Instruction: Provide detailed information regarding Blackjack Armories in the Killzone universe.

Output:
Blackjack Armories are vendors owned by Blackjack featured in Killz

Primary Weapons:

Rifles:

{| border="0" cellpadding="1" cellspacing="1" class="article-table"

|-

!Name

!Image

!Cost

!Description

|-

|M82 Assault Rifle

|

|0

|Powerful and effective at all ranges. Fitted with a green dot sight for enhanced target acquisition.

|-

|StA-52SE Assault Rifle

|

|9000

|A high rate of fire and large clip size give the advantage when facing multiple targets. Fitted with a silencer and red dot sight.

|-

|StA-14 Rifle

|

|5200

|Ideal for mid to long-range encounters due to optical sight and high damage output. The semi-automatic action limits its fire rate.

|}

Light Machine Guns:

{| border="0" cellpadding="1" cellspacing="1" class="article-table"

|-

!Name

!Image

!Cost

!Description

|-

|StA-3 LMG

|

|8500

|Designed for long distance suppression, this weapon features an optical scope and low recoil, making it ideal for picking off advancing troops.

|-

|M224-A1 LMG

|

|8500

|A very large magazine, coupled with armour piercing rounds, make this the ideal weapon to suppress enemy troops. Its size reduces movement and reload speeds.

|}

Sniper Rifles:

{| border="0" cellpadding="1" cellspacing="1" class="article-table"

|-

!Name

!Image

!Cost

!Description

|-

|M33 Sniper Rifle

|

|10000

|Ideal for long range covert encounters due to the fitted silencer. Relatively low damage means headshots are required for reliable one-hit-kills.

|-

|VC32 Sniper Rifle

|

|6100

|A low fire rate and significant recoil are offset by consistent one-hit-kills.

|-

|M42 Sniper Rifle

|

|5200

|Fires very powerful armour piercing rounds; guaranteeing a one-hit-kill on all but the toughest of enemies. Requires reloading after each shot fired.

|-

|VC39 Accelerator Rifle

|

|15000

|Requires charging by holding down the trigger, before delivering a devastating burst of three explosive rounds on release.

|}

Submachine Guns:

{| border="0" cellpadding="1" cellspacing="1" class="article-table"

|-

!Name

!Image

!Cost

!Description

|-

|M66

|

|5100

|This weapon excels in covert operations due to its silencer and potential to kill in a single burst. Targeting is enhanced by a green dot sight.

|-

|LS57 Submachine Gun

|

|3900

|High damage and fire rate, coupled with significant recoil and a small mag size result in a weapon specialising in fast paced, close-range combat.

|-

|StA-11 Submachine Gun

|

|6000

|A solid performer in close to mid-range encounters, this gun features moderate fire rate, recoil, mag size, and damage output.

|-

|StA-7 Submachine Gun

|

|4600

|The low recoil, red dot sight, silencer, and high rate of fire make this an ideal weapon for covert infiltration missions.

|}

Secondary Weapons:

Pistols:

{| border="0" cellpadding="1" cellspacing="1" class="article-table"

|-

!Name

!Image

!Cost

!Description

|-

|StA-18SE Silenced Pistol

|

|0

|The silenced version of the StA-18. Has reduced effectiveness in mid to long-range engagements, but is ideal for close-range covert encounters.

|-

|StA-18 Pistol

|

|4000

|A reliable side arm featuring a large clip size and good damage over range.

|-

|M4 Revolver

|

|4900

|Devastating close range damage coupled with armour piercing rounds. High levels of recoil and six shots per reload demand user accuracy.

|-

|M2 Tranquilizer Pistol

|

|9500

|This non-lethal pistol fires toxin-laced darts. Enemy targets will be incapacitated for a short time, creating opportunities for interrogation.

|}

Shotguns:

{| border="0" cellpadding="1" cellspacing="1" class="article-table"

|-

!Name

!Image

!Cost

!Description

|-

|LS13 Shotgun

|

|4500

|A powerful shotgun with excellent damage out to mid-range, tempered by a low fire rate. Can be reloaded shell-by-shell.

|-

|VC8 Shotgun Pistol

|

|5900

|Deadly at close-range and featuring the mobility of the handgun class, this weapon is ideal for 'run-and-gun' combat. Requires frequent reloading.

|-

|LS18 Shredder Shotgun

|

|6000

|Full auto action with armour piercing rounds make this ideal for dealing with multiple enemies at close ranges.

|-

|StA-12 Inferno Shotgun

|

|9100

|Specialist shotgun that when accurately fired can ignite enemies. Small magazine capacity results in frequent reloads and low levels of reserve ammo.

|}

Launchers:

{| border="0" cellpadding="1" cellspacing="1" class="article-table"

|-

!Name

!Image

!Cost

!Description

|-

|M80 Rocket Launcher

|

|9400

|Single shot launcher requiring that a target lock-on be acquired before firing. Excels at destroying enemy drones and air support.

|-

|M327 Grenade Launcher

|

|4300

|Fires frag grenades in an arc trajectory. Ideal for attacking entrenched positions and enemies at awkward elevations.

|-

|VC9 Rocket Launcher

|

|5100

|Single shot launcher firing high damage explosive rockets. Free firing (does not require lock-on).

|-

|VC11 Launcher

|

|8250

|The VC11 fires air-burst shells, designed to clear entrenched enemy positions. When firing, ensure there is sufficient overhead clearance.

|}

Equipment:

Grenades:

{| border="0" cellpadding="1" cellspacing="1" class="article-table"

|-

!Name

!Image

!Cost

!Description

|-

|M194 Frag

|

|3000

|Disperses deadly shrapnel over a wide explosion radius. Can be cooked to shorten fuse time.

|-

|M133 Prox

|

|8600

|A sticky, proximity triggered explosive that can be easily placed in tactically advantageous positions.

|-

|M98 Flash

|

|3200

|Emits an intense blinding flash designed to disorientate enemies for a short period of time.

|-

|VC-G11 Gas

|

|6600

|Releases a lethal concoction of cytotoxic and vesicant chemical warfare agents to produce an area of denial gas cloud.

|-

|StA-G2 Pyro

|

|3500

|Triggers a thermite chemical reaction, causing a ferocious flash fire over a substantial area. Features remote detonation after deployment.

|}

Armor:

Armor is a piece of wearable gear that increases the protection of the user, as well as providing any other sort of gameplay benefits.

{| border="0" cellpadding="1" cellspacing="1" class="article-table"

|-

!Name

!Image

!Cost

!Description

|-

|Combat

|

|0

|Basic armor configuration offering good levels of mobility and protection.

|-

|Mercenary

|

|6000

|Specialized armor modified to transmit live combat data. Increases the V payment for kills.

|-

|Blast

|

|6000

|High tensile armor providing added protection from explosives and incendiary burns. Reduces the effects of flash grenades and toxic gas.

|-

|Ballistic

|

|6000

|Ballistic armor significantly reduces impact damage from bullets. Prevents additional damage received from headshots.

|-

|Infiltrator

|

|6000

|Lightweight armor offering mobility and very low noise levels. Ideal for covert operations.

|-

|Supply

|

|6000

|Dual purpose armor offering increased ammo capacity and an ambient recharge for equipped VAN-Guard systems.

|}

VAN-Guards:

{| border="0" cellpadding="1" cellspacing="1" class="article-table"

|-

!Name

!Image

!Cost

!Description

|-

|Mantys Engine

|

|10500

|A Remote controlled, covert killing machine. Lightly armoured, but deadly, this small device has free flight capabilities.

|-

|Porcupine

|

|15000

|Shoulder mounted homing missile system. Lock on, fire and forget.

|-

|Sky Fury

|

|16000

|Death from above. Decimate enemy forces from orbit with a series of high-precision particle beam blasts.

|-

|Arc Missile

|

|8000

|Dual function drone can operate as an escort or be fired in direction of facing. Discharges incapacitating, ARC electricity at targets within range.

|-

|Ghost

|

|12500

|Personal stealth system that effectively cloaks the operator while not engaged in combat.

|-

|Vultur

|

|7500

|Aerial drone that scans the battlefield and pinpoints the location of enemy targets and equipment on your HUD and radar.

|-

|X3-JMR

|

|7500

|Deployable electronics jammer. Disables the enemy's comms and equipment, preventing them from calling for support.

|-

|Carapace

|

|9000

|Protective shield that absorbs damage from virtually any ballistic weapon for a short period of time. Deactivates when returning fire.

|}


Instruction: Provide detailed information regarding D-charge in the Killzone universe.

Output:
The D-charge (Demolitions charge) is an ISA explosive device. It is featured in Killzone 2, Killzone 3, and Killz

Overview:

The D-charge is an explosive ordnance used to destroy, or clear objects such as support columns, doors, and mortars. The D-charges has a countdown timer that can be set and authorized

Gameplay:

The way the D-Charge is implemented is through using the PS3 Sixaxis wireless controller's tilting contr

In the game, after being instructed at certain points, the player will see a flashing transparent icon on a specific door/objective. Moving to this icon and pressing the 'circle' button will initiate the priming system. Using the method above, the handle is twisted to arm the device. After the lights come on, the arming handle is yanked out and the charge is primed. It seems that the arming handle may double as the detonator as the detonator shows up in the players hand after priming, however it is unclear if the handle is the detonator or if the player is carrying a detonator prior to arming the device. Retreating to a safe distance to detonate it is recommended.


Instruction: Provide detailed information regarding Helghan Spider in the Killzone universe.

Output:
The Helghan Spider is a large arachnid indigenous to the planet Helghan.

Description:

Unlike the harmless Cadaver Beetle, the Helghan Spider does pose a moderate threat. These large spiders feed on Petrusite and glow with its power. They are quick to attack anyone that comes close, and will relentlessly pursue those that try to run. Once in range, the Helghan Spider will bite its victim viciously and repeatedly.Killzone 3: The Official Guide The Petrusite they feed on also offers them a unique defense mechanism. When a Helghan Spider is destroyed, it will explode in an electrical arcing flash. This electrical "Death Arc" causes damage to the attacker.

With the destruction of Helghan in the Terracide it is likely the Helghan Spider are now extinct.

Killzone 2:

Helghan Spiders are first encounter in Suljeva Village in the Maintenance Office.

The best way to deal with the Helghan Spider is to shoot it as it approaches you. The spider is a bit evasive making it a tricky target, so should it get close switch to the knife for a fast dispatch. When the spider is destroyed it will explode with electrical energy, but does little damage unless the player's health are dangerously low.

Killzone 3:

Helghan Spiders are encountered in "Evacuation Orders".


Instruction: Provide detailed information regarding ISA Special Forces in the Killzone universe.

Output:
The ISA Special Forces consist of two separate divisions in the ISA A

Shadow Marshals:

The Shadow Marshals are charged with the assassination of high profile or high threat targets such as military officers and commanders. They also excel in sabotage and are very proficient in the use of explosives. Shadow Marshals are equipped with M66-SD Submachine Guns, M32 Combat Knives, Night Vision Goggles and if needed, C4 explosives. Trained for stealth-based operations that rely on agility, efficiency and tactical thinking, Shadow Marshals hold an menacing reputation and are known as the shadows of the ISA forces.

Field Operatives:

, a Field Operative]]

The Field Operatives are essentially agents (or spies) that gather important and valuable information on enemy activities, plans, and whereabouts, which enable the ISA Regulars and Rapid Reaction Forces to respond to any threats with minimal delay. Field Operatives are trained in having strategic and calculative intelligence, composure and speed.

At least one special Field Operative division was made of human/Helghast half-breeds, who cam bypass Helghast sensors, mines, and Sentry Bots without detection. They are also experienced operators of both human and Helghast machinery and equipment.Killzone Game Manual, "ISA Regiments - Summary", p. 19.


Instruction: Provide detailed information regarding Khage in the Killzone universe.

Output:
The Khage was a powerful prototype Helghast Cruiser created by Stahl Arms. It was commanded by Jorhan Stahl's second-in-command, the Commodore. It only appears in Killzone 3.

Specifications:

Perhaps the most powerful warship ever seen, the "Stahl Arms Prototype Cruiser", built as Jorhan Stahl's personal flagship, is indeed awe-inspiring. Built using technology developed by Stahl Arms, which was kept a secret from the Helghast military, the ship possessed both impressive energy shielding and a powerful petrusite cannon capable of destroying a pair of Helghast Cruisers in a single shot.

This made the prototype cruiser much more technologically advanced than other Helghast naval vessels and indeed the ISA's own cruisers. The Khage is capable of deploying Strike Fighters from underneath the armor plating that runs along its dorsal spine. After its completion Stahl had planned to use the irradiated petrusite weapons built into his cruiser to strike Earth directly and thus wiping out the UCN leadership and everyone on the planet, and ensuring Helghan's victory in the Second Extrasolar War.

Operational History:

The Khage was in orbit of Helghan and preparing to lead Stahl's fleet in the attack on Earth. When Admiral Orlock demanded Stahl to turn over his fleet, including the Khage, to the Helghast military, Stahl quickly turned on Orlock and ordered the Khage to open fire on Orlock's ships. The Khage demonstrated its powerful capabilities in withstanding and overwhelming Orlock's fleet.Killzone 3, campaign level Interception

After Stahl killed Orlock, he prepared the Khage to warp directly to Earth. However, the flagship came under attack by hijacked Strike Fighters piloted by ISA soldiers Tomas Sevchenko, Rico Velasquez, and Jammer. Sevchenko destroyed the ship's warp coil, causing it to lose power and to fall into Helghan’s atmosphere. Stahl remained on the ship as his Commodore and crew abandons and desperately tried to keep the ship from crashing. He was able to briefly stabilize the Khage just before impacting the planet’s surface, but only for Sevchenko to fire a nuclear petrusite warhead into the ship's main core and completely destroying the vessel. The explosion released the Khage's petrusite arsenal and causing a chain reaction that in turn destroys the orbital elevator and space station, and engulfing the entire surface of Helghan in a catastrophe known as the Terracide.


Instruction: Provide detailed information regarding Kowalski in the Killzone universe.

Output:
Corporal Kowalski was a reconnaissance scout of the ISA who was stranded on Helghan.

Biography:

He helped Tomas Sevchenko to get through the hostile Kaznan Jungle on Helghan. As he and Sev made their way through the dense foliage, he would tutor Sev on how to move and kill silently and effectively. As they kept going, they eventually came across the uplink that they were sent to find.

Sev told Kowalski to return to Captain Narville to tell of the impending counterattack on their camp. Kowalski was able to return and participate in the skirmish that ensued. Unfortunately, the ISA survivors were overrun, despite their best efforts. Kowalski was promptly executed by the Helghast.


Instruction: Provide detailed information regarding LS70 Fors in the Killzone universe.

Output:
The LS70 Fors is a single-shot VSA sniper rifle featured in Killzone Shadow Fall.

Design:

The LS70 is a powerful anti-materiel sniper rifle with a bolt-action loading mechanism. The counterpart of the STA59B and STA101, only one bullet can be chambered at any time, and it must be reloaded after every time it is fired. The Scout class is the only user of this weapon.

Attachments:

* Silencer

;Optical

* x4 Scope (Standard)

* x4-x10 Scope

;Underbarrel

* Shotgun

* E-Stun Missile


Instruction: Provide detailed information regarding Lud Kazimierz in the Killzone universe.

Output:
Lud Kazimierz was a Helghast who survived the Terracide.

Biography:

Kazimierz was an office worker prior to the Terracide. When he came to his office early to finish on reports that he needed to catch up, the Terracide occurred. Kazimierz looked away from the explosion that saved him from losing his eyesight and was trapped underneath his office. He was able to find his way out and was stunned to see his entire world left in complete ruins.The Day Of Infamy


Instruction: Provide detailed information regarding MAWLR in the Killzone universe.

Output:
The MAWLR (Mounted Artillery Walker/Long Range)Bradbury, Sam. (March 30, 2011). Killz

Specifications:

Less a mech and more akin to a battleship on legs, the MAWLR is perhaps the largest Helghast ground vehicle encountered over the course of the Second Extrasolar War, standing at a height of 280 meters tall. The MAWLR is heavily armored on all sides, and capable of shrugging off even the most powerful attacks. Its construction is also highly durable, and can continue to operate and fire despite taking heavy damage. The only real weakness of its design comes in the form of cooling vents placed to prevent a critical system malfunction via overheating, giving a keen-eyed attacker a chance to damage the machine. Even with the vents destroyed, the main guns can continue to operate for a time thanks to a backup petrusite power supply, and should this likewise be disabled, the MAWLR can still remain mobile and capable of employing its mortars and missile batteries.

Armaments:

Capable of both anti-ground and anti-air operations with a variety of mounted weapons, a single MAWLR is capable of combating entire battalions of enemy forces. Its armament includes the following:

*A heavy Arc cannon on its port side. Each shot from this weapon projects a powerful, continuous stream of energy for several seconds, and capable of bringing down an ISA Cruiser with multiple blasts.

*Several autocannons and WASPS embedded into the bow of the machine, each of them capable of destroying heavily armored vehicles like the ISA Archer Tank.

*A battery of mortars on its dorsal structure for indirect fire.

*Numerous machine gun turrets dotted all across its superstructure and on the joints of its four legs for point-defense and anti-infantry duties. These can also bring down low-flying aircraft such as ISA Intruders.

Killzone 3:

Several MAWLRs participated in routing ISA forces attempting to flee Helghan during the end of Operation Archangel depicted in "Pyrrhus Evac". The war machines were able to destroy the ISA Cruisers Dauntless and Compulsion, leaving significant portions of the ISA invasion force stranded behind enemy lines and unable to evacuate.

The ISA remnants led by Captain Jason Narville and Tomas Sevchenko came under an attack by a MAWLR during their journey towards the planet's primary orbital elevator. The MAWLR served as the main boss in "The Reckoning". The ISA managed to destroy the MAWLR, but the battle reduced their numbers to sixty men.

Killzone Shadow Fall:

Decades after the Second Extrasolar War, the MAWLR is still in full production, secretly built by the Helghast underneath Helghan's surface and prepared to be used in Jorhan Stahl's new war against Vekta. Dozens of MAWLRs participated in defending Stahl's base from ISA forces shortly prior to Stahl activating Dr. Hillary Massar's bio-weapon.


Instruction: Provide detailed information regarding Michal Drago in the Killzone universe.

Output:
Lieutenant Michal Drago is a Helghast Commando trooper.

Biography:

Michal Drago was assigned to District 47 where he interrogated a suspect, D2985, who was charged for espionage. After the suspect was left in needed medical assistance, Drago talks to him about the time when he interrogated an Assault Trooper, who was wounded four times in battle, half of his face was blown up along with a missing eye. But it did not stopped him from being one of the most decorated soldier the Helghast ever had.Interrogation Record

That warrior thought he was untouchable and started to make his own rules, an attitude that brought him to the attention of Drago, who caught him, tortured him, and finished him in only two minutes and three seconds. The suspect, scared by this story, then pleaded mercy and claiming that he does not know the name of the man that Drago wanted. But it was too little and too late. Drago then warned him that the torture he will endure will be very painful before doing so.

Personality:

Michal appears to be a very ruthless soldier, showing no mercy for the suspects and criminals that he catches. He also seem to torture his victims with passion, even having a torture method that broke apart a great warrior in a matter of seconds.


Instruction: Provide detailed information regarding Petrusite capacitor in the Killzone universe.

Output:
A petrusite capacitor is a capacitor which uses the rare and valuable element Petrusite to augment its ability to store and discharge electrical energy. The petrusite capacitor can be used as a power source for a number of different electrical and electronic devices. When the capacitor is fully charged, the seven rods located under the handle become deep blue in color.

This type of capacitor appears to be the primary power source for the petrusite drills which supply power to the MSU. The petrusite capacitor is also used as a backup power supply on Helghast air assault craft, as well as on Overlord Dropships. The capacitor can also be used to provide a power supply for doors if their main power supply is disabled or cut off. Despite the Helghan origin of petrusite, the petrusite capacitor can also used on ISA intruders.


Instruction: Provide detailed information regarding StA4 Stova in the Killzone universe.

Output:
The StA4 Stova is a Light Machine Gun featured in Killz

Specifications:

The StA4 is a successor of the StA-3 LMG.

Multiplayer:

The StA4 is available only for the Support class. The StA4 is fed from the right-hand side by a large, 75-round snail-drum magazine and has an average, 500rpm rate of fire. Its reload time, however, is significantly slower than most other automatic weapons in multiplayer, taking 5.5 seconds to complete. The accuracy of hip fire is rather low, and the weapon suffers from significant and ungainly vertical recoil, as well as a large muzzle-flash.

Attachments:

;Optical

*ACOG

*Dot Laser

*Holo Sight

;Underbarrel

*Missile

*Mobile Mine

Videos:

F


Instruction: Provide detailed information regarding Stinger in the Killzone universe.

Output:
The Stinger is an airborne patrol craft use by the Helghast police force, mainly use to patrol and attack hostile forces.

Specifications:

The Stinger is a fast and highly maneuverable short-range patrol aircraft due to its lightweight design and multiple, independently articulated wings and stability flaps. The craft's rocket thrusters are complemented by two rotational Petrusite canisters which provide a powerful anti-gravity lift. This allows the Stinger to swoop and hover close to land so that the officers on board can dismount and engage targets.Stinger Field Assessment

The Stinger is equipped with two side-mounted missile launchers which can be deployed air-to-air or air-to-ground. However, the craft's unique offensive capability stems mainly from its suspended underside seating, from which two officers enjoy 360-degree visibility and a clear line of fire to ground targets. Due to its versatile characteristics it was made an ideal asset for law enforcement scenarios in urban and industrial settings.

However, due to the light armor, low weight, and highly exposed seating for its passengers, the Stinger is vulnerable to certain forms of attack including heavy weapons fire and explosive attacks. As a result, the Stinger is restricted from heavily militarized combat scenarios.


Instruction: Provide detailed information regarding Strange Company in the Killzone universe.

Output:
Strange Company is the fourth level of Killzone.

Plot:

Templar, Luger, and Rico fight their way to the slums to reach Colonel Hakha. They reach the Waypoint Mall where they find Hakha's ISA escort having been executed by the Helghast. A dying survivor informs the team about Hakha's location where he is being held captive by the Helghast. The squad enters the slums where scattered ISA force are fighting the Helghast. After battling the Helghast, the squad rescues Hakha but are left surprised to discover the spy is a Helghast. Rico is left furious and threatens to kill Hakha, but Templar manages to dissuade Rico. Hakha informs Templar and his squad that he is not fighting for the Helghast, and he proves his trustworthiness by quickly saving Rico's life from a lurking Helghast soldier.

Meanwhile, General Adams is informed of General Vaughton's imminent arrival to the SD Platform.

Transcript:

Trophies:

*Strange Company - Complete Chapter 4.


Instruction: Provide detailed information regarding Torr Savic in the Killzone universe.

Output:
|game        = Killz

}}

Professor Torr Savic was a Helghast scientist and a leading researcher at the Institute of Science and Technology of the Pyrrhus Academy.

Biography:

Torr Savic was an intelligent scientist from Helghan, and he was responsible for the early development of Arc technology. Torr married and in 2314, he had a child named Mandor Savic.

Torr joined the Institute of Science and Technology of the prestigious Pyrrhus Academy, where he focused on the civil and industrial applications of Arc Technology, primarily increased automation and the provision of cheap energy to the masses.Arc Technology

After the Helghast military's failure to reclaim Vekta during the Second Extrasolar War and the likelihood of ISA retaliation, the Autarch Scolar Visari became convinced that Arc technology was vital to the very survival of the Helghast nation and he ordered that all research be directed to military applications, a decision that Torr refused.

Torr objected to the diversion of his technology from civil applications to weapons development. Unfortunately, his objection led to him and his wife being incarcerated for a period of re-education, while his son was spared in order to continue his research to assure his family's well being.Arrest Order XV32U However, Torr and his wife eventually died while being used for experimental research.


Instruction: Provide detailed information regarding Tyler Dobimier in the Killzone universe.

Output:
Tyler Dobimier was a Helghast who survived the Terracide. He was one of the millions of survivors that were left stranded on Helghan.

Biography:

Dobimier and his family initially remained in their home in Pyrrhus until the situation worsen, forcing them to leave for a treatment camp.Sick Homeland However, they arrived to find only empty tents and messages left by people who couldn't wait for their families. Shortly thereafter, Dobimier's family encountered other groups of survivors, many of which were similar families who missed the evacuation.Camp Arrival


Instruction: Provide detailed information regarding United Colonial Nations in the Killzone universe.

Output:
The United Colonial Nations (UCN) is the current ruling government of Earth and, indirectly, of its colonies. It encompasses the United Colonial Army and the Interplanetary Strategic Alliance.

History:

The UCN was founded by a coalition of Earth's richest companies and governments in the aftermath of a global nuclear war in 2060.Timeline retrieved from the official Killzone website In response to the resource shortage on Earth that caused the conflict, the UCN began a space colonization program in search of new resources and allowed other companies/governments to fund their own colonization projects, but under the strictures of the global owners. During its infancy of its expansion, the UCN was swamped by the management of the new colonies and relied on stiff economic penalties and overwhelming military force to keep the colonies and habitats in line. In 2113, the UCN dissolved the UCN Defense Force and formed the United Colonial Army, the only legally permitted military force on Earth and her stellar dominions.

In 2116, the UCN suffered the loss of six colony ships to a massive solar flare which financially damaged their efforts in interstellar colonization. The UCN desperately resorted to open up bidding on the colonization rights of the Alpha Centauri system, in which the Helghan Corporation won the bidding rights. As colonization stretched to Alpha Centauri and Altair, in an effort to enforce Earth's rule on the colonies and prevent rebellions without stretching its own military dangerously thin, the UCN founded and funded the Interplanetary Strategic Alliance, a unified defence alliance for all existing and future colonies.

The increasingly rigid rule of Earth prompted a group of colonies to split away from the UCN and to create the Independent Colonial Strategic Alliance, a rival colonial alliance. Though the UCN and ICSA remained neutral, ICSA-aligned colonies grew to oppose Earth authority in the 24th century.Retirement Plan

First Extrasolar War:

During the late 22nd century, the UCN grew concerned of the Helghan Administration's stranglehold over star travel and space trade, areas which were traditionally under UCN control. Frustrated by the Helghan Administration profiting off colonial endeavors that the UCN itself has underwritten, the UCN levied stricter controls and tariffs on all space traffic, and heavily tax the colonies—that money was then used to expand the UCA, creating new and advanced warships designed to destroy ISA fleets and control dissent in the colonies.

The Helghan Administration refused to follow the new regulations and after failed multiple attempts to negotiate with Earth, seceded from the UCN and ignited the First Extrasolar War. In 2201, the UCA Navy and ISA Alpha Centauri destroyed the Administration's forces and arrested its civil servants. The UCN Senate gave ISA Alpha Centauri authority over Vekta and sending loyal UCN civilians from Earth to expand the Vektan colony to curb future unrest from the Helghan corporate populace. This measure in the aftermath of the war was to send a clear message to the other colonies to recognize the UCN's rights to regulate and tax space shipping is never challenged.

The UCN's harsh punishment over the Helghan Administration, however, created violent tensions between the Earth minority and Helghan corporate majority, and leading to millions of disaffected Helghan colonists to resettle on planet Helghan, where the UCN formally recognized the Helghan Administration as a sovereign nation and declared Helghan to be their territory in perpetuity while subjected to ISA blockades and restrictions until diplomatic relations were normalized.

Second Extrasolar War:

Following the outbreak of the Second Extrasolar War, the UCN dispatched UCA reinforcements to Vekta and aiding the ISA against the Helghan Empire. The UCA fleet nearly suffered complete destruction from the Helghast-controlled orbital defense platform which was prevented by the actions of four unlikely heroes, led by an ISA soldier Jan Templar.Killzone Following the defeat of all Helghast forces on Vekta, the UCA fleet declared the situation in Vekta stabilized and withdrew from the system after the UCN ordered the ISA to restore the Helghan blockade but without taking any other offensive action. However, the ISA refused to allow the Helghast go unpunished and launched a disastrous counter-invasion of Helghan.Killzone 2

In May 2360, the Helghast attempted to launch a massive invasion of Earth and eliminate the UCN leadership by eradicating all life on the planet with irradiated Petrusite weapons. However, the Helghast's attempt was prevented by civil war between the Helghast factions led by Admiral Orlock and Jorhan Stahl, and the efforts of a small ISA force that destroyed the Helghast fleet and subsequently causing the Terracide.Killzone 3

Government:

The United Colonial Nations Senate serves as the legislative branch of the UCN government.

The UCN directly controls over the colonies. Colonial resources, such as food and minerals, are taxed to Earth, as the resource-depleted planet cannot afford to have its flow of vital commodities halted for any prolonged period of time that would starve Earth's population. The UCN holds strict rules over colonization and issues licenses to companies and governments who pursue colonization projects. Violation of these rules is considered a very serious infraction, which depends on the circumstance. These penalties ranges from economic sanctions, stiffer penalties, and finally expulsion from the UCN to military action as a last resort.

Since the First Extrasolar War, the UCN had demonstrated their authority to use overwhelming military force to coerce their colonies from ever rebelling Earth's rule. As a result, detractors such as the Helghast viewed the UCN as a tyrannical oppressor.Why We Fight However, the UCN government was unable to prevent Vekta for launching a counter-invasion of Helghan during the Second Extrasolar War, despite explicit orders not to do so.

Military:

The United Colonial Army is the UCN's primary military. The UCA is intended to protect Earth and its colonies from insurrections and the bulk of their forces are kept off-world where they can deploy on a moment's notice. The UCN's colonies that are out of reach from Earth are defended and policed by the Interplanetary Strategic Alliance, which answers directly to the civilian government of the UCN rather than the military command of the UCA.


Instruction: Provide detailed information regarding Vehicles in the Killzone universe.

Output:
This is an overview of vehicles in the Killzone universe.

Gameplay:

In gameplay, only a small number of vehicles are controllable in Killzone 2. In Killzone 3, only the LS209 Exoskeleton is playable in multiplayer.

Ground vehicles:

.]]

;ISA

*Archer Tank

*ISA AAPC

*LS209 Exoskeleton

*HAMR IFV

*ISA Jeep

*Lancer - A 6x6 wheeled Infantry Fighting Vehicle.

;Helghan Empire/New Helghan

*Arc APC

*Helghast Heavy Hovertank

*Helghast Light Hover Tank

*Helghast Hover APC

*HGH Tank

*Helghast Tracked APC

*Ice Saw

*Jet Bike

*MAWLR

*Trooper Carrier

Aerial vehicles:

.]]

.]]

;ISA

*Dropship - Dropship.

*Fighter Bomber

*Intruder - Dropship.

*ISA VTOL

;Helghan Empire/New Helghan

*ATAC

*Helghast Bomber

*Leech Pod

*Overlord Dropship - Dropship.

*Helghast Strike Fighter

*Stinger

Watercraft:

;ISA

*ISA Fast Attack Boat

*ISA Hovercraft

;Helghan Empire/New Helghan

*Helghan Embassy Boat

*Helghast Assault Boat

*Helghast Fast Attack Boat


Instruction: Provide detailed information regarding Vektan Security Agency in the Killzone universe.

Output:
|status = Active

|affiliation = ISA Alpha Centauri

}}

The Vektan Security Agency (VSA) is an intelligence agency of the ISA Alpha Centauri tasked with defending the Vektan side of planet Vekta. The agency is headquartered in the VSA Headquarters in Vekta City. Its director was Thomas Sinclair. They make their first appearance in Killzone Shadow Fall.

History:

The Vektan Security Agency was formed in the aftermath of the Second Extrasolar War to counter the Helghast nation of New Helghan. Throughout Vekta's cold war period, the VSA safeguard Vekta from the resettled Helghast through covert means and special operations. Thomas Sinclair, an ISA Shadow Marshal, helped to create the VSA and rose through its ranks to Director in just four years.Thomas Sinclair

Visari Park infiltration:

On June 6, 2390, VSA Shadow Marshal Lucas Kellan was intentionally captured by New Helghan forces and traded as part of a prisoner exchange for a half-breed operative known as Echo. This was apparently done in order to rescue VSA operatives.

On June 21, VSA Shadow Marshal Kellan infiltrated Visari Park to retrieve VSA reconnaissance operatives who had fallen out of contact, and the intelligence they had gathered. After locating the operatives and retrieving the intelligence, the Shadow Marshal and the operatives made a bold escape, destroying a massive statue of Scolar Visari in the process.Killzone Shadow Fall, campaign level The Shadow

Scuttling the Cassandra:

The following day on June 22, the VSA learned from the recovered classified data that the ISC Cassandra, a classified research vessel sanctioned by the VSA to develop a bio-tech weapon designed to kill the Helghast, was compromised and its entire crew killed by the project that was being conducted by VSA scientist Dr. Hillary Massar, who was trying to defect to the Helghast.

Sinclair dispatched Kellan to scuttle the Cassandra to eliminate all evidence and apprehend Massar. Kellan succeeded in changing the ship's course to the sun, but failed to retrieve Massar from defecting to the Helghast.Killzone Shadow Fall, campaign level The Doctor

Black Hand attack on Vekta City:

On June 29, the Black Hand launched an attack on Vekta City in which they bombed VSA Headquarters. VSA personnel engaged the Helghast terrorists and preventing Black Hand forces from using hijacked trains as makeshift missiles, and rescuing multiple hostages held by the terrorists. The VSA later located the leader of the Black Hand, Vladko Tyran, but were unable to arrest him as Tyran escaped to New Helghan.Killzone Shadow Fall, campaign level The Patriot

Sinclair dispatched Kellan under-cover as a refugee to New Helghan to locate Tyran. Kellan was not able to capture Tyran but gained vital information that confirmed Jorhan Stahl to be alive and was working with the Black Hand and Chancellor Hera Visari in starting another war with Vekta and using Dr. Massar's bio-tech weapon to target Vektans.Killzone Shadow Fall, campaign level The Helghast

Assault on Helghan:

The VSA tracked Massar in a massive mining spire in orbit over Helghan and dispatched Kellan to recover the doctor while a ISA fleet awaits to retake the bio-tech weapon. However, Massar was killed by the Helghast agent Echo after Kellan refused to follow Sinclair's orders in which he is declared as a traitor.Killzone Shadow Fall, campaign level The Handler

On July 7, Sinclair led ISA forces into launching an assault on Jorhan Stahl's base on Helghan where Massar's weapon is completed. The assault became a disaster as Stahl activated the weapon that annihilated most of the ISA fleet. Sinclair survived the attack and boarded Stahl's base, killing Stahl and Kellan, and reacquired the bio-tech weapon with the intention of eradicating the Helghast.Killzone Shadow Fall, campaign level The Destroyer

Following Sinclair's return to Vekta a month later, he began rallying for war against New Helghan. However, during a pro-war speech in front of the rebuilt VSA Headquarters, the director was assassinated by Echo.Killzone Shadow Fall, campaign level The Savior

Jurisdiction:

The VSA has their jurisdiction in Vekta. The VSA gathers intelligence through Shadow Marshals and their Special Forces branch. The VSA also controls the media, transportation (such as the FlyRail system), civilian data (such as bank records, medical history, etc.), and surveillance systems.

Despite being officially under the control of the Vektan Colonial Government, the Agency has a strong influence over the government itself, to the point that Maya Visari says that it is actually the VSA who decides on the issue of military matters and that the government usually follows.Killzone Shadow Fall, campaign level The Agent However, the Vektan Government had resisted supporting Sinclair's aggressive stance on New Helghan until the Black Hand attacked Vekta City.

Equipment:

Small arms:

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Spacecraft:

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{| border="0" cellpadding="1" cellspacing="1" class="article-table"

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!Name

!Description

|-

| VSA Security Forces

| Highly trained security operatives tasked with safeguarding the Vektan citizens. Provides security for any and all events, safeguards V.I.P.s and conducts counter-terrorism operations.

|-

| VSA Special Forces

| Highly trained special forces operatives. Their role predominantly consists of conducting covert operations on the Helghan side of the Wall, under great risk.

|-

| Shadow Marshals

| Working alongside and from within the Special Forces, the Shadow Marshals are the elite of the VSA. They are tasked with highest risk missions, which includes the following; infiltration, intelligence gathering, reconnaissance and assassinations.

|}

Personnel:

{| border="0" cellpadding="1" cellspacing="1" class="article-table"

|-

!Name

!Rank/Position

!Status

|-

|Thomas Sinclair

|Director

|Deceased

|-

|Lucas Kellan

|Shadow Marshal

|K.I.A.

|-

|David HebsonLast Call Home

|

|Deceased

|}


Instruction: Provide detailed information regarding Cadaver Beetle in the Killzone universe.

Output:
Cadaver Beetles are a species of scavenger insect that help to keep the planet Helghan clean of deceased creatures.

Description:

The beetles feed on the dead and move in quickly to devour any fallen soldier, ISA or Helghast alike. They pose no threat to the living, but do provide a valuable service to the Helghan ecosystem in cleaning up the remains of those that have fallen in combat. Cadaver Beetles seem to be a common sight on Helghan, inhabiting environments ranging from the sewer systems below dense cities, scorching deserts, and even hostile, humid jungles.

Killzone 2:

Cadaver Beetles are first seen in "Salamun District".

Killzone 3:

In "Six Months On", Cadaver Beetles are seen roaming the jungles in sizable numbers. As opposed to the Cadaver Beetles inhabiting the arid desert mines in Killzone 2, who must be observed for some time before they begin to scavenge, the Cadaver Beetles in the Kaznan Jungle gather to feed on carrion almost immediately after any skirmish is over.


Instruction: Provide detailed information regarding Elias Vitter in the Killzone universe.

Output:
Elias Vitter was the Chief of Police of Pyrrhus during the Second Extrasolar War.

Biography:

During the ISA invasion of Helghan, Vitter put Pyrrhus in a state of police lockdown and ordered his District Commanders to upheld the curfew. Anyone that contravened the curfew would be placed under arrest and charged with contravention of Public Order Regulation 2063. He permitted officers to use deadly force in case of a civilian resisting arrest.District Police Orders

Vitter also followed Colonel Vyktor Kratek's orders to arrest civilians (mainly looters and scavengers) at the lower segments of society, rather than just hardened criminals, and shipping them to Kratek's weapons research unit, Facility X01, as unwilling test subjects.Scientific Research


Instruction: Provide detailed information regarding Elite Shock Trooper in the Killzone universe.

Output:
The Elite Shock Trooper is a Helghast enemy in Killzone 2, Killzone 3, and Killz

Description:

Elite Shock Troopers are the lean and mean special forces of the Helghast Army who are highly trained and strategically skilled. Also called "Shocks" or "Leets" by ISA soldiers, the Elites are all hardened veterans with wits to match their bloodthirstiness. Elites train in every possible condition and are ready to operate completely independent of support units. They are capable of very flexible deployments in a wide range of missions.

In Killzone 2, Elite Shock Troopers are only encountered in Mission 8: The Cruiser, participating in the Helghast attack on the ISA flagship New Sun. A pair of Elite Shock Troopers are also seen accompanying Colonel Radec when they confronted Jan Templar. In Killzone 3, Elite Shock Troopers are only fought in Interception.

Tactics:

The Elite Shock Troopers are thin, fast, and dressed in special armor. They are highly accurate with their gunfire, and will quickly rush your position. If you are taking cover, they will often throw Teslite Grenades.

As with the other Shock Troopers, keep your distance and use grenades and long range gunfire to pick them off as they move in. If you get them alone, then don't hesitate to rush them for a knife attack. If you chose to rush in, be mindful of other enemies in the area, and stay evasive as the Elite Shock Trooper has a deadly aim. If you're hurt, then take cover to heal and let the Elite come to you. Once he gets close, he will pause and draw his knife. Use this short pause to your advantage, and quickly hit him with a Melee attack or fully automatic fire.


Instruction: Provide detailed information regarding Guard Dog in the Killzone universe.

Output:
Helghast Guard Dogs are a breed of canines that are used by the Helghan Empire.

Killz

They were deployed on the battlefield under the orders of General Metrac after it became clear that Sentry bots were becoming unreliable due to mechanical failures. Though unarmed, the Guard Dogs are deadly due to their use of their razor sharp teeth which have been mechanically enhanced.

The Guard Dogs excel in detecting and seeking out enemy stealth units. Due to the fact that they originate from Helghan, the Guard Dogs require the same visual enhancements as their masters in order to function in environments such as Vekta.


Instruction: Provide detailed information regarding Helghast Assault in the Killzone universe.

Output:
Helghast Assault is the first level of Killzone.

Plot:

The Helghast launched a surprise invasion of planet Vekta. With all communications to Vekta High Command cut off, Captain Jan Templar is forced to fight his way to ISA headquarters and get in contact with his superior General Bradley Vaughton.

Templar fights his way through trenches and bunkers before entering the city. After reaching the HQ, Templar helps defend the HQ from a Helghast attack before reuniting with Vaughton. The General informs Templar about the SD Defense Network's shutdown and his plans to restore the defense network with a security key. Furthermore, the ISA have to hold out against the invasion until reinforcements from Earth arrive. Vaughton also tells Templar that he specifically chosen him for a mission to find Colonel Gregor Hakha, an infield agent who had discovered vital information for the ISA. Hakha went missing in the city's slums and the Helghast are determined to capture him. Just as Templar accepts his assignment, the HQ comes under attack.

Transcript:

Trophies:

*Helghast Assault - Complete Chapter 1.

*Burn Baby Burn - Destroy your first enemy APC.

*Tanks For The Good Times - Destroy 2 Helghast Tanks attacking the Industrial level.


Instruction: Provide detailed information regarding ISA AAPC in the Killzone universe.

Output:
The ISA AAPC is an amphibious ISA assault transport vehicle.

Overview:

The AAPC is the preferred carrier for ISA infantry, capable of performing highly effective assaults across long patches of land. It is good at absorbing punishment but not as good at dishing it out. The AAPC is fairly slow, but heavily armored all-around. Moreover, it is quite reliable. It has a very low profile, holds six men, and is equipped with a top mounted LMG that provides adequate suppressive fire while troops deploy through the rear exit hatch.


Instruction: Provide detailed information regarding ISA Medics in the Killzone universe.

Output:
ISA Medics are soldiers who specialize in caring for the wounded on the battlefield. ISA Medics go to the wounded with blood plasma, the latest anti-trauma drugs and defibrillators, they save lives by the bucket load – and suffer the heaviest casualties of any military specialist. Referred to as the saints of the battlefield, most grunts would rather flip off the Sergeant Major than upset their squad medic. Medics maintain life rather than completely heal life by keeping a soldier alive until he or she can be seen to by a doctor with better equipment.

Medics are clothed similarly to regular marines, however they have white helmets with red crosses and orange forearm guards to signify their non-combatant role, whether this is any protection against such brutal enemies as the Helghast is open to question. Medics seem to have less body armour than regular grunts, possibly the reason for their heavy casualties. Rather than ammunition and other weapons, medics carry medical supplies in their thigh pouches.

The medic's specialty patch emblem is a snake entwined around a pillar on the standard blue background common to ISA patches. Each Marine squad supposedly had a medic integral to it. The ISA's medics might be a direct part of the Navy rather than as part of the Navy's semi-independent marine units, and are just attached to marine units, possibly on a permanent basis.


Instruction: Provide detailed information regarding List of businesses in the Killzone universe.

Output:
Banks:

*Interplanetary Banking Guild

Beverages:

*DR.NUKE Original LagerKillzone Shadow Fall, campaign level The Father

*FATSHAKES

Clothing:

*Ralph Von Vekta

Conglomerates:

*Helghan Corporation

Consumer goods:

*Gienni Jewellry

Defense contractors:

*Blackjack Armories

*Brown Industries

*Corinthmetall

*ISA Laboratories

*ISA Vekta Shipbuilding Division

*ISA Weapon Systems

*Iven and Petrom

*Liberta Industries

*Stahl Arms

*Thoralf-Sigurd-Vig

*Visari Corporation

Entertainment:

*Raydiant Pictures - An entertainment company located in Rayhoven. It produced the 2390 film Solar Dawn.

Food:

*Planet Yummy

Media:

*Helghast Daily News

*N-Work One

*United Colonial Broadcast Network

*Vekta Today

Private military contractor:

*Phantom Talon Corp

Retail:

*Teunisz Workstation - Apparently a provider of office/school supplies.

Technology:

*Huygens Data Solutions

Watchmaking:

*Nixon Watches

Other:

*MASSMEDS


Instruction: Provide detailed information regarding M404 Missile Launcher in the Killzone universe.

Output:
The M404 MAW (Medium Anti-tank Weapon) or M404 Missile Launcher, is a missile launcher featured in Killzone.

Specifications:

The M404 fires single 84 mm missiles in either dumb-fire or laser-guided mode. It is nicknamed the "Drainpipe" by ISA troops.

Strategy:

The M404 is effective against Helghast Tanks, APCs, or even Overlord Dropships. It is very effective in clearing enemy-filled rooms. It is advisable to make sure your allies are clear of the blast radius in a multiplayer team game.


Instruction: Provide detailed information regarding MULE in the Killzone universe.

Output:
The Mobile Utility Light Equipment is a wheeled multipurpose vehicle, used by the UCA and ISA alike. Often referred as the "Jeep", its used mainly for logistic operations and non-frontline duties, but also for police actions.

Its modular design makes the MULE a versatile piece of equipment.

The MULE seems to be inspired by the HMMVEE.


Instruction: Provide detailed information regarding Operation Archangel in the Killzone universe.

Output:
|commanders2=*Autarch Scolar Visari†

*Colonel Mael Radec†

*Admiral Orlock

*Colonel Vyktor Kratek†

|casual1=Heavy casualties

|casual2=Heavy casualties

|forces1 =*1st ISA Invasion Fleet

*2nd ISA Invasion Fleet

**Battle Group Mandrake

***180,000 ground troopsReport JL28X

***70,000 support troops

**Avenger Convoy

**Punisher Convoy

**Nemesis Convoy

**32nd M.A.T.

**Alpha Squad

*3rd ISA Invasion Fleet

*ISA Marines

*6th Marine Division

*8th Infantry

*ISA Legionnaires

----

*Phantom Talon Corp

|forces2 =*Helghast First Army

**800,000 soldiers

}}

Operation Archangel was ISA Alpha Centauri's counter-invasion of Helghan in retaliation for the Helghan Empire's invasion of Vekta during the Second Extrasolar War. The objective was to quickly end the war by capturing Autarch Scolar Visari and replacing the Helghast regime with an easily controlled government. However, the ISA were underestimated by the fanatical tenacity of the Helghast and ultimately failed to accomplish their goals, costing nearly the entire loss of their invasion force in the nuclear destruction of Pyrrhus, and causing the death of Visari.

Prelude:

Following the end of the conflict on Vekta in January 2358, the United Colonial Army fleet that was sent to aid Vekta had deemed the situation stabilized and withdrawn from Alpha Centauri before giving the ISA with specific ord

However, the Vektan Council were not receptive to the UCA orders under the belief that the United Colonial Nations would likely blame past decisions regarding treatment of the Helghast upon them for causing the war, thus allowing the Helghast to go unpunished for the atrocities they committed on their world. Instead, the Council defied the UCA orders and pursued for ending the war against Helghan.

The Vektan Council made their main priorities to swiftly ending the

The operation consisted of three waves of assault with a total of three ISA battle groups. The first wave was to secure a local firebase and capture the Helghast capital of Pyrrhus. The second wave, led by Templar's Battle Group Mandrake, is tasked to capture Scolar Visari and eliminate the ground opposition as well as the remaining ships and orbital defenses. The third and final wave was in charge of deploying supporting troops to assist the ISA ground forces, aid the other battle groups and escort Battle Group Mandrake in their return to Vekta with Visari as a prisoner of war to be judged for his war crimes.

Vekta's actions were in clear violation of UCN orders and caused protests from both the UCN and the Independent Colonial Strategic Alliance, which repeatedly called both sides to de-escalate the conflict.Killzone 2 intro However, such pleas were ignored and in November 2359 the ISA Alpha Centauri launched its invasion of Helghan.

Invasion:

Upon their arrival to Helghan, the first wave of ISA cruisers rapidly obliterated the Helghast's orbital fleet and quickly established a total orbital blockade. The fleet later started to bombard Helghan's surface, but only to be met with returning fire from Helghast anti-orbital Arc Cannons.Orders To Arc Batteries The ISA were caught off guard by the Helghast's Arc weapons and were forced to temporarily delay the invasion. ISA-sponsored mercenaries were sent planetside to disable the cannons, allowing the ISA to deploy their troops to Pyrrhus while ISA ships bombard the city as cover for the ground assault.Killz

The ISA established a beachhead at Corinth River and from there made their advance on Visari Square.Killzone 2, campaign level Corinth River Despite facing stiff resistance from the Helghast, which saw both sides taking large amounts of casualties, the ISA were able to capture Visari Square and Radec Academy.Killzone 2, campaign level Visari Square Just as the ISA prepared to attack the Imperial Palace, Colonel Mael Radec activated a network of Arc Towers hidden beneath Pyrrhus, killing hundreds of ISA soldiers and stopping their advance on the Palace.Killzone 2, campaign level Salamun Bridge

observing the destruction of Pyrrhus caused by the Red Dust warhead.]]

ISA weapons researcher Evelyn Batton identified the Arc weapons' power source in which Colonel Templar tasked Alpha Squad in finding the main Petrusite source of the city's defenses. Alpha Squad soon discovered the location of the Petrusite distribution grid in the Maelstra Barrens, and Templar made preparations to disable the Petrusite grid and depowering Pyrrhus's defenses.Killzone 2, campaign level Tharsis Refinery Before Templar could disable the grid, Battle Group Mandrake came under a surprise counter-attack by the last remnants of the Helghast orbital fleet, led by Colonel Radec, boarding or destroying several ships in the process. Templar's flagship New Sun was heavily damaged and boarded by the Helghast led by Radec, who then killed Batton, mortally wounded Templar, and extracted the nuclear launch codes from the ship's computers to rearm the stolen ISA nuclear weapons. A dying Templar maneuvered the New Sun to crash directly into the Petrusite grid, shutting down the Helghast's Arc network.Killzone 2, campaign level The Cruiser

While Templar's actions allowed the ISA an opening to Visari Palace, Visari detonated a Red Dust nuclear warhead over Pyrrhus, killing most of the ISA forces and city's population.Killzone 2, campaign level Maelstra Barrens Prior to the detonation, Radec had ordered the Helghast Army's senior officers and their forces to move out of the blast zone within ten kilometers from the Corinth River while sacrificing any Helghast troops who are unable to reach safety.Project Red Dust The remaining ISA forces fell under the command of Captain Jason Narville, who managed to avoid the nuclear explosion entirely, due to being situated outside the capital city in the Helghan desert wastes while conducting rescue operations. This small contingent then gathered any surviving troops and launched a desperate, all-out attack on Visari's Palace to capture the dictator.

After a brutal battle between Visari's Palace Guards and the remaining ISA forces, the Helghast were driven back to the massive entrance of the Palace where they fought, and died, to the last man. Colonel Radec was mortally wounded and committed suicide for failing to protect Visari. After securing the Palace, Alpha Squad members Sergeants Tomas Sevchenko and Rico Velasquez were sent to confront Visari and finally place him under arrest. But the ISA's chances of ending the war were quickly undone when Sergeant Velasquez impulsively killed Visari out of anger.Killzone 2, campaign level Visari Palace Captain Narville arrived at the scene of Visari's death too late and desperately had ISA medics to resuscitate the Autarch but to no avail.Killzone 3, campaign level Evacuation Orders

Evacuation:

Soon after Visari's death, the fleet of the Helghast First Army under Admiral Orlock launched a surprise attack on the ISA. The ISA High Command deemed the operation a failure and ordered all ISA personnel evacuated from Helghan. Instructed by High Command, Captain Narville led his forces in a desperate, fighting retreat through the ruined capital and across the Corinth River, and made their way to an extraction point, which was the crater created from the Red Dust nuclear warhead.

The retreat was harried by relentless and overwhelming Helghast forces in which many ISA personnel were left scattered and isolated across the city. Upon reaching the Corinth River, Narville was forced to thin his forces to secure the crater before a fleet of twelve Helghast battleships engaged the three remaining evacuation ships. The ISA cruisers soon came under heavy fire from Helghast MAWLRs. Only the ISA ship Arcturus safely departed from the planet while the ships Compulsion and Dauntless were shot down. The surviving ships were then forced to leave Helghan, abandoning many ISA soldiers including Narville and members of Alpha Squad behind, stranding them at the mercy of the vengeful Helghast.Killzone 3, campaign level Pyrrhus Evac

Aftermath:

The ISA completely failed in their goals to capture Visari, nullifying any chance of ending the war. The ISA invasion force were nearly decimated by the detonation of the nuclear weapon Red Dust in Pyrrhus and the subsequent Helghast counterattack destroyed much of the remaining ISA fleet during a chaotic retreat from Helghan, and consequently stranding many ISA personnel that were unable to be evacuated. In the next six months, the Vektan Colonial Government would concede to a ceasefire with the Helghast.Killzone 3, campaign level Six Months On

With Scolar Visari dead, the Helghast became now more hellbent than ever on destroying the ISA and UCN for the death of their leader and the devastation of their capital. However, the loss of Visari led to a tenuous political power struggle between the factions of Admiral Orlock and Chairman Jorhan Stahl of Stahl Arms, who compete for the right as Visari's successor.


Instruction: Provide detailed information regarding Rayhoven Base in the Killzone universe.

Output:
Rayhoven Base was an ISA military base, which played a crucial part in the ultimate defeat of the Helghast forces on Vekta during the Second Extrasolar War.

History:

Rayhoven Base is located on Southern Vekta near Rayhoven City. Vektan Minister of Defense Heff Milcher, General Dwight Stratson, and scientist Evelyn Batton convened at Rayhoven to discuss the use of the Red Dust nuclear weapon against the Helghast.

Later, the base would be stormed by Helghast forces, but Jan Templar would come to the three's rescue, although Heff Milcher would die.Killz


Instruction: Provide detailed information regarding Security Trooper in the Killzone universe.

Output:
Security Troopers are the backbone of Helghast Security. They always on guard against ISA infiltrators. Their agility and convergence tactics compensate for their vulnerability in comparison with other Helghan forces.

Tactics:

Security Troopers are highly mobile and they are easy to kill. They first appear in chapter two The Shadow.

Quotes:

Chapter 6: The Agent:

*"I hear we have a Shadow Marshal in Detention Area 7."

*"Don't move! Get those hands up."


Instruction: Provide detailed information regarding Terracide in the Killzone universe.

Output:
The Terracide was the planetary devastation of Helghan that occurred during the end of the Second Extrasolar War in May 2360.

Background:

Near the end of the Second Extrasolar War and following Scolar Visari's death at the hands of the Interplanetary Strategic Alliance during Operation Archangel, two Helghast leaders - arms manufacturer Jorhan Stahl and Admiral Orlock - aimed to succeed Visari, each coveting the position of Autarch.

Both Stahl and Orlock had extensive military resources and political backing, and their contention for power and their bitter rivalry escalated into a brief civil war, in which Stahl ultimately killed Orlock. After having Orlock dealt with, Stahl arranged for his experimental attack vessel, the Khage, which was carrying irradiated petrusite missiles, to launch a direct attack on Earth, the capital world of the United Colonial Nations, to finally end the Second Extrasolar War in his favor and cow the UCN's colonies into surrendering to his rule.Killzone 3, campaign level Interception

Following Orlock's death, remnants of the ISA invaders enter the conflict between Stahl's privates forces and the Helghast loyal to Orlock to stop Stahl and his attack on Earth. ISA operatives commandeered a pair of Strike Fighters and pursued Stahl, who made his way to his flagship. The ISA fighters disabled the Khage by destroying the ship's warp coil and causing the vessel to plummet towards Helghan's surface, in which Stahl barely stabilized his ship from crashing. However, ISA Sergeant Tomas Sevchenko launched a nuclear missile from his Strike Fighter towards the Khage, destroying it. Consequently, the destruction of the Khage caused the unintended detonation of its petrusite arsenal in Helghan's atmosphere, causing a chain reaction of petrusite irradiation to incinerate the entire surface of the planet.

On the surface:

Enormous petrusite fires ignited and propagated rapidly throughout the planet, engulfing Helghan in a wave of nuclear fire. The irradiated petrusite, combined with Helghan's high levels of radiation, fueled a large-scale chemical combustion. The resulting detonation caused tremendous damage to both organic life and inorganic structures.

On the surface, Helghan's civilian population had no inkling of the oncoming disaster or at what time it would strike, and to many it was to be an ordinary day. Many people who were far enough away from the petrusite fires not to be killed on impact, were killed by the collapse of buildings or fallen debris.The Day Of InfamyAftermath The death toll resulting from the detonation and its immediate aftermath was estimated at one billion.Killzone Shadow Fall intro

Damage from the detonation left large portions of the planet uninhabitable and largely unsafe, particularly because of subterranean tremors. These tremors echoed long after the blast and continued to stimulate large buildings and city structures to collapse. Despite this, there were a number of survivors. The civilians who survived migrated in large numbers toward the less affected zones, establishing temporary shelters and makeshift hospitals. At one of these hospitals, future Black Hand leader Vladko Tyran was said to have been born.Little Miracle

The remnants of the Helghast government provided cruisers for use as escape vessels for the survivors and moved many of them off of the planet. However, some civilians could not be transported, either because the vessels were at full capacity or because they could not reach the evacuation site quickly enough.Camp Arrival In particular this was an issue with elderly people and small children. Civilians in this category remained on Helghan.

Meanwhile rumors began to circulate that Jorhan Stahl was still alive somewhere on Helghan.Rumours The survivors who were left stranded on their planet soon rallied under Stahl, who escaped the destruction of his flagship, and began slowly rebuilding their military might underneath the surface of Helghan, planning to renew their war against Vekta.

Aftermath:

The devastated Helghast Army regrouped its resources and evacuated the survivors from their planet. An uneasy truce was negotiated between the Helghast and Vektan government in which the Helghast survivors were granted the right to resettle on Vekta, allowing them to colonize half of the planet and established New Helghan, the successor state of the Helghan Empire.Helghast Daily News, "Evacuation!" Others have also taken residence on the planet Gyre.

Despite the eradication of all major settlements, a number of corporations continue to use the planet as a base of activities, resulting in a small, semi-permanent population. The most notable of these corporations is Stahl Arms (under a shell company name Dolarhyde Consortium), along with its own R&D personnel, and a connected military base. New Helghan continued to use petrusite imports as a power source and an economic commodity. This compelled the refineries on Helghan to remain active and staffed despite the hazards of extraction and the refineries' distance from most consumers.The Spire

Some ruins from former settlements, such as the former Pyrrhus region, remained fraught with automated attack drones and other combat automata, which were remnants of the Second Extrasolar War. There was a large concentration of drones adjacent to Stahl's base, which may have been a deliberate decision by Stahl. These remained engaged long after the evacuation to New Helghan, making it difficult for non-military groups to survey the area.

ISA soldiers Tomas Sevchenko and Ricardo Velasquez were soon identified by the Helghast to be responsible for causing the Terracide and were labeled as war criminals. Sevchenko and Velasquez were forced into hiding while the ISA claimed the two soldiers as "missing in action." The Helghast has since established a manhunt for the soldiers, who still remain uncaught as of 2390.Helghast Daily News, "Vektan War Criminals at Large"


Instruction: Provide detailed information regarding X3-JMR in the Killzone universe.

Output:
The X3-JMR is an ISA jamming device featured in Killz

Design:

The X3-JMR is designed to jam enemy communications and equipment for a certain period of time. It can be used to reveal cloaked enemies, shuts down drones, and prevent other enemies from using their VAN-Guards. It is also useful in some levels in Killz