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York
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Manchester
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First Playthrough

M5A2 Carbine
Bullseye
Rossmore 236
Auger
L23 Fareye
XR-005 Hailstorm
XR-003 Sapper
L209 LAARK
Bullseye Mark II
Frag Grenade
Hedgehog Grenade
Air-Fuel Grenade

Second Playthrough

Reapers
L11-2 Dragon
Arc Charger
Splitter
Backlash Grenade

 

First Playthrough

1.  M5A2 Carbine

Game Description:

The M5A2 Folsom Carbine is the standard-issue rifle of the US Army Rangers.  The Folsom is nicknamed "The Paddle" for its wide wooden stock and ability to "spank" an enemy.  The M5A2 uses the same .303 round as the British Rifle, No. 6 Mk 6.  Pressing L1 fires the underslung M200 40mm Grenade Launcher.  The M200 uses high-explosive grenades which can immediately multiply the firepower available to an individual soldier.

Skull says:

Always keep this rifle stocked with ammo.  Fortunately the game leaves a lot of it lying around and since your allies never seem to survive very long, there's always extra lying around.  It's a powerful weapon and the grenade launcher is quite useful for clearing out small groups of Chimera.  Nothing short of "old faithful", you'll find this rifle a reliable and powerful companion from the first 10 seconds of the game right to the final battle.

2.  Bullseye

Game Description:

The Bullseye is the Chimeran main battle rifle.  It has a rapid cyclic rate and a high damage capability.  Pressing L1 fires a Homing Tag.  Once a foe is marked, the tag will draw the Bullseye's primary fire.  Skillful placement of the tag allows entire magazines of ammunition to be placed on a target from the safety of cover.  It is also very effective against fast-moving targets.

Skull says:

The Homing Tag feature of this weapon is, without question, one of the most valuable tools you'll be given.  What could make life easier than to place a marker on your enemy and just fire into space knowing your rounds will be taking the life of your opponent.  Build your skill with this early and there won't be a chapter you won't use it in.  I dare you to make it through the game without once saying "Tag, you're it!" after you've tagged a nasty Chimeran.

3.  Rossmore 236

Game Description:

The Rossmore 236 Combat Shotgun is employed by the British Army for base defense and urban warfare.  It is noted for its potent stopping power, especially in close-quarters engagements.  Since the Chimeran invasion, soldiers have found the shotgun very adept in dispatching Howlers.  Pressing L1 discharges both barrels.  This method is less efficient than firing the barrels singly, but using it effectively can sometimes mean the difference between life and death.

Skull says:

Probably the weapon I used the least.  While it is quite effective against the Howlers using its double barrel feature, I found it to be to slow to use anywhere else.  Usually a double shot into the face of a Howler will knock it back long enough to get the second shot loaded, but it is quite the pinch.  If you've worn out your ammo elsewhere, the Rossmore will also effectively take out several Leapers with a single shot.  I probably could have used it more than I did, but I had better options in my inventory most often, and as a general rule I just don't want to be this close to my enemy if I can help it.

4.  Auger

Game Description:

The Auger heavy-penetrating rifle fires blasts of transient radiation that will tunnel through solid matter.  The blasts increase in power with each object they pass through.  While the Auger has a relatively small ammunition capacity, the fact that it ignores cover means every blast is potentially lethal.  Pressing L1 deploys a Force Barrier.  This alters the Auger's energy blast to create a barrier that is impervious to all weapon-fire except that from the Auger.  Enemies will suffer injuries if they move through the barrier.

Skull says:

A great idea on paper.  This rifle does work as advertised and can be used as an "early warning" device to see around corners, however I found it limited by the fact that the rounds, while increasing in strength as they passed through solid objects, also slowed down considerably and produced a tell tale "glow" to warn the intended victim of their approach.  This is very handy when the rounds are coming AT you rather than FROM you.  If you've got a couple Chimeran trapped in a room or hidden corner, the Auger will help you take their lives without having to see their face when you do it.  The Force Barrier could stand to last longer than it does, but it's REAL handy if you want to take a minute to scope out a room full of Chimerans so you can get a handle on where everyone is before you take cover and pick them off one at a time.  Helps to throw a couple Auger rounds through while doing this assessment and thinning the crowd.

5.  L23 Fareye

Game Description:

The L23 Fareye is the weapon of choice for British Royal Marine Commando sniper teams.  The rifle chambers a .303 Mk 10 round with a muzzle velocity of nearly 3400 ft/s.  Press R3 to use the scope and up or down on the D-pad adjusts the magnification.  Hold L1 to focus concentration.  This can give the sensation of slowing down time.  All outside distractions are eliminated.  Enemy movements become predictable and fatal head-shots become inevitable.

Skull says:

I'm a sucker for any sniper rifle, and this one is no exception.  Nothing says excitement like the slow motion explosion of a Chimeran skull.  The "focus" feature is really nothing more than slow motion and is really helpful in "pop and shoot" situations where you have several targets to take care of.  You have time to line up your fatal head shot while you ignore the incoming rounds long enough pulverize some Chimeran brain matter.

6.  XR-005 Hailstorm

Game Description:

The XR-005 "Hailstorm" is believed to be of US origin, though it is not found on any known order of battle.  The weapon fires subsonic bolts which are designed to ricochet off hard surfaces.  Shots will continue to travel until they find a soft target or are exhausted.  Kills outside the line of sight are possible with banked shots.  Pressing L1 launches the remainder of the Hailstorm's clip.  This creates an Auto-turret as the clip fires its bolts at nearby targets.  The recoil from the bolts will even allow the clip to hang in mid-air.

Skull says:

While this rifle is certainly cool for shooting around corners, I found myself hoarding the ammo (because it's not as easy to find as I would have liked) and using it for its "auto-turret" function.  When I found myself in a situation where I had to enter a room full of Chimera shooting from all different sides, it was much easier to just step in long enough to fire an auto-turret clip into the middle of the room and step back out while the turret does all the work.  Usually when the turret is done there are very few, if any, enemies left in the room.  Larger rooms, or rooms with a lot of floor-to-ceiling obstacles may require a second turret to clear it out, but most often there were few enough left that I went in and cleared out the rest with my trusty Bullseye.

7.  XR-003 Sapper

Game Description:

The XR-003 "Sapper" mine launcher is believed by British Intelligence to be a product of secret US weapons programs.  Pressing R1 fires a stream of organic cluster mines.  Each mine is encased in a living cell similar to those used by the Widowmaker.  The mines stick to most surfaces, including each other.  In combat, the Sapper can be used most effectively by setting large cluster mine traps for ambushing Chimera.  Aiming at a mine and pressing L1 will detonate the targeted mine.  Other mines within the blast radius will also explode.  Holding L1 detonates all mines in the vicinity.

Skull says:

When this thing says "large cluster mine traps", it's not kidding.  If you are going to be using this thing against anything larger than the Leapers, then you are going to need to lay down a seriously large patch of these "snot balls" (my 11 year old saw them the other day . . .that's what he said they looked like).  For as intelligent as the Chimeran AI seems to be in Fall of Man, they do seem to be too dumb to see the giant globs and run right through them.  A single globule doesn't do much damage to the big guys, so they'll have to run through a few of them.  I found this weapon to be most effective against the chaotic Leaper attacks.  In the event you run across some Leaper pods (and you will), lay down a couple rows of snot balls and then approach the pods just close enough to get them to come out.  Watch with glee as Leapers splatter into green and red goo.

8.  L209 LAARK

Game Description:

The L209 LAARK (Light Anti-Armor Rocket) was originally designed for use against Russian armored divisions.  Since the Chimeran invasion it has been successful against the Stalker and other heavy vehicles.  Once fired, LAARK rockets are capable of user-guided maneuverability.  Holding L1 will slow down the rocket, allowing it to be re-oriented in flight.  Aiming the reticle at any desired target will steer the rocket in the designated direction.  The higher the pressure on the L1, the slower the rocket will go.  Holding R1 after firing will release auto-guided submunitions.

Skull says:

What game is complete without a rocket launcher.  I have lovingly tagged this weapon "the wife" for the simple reason that if you decide you don't like where you have fired the rocket, you can stop it in mid-flight and make it change its mind as to where it wants to go.  If you still don't understand why I've called it "the wife" . . .then I invite you to go shopping with MY wife sometime.  The ability to redirect these projectiles comes in very handy with some of the larger, quick moving enemies you will encounter; the Stalkers and the Angels in particular.

9.  Bullseye Mark II

Game Description:

The Bullseye Mark II is an upgraded version of the Chimeran service rifle.  It has the same functionality as the standard model, but uses a supercharged power cell to develop significantly more firepower.  Slugs fired from the Mark II's create massive permanent cavitation in victims.  Those not killed outright receive wounds which do not readily close.  Fatal blood loss is inevitable without immediate medical attention.  It is for this reason the Mark II is referred to simply as "blue death".  The Bullseye Mark II has only been observed in use by Advanced Hybrids engaged in base defense.

Skull says:

Everything I said about the Bullseye, only with more power and an intense shade of blue rounds.  The Homing Tag is still in effect and even more useful now that this weapon is also being used against you and can put a serious dent in your health in a big hurry.  What I found interesting is that as much as the Bullseye is used against you in every chapter of the game, never once was the Homing Tag feature used against me.  (This may be a result of having played the game on "Normal" difficulty and could change on the higher difficulties.)


10.  Frag Grenade

Game Description:

The No. 22 Fragmentation Grenade is a standard issue anti-personnel munition used throughout the British armed forces.  The grenade has an exposed fuse which releases irritating smoke prior to detonation.  While not hazardous in the quantities produced, it does discourage a target from picking up and throwing back the grenade.  The fragmentation grenade is ideal for assaulting entrenched enemy positions or attacking around corners.

Skull says:

Pretty much your everyday, garden variety grenade.  Aim, throw, go BOOM!  Skilled tossing of these can get one out of many a sticky situation, and bounce one or two down some stairs or around a corner and you'll clear out enemies that lie in wait.  The advanced physics of the game also allows you to throw these through windows which is especially helpful with windows covered by blinds.

11.  Hedgehog


Game Description:

The Hedgehog Grenade is a Chimeran anti-personnel munition.  It is thrown like an ordinary hand grenade.  Upon landing it springs up and expands into a spiny cluster.  At its "kill height" the Hedgehog fires spines in all directions with enough force to pin targets against nearby walls.  The effect is especially deadly in confined quarters.

Skull says:

Not only does this grenade have a larger kill radius than the Frag, it's also more fun to watch . . . from a distance.  Toss one of these into a group of attacking Chimera, or just toss one into a room and you'll have things cleared out in your favor in a jiffy.

12.  Air-Fuel Grenade

Game Description:

The No. 42 Air-Fuel Grenade has been issued for combating Chimera in the tight spaces commonly found in urban conflicts.  A thrown grenade adheres to most surfaces and immediately releases a cloud of flammable vapor.  Once deployed, the cloud is ignited creating a massive explosion.  The resulting heat and pressure wave will cause vast injuries to anything caught in the blast.  With their reliance on external cooling systems, Chimera are especially susceptible to damage.

Skull says:

I can't repeat what I said the first time I saw this grenade in action.  Never mind the fact that you don't have to "bounce" this grenade because it sticks, the blast radius alone makes having this in your inventory like owning precious gold.  When I first threw this weapon and saw nothing but a green cloud of smoke, I was a bit disappointed, but when that cloud of smoke burst into flames and spread taking everything down in its path, my jaw hit the floor.  Stick it to an attacking group of Chimera and you don't have to worry about an overthrow, because they are carrying it with them.  Throw it
into a small room full of Chimera and enter after the mayhem to find nothing but crispy dead guys.  They are few and far between so use them wisely, but you'll be oh so glad you used them!



Second Playthrough


1.  Reapers

Location found:  "The Gauntlet" (A1) just inside the front door of the house that you enter at the bottom of the hill after defeating the Hybrids that are guarding it.

Game Description:

The Chimeran Reaper carbine is designed for the hit-and-run attacks of the Slipskull skirmishers.  Its light weight and collapsing frame keeps the creature's hands free until the weapons are needed.  The Slipskulls' independently focusing eyes give it the distinct advantage of wielding two Reapers at once.  Hold the reticle over an enemy to engage Target Acquisition.  Once the reticle is red, shots fired by holding R1 or L1 will track an enemy anywhere in the field of view.  Each Reaper can track a separate enemy.

Skull says:

These are so cool, they give you one for each hand.  Too bad you have to wait to play the game a second time before you get your hands on them.  Prior to that you just have to be envious of the Slipskulls for having them and you can't get them even after you kill them.  Give thanks for being able to see the red dot when one of these bad boys locks on to you.  It's just enough time to get the hell out of the line of fire.

2.  L11-2 Dragon

Location found:  "Devil at the Door" (G1) inside the small bunker at the end of the path full of Radial Mines.

Game Description:

The L11-2 Dragon is an excellent weapon for attacking dug-in Chimeran positions.  It's short range is overcome by its ability to damage numerous targets simultaneously with a single sweep.  Pressing R1 releases an atomized chemical agent which is catalyzed to produce a jet of caustic vapor.  Holding L1 develops a cloud of uncatalyzed vapor.  Releasing L1 will catalyze and launch the cloud.  This is useful for area-denial as the cloud remains deadly until its chemical reaction is completely exhausted.

Skull says:

It would have been a lot easier if they had just said "This is one cool flamethrower that shoots bluish-green flames".  Having this during the first playthrough would have made life quite a bit easier, but then I guess that is why they don't give it to you the first time around.  This Is definitely a fun toy to play with when you get it.  Use it on the crowd of Menials that are heading your way right after you pick it up the first time.

3.  Arc Charger

Location found:  "No Way Out" (E1) in the hallway where you first meet the Slipskulls, down in front of the gate where you see the Burrower blast through the walls.

Game Description:

The Arc Charger fires a blast of energy which briefly clings to organic tissue.  Additional blasts increase the intensity of the energy.  Pressing R1 triggers the energy to arc to nearby targets.  Upon striking additional targets, pressing L1 will arc the energy again.  The energy's power increases with each successive arc, as does its ability to strike new targets.  With the proper timing many targets may be attacked at once.  The Arc Charger is particularly devastating against multiple enemies where it can develop maximum intensity.

Skull says:

After having been on the wrong side of this weapon too many times playing through the first time, I was relieved to finally pick one of these up myself.  When it makes contact with your enemy, it will take them down real quick but I never quite got the hang of making it arc amongst several enemies.  The charge is powerful, but the recovery time of this weapon is a bit too slow to actually pull off its intended use properly.


4.  Splitter

Location found:  "A Desperate Gamble" (I1) on the upper level of the mall area in the corner by the large window.

Game Description:

The Splitter is an advanced Chimeran weapon.  It's potential for collateral damage makes it uncommon outside of the most hotly contested battlefronts of the Chimeran invasion.  Pressing R1 fires a packet of high-velocity explosive rounds.  Pressing L1 will split the rounds multiple times.  Holding L1 increases the distance between the split rounds.  This can potentially create a literal wall of gunfire to cut down whole squads of opposition.

Skull says:

This is a powerful weapon that fires off a small square of very large ammo.  Pressing the L1 to split this into three squares triples the power of the hit but be careful not to hold the button too long as it tends to spread the ammo quite a bit farther than is necessary which wastes a lot of ammo that could have been quite destructive had it reached its target.  You want to see just how strong this thing is, whack a Titan with this a couple times and see how fast he goes down.

5.  Backlash Grenade

Location found:  "The Cathedral" (C2) when you pass through the Cathedral and out the other side, these are in the building where you knock the Hybrid off the platform.  They are in the room on the left as soon as you enter the building.

Game Description:

The Backlash Grenade has only recently been seen on the battlefield.  It is an extremely rare munition believed to be of human construction, although the origin of its technology is unknown.  When used, the grenade projects a spherical shield which will damage any Chimeran creature caught within it.  The shield also reflects most Chimeran weapons fire, effectively turning a Chimeran creatures' own weapon against it.

Skull says:

This grenade is a real gem to get hold of.  The shield it projects not only hurts the Chimerans that are near it, it allows you to freely walk within it without any damage.  As for its reflective nature, it doesn't just bounce incoming rounds off of it at random, it actually redirects the fire directly back to it source, effectively "bending the barrel" of the Chimeran's weapons just like Bugs Bunny used to do to Elmer Fudd.  This grenade is the best thing since sliced bread for the final fight while trying to destroy the power rods in the tower.  "Set it, and forget it!"

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This document is copyright © 2006 by Eric Waechter (author) and Candied Skull Publication, LLC (business registered in State of Michigan). This guide is for personal use only and may not be altered, printed or distributed for any commercial purposes.  This guide may be printed for personal use providing it is not further distributed or sold. This guide was written exclusively for IGN FAQ's and www.candiedskull.com.  No further permissions will be granted.  Violators of this copyright will be prosecuted to the fullest extent of the law.

Resistance:  Fall of Man is a trademark of Sony Computer Entertainment America, Inc.  Developed by Insomniac Games.  © 2006 Sony Computer Entertainment America, Inc.
 
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