The Red Solstice

The Red Solstice

31 ratings
Basic Informations very detailed [Out of Date]
By Grizzly and 1 collaborators
A Huge amount of basic information for playing the game, hopefully compiled into a decent format.

Thos Guide can also be found here:http://forum.theredsolstice.com/viewtopic.php?f=8&t=919

ALL CREDITS GO TO:
Benjamin
https://steamhost.cn/steamcommunity_com/profiles/76561198072155241/
   
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Table of Contents
1. Default Hotkeys
A. Interface Hotkeys
B. Combat Hotkeys
C. Follower Commands

2. Interactive Objects
A. Lockers
B. Power Generators
C. Rubble
D. Marine Bodies
E. Veteran Soldier Bodies
F. Turrets
G. HAL9K

3. Items
A. Recovery Items
B. Explosives
C. Utility Items

4. The Basics
A. Moving Skill Points
B. Using Explosives
C. Throwing Barrels
D. Light and Accuracy
E. Early Evacuation
1. Default Hotkeys
1. Default Hotkeys

Hotkeys enable you to do an action by pressing specific keys and key combinations. Some of these are a combination of holding a specific key down and clicking.

A. Interface Hotkeys

These Hotkeys relate to the appearance of information inside of the game and can be toggled.

U: Object Information
Toggle 0: Only Shows name on Mouse hover over
Toggle 1: Shows Name automatically
Toggle 2: Shows Name automatically (It doesn't actually do anything different)

I: Player Inventory Icon
Toggle 0: Shows other player's inventory near name
Toggle 1: Does not show other player's inventory near name

O: Monster Information
Toggle 0: Only shows on hover over
Toggle 1: Health Bar
Toggle 2: Health Bar and Health Value
L: Squad Information
Toggle 0: Squad Information in Top Right; Numeric + Color
Toggle 1: Squad Information in Middle Right; Visual Bars

F9: Hotkey List

Hitting F9 causes a screen to appear, showing most of your hotkeys.

Hitting F9 a second time will close the screen.

F11 & F12: HUD Display Close / Open

F11 Closes the HUD Display.
F12 Re-opens the HUD Display.

B. Combat Hotkeys

Hotkeys relating to your character performing actions.

E: Toggle Automatic Aiming
When active, your marine automatically shoots at the closest enemy.

Shooting via Auto Aiming has a chance to miss.

IMPORTANT: The M1GL, Vindicator, and LAW-57 cannot be fired through this method.

R: Reload
Discards the current clip/magazine and reloads.

Q: Weapon Switch
Switches between your Primary and Secondary Weapon.

C: Change Firing Mode
Changes the Firing mode of your weapon, assuming your weapon has an alternate firing mode.

This is necessary to access the Grenade Launcher component of the GAR-GL, and the Shotgun component of the GAR-MS.

X: Drops Ammunition

2 Clips/Magazines (150 Bullets) of Primary Weapon Ammunition, or a single pack of Secondary Weapon Ammunition.

N: Camera Following Toggle
Toggles your Camera automatically following your marine, or free movement of your camera

Left Shift: Manual Targeting Mode
Manually Targeted attacks deal 40% additional damage.

A red circle appears around your marine, indicating your maximum attacking range.

In addition, red line appears indicating your bullet travel path. Orange Dots indicate a collision with an object (debris and walls), Red dots on the line indicate a collision with an enemy unit (dealing damage).

The M1GL, LAW-57 and Vindicator can only be fired via Manual Targeting.

G: Last Bomb Select / Detonate Bomb

If no bomb is selected, G makes you select the last planted detonatable object.

If a Bomb is selected, G detonates the bomb.

Control + Left Click on allied Marine: You follow the targeted Marine. A Blue line appears between you and the targeted Marine, indicating that your marine is following the marine.

C. Follower Commands

These are commands that a player can issue to a follower, provided the player has one assigned.

Control + Mouse Click: Various effects based on what you click, or when you click.
Left Click on Follower: Assigns or Unassigns the follower. The follower must be inside of the Blue Circle that appears when Control is held down in order to be assigned. No other follower command relies on the blue circle that appears when Control is held down.

Left Click enemy/attack-able object with Follower: Follower will attack the enemy / object. After the Enemy or object dies, the follower will cease shooting completely.

Left Click with Follower: Orders the follower to attack move to designated location

Left Click self with Follower: Orders the follower to follow you.

Right Click a location with Follower: Orders the follower to Move without shooting to designated location.

Right Click an Object with Follower: Orders follower to Interact with the object. (Bugged; Only works for host at the moment)
2. Interactive Objects
2. Interactive Objects
Objects that you can interact with. Right clicking an object will make you interact with it, if possible.

Most interactive objects take a few seconds in order for the interaction to be completed. While interacting with objects, you may only shoot and reload. Using skills or items while interacting with objects will lead to the interaction failing upon the bar being completed.

A. Lockers
Lockers are the staple interactive object from which players retrieve supplies. Lockers come in three different variants.

Basic Locker: A simple locker. They take roughly 1 second to be searched.
May contain:
Nothing
A Clip
A Package of Shotgun Shells (8)
A Package of Rifle Grenades (4)
3x Claymores
3x Stimulants
Anti-Venom

Average Locker: A locker with a bit more generosity than the Basic Locker. They take roughly 2 seconds to be searched.
May contain:
Nothing
A Clip
A Package of Shotgun Shells (8)
A Package of Rifle Grenades (4)
3x Claymores
3x Chain Explosives
3x Satchels
3x Medkit
2x Anti-Venom
1x Fibrin Bandage

Quality Locker: A very generous locker. They appear to be biased heavily towards either containing explosives or medical supplies. They take roughly 3 seconds to be searched.
May contain:
3x Claymores
3x Chain Explosives
3x Satchels
2x Explosive Bunks
3x Stimulants
3x Medkit
2x Anti-Venom
1x Fibrin Bandage
1x Medical Nanites

B. Power Generators
Power Generators are the staple source of turning on building lights. Power Generators take around 3 ~ 5 seconds to activate.

They provide 5 Experience Globally in normal, and increase all player's armor resistance by 1%. Furthermore, the maximum health of turrets is increased by 15.

Certain Power Generators will activate their nearby turrets upon being activated.

C. Rubble
Rubble is scattered throughout the map and will contain a variety of things. More often then not, rubble will contain a single clip. Rubble takes around 2 ~ 3 seconds to be searched.

May contain:
A Clip
A Power Cell
A Disarm Tool
A Surprise parasite wave
A Surprise mini-blopper wave

D. Marine Bodies
You're not the first group of marines to arrive at the Tharsis Colony, nor are you the only people at Tharsis Colony. Their corpses attest to that fact.

There are a total of 10 Marine Bodies scattered throughout the sector. Each marine body has 3 Clips, and provides 12 energy to the player who interacts with the marine body. Each Marine body takes roughly 3 ~ 5 seconds to be searched.

For every Marine body that is found, all players Maximum Health increase by 5. Upon the 10th Marine body being found, all players receive an extra +15 Maximum Health.

E. Veteran Soldier Bodies
Notable corpses or bodies of Veteran Soldiers are around the colony. Both the inexperienced and experienced alike share a common fate in the Tharsis Colony.

There are four Veteran Soldier Bodies. Every Veteran Soldier body provides a global 30 EXP. In addition, the player that searched the body gains 30 energy.

May Contain:
Nothing
1x Disarm Tool
1x Safety Beacon

F. Turrets
Multiple defensive turrets are located in the Tharsis Colony. Due to problems in the Defensive Grid and the lack of available power, the turrets have all gone offline.

Turrets can be activated through multiple methods:

A Turret can be disarmed with a Disarm Tool or the Demolition's Disarm Skill, and can then be placed.

A Turret can be activated by using an Energy Cell, and will be able to fire a single Plasma Shot. Furthermore, the Turret's damage will be increased by 7.

A Turret can be activated manually by interacting with the turret. It takes around 17 seconds to activate a turret.

The Terminator's Give Nanites skill can instantly activate a turret from level 2 onwards.

G. HAL9K
Within the Tharsis Colony resides a simple computer. Should you tamper with this computer while it still has power, you will incur the wrath of its AI resident and your team will be forced to deal with a wave of Slashers and Fluffies in the next 60 seconds. This computer loses power once wave 2 begins and will not be usable in the Easy difficulty.

Colloquially called the Fluffy Hunt, slaying the majority of the Devourers, Slashers and Fluffies will reward your team with a generous 1,000 Experience. Coincidentally, the Fluffy Hunt is statistically very likely to annihilate your team.

HAL9K must be activated before Wave 2 in order for the Fluffy Hunt to occur. 60 seconds after being activated, the wave of over 30 Devourers, Slashers and Fluffies will spawn. For reference, the combined health of the entire Fluffy Hunt Wave is estimated around 100,000 in Normal, as a Devourer has 2,000 HP, a Slasher has 4,000 HP, and a Fluffy has around 5,000 HP.
3. Items
3. Items
Items are the core supplies you will use throughout the game. Ranging from ammunition to explosives to medical supplies to strange technologies. In general, they fuel your teams ability to survive and kill enemies.

A. Recovery Items
Medkit - Maximum Stack Size of 5: Heals the target for 150 HP over 15 Seconds.

Fibrin Bandages - Maximum Stack Size of 2: Heals 100 HP Instantly and cures any wounds.

Medical Nanites - Maximum Stack Size of 3: Heals the target for 60 HP and cures any fractures and wounds.

Anti-Venom - Maximum Stack Size of 4: Cures the Target of any and all venoms.

B. Explosives

A few basic facts universal to all explosives:
1. Explosives deal damage to allies and enemies alike.
2. Explosives can be detonated by explosive, toxic and fire damage.
3. "Chaining" explosives refers to placing explosives in a row with the center of a bomb inside the explosion radius of another bomb so that all bombs explode should one bomb explode.
4. "Stacking" explosives refers to the practice of placing multiple bombs on top of each other at the same spot.

Chain Explosives - Maximum Stack Size of 100; Deals 1300 Damage. Chain Explosives in range of other Chain Explosives deal additional damage.

Chain Explosives are the basic explosive for taking out heavy enemies, with a massive stack size of 100 and fairly decent damage. Chain Explosives are special in that stacked chain explosives deal massive amounts of damage. Chain Explosives must be detonated with another explosive. Chain Explosives provide a passive 20% increased damage to all chain explosives within its radius.


Code:
# Of Chains in a Stack : Damage of the Stack
1 | 1,300
____________________________________________________________
2 | 2,860
____________________________________________________________
5 | 9,100
____________________________________________________________
10 | 24,700
____________________________________________________________
20 | 75,400
____________________________________________________________
50 | 383,500
____________________________________________________________
100 | 1,417,000
____________________________________________________________
X | Series Sum of n = 0 to X-1 of (1300 * (1 + .2n)),
| where X is the amount of chain explosives planted.
|
| OR
|
| Series Sum of n = 1 to X of (1300 * (0.8 + .2n)),
| where X is the amount of chain explosives planted.


Claymores - Maximum Stack Size of 48; Deals 1700 Damage.

Approximately 4 seconds after being placed, the Claymore becomes "armed" and will detonate when an enemy walks over it.

Satchels - Maximum Stack Size of 12; Deals 1650 Damage.

Can be manually detonated by selecting and hitting the "G" key.

Explosive Bunks - Maximum Stack Size of 8; Deals 3500 Damage.

Must be detonated by other explosives; has a very massive area of effect.

Explosive Bunks have a maximum stack size of 8 and deal massive amounts of damage in a large radius. The radius of an Explosive Bunk roughly spans the diameter of a chain explosive and deals 3500 damage. Explosive Bunks can be placed

Incendiary Explosives

Incendiary Explosives have a maximum stack size of 24 and are specialized bombs designed to leave a patch of fire after exploding. The Incendiary Explosive deals 500 fire damage, and will detonate other explosives within its radius. Incendiary Explosives are useful for thinning out light enemies such as swarmers and parasites. Some people place multiple incendiary explosives in a row such that exploding one will cause the rest to explode and leave a path of fire for enemies to walk through. Most enemies take 200 to 300 damage when they pass through an incendiary explosive.

C. Utility Items
Road Flares

Road Flares have a maximum stack size of 10. Their notable feature is the fact that they provide increased sight and accuracy at the placed location for a fairly decent amount of time. Road Flares help your team see enemies and waste less ammunition if the team is using Auto Aim.

Flare Guns

Flare Guns have a maximum stack size of 20 and a 15 or so second cooldown. They are the short-lived version of a potent road flare, illuminating a large area for a short period of time. Unlike the Road Flare, Flare Guns cannot be used from buildings or inside buildings.

Disarm Tools

Disarm Tools mimic the Demolition's Disarm Skill in function and have a maximum stack size of 10. When used on any given explosive, Disarm Tools will disarm the explosive so that it can be picked up and placed elsewhere. Disarm Tools are notable for being able to disarm Turrets, EMP Bombs, and Shiva Placements.

Power Cells

Power Cells provide the target with energy (and armor if applicable) and have a maximum stack size of 3. When used on a Turret, the Turret becomes active if not already active, and also gains 7 damage and a single Plasma Shot charge to be used against a high threat enemy.

When used on an allied Marine or player, the Power Cell refills Armor instantly and provides 70 energy. Furthermore, the Player's damage is converted to Energy for the next 45 seconds.

Stimulants

Stimulants are medical supplies with a maximum stack size of 5. They passively increase the movement and attack speed of a player and when consumed, provide a temporary, greater boost to attack and movement speed. The passive speed increase can stack if multiple stacks of Stimulants are present in the player's inventory.

T3 Sensor

T3 Sensors are placeable towers with a built-in Radar Function and a maximum stack size of 3. Each Radar Station that is activated increase the range of all T3 Sensor Radar's by 10 meters, and placing the T3 Sensor on high ground increases the Sensor's range by 15 meters. The T3 Sensors also provide a modest amount of lighting around the tower but cannot be placed inside of buildings due to their nature.

Should all 3 T3 Sensors be placed, each tower will become a vertex in a triangle and will detect all enemies within the formed triangle, similar to a radar.

Safety Beacon

Safety Beacon's are placeable beacons that charge slowly over time and have a maximum stack size of 3. When activated, Safety Beacons call in artillery strikes in a 40 meter radius past the red circle and drops in supplies. The higher the charge, the greater the amount and quality of supplies and the longer the artillery barrage lasts.

Safety Beacons cannot be placed on high ground or inside buildings.

At maximum charge, they provide 14 Ammo Boxes, 10 Chain Explosives, 8 Plasma Explosives, 5 Stimulants and 6 Fibrins.
4. The Basics
4. The Basics
The important and relatively basic information. What you'll need to succeed beyond turning on Auto Aim.

A. Moving Skill Points
Moving Skill points is an almost necessary aspect of the game, especially in regards to the Demolition Combat suits.

Whereas you can add skill points by left clicking, right clicking will remove a skill point. It has a 5 second cool down period for removing a skill point from a specific component and will cost you 70 armor. However, 70 armor is not necessary to remove a skill point - it will simply deplete your remaining armor should you not have 70 armor left.

By removing a skill point from a component, you now have a skill point that you can add to a different component. If you're an Assault with the Combat Stimulants Module and you suddenly get a venom or need to heal, you can temporarily remove skill points from your other components and place them into the Combat Stimulants Module to cure the venom or heal, then remove them from the Combat Stimulants Module and return them to your other Components.

There is a power-up that helps facilitate moving skill points known as the Energy Transfer Booster. The Energy Transfer Booster reduces the cooldown period by 20% and reduces the armor penalty by 15 per booster.
B. Using Explosives
Most explosives need to be activated by another explosive in order to deal damage or create their effect. If an explosion occurs near the center of an explosive, the explosive will detonate, causing an explosion within its range. Explosives can only be triggered by other explosives, or through other specific conditions.

The Satchel is the only explosive that comes with a detonator. If you select the Satchel then hit "G", you will detonate the Satchel and deal massive amounts of damage to enemies within the indicator circle of the explosive.

The Claymore is a small-area explosive with high damage. The Claymore has a short period of time before it is "armed." Once the Claymore is armed, the first enemy to walk near the center of the Claymore will trigger the Claymore, causing an explosion to occur.

Chain Explosives, Explosive Bunks, and Incendiary Explosives cannot be detonated and have no mechanism for self detonation. These bombs must be detonated with a Barrel (discussed in the next section), Grenade, Rocket, Satchel, Claymore, or a shot from the ACE-43's AC Mode.

The ACE-43's AC Mode fires an explosive round which can set off explosives near the round. Thus, care should be exercised when using the ACE-43.

C. Throwing Barrels
Barrels are objects placed around the map that can either be destroyed or thrown to create an effect.

There are 4 types of Barrels, of which only 2 can be thrown.

Throwable:
Hazard Barrel - A Barrel that produces a toxic cloud lasting 60 seconds at the area of its destruction and deals 50 Explosive & Fire Damage. If it is thrown, it deals 500 explosive damage at the target location and creates a toxic cloud that lasts 30 seconds.

Fuel Barrel - A Barrel that produces a modest patch of fire at the area of its destruction and deals 1000 Fire & Explosive damage. If it is thrown, it deals 500 explosive damage at the target location and creates a small patch of fire.

Nonthrowable:
Gas Cylinder - A Barrel that produces a patch of fire at the area of its destruction and deals 500 Fire & Explosive damage.

Toxic Block/Object - A Barrel that produces a very potent toxic cloud at the area of its destruction. These are disguised as terrain objects.

D. Light and Accuracy
Accuracy is only relevant in the context of Auto Aim. Should you be manually firing with the shift key, Accuracy has no impact on your hitting of the enemies. Accuracy or the Chance to hit relates only to Auto Aim.

Light enables you to better see your enemies. Flares, Road Flares and Flare guns act as temporary light sources, increasing visibility as well as your Auto Aim's Accuracy. Using Auto Aim in areas with good visibility ensures that none of your ammo is wasted. Shooting into the darkness will waste ammo with Auto Aim.

E. Early Evacuation
The simplest method to achieve a Victory, albeit a rather anti-climatic and story-wise, almost meaningless one. An Early Evacuation does not advance the plot forward - it simply provides you with EXP and allows you to avoid the more difficult enemies. Your chances of succeeding with an Early Evacuation are drastically higher when compared to any other Evacuation or Victory.

The Early Evacuation takes approximately 30 minutes to complete.

The two conditions for the Early Evacuation are as follow:
1. Primary Missions is Enabled.
2. The Tera 1 or Insurgents 1 Mission is not completed before the Evacuation Mission begins.

For the sake of Clarification, Completing the Tera 1 or Insurgents 1 Mission means either searching the scientist bodies, or interacting with the Communications Device. As long as the Scientist bodies are not searched or the Communications Device is not activated, Early Evacuation will occur. Furthermore, after the Evacuation Mission appears, there is no harm in searching the scientist bodies or activating the communications device.

The Evacuation Mission begins on Wave 8 for an Early Evacuation. Your entire team must move to the Evacuation Location before time runs out and be within 10 meters of the objective marker. On normal Early Evacuation provides 500 EXP to surviving players.

If Fast Mode is enabled, the Early Evacuation takes place on Wave 11.

There are only two Variants of the Early Evacuation: VIP Evacuation and Non-VIP Evacuation.

VIP Evacuation requires you to protect the designated VIP - should the VIP die, the game ends in defeat. If time runs out, the game also ends in defeat.

Non-VIP Evacuation simply requires that any surviving members of the team reach the Evacuation location in time.
3 Comments
Q jahkay 26 Sep, 2014 @ 11:13am 
was helpful on a fair few points even though I thought I has all the basics sorted so cheers fella.
Epi 24 Jul, 2014 @ 12:53pm 
Awesome guide. Currently linking it to all my buddies.
Ra!n3 17 Jul, 2014 @ 7:36pm 
NICE! :D