"Red Faction Armageddon" - Ruin Mode Video Walkthroughs
This guide covers the Ruin mode challenge maps that are special side levels in the game Red Faction Armageddon. The concept of these challenges is to cause as much damage as possible in a set time limit. You are provided with unlimited ammo and the selection of some of the more physically destructive weapons available in the game from which to choose your means of wrecking.
Points to Remember in all the Ruin Mode maps:
- Each map has a set par score to reach. Doing so unlocks a new map or reward while extending your time limit by 15 seconds.
- Your top score will be posted online in a ranked listing.
- With unlimited ammo, you have no excuse to ever be not firing.
- As you continually destroy large objects, your multiplier will rise. If there is a pause in the destruction, this multiplier will diminish quickly. Don't let that happen.
- Plasma Cannon.
- The Singularity Cannon and the Magnet Gun have their uses, but srsly... Plasma Cannon
- Plasma shots can pass through multiple objects before exploding. Line em up.
- Apparently there's some new "thing" with slapping people who buy used games in the sack, which in all fairness does technically lose developers money. New copies have a one-time code that must be redeemed online for an account to play ruin mode (except PC users... <.< ), if you buy a used copy, chances are no Ruin Mode for you without purchasing a DLC.
- Falling debris does not hurt you. Be not afraid, for thee is protected.
- Repairs are disabled in the challenge mode... no cheating.
- Gravity is your buddy.
Junction is the first ruin mode map you will have access to taking place on the Martian surface by what resembles Red Faction buildings with multiple solar towers about.
Par Score: 12,000,000
Unlocked Reward: Desolation Map
As soon as you start, look behind the direction you begin facing to find an Overpass. Aim for the supports beneath the road itself. This structure is capable of driving the multiplier up quite quickly, giving you a full bonus right away.
The Solar Towers are what you should focus on for the most part as they offer the next biggest value in a small package. Aim for their base while lining up your shots with nearby structures so your plasma charge passes through said building before exploding on the tower's supports. There are a lot of explosive containers to aim for around the base of these towers to quicken the job while adding to your score.
The Structure built into the top of the cliff to the top left of your screen from the starting position. There is a larger red explosive container atop of this structure that can be detonated to quickly bring this valuable structure down, further pummeling the structures built into the ground below.
This level is fairly easy to hit par on, and as you can see in this video, you don't need to be on point in order to pass. If you're looking for the high score on the leaderboards however, that is a different story.
The second Ruin Mode map continues the destruction on the Martian Surface, this time taking the chaos to an industrial district.
Par Score: 8,000,000
Unlocked Reward: Eviction Map
The Silos or cylindrical towers are a particularly expensive structure worth taking out and theres a few pairs which can be taken out with one shot.
More overpasses exist in this area, a lot more. Aim for their supports to make gravity pull the rest down instantly. Make sure to take these out before shooting at the buildings below them, as their falling can do some serious damage to anything below.
Solar Towers are back but in reduced numbers, asking for some plasma to make them tumble down. This map has you looking to the sky for the first half or so at least, picking off all these tall targets.
Once you've cleared up the above structures, giving you a niece view of the Martian atmosphere, start working on the large structures near you, including one built into the rock a fair bit above the ground until the timer runs out.
Eviction takes you underground, tasked with tearing apart the civilians town. This map is split into two main caverns connected by a tunnel. Light in this mission is low, so it can be hard to see some objects.
Par Score: 6,000,000
Unlocked Reward: Abandoned Map
There aren't many items that are worth a considerable amount on their own, however the buildings in this level are rather weak and often filled with lots of explosive barrels. This level is more of a challenge in lining up shots than knocking out specific parts of larger structures to make them collapse. Chain reactions of explosions are all abound here, look for flames coming out of the cracks of buildings to denote something explosive waiting inside.
There are some structures hanging from the ceiling worth shooting not necessarily valuable in their own right, but will explode to keep your multiplier up. Some of them are capable of collapsing into buildings below.
Make sure that once the first room is decently shattered, that you make your way as fast as possible through the nearby tunnel and into the second room with fresh buildings. Don't bother sticking around the first room to clear any scraps as gravity may eventually do its work and even if not, isn't worth the trouble.
Back to the surface again for the map Abandoned, we go back to the technological Red Faction district area, similar in type of structures to the first Ruin Mode map, Junction.
Par Score: 12,000,000
Unlocked Reward: Frontier Map
More Solar Towers to fatten your score and raise your multiplier quickly dot the horizon. There are fewer of these than in the previous missions, however they can be made to tople into other structures. Remember to aim for the support and line up another structure that's closer to you for the plasma charge to pass through.
There is an explosive barrel to your left after starting the challenge that can take a chunk out of the adjacent large structure. Make sure to take this out before moving onwards. Pass another charge into the building if there's a significant chunk left.
This level has the overpasses again, serving as giant bridges that can be collapsed with taking out their support beams that rise from the ground. Remember to shoot these before targeting structures below them. A lot of these are high up and can be overlooked if not looking up. There is one that is particular valuable and visible with a large pipe that runs underneath it.
Make sure you are moving through the mission as there is a lot of ground to cover. Traveling forward from your starting position and turning left (the map is shaped as an upside down, reversed L) you will see some structures built into the cliff. Line up a shot to take out the majority of the building, aiming for the lower portion which will make the upper portion collapse.
The final Ruin Mode part of the original release of the game is Frontier, taking the destruction to a Marauder camp on the Martian exterior. This is the one map that has a significant benefit to using a weapon other than the Plasma Cannon. The Magnet Gun will have some amazing uses discussed below.
Par Score: 7,500,000
Unlocked Reward: Ability to use the L.E.O. in free play mode.
More importantly than any of the structures themselves, are three massive ball items that are spread out across the map. These balls are indestructible and are distinguishable by their glowing blue sections divided by raised metal. Using these by way of the Magnet Gun as massive projectiles can net you more damage potential than sticking solely to the Plasma Cannon.
Not only will they obliterate anything they collide into with even a small amount of force behind them, but they can be launched through the air, clearing a literal path of destruction, bouncing off walls and wrecking structures nonstop. Keep juggling these through the air as often as possible to achieve great success. Besides, it's immensely entertaining to do. The only drawback is you have to be somewhat careful with where you fling these wrecking tools, as they can soar out of the map boundaries.
As for actual destructible targets, the overpasses are once again an item of choice, offering a large score, bonus and collateral damage potential. These will probably require aimed shots to the support beam with the Plasma Cannon as opposed to trying to hurtle the balls into these structures since that increases the risk of losing one.
Lastly you will find more of the cylindrical silo structures in this map, although like the bridges, should be mostly taken out with the Plasma Cannon. This is because most of them line the edges of the map, causing balls to again have a high chance of being lost. As for the majority of structures on this map, which otherwise consist of a number of small structures with the exception of a few larger buildings all low to the ground, wrecking balls all the way.