Enemy Personnel through walls. The Rail Driver is great for eliminating
enemies through walls, without exposing the user to harm. The Rail Driver
can also be great against Bosses, as it inflicts massive amounts of damage.
Users of the Rail Driver may notice that when in Scope mode, there are
little Sliders on the Top, Bottom, and Sides of the Scope that slide
around. These Sliders slide towards an enemy to make targeting easier.
Primary Fire: Fire 7.62mm Rounds, Automatic
Alternate Fire: Fire one 40mm HV HE Grenade
Special Ability: Targets Enemies through Walls/Shows Enemies Remaining Health
Effective Range: Short to Medium
Ammo Type: 7.62mm Armor-Piercing Rounds/40mm HV HE Grenades (Medium
Rounds/Grenades)
Clip Size: 48 Medium Rounds/ 5 Grenades
Capacity: 192 Medium Rounds/ 30 Grenades
Description-
The N.I.C.W. is used primarily by Sopot's most trusted, experienced,
and feared guards. It is capable of delivering extremely powerful
7.62mm automatic armor-piercing rounds in fearsome bursts, and can
discharge grenades that explode on impact as an alternate means of
fire. The N.I.C.W. is able to identify and target enemies from behind
walls. A customized HUD-device visually relays information to the
user about the targeted opponents remaining health.
The N.I.C.W.'s Primary Fire enables the user to fire 7.62mm rounds at
an automatic fire rate. The N.I.C.W.'s Alternate Fire enables the user
to fire a 40mm High-Explosive Grenade at the selected target. The
N.I.C.W. also has the ability to target enemies through walls, and it
also has the ability to show how much health the targeted enemy has
left. The N.I.C.W. is perhaps the most versatile weapon in Red Faction
2, as it is great against both, Enemy Personnel and Armored Vehicles.
Primary Fire: Fire one Impact-Based Grenade
Alternate Fire: Fire one Timer-Based Grenade
Special Ability: N/A
Effective Range: Short to Medium
Ammo Type: 40mm HV HE Grenades (Grenades)
Clip Size: 6 Grenades
Capacity: 30 Grenades
Description-
The Grenade Launcher is the preferred weapon of Alias, the demolitions
expert in Molovs squad of elite, nano-enhanced super soldiers. It fires
a single yet powerful grenade that explodes on impact and is capable of
taking out nearly everything unlucky enough to be caught in its blast.
Because it can easily blast through many walls, floors and other
surfaces, the Grenade Launcher is a useful weapon for finding alternate
routes, secret rooms and blowing away enemy cover.
The NGL-8 Nanotech Grenade Launcher's Primary Fire enables the user to
fire a 40mm High-Explosive Grenade that explodes on impact with a
target. The Grenade Launcher's Alternate Fire enables the user to fire
a 40mm High-Explosive Grenade that it set on a 5-Second Timer. The
Grenade Launcher is great for eliminating groups of Enemy Personnel,
and destroying Heavily-Armored Vehicles. It is also great for utilizing
Geo-Mod, and blowing away enemy cover.
Primary Fire: Fire one Round
Alternate Fire: Activate/Deactivate the Scope
Special Ability: N/A
Effective Range: Short to Long
Ammo Type: 7.62mm Armor-Piercing Rounds (Medium Rounds)
Clip Size: 6 Medium Rounds
Capacity: 192 Medium Rounds
Description-
Capable of bolt-action fire only, this rifle comes standard with a
UNVS-8 scope that provides the user with pinpoint accuracy on the
battlefield. It also features a wind velocity offset that automatically
corrects for any wind conditions present. This weapon can inflict
immediate fatal wounds if a head shot is achieved, and is capable of
penetrating both body-armor and lightly-armored vehicles.
The CSR-60 Sniper Rifle's Primary Fire sends a 7.62mm round toward the
target at a bolt-action rate of fire. The Sniper Rifle's Alternate Fire
engages the Scope, which enables the user to target enemies at far away
distances. The Sniper Rifle is great for taking out Enemy Personnel
from great distances, while staying out of range of the enemy's weapons.
The Sniper Rifle will eliminate any human enemy with one shot, but it
will take two shots to eliminate any Nano-Enhanced enemy.
Primary Fire: Fire Burst
Alternate Fire: N/A
Special Ability: N/A
Effective Range: Short to Medium
Ammo Type: 9mm Rounds (Light Rounds)
Clip Size: 64 Light Rounds
Capacity: 256 Light Rounds
Description-
The fully automatic silenced machine gun is a good weapon to equip if
you prefer not to be heard. Silent and swift, this weapon is more
accurate than the Machine Pistols, but not quite as powerful. It can
penetrate body-armor and is most effective a close ranges. This weapon
is a favorite of tactical covert specialists, including Tangier.
The CSMG-19 Silenced Machine Gun's Primary Fire enables the user to
fire a 5-Round Burst at the target. While the Silenced Machine Gun
does not have an Alternate fire, the Silenced Machine Gun is
silenced, which enables the user to eliminate Enemy Personnel while
maintaining a low profile, and avoiding detection. The Silenced
Machine Gun is great for taking out Spiderbombs, and Sentry Drones.
It is also great against Lightly-Armored Enemy Personnel.
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/ \ CAR-72 Military Assault Rifle
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Primary Fire: Fire 3 Round Burst
Alternate Fire: Fully Automatic Fire
Special Ability: N/A
Effective Range: Short to Medium
Ammo Type: 7.62mm High-Velocity, Armor-Piercing Rounds (Medium Rounds)
Clip Size: 48 Medium Rounds
Capacity: 192 Medium Rounds
Description-
Similar to the AK-47's from the past, this weapon is designed to deliver
all the benefits of a full-sized rifle in a compact form. It is capable
2of firing a three round burst or a less accurate fully automatic
onslaught. The high-velocity, armor-piercing shells inflict massive
damage on unarmored targets and will exact noticeable damage on armored
opponents as well. The assault rifle is a standard-issue weapon for the
Commonwealth solider and grunts.
The CAR-72 Military Assault Rifle's Primary Fire enables the user to
fire a 3-Round Burst of 7.62mm rounds. The Assault Rifles Alternate
Fire enables the user to fire 7.62mm rounds at an automatic rate of
fire. The Assault Rifle is great against Medium-Armored targets,
such as Sopot Military Personnel, and Sopot's Elite Guard. The
Assault Rifle is a great weapon, but in my opinion, the N.I.C.W. is
better.
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/ \ W.A.S.P.- Wide Area Saturation Projectile
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Primary Fire: Fire Single Rocket
Alternate Fire: Engage Homing Device
Special Ability: N/A
Effective Range: Medium to Long
Ammo Type: 15cm High-Explosive Rocket Canisters (Rockets)
Clip Size: 6 Rockets
Capacity: 6 Rockets
Description-
The W.A.S.P. is primarily an anti-vehicle weapon. More powerful than
the Grenade Launcher, the W.A.S.P. fires a barrage of five armor-
piercing rockets. It has the ability to "Lock On" to mobile vehicles
and launch a swarm of destruction that will seek out and strike its
target. The W.A.S.P. is used by Sopot's heavily fortified ground
troops and guards.
The W.A.S.P.'s Primary Fire enables the user to fire a High-Explosive
Rocket at the target. The W.A.S.P.'s Alternate Fire enables the user
to lock-on to an enemy's vehicle. The W.A.S.P. is great against
Lightly-Armored, to Heavily-Armored Vehicles. The W.A.S.P. can be used
against Enemy Personnel, but it is not recommended because of rarity of
the ammo that the W.A.S.P. utilizes. Also, use the W.A.S.P. with caution
because of its large blast radius; you could kill yourself.
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/ \ JF90-HMG/BF Heavy Suppression Machine Gun
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Primary Fire: Fire Rounds, Automatic
Alternate Fire: N/A
Special Ability: Sight on Top of Weapon turns Red when Target is In Crosshairs
Effective Range: Short
Ammo Type: .50 Caliber, Belt-Fed (Heavy Rounds)
Clip Size: 99 Heavy Rounds
Capacity: 297 Heavy Rounds
Description-
A terribly inaccurate but very powerful weapon, the HMG is the preferred
weapon of Repta, the heavy-weapons specialist in Molovs squad. Capable
of firing huge numbers of bullets in a very short amount of time, the
HMG is most effective when opponents are engaged at close range. It is
best equipped in situations where raw firepower and maximum suppression
is needed.
The JF90-HMG/BF Heavy Suppression Machine Guns Primary Fire enables the
user to fire .50 Caliber rounds at an automatic rate of fire. While the
Heavy Machine Gun does not have an Alternate Fire, it does have the
ability to inform the user that a target is in its sights. This is seen
by looking at the sight on top of the weapon; if it is red, the enemy
is in your crosshairs. The Heavy Machine Gun is great against Enemy
Personnel, as well as Lightly-Armored Vehicles, such as Sopot Gunships.
Primary Fire: Fire Rounds, Automatic
Alternate Fire: N/A
Special Ability: Dual NCMG-44 Enhanced Machine Guns
Effective Range: Short to Medium
Ammo Type: 7.62mm Armor-Piercing Rounds (Medium Rounds)
Clip Size: 64 Medium Rounds
Capacity: 192 Medium Rounds
Description-
Sporting a higher rate of fire and larger ammunition clips than normal
submachine guns, the NCMG-44 Enhanced Machine Gun is an extremely
powerful close-combat weapon. It is extremely effective against all
enemies, including heavily armored targets.
The NCMG-44 Enhanced Machine Gun's Primary Fire enables the user to
fire 7.62mm rounds at an automatic rate of fire. While the Nanotech
Machine Pistol does not have an Alternate Fire, it does have the
ability to be paired with another Nano Machine Pistol, to dish out
twice the firepower. The Nano Machine Pistol is great against all
types of Enemy Personnel, including Heavily-Armored Personnel.
This is perhaps one of the most lethal weapons in Red Faction 2.
Primary Fire: Fire one Round
Alternate Fire: Activate/Deactivate the Scope, Hold Down for Zoom
Special Ability: Red Arrow on Top and Bottom of Aiming Reticule points toward
Enemies
Effective Range: Short to Long
Ammo Type: 7.62mm Armor-Piercing Rounds (Medium Rounds)
Clip Size: 32 Medium Rounds
Capacity: 192 Medium Rounds
Description-
Capable of firing explosive rounds at a semi-automatic rate, the
NPSR-755 is a specially crafted weapon created specifically for Quill.
Its devastating firepower combined with zoom capability and tactical
combat data provide Quill with precision lethality.
The NPSR-755 Precision Sniper Rifle's Primary Fire enables the user to
fire 7.62mm rounds at a semi-automatic rate of fire. The Precision Rifles
Alternate Fire enables the user to engage the Scope; Hold down for Zoom.
Users of Precision Rifle will notice a Red Arrow while in Scope mode; this
arrow is attached to the Top and Bottom of the targeting reticule. This
arrow points towards an enemy, making targeting easier. The Precision Rifle
is great against just about any enemy, except for vehicles.
Primary Fire: Fire Bombs
Alternate Fire: Fire Sticky Bombs
Special Ability: N/A
Effective Range: Short to Long
Ammo Type: 40mm HV HE Grenades (Grenades)
Clip Size: 15 Grenades
Capacity: 30 Grenades
Description-
A favorite of interdiction forces worldwide, the MKAP-97 is extremely
effective at saturating a strike zone with a bombardment of explosive
bomblets. Heavy weapon specialists can lock on to specific personnel
and use the aiming reticule to carpet the location with bomblets that
explode shortly after contact. Unarmored enemy personnel are often
eliminated from the combat engagement. This weapon is often used by
Repta, the Heavy-weapon specialist in Molovs elite squad.
The MKAP-97 Anti-Personnel Weapon's Primary Fire enables the user to
fire a 5-bomblet shot that sends five grenades towards the target,
that explode at random intervals. The Anti-Personnel Weapon's
Alternate Fire enables the user to fire a 5-bomblet shot, which stick
to the targeted enemy, and explode at random intervals. The MKAP-97
Anti-Personnel Weapon is great against all types of enemies,
including Vehicles, and Bosses.
Description- The Frag Grenade is useful against all targets,
including Enemy Personnel, and Lightly-Armored Vehicles. The
Frag Grenades blast radius is deadly, so this makes them
great for flushing enemies from their cover, and for throwing
around corners to kill unsuspecting enemies.
Description- The Incendiary Grenade is useful for use against
Enemy Personnel, and nothing else. The Incendiary Grenades
have no effect on Vehicles, but they are _GREAT_ against
human targets. Take care to avoid the large blast radius, as
you could light yourself on fire, which is bad.
Description- The Shock Grenade is useful for incapacitating
enemies long enough to line up a headshot, or retreat. The
Shock Grenades cause no damage, but they do reverse the
enemies control over aiming and moving, this includes YOU,
so keep away from the medium-sized blast radius.
Description- The Satchel Charges are great for blowing away
enemy cover, and for throwing on enemies, only to watch them
hilariously run around screaming until they are reduced to
gibs. Did I mention Skeet Shooting? Just throw a Satchel
Charge into the air, pull out your Shotgun, and fire.
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Section Three: Legal Information o
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(C) 2003-2004 LiMpBiZkitFaN (Benjamin Waldron). All rights reserved.
All rights reserved including the right of reproduction in whole and
in part in any form. PlayStation 2 and the PlayStation 2 logos are
registered trademarks of Sony Computer Entertainment America, Inc.
Red Faction 2 is a registered trademark of Volition, Inc.
The author of this document is in no way affiliated with Sony Computer
Entertainment America. You may not place this document on your Website
or reproduce it in any way without the author's consent.
Red Faction 2, the Red Faction 2 logo, and all related
Characters are copyright and property of Volition, Inc.
The following Websites have permission to use my FAQ:
- www.gamefaqs.com
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Section Four: Credits o
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- You, the reader of my FAQ
- THQ, and Volition for making this Wonderful Game
- CjayC, for posting this FAQ
- Me, For making this FAQ
- My Local Electronics Boutique, for letting me Pre-Order It