Instruction: Provide detailed information regarding StA-14 Rifle in the Killzone universe.

Output:
The StA-14 Rifle is a Helghast battle rifle featured in Killzone 2, Killzone 3, Killz

Specifications:

The StA-14 fires 7.62 x 51 mm high-speed, armor-piercing rounds and is very accurate, useful for picking off distant enemies. Exceptions are the fact that there is no internal magazine and en bloc clip, it has a cylindrical magazine, just like virtually all Helghast weaponry.

Killzone 2:

Still in service after 50 years, the StA-14 combines the ruggedness and reliability of the assault rifle with the accuracy and range of the sniper rifle. A symbol for the enduring nature of Helghast military ingenuity, it is considered an honor to wield this weapon into battle.Killzone 2: Collector's Guide to Campaign and Warzone

Killzone 3:

Campaign:

Stahl Arms has modified the StA-14 with a mid-range scope, making it more suitable for sniping and long-ranged shots. The weapon's stopping power also seems to have been increased, as in the single player campaign it now deals 4 times as much damage as an assault rifle, compared to only 2.5 times as much damage in Killzone 2.

Multiplayer:

A weapon of choice for the Marksman class, the StA-14 is capable of taking down an enemy in two shots regardless of skills being used. The zoom that the ACOG provides allows players to use the StA-14 as a semi-automatic sniper rifle.

Killz

Killzone Shadow Fall:

The StA14 is available as part of the Insurgent Pack DLC. It resembles its incarnation presented in Killzone 3 and Killz

Attachments:

*ACOG

Videos:

StA14 Rifle (DLC Weapon) - Killzone Shadow Fall Weapon Guide


Instruction: Provide detailed information regarding StA-5X Arc Cannon in the Killzone universe.

Output:
The StA-5X Arc Cannon is an experimental Petrusite weapon featured in Killzone 3. One of the latest additions to the Helghast arsenal manufactured by Stahl Arms, the StA-5X is the most powerful and brutal weapon capable of killing a soldier in just one or two shots.

Specifications:

The gun utilizes irradiated Petrusite, which is a highly unstable material taking shape of a fluorescent green gas or plasma. Enemies killed by this weapon will explode in a cloud of bloody mist.

The StA-5X was built on the technology originally used on the VC5 Arc Gun. Unlike the VC5 which fires a constant arc, the StA-5X takes a semi-automatic approach for normal firing, but with the added option of charging the shot before it is released. The StA-5X comes fully charged with one hundred units of energy a quick tap shot will consume five units. A fully charged shot requires much more energy.

There is no sight on the gun, but it rarely misses due to an unexplained form of auto-targeting and its high blast range. Perhaps this is due to a biological factor where irradiated Petrusite is attracted by the weak but existent electrical current produced by all living organisms.

Campaign:

It is first found during the mission "Stahl Arms Infiltration", where it can be very useful against the huge waves of Helghast fought in the labs.

The Arc Cannon can be charged by holding down the firing button, which causes it to become more powerful while consuming more energy. The StA-5x Arc Cannon does not have unlimited ammunition and will require either changing weapons or refilling ammo at ammunition crates which are common in the levels they're found in.


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

Output:
The following is a timeline of the Killzone universe.

Terran Era - 2055-2128:

This time marks the last days of the Earth as humanity's sole home.

2055 - 2059:

*A shortage of oil triggers a global meltdown as nations fight for control of scarce resources. Tensions run high as what starts as a limited strategic release of nuclear weapons snowballs into a bitter exchange of warheads aimed at civilian population centers. When the dust clears it becomes clear that a new way will have to be found to survive and to secure the raw materials needed for society to continue.Timeline retrieved from the official Killzone website.

2060 - 2090:

*Earth's richest companies and governments formed an international coalition, the United Colonial Nations (UCN). With Earth's natural resources depleted, and humanity's survival at stake, the UCN begin planning to colonize the outlying planets. The process of building and deploying ships will take upwards of 30 years.

*As it's in the UCN's best interest to support privatization for the sake of finance, they also allow other companies/governments to fund their own colonization projects, but under the strictures of the global (UCN) owners. Some immensely wealthy companies are also able to finance their own colonization, among them, the Helghan Corporation, which has made its sizable fortune in energy and industrial refinement.

*The UCN issued licenses to pursue colonization projects under strict criteria. Violation of these rules is considered a very serious infraction ranging from economic penalty to even military action as a last resort.

2095 - 2110:

*The colony ships begin to leave Earth, bound for various planets within the Sol System.

*As colonization is still in its infancy, the UCN has not yet managed a way to skillfully deal with the massive amounts of administration necessary to deal with all these new colonies on top of their own significant requirements as a newly minted agency. They are, in a word, swamped. They rely on stiff economic penalties and overwhelming military force to keep the colonies and habitats in line.

*The UCN Defense Force is formed. Although recognized for having the highest tech and best trained troops, the UCN Defense Force was conceived as a temporary solution.

2111:

*The first ships, having left ten years ago, begin to arrive in the Alpha Centauri system. The system is a "hub" system between Earth and the outlying proposed colony sites and thus will come to hold great significance in the years to follow. Initially two worlds are pinpointed for colonization - a rocky world around Alpha Centauri A and a lush Eden planet around Alpha Centauri B.

2113:

*The UCN Defense Force is dissolved due to allegations of incompetence, corruption and bureaucratic inefficiency. Part of this deal is the formation of the United Colonial Army, now the only legally permitted military force on Earth or her stellar dominions. The UCA Navy is the first service branch formed.

2116:

*A cluster of six colony ships, Archon, Triumph, Pacifica, Jericho, Seraph, and Harbinger completely drop off the tracking imager during a particularly intense solar flare. Contact cannot be re-established with them. The last transmissions from the ship seem to indicate a catastrophic systems failure. At the time, all hands are presumed lost.

*The loss of the colony ships is a significant financial hit for the UCN. They simply cannot afford to fund another interstellar colonization effort of the same size, and the chances of a smaller colony failing are too high. In a mood of desperation the UCN opens the bidding on the settlement rights for the Alpha Centauri system - and after a highly competitive bidding process they are won by the Helghan Corporation. The post-bidding news is full of allegations of vote fixing and bribery - and much is made of the fact that the corporation has a fleet of colony ships almost completed - but nothing is proven. Key to the success of the Helghan bid is underwriting and credit from the Interplanetary Banking Guild - in return for some 10% of Colonial profits once the colony is established.

2118 - 2127:

*The journey is difficult at best and although the cryo-sleep, or 'ice-nod' chambers work well they do not work perfectly. 2% of the total Helghan population expires en route. Upon reaching the nearer planet, named Helghan, there is some dismay as scientists realize that life here will be hard. Despite enormous free-energy resources, the ecosystem on Helghan is extremely poor. A prefabricated space station is left in orbit around Helghan, with volunteers who elect to stay and seed the surface with automated refineries and power generators. The rest of the ships take a chance on their dwindling resources and push on to the second planet - which they name Vekta after Helghan Corporation CEO Philip Vekta.

Early Vektan Era - 2129-2155:

This era marks the early days of the colonies of Alpha Centauri. The planets are settled, the infrastructure established and slowly things are built up. This period ends at the beginning of the great boom on Vekta.

2129:

*The first ships arrive on Vekta.Planet Vekta Roughly 12 colonies are founded during the years 2129 to 2140. Vekta, roughly Earth-sized, is an agrarian and idyllic world, full of natural splendor and lushly forested - an Eden. Agricultural produce skyrockets on Vekta - the colony quickly becomes able to feed itself. Vekta City is founded.Vekta City

2133:

*The planetary colony of Gyre is founded in the adjacent Altair system. Gyre is largely ocean, smaller than Vekta and colder, with millions of tiny islands dotting the surface.

*As the first colonies get underway the UCA discovers that communications does not allow it to efficiently manage colonial defense from a central headquarters. To combat inefficiency the UCN creates the Interplanetary Strategic Alliance - a concept which allows systems of varying degrees of integration to enjoy membership of a unified defense alliance. The UCN provides backup, training and equipment whilst the local Colonial Administration provides funds and men. ISA duties are to include revenue gathering, policing and local defense. The local ISA commands are subordinate directly to the civilians of the UCN and not under the military command of the UCA, and all ISA's are completely independent of each other, their strength and budget determined solely by the funds the local authority authorizes. ISA Altair and ISA Alpha Centauri are among the first ISA Commands created.

2135:

*Despite some very rough early years - and numerous occasions when the colony was almost wiped out - the initial Helghan settlers manage to make the Vektan colony secure. In addition their space station around the world of Helghan is perfectly positioned to service the ships passing through Alpha Centauri between Earth and the new colonies. Starships come here to be supplied, maintained and refueled. On top of this many tankers begin to ply the routes between Helghan and their home worlds, bringing vital energy resources that command top prices. The money starts to roll in - offsetting the need to import comforts, medical supplies and food to the space station.

2138:

*Communications technology improves to the point where real-time communications are possible between Helghan and Vekta. The government on Vekta establishes the Helghan Protectorate, whereby both worlds are administered from Vekta. Helghan taxes and energy are now pouring directly into the Vektan market without going through the ISA, whilst Vekta provides Helghan with a wider and healthier variety of foodstuffs and luxuries. Employment is at 95% and morale skyrockets on both worlds. A new emblem is created that is symbolic of the mutually dependent relationship between Helghan and Vekta - three interlinked arms labeled Peace, Justice and Freedom.

*The Helghan Protectorate forms the first legally recognized militia service that is not part of the direct ISA or UCN/UCA chain of command. Although the Helghan Militia are small and lightly armed, performing only customs, police and ceremonial duties, the ISA views them as something of a challenge and threat and imposes strict limitations on their size and equipment. In addition, all officers of the Helghan Militia are to be provided by the ISA.

2149:

*Much of planet Helghan's infrastructure of industry, from turbines to the massive processing facilities in the Helghan wastes, has been laid. The Helghan Corporation is now in the main completely self-sufficient and in the possession of vast sums of money and power which they can use to supply the rapidly expanding human universe, earned by selling energy to the passing colony ships, the newly established colonies, and with Earth itself. Their presence on Earth is now minimal, with most of their assets and offices are located on Vekta.

2152:

*With the increasing complexity of managing the colonies on Helghan and Vekta the Helghan Corporation decides to set itself up as a civil administration. This expanded charter allows it to take over all local administration duties from the ISA, levy taxes against the entire population and reorganize all social services. However, they are still bound by strict ISA regulations on ship construction, orbital industries and the establishment of new colonies on their worlds.

2155:

*The Helghan government turns in a significant tax-surplus in each budget, stockpiling the money away in case of disaster. By 2155 this stockpile has gotten so big that the Helghan Administration makes an offer to the ISA to purchase the Alpha-Centauri system outright - allowing them to avoid sending their yearly tithe to Earth in favor of a fee paying system for individual services, such as support of the local ISA Command. The UCN, which would have normally outright rejected the offer, accepted the Helghan/Vektan purchase in order to cover the costs of its current colonial endeavors.

Platinum Era - 2156-2199:

This era marks the heights of Vektan/Helghan civilization - before the dark days of the coming war.

2156 - 2190:

*Free to invest and tax in their colonies as they wish a period of runaway economic and industrial growth grips the Helghan Administrations two worlds. The automated refineries on Helghan are expanded and developed; the orbital shipyard becomes the largest orbital structure outside the Terran system. The Helghan system is a "hub system" that connects Earth to its colonies - every ship must travel through Helghan to get anywhere. The Helghan Administration begins to charge each ship for the privilege - allegedly a fee for traffic control, customs, search and rescue, and other such services. In reality, it is a thinly disguised tariff upon all trade in space. Helghan based ships are granted a residence permit that frees them from some charges, encouraging some shipping companies to relocate.

2195:

*The Vekta City Dam is constructed in conjunction with the development of Vekta City.Vekta City Dam

2198:

*The UCN grows concerned at the increasing domination that Helghan is exerting over star travel and space trade - traditionally under UCN control. They also become frustrated that the Helghan are creating vast wealth off the backs of colonial endeavors that the UCN itself has underwritten. It levies stricter controls and tariffs on all space traffic and taxes the colonies more heavily than ever before - using the money to expand the UCA, the UCA Navy receiving the bulk of the new budget. For the first time the UCA Navy develops large scale troop transports and the new heavy cruisers- warships clearly designed principally to smash the ISA fleets of the outer colonies and invade them by force.

*As part of these new regulations several privileges granted to the Helghan Administration as part of the Helghan/Vektan Purchase are rescinded - specifically the right to a large home fleet and tariffs on shipping. The Helghan Administration refuses, but does agree to high-level talks on a compromise solution. However, the wealthy people of Vekta and the powerful companies in orbit around Helghan pressured the Helghan Administration not to budge on the issues of tariffs or self-defense.

2199:

*Despite multiple attempts to negotiate a settlement, the talks between the UCN and Earth fail to bring a mutually satisfactory resolution. Earth flat out demands compliance from the Helghan Administration and the Helghan Administration responds by formally seceding from the UCN, declaring itself an independent colony.

*The UCN considers retaliation by slamming an embargo on trade with Helghan, but this is deemed to be counterproductive - the Helghan would simply prevent any trade ships reaching Earth and Earth can no longer survive for any length of time without colonial resources. The decision is made to send a powerful UCA Navy fleet to seize control of the navigation points between the colonies and Earth in the Helghan system. Protecting the flow of colonial trade to Earth would allow a blockade of Helghan itself by the UCN and bring this matter to resolution.

First Extrasolar War - 2199-2204:

This marks the lowest ebb of Vektan/Helghan civilization - the system makes a bold stand for freedom and fails. War comes to Alpha Centauri.

2200:

*As the situation worsens, the Helghan Administration attempts to first co-opt and then expel all ISA forces from Vekta and Helghan. The ISA Marines and Navy respond with lethal force and a number of skirmishes erupt on and around the two colony worlds. Despite their overwhelming numeric superiority, Helghan troops are poorly equipped, trained and inexperienced and many ISA forces escape the initial fighting. The experienced ISA troops and ships scatter to conduct hit and run operations from hidden bases.

2201:

*The UCA Navy fleet dispatched in 2199 arrives at the Helghan system - hooking up with the local ISA ships and quickly moving to secure the navigational points. The main force of the fleet heads to the planet Helghan itself, to blockade it, but the massed custom fleets of the Helghan Administration attempt to break the blockade by engaging the UCA Navy fleet in battle.

*The UCA Navy cruisers prove to be untouchable by the much smaller Helghan vessels and the fleet action is a massacre, with almost the entire Helghan fleet being destroyed or disabled. During the fighting, however, the massive orbital structure is destroyed under mysterious circumstances.

*The UCA claim that the Helghan aboard the station fled to the planet below and sabotaged it to prevent it from falling into UCA hands. The Helghan Administration claim that the UCA fired on the station deliberately. The true story never emerges but, as a result of it the Helghan Authority declares war on the UCN.

*The UCA Navy fleet decides that dropping directly onto Helghan would be a waste of resources and lives - leaving a picket fleet to watch the planet, they push on to Vekta.

2202:

*The combined ISA and UCA Navy fleet arrives around Vekta and quickly subdues the remnants of the Helghan Customs Service in orbit. Initially the Helghan Administration threatens to fight to the last man, but after a devastating demonstration of orbital bombardment they quickly yield to the inevitable. The Helghan Administration is shut down - all senior civil servants are arrested, as are any executives of the Helghan Corporation. Many escape into hiding.

*When the courier ship returns from Alpha Centauri with the news the UCN Senate debated and concluded that the Helghan are too unruly to ever settle comfortably within the UCN. The UCN then decided to turn over Vekta's administration to the ISA administration to prevent future unrest. The broken Helghan Administration can do little more than rubberstamp UCN's conditions. New colony ships of loyal UCN civilians start to be sent from Earth to expand the Vektan colony. The harsh consequences of rebellion are not lost on the other colonies - the UCN's right to regulate and tax space shipping is never challenged again.

2202 - 2204:

*Helghan extremists begin a terrorist campaign in an attempt to make the occupation of Vekta too expensive for the ISA. Although the majority of Vektan Helghan simply want to live out their lives peacefully, sufficient numbers of the local populace assist the guerrilla movement to enable it to flourish. Bombings, ambushes and shootings against the UCN minority become more common - Vekta is no longer an innocent paradise.

Early Helghan Era - 2204-2340:

The loyalist Helghan peoples leave Vekta on a trek to the harsh and unforgiving world of Helghan. Long seen as a chemical and mineral storehouse, now Helghan must be tamed - but it changes the Helghan as much as they change it - if not more. This era covers the early days on Helghan.

2204 - 2210:

*The ISA governor general of Vekta responds to the growing terrorism by clamping down harder and harder on the local Helghan population. Finally, in desperation, many prominent Helghan families pool their wealth to purchase the old colonizing ships and get them space worthy again - the community appoints a spokesman to speak with the ISA governor and request permission for the Helghan people to resettle on Helghan - joining those few souls who escaped from the transfer station there. The ISA agrees and the Helghan exodus begins, shuttling millions of disaffected Helghan colonists from Vekta to the growing Helghan colonies.

*Neither the ISA nor the UCN want to foot the bill for establishing this colony, preferring to leave the Helghan to either survive or die on their own merits. In order to legitimize this action, the UCN formally recognizes the Helghan Administration as a sovereign nation and declares the planet of Helghan to be their territory in perpetuity - subject to ISA blockades and restrictions until diplomatic relations are normalized.

2212:

*The remnants of the Helghan Corporation founded Pyrrhus Deep.Pyrrhus Deep

2215 - 2220:

*The bleak existence on Helghan is a far cry from the paradise of Vekta. Initial casualties due to illness, storm damage and starvation are very high. Within ten years, though, the death rate subsides as the Helghan begin to adapt to their surroundings. Slowly a civilization arises from the refugee camps and token Helghan industry and food production starts again.

2220:

*The heads of the various refugee camps come together for the first time to reform the Helghan Administration. 90% of the Refugee camps agree to collectivize their resources and labor in order to cooperate in the rebuilding of their civilization.

*Disturbing medical problems are found to be common throughout the colony - exotic radiation and storms have serious effects on the longevity of the human being. Medical support from the ISA is non-existent and indigenous facilities are too primitive. The wearing of masks for those who work in the outdoors becomes mandatory. Mask wearing becomes the sign of having a working class profession. Even with masks, Lung Burn (as the settlers call it) becomes the primary cause of death in Helghan over the age of thirty. On a positive note, however, vast mineral resources are discovered by the settlers, mining fast becoming one of the more common jobs on Helghan.

2223:

*As the colony on Helghan begins to reform the Helghan Administration and secure the basic infrastructure and facilities needed for life again, the Independent Colonial Strategic Alliance approaches them offering membership and support. The ICSA is an unaligned version of the ISA, created to allow worlds that decide to go at it alone to have some sort of support. Despite the ICSA making few demands and offering much help, the Helghan are now paranoid of all outside influences and motivations and strongly decline the offer.

2223 - 2305:

*ISA trade sanctions force the Helghast to trade on unfavorable terms for over a decade and initial growth of wealth is slow - despite the unexpected addition of a trade in minerals. Life is short, hard and painful for the majority of Helghans as they fight to cope with poor nutrition, poor environment and grueling work conditions and practices. Frequent austerity drives and a Spartan approach to existence allow the Helghan to survive - and even profit - under these harsh conditions, but the more things improve the more the Helghan become angry at the restrictions imposed upon them by the ISA which are meekly accepted by the cowed Helghan Authority.

2304:

*Several of the richer ISA forces begin construction of elaborate Orbital Defense facilities in favor of maintaining an extensive fleet. The Vektan ISA high command decides to stand down the blockade of Helghan in favor of a smaller customs fleet and its own Orbital Defense network around Vekta.

2305:

*The third generation of indigenous Helghan are beginning to be born. Helped along by basic genetic conditioning and the harsh environment they are more suited to the heavy gravity and also feature lungs that are more efficient and resistant to the pollutants on Helghan, and their cells are more resistant to the higher radiation levels.

2306:

*Jorhan Stahl is born.

2307:

*Scolar Visari is born to a wealthy family of hardcore Helghan nationalists. Rumored to be descended from one of the original Helghan Directors, Visari shows great early promise as a thinker and leader.

2311:

*Alex Grey is born.Report KL38T

2317:

*Vyktor Kratek is born.

2319:

*Jan Templar is born.

2314:

*Mandor Savic is born.Arrest Order XV32U

2315:

*Valeria Tobek is born.Intercepted Intelligence

*March 5: Anders Benoit is born.

2327:

*Arran Danner is born.

2329:

*November 1: Rico Velasquez is born.

2335:

*Alex Grey is appointed First Lieutenant of the ISA Cruiser Solar Wind.

2336:

*Valeria Tobek graduates from Pyrrhus Academy.

*Mandor Savic enters a research fellowship at Pyrrhus Academy and later publishes material on advanced microbiology.

2339:

*Hera Visari, daughter of Scolar Visari, is born.Hera Visari

*Thomas Sinclair is born.Thomas Sinclair

2330 - 2350:

*Vekta's monopoly of the Helghan trade allows them to develop great wealth - at the expense of reinvestment on Helghan. As the Helghan population increases, more and more of their own wealth is diverted to the feeding and protection of their civilians - this leads to a series of industrial accidents where expensive machinery is not serviced sufficiently to cope with the harsh Helghan conditions. The resulting downtime whilst Helghan pays for the servicing, maintenance and replacement of its old machinery causes a severe economic downturn that lasts almost 20 years.

*Helghan economists blame the depression on selfish Vektan exploiters. Vekta has its own troubles with the collapse of the lucrative black-market trade in Helghan minerals and energy and can spare no resources for a relief effort. For the first time since 2220, Helghans die of starvation in the cities.

Helghast Era - 2340-2357:

The tough conditions finally spawn social and economic change. Forced to adapt to a situation so tough that mere humans could never survive it, a charismatic new leader pronounces the birth of the Helghast peo

2340-2347:

*With the economy in the abyss and Helghan morale below that, a singular and remarkable figure rises to promine

2344:

*Phantom Talon Corp, a private military contractor (PMC) is established by Anders Benoit and Oliver Adamska.Report VR89K

*The VSA Headquarters is constructed.VSA HQ

*Sepp Harkin is recruited into the Vektan diplomatic service.

2346:

*Sepp Harkin is appointed Deputy Chief of Mission to Pyrrhus. Valeria Tobek and Sepp Harkin meet for the first time at an event and begin a secret relationship.

2347:

*Scolar Visari coins the term "Helghast" in a public speech. Its purported origin is from the Old English word, "gast", meaning "spirit", or "ghost", connoting great fear. Visari states that they are no longer what they once were. Where they were once human and spiritless, their generations on Helghan, their sufferings; these have forged them into a new race, the only truly 'living' race. Whatever the etymology, the name sticks.

*Feigning an attempt on his life to garner public support, Visari leads a military coup backed by a popular uprising to assume the title of autarch. He seizes unrestricted power from the Helghan Administration and begs the army for 10 years of unchallenged authority to reforge the Helghast into a true independent power.

*As part of his plan, Visari begins a major enlargement of the Helghast military. A secondary aspect of the Helghast revolution is a cultural evolution, led personally by Visari to change the face of Helghan society. Visari bans the use of written English in 2349, devising a new Helghast alphabet to be used in its place. Plans for an entirely new Helghast language are never fully implemented due to the logistical difficulties, but the ideal of this linguistic separation remain dear to Visari. As a final touch, the old Helghan banner is dropped in favor of a simpler, starker and more dynamic logo. The Helghast Triad becomes the official banner of Helg

2348:

*Oliver Adamska is killed in action under unclear circumstances.

*Sepp Harkin marries Valeria Tobek.

2349:

*Alex Grey is promoted to Admiral. Grey lobbies for a diplomatic approach to end hostilities with the Helghast, through Ambassador Sepp Harkin, a family friend. These negotiations fail and lead to a falling out between Grey and Harkin, as well as Grey's disillusionment.

*Justus Harkin is born.

2350:

*Starting with low level smuggling operations but gradually building up in scale, the Helghast begin breaking the ISA embargo of their world to trade directly to black-market suppliers. At first the trade is exclusively to the Vektan energy market, but slowly Visari encourages off-world agents to source their power from Helghan. The whittled down ISA fleet is powerless to do more than put a dent in the trade, and some factions on Vekta question whether the Helghan blockade is even needed at this point.

*The Helghast rebuild their transfer station, albeit on a more modest scale than before, and trade really starts to take off. The depression officially ends when the Helghast secure a contract with the ICSA for energy and materials. The deal is mutually beneficial, and both parties gain immensely from it.

*The ISA governor does not increase funding to the ISA Navy, making the issue of containment a moot point.

*Damian Ivanov is wounded in action at Procyon, and loses many of his unit. He resigns from the UCN Army later in the year after backlash over so-called "appeasement" of Helghast.Report VR76M

2355:

*Admiral Alex Grey is seconded to the Defense Initiatives Board and given jurisdiction over the Experimental Weapons Program in Diortem  (codename Project Eschaton). She advocates it as a deterrent to the Helghast, but it is opposed by some members of the ISA High Command.

2356:

*Concerned by the Helghast military build up in progress, the ISA governor orders the construction of an additional orbital defense platform to complement the 52 year old defense network already in place. ISA General Stuart Adams is appointed the military commander of the network.

Second Extrasolar War - 2357-2360:

Swollen with pride and new strength the Helghast embark on a bold plan of conquest to rejoin the two halves of the Alpha Centauri system and rebuild their great empire. Their gamble fails and their armies on Vekta are defeated, leading to their worst nightm

2357:

*Autarch Scolar Visari outlines his bold strategy for changing the face of governance in this system by returning to Vekta and seizing it again as a Helghast colony. Ignoring the many generations of UCN settlement under the ISA he inflames the passions of the Helghast for revenge. The Helghast High Command takes the bait and eagerly declares loyalty to Visari for the coming campaign, offering to make him emperor if it succeeds.

*Early Aug

*Late Aug

*Septem

*Octo

*Sometime near the end of the Helghast invasion of Vekta, Phantom Talon Corp mercenaries Arran Danner and Damian Ivanov are hired by the ISA to execute a rescue mission in Diortem. ISA Admiral Alex Grey has been captured by Helghast forces under command of the Helghast Colonel, Kratek. The two mercenaries manage to rescue Grey with Invanov K.I.A.Killz

2358:

*Janu

*Ma

*Septem

*The ISC Cassandra is launched.ISC Cassandra

2359:

*Novem

*Starships of the ISA Navy and Helghast fleet engage each other in orbit. The ISA fleet outclasses the Helghast fleet significantly and quickly establishes a total orbital blockade, but still suffer heavy losses due to anti-orbital Arc Cannons stationed in Pyrrhus.

*Phantom Talon Corp aids the ISA's invasion. Arran Danner disables the Arc Cannon system in order to open a window for invading ISA forces.Killz

*In a slow, brutal urban war, the ISA slowly advance in Pyrrhus, with both sides taking large amounts of casualties. The ISA advance is temporarily halted after Colonel Mael Radec activated a network of arc towers hidden beneath Pyrrhus.Killzone 2, campaign level Salamun Bridge

*Danner participated in shutting down a Petrusite reactor in a sector of Pyrrhus under Colonel Kratek's control. He is then left for dead by Benoit and Grey for knowing too much about Project Eschaton. Danner is rescued by Kratek and conscripted into helping Kratek to stop Grey from using the bioweapon to wipe out the entire Helghast population.Killz

*Radec launched an attack on the New Sun in which he killed Templar and retrieving the nuclear codes for the Red Dust warheads. A dying Templar maneuvered his ship to crash into the center of Helghan's Petrusite distribution grid, rendering Pyrrhus's defenses to shut down.Killzone 2, campaign level The Cruiser

*Admiral Grey and Benoit attacked Facility X01 to obtain the Eschaton virus. Danner retrieves a sample of the virus and killing Grey in the process.Killz

*Visari authorized the nuclear weapon Red Dust to annihilate the bulk of the ISA invasion directly on the heart of Pyrrhus, where the majority of the ISA troops were preparing for an advance into the Imperial Palace.Killzone 2, campaign level Maelstra Barrens Only a small ISA contingent under the command of Captain Jason Narville 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 in an attempt to capture the dictator.

*After a brutal battle between Visari's Palace Guard and the remaining ISA forces in a large courtyard, the Helghast forces were driven back to the massive entrance of the Palace where they fought, and died, to the last man. This allowed two members of the elite ISA unit Alpha Squad to storm Visari Palace itself. There, Colonel Radec, leader of the Helghast defense of Pyrrhus, and Visari's remaining bodyguard contingent were killed, and these two ISA soldiers entered Visari's throne to finally place him under arrest. However, Alpha Squad Sergeant Rico kills Visari out of anger.Killzone 2, campaign level Visari Palace Soon after, a massive Helghast fleet of the Helghast First Army launched a surprise attack on the remaining ISA cruisers, forcing the ISA into retreat while destroying the remnants of the ISA's starship contingent.Killzone 3, campaign level Evacuation Orders Thus, the surviving remnant of the ISA invasion were then stranded on Helghan, desperately trying to find a way to escape.Killzone 3, campaign level Pyrrhus Evac

2360:

*M

Cold War - 2360-Ongoing:

2360:

*Following the end of the Second Extrasolar War, an uneasy truce is established between the Vektan government and the remnants of the Helghan government. Under the terms of the truce, the Vektan government offered the Helghast survivors of the Terracide refuge on Vekta and are given half of the planet. However, coexistence between Helghast and Vektans is impossible. Violence quickly becomes common wherever humans and Helghast interact.

*Hillary Massar is born.Hillary Massar

2361:

*New Helghan is established.New Helghan

*Containment City is established.Containment City

2363:

*Lucas Kellan is born.Lucas Kellan

2364:

*Construction of The Wall begins.The Wall The Helghast forcibly evict all humans and half-breeds out of their territory, killing any who resist the order. With the cities and territories of the two nations separated from each other by massive walls that divide the entire planet, an uneasy peace has formed.

2366:

*Maya Visari, daughter of Hera Visari, is born.Maya Visari

2368:

*The mining spire orbiting over planet Helghan begins production.The Spire

2370:

*December 27: Michael Kellan and his son Lucas attempted to escape New Helghan during a massive purge of all remaining humans in the new Helghast nation. Michael is caught and killed by Helghan soldiers. Lucas is adopted by Thomas Sinclair, an ISA Shadow Marshal. From then on afterwards, Lucas is trained to become a VSA Shadow Marshal.Killzone Shadow Fall, campaign level The Father

2380:

*Hera Visari becomes Chancellor of New Helghan.Helghast Daily News, Visari Tribute Triumphant!

2386:

*The ISC Cassandra is repurposed as a weapons-based research station.

2388:

*The New Helghan government banned the Black Hand for their extremist views.Helghast Daily News, Black Hand Strike

2389:

*Dr. Hillary Massar is transferred to the ISC Cassandra.

2390:

.]]

The events of Killzone Shadow Fall begins. Relations between the Vektans and Helghast have reached a boiling point. Shadow Marshal Lucas Kellan is given orders to ensure the ISA maintains dominance on Vekta.

*June 7: Lucas Kellan is 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.

*June 21: Lucas Kellan infiltrates Visari Park to retrieve VSA reconnaissance operatives who had fallen out of contact, and the intelligence they had gathered. Lucas succeeds and extracts the operatives.Killzone Shadow Fall, campaign level The Shadow

*June 22: Lucas Kellan is sent to the ISC Cassandra to scuttle it into the nearby sun to destroy evidence of a bioweapon being created by Dr. Hillary Massar. The Cassandra is scuttled, but Kellan is unsuccessful to secure Massar from Helghast forces led by Echo.Killzone Shadow Fall, campaign level The Doctor

*June 29: The Black Hand led by Vladko Tyran launched a terrorist attack on Vekta City and bombing VSA Headquarters in the process. The VSA repelled the Black Hand from further attacks. Tyran escaped capture and flees to New Helghan. As a result of the terrorism, all Helghast citizens residing on the Vektan side of The Wall are deported to New Helghan.Killzone Shadow Fall, campaign level The Patriot

*July 1: Lucas Kellan infiltrates Containment City in New Helghan to locate Vladko Tyran. Kellan discovered Tyran to be working for Jorhan Stahl and learning the latter's plans to use Massar's bioweapon to target Vektans and preparing a Helghast fleet to invade Vekta. Tyran faked his death during his struggle with Kellan, who is then captured by Helghast authorities.Killzone Shadow Fall, campaign level The Helghast

*July 6: Lucas Kellan escapes New Helghan custody with the help of Echo, who is against Visari's collaboration with Stahl. Upon his return to the Vektan side, VSA Director Sinclair refused to listen Kellan's pleas to deescalate the VSA.Killzone Shadow Fall, campaign level The Agent

*July 7: The VSA dispatched Lucas Kellan to track down and recover Massar at a mining spire in orbit over Helghan while a ISA fleet prepared to assault Stahl's base. However, Kellan allowed Massar to die at the hands of Echo and is branded as a traitor by Sinclair.Killzone Shadow Fall, campaign level The Handler Kellan and Echo teamed up and travel to Helghan to stop Stahl. They confronted and defeated Tyran while learning that Stahl had prepared Massar's bioweapon to destroy the ISA fleet.Killzone Shadow Fall, campaign level The Dead Sinclair ignored Kellan's warning and the ISA fleet is decimated. Kellan is separated from Echo in the chaos. Kellan is able to confront Stahl, who is suddenly shot dead by Sinclair, who then mortally wounded Kellan. Sinclair reveals to Kellan his intentions to use Stahl's weapon to permanently end the Helghast before killing Kellan.Killzone Shadow Fall, campaign level The Destroyer

*August 5: Diplomacy breaks down between Vekta and New Helghan after Vektan officials blamed the New Helghan government for supporting Jorhan Stahl's planned attack on Vekta. Echo infiltrates Vekta City and assassinates Thomas Sinclair during a speech he gives to Vektans, calling for war against the Helghast.Killzone Shadow Fall, campaign level The Savior


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

Output:
The Vektan Embassy was located on the planet Helghan in Pyrrhus City.

Description:

The Embassy consists of a atrium, waiting room and reception booths for processing of visas; private offices containing confidential documents and was staffed by both Helghast and Vektan personnel.Embassy Schematics

Accessible through the private offices are the Ambassador's Residence, the living quarters for the Vektan Ambassador and his family on the top floor, together with the Ambassador's private office. It comprises a lobby area for receptions and other diplomatic functions, decorated with Vektan artifacts. Leading from the Ambassador's Residence is an enclosed courtyard decorated with foliage imported from Vekta, which is used for recreation and entertaining guests. The courtyard conceals an elevator access to the private docks below the Embassy.

History:

The Ambassador of the Embassy was Sepp Harkin, who lived there with his wife Valeria Harkin, and his son Justus Harkin. During the outbreak of the Second Extrasolar War, Ambassador Harkin and his family were placed under house arrest by the Helghast government.

Shortly prior to Operation Archangel, Dr. Mandor Savic came to the Embassy to sought his request for political asylum. By the time the ISA invaded Helghan, Helghast forces under Colonel Vyktor Kratek attacked the Embassy to capture Savic and Justus Harkin, who had been injected with a plasmid trigger by Savic, which had the potential to activate the deadly Eschaton Virus. Harkin and his family were defended by their Helghast bodyguard Boris.

Phantom Talon Corp mercenary Arran Danner was sent to the Embassy to rescue Harkin, his family, and Savic. However, Harkin and his wife were killed. Savic fled during the fight. Danner escaped the Embassy with Justus while Boris died fighting against Kratek's soldiers.Killz

The Embassy later fell under ISA control. ISA Admiral Alex Grey brought Savic there to be interrogated for the location of the Eschaton Virus. Danner returned to the Embassy to free Savic and learning the location of Facility X01 to prevent the virus from being use. Danner then fought his way out of the Embassy before Helghast forces arrived and wiped out the ISA.Killz


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

Output:
Zeronus is a presumably ISA controlled colony that is not directly mentioned in the Killzone games, but it appears on advertisements in the Vektan Slums.

In the posters, Zeronus is portrayed as a tourist world like Gyre, but on the posters it says:

*'Guaranteed Alien Free'

*'The only planet with extra oxygen for a real relaxed vacation'

*'Sun 24 hours a day'

On the poster is a background of the planet's surface which appears to be covered in large, beautiful beaches and jungles; separating the beaches and the jungles are cliffs, making Zeronus a large tourist destination. The quote of 24 hours of sunlight implies that Zeronus is either a gimmick or the colony is tidally locked to its star.


Instruction: Provide detailed information regarding 1st ISA Invasion Fleet in the Killzone universe.

Output:
The 1st ISA Invasion Fleet was the unnamed fleet sent to Helghan just before the events of Killzone 2. It was lead by Admiral Alex Grey and was both rescued and destroyed by Arran Danner.

Operation Archangel:

The first Invasion fleet was meant to cripple the Helghast defense network, remove the Imperial Fleet as a threat and clear the way for the ground force that was to be sent by the 2nd ISA Invasion Fleet, formed by Battle Group Mandrake among other Battle Groups.

Destruction:

The ISA greatly underestimated the Helghast defensive capabilities, and lacked any knowledge of the Arc Tower defense masterminded by Colonel Radec. As the ISA Cruisers descended into orbit to begin their bombardment of Helghan, the Arc Tower defense grid activated and nearly the entire first wave was wiped out in a matter of minutes by the well-prepared defense of Helghan. However, some of the ground forces managed to deploy as their ships burned, and while they too suffered severe casualties, they managed to (barely) secure several beachheads to the second wave to land upon. Despite heavy losses due to the Arc Cannons, thanks to the mercenary Arran Danner, a portion of the Arc Cannons were destroyed, which opened a window for the rest of the ISA invasion force.


Instruction: Provide detailed information regarding Air Support in the Killzone universe.

Output:
Air Support Bot]]

Air Support Bot]]

Air Support is a Secondary Badge of the Tactician class in Killzone 2 multiplayer.

Description:

Air Support Bots are flying drones that are deployed by the Tactician. To select where to deploy Air Support, simply throw the Air Support Beacon into the area, which emits a green flashing light, and the Bot will fly there and remain at the location to attack all enemy targets within range. Up to two Air Support Bots per team can be deployed at the same time on the map. They can only be deployed in open areas; indoor areas and low ceiling would severely limit their effectiveness. They are equipped with a powerful dual light machinegun set-up. However, their targeting systems are designed to track fast-moving enemies.

Bots will also target and attack enemy Deployable Sentry Turrets. Like the Sentry Turret, Air Support Bots can detect disguised Saboteurs and cloaked Scouts. They have a deployment lifetime of only 1 minute. There is a 30-second cool-down period before the Air Support Bot can be redeployed.

Air Support is unlocked after earning eight Spawn Authority Ribbons, which requires five players to be spawned from a Spawn Grenade in a single round.

Strategy:

*Due to the Bot lacking the ability to effectively stop moving targets, they are best used as a diversion, drawing enemy fire while the player's respective squad move in to attack or sneak past their opponents.

*Placing Bots above open areas in large battles can make it harder for enemies to move into position or may sometimes finish off an enemy.

*Air Support Bots is useful in keeping Sentry Turrets occupied in battle, as Sentry Turrets will usually target Air Support Bots in favor of human targets.

*Air Support Bots can be use in anti-sniper tactics, as the Bots can see through the Scout's Invisibility Cloak.


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

Output:
The Air Troopers are a new corps of Helghast who were created under the orders of General Metrac after demonstrations showed the effectiveness of the SL-06 personal jet propulsion prototype.

After the successful field tests of the technology, the Helghan Empire deployed units of Air Troopers on Vekta where they made use of the jetpacks to scale crumbling buildings and the gaping chasms of Southern Vekta.


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

Output:
The Arc Trooper is a Helghast enemy in Killzone 2. He appears as a boss in Tharsis Refinery.

Description:

The Arc Trooper is an advanced version of the Heavy Trooper in which he is armed with a custom VC5 Arc Rifle and Teslite grenade launcher. The Arc Trooper is more armored than the regular Heavy Trooper in which their heads are well protected.

Tactics:

The Arc Trooper's head is invulnerable to attacks, and thereby shooting in the head will not sun him. However, like the regular Heavy, his weak spot are his tanks mounted on his back. In the area where you face the Arc Trooper, there is a conveyor system overhead carrying Petrusite cannister. Shooting one of the cannisters will cause it to fall to the ground and explode in a wave of electricity. Lure the Arc Trooper to the falling canisters will temporarily stun him, and allowing you to damage the tanks. As with the regular Heavy, causing enough damage to the tanks will cause them to explode and kill the Arc Trooper.

The Arc Trooper only uses his grenades when he cannot see the player for extended periods of time. Be on the Arc Trooper's line of sight while strafing your weapon so that he cannot use his grenades.


Instruction: Provide detailed information regarding Arran Danner in the Killzone universe.

Output:
United Colonial Army Justus Harkin

|profession  = Mercenary

|alias       = Merc

|birth       = 2327Danner's personnel profile seen in Killz

|race        = Human

|planet      = Earth

|family      = John Danner

Marie Danner

Petra Danner

|game        = Killz

}}

Arran Danner is a mercenary who worked for the Phantom Talon Corp and the main protagonist in Killz

Biography:

Danner was born on Earth to John and Marie Danner in 2327. He later had a younger sister named Petra. Due to his father's job as a mineral trader throughout the Alpha Centauri system, Danner lived a nomadic childhood.Report #VR95W John was later killed over a black market deal, leaving his son the breadwinner for his mother and sister. Danner joined the United Colonial Army, possibly to avoid gambling debts; however, his financial records assumed otherwise as Danner channeled some of his earnings to upkeep of his sister.

During his service, Danner distinguished himself in several colonial campaigns, including in the Beta Hydri system and the unrest in Delta Pavonis. Danner later left the UCA after a failed peacekeeping mission on Procyon resulted in civilian deaths in 2351; in which Danner's unit were unjustly blamed for the deaths by the UCN. This incident left Danner resentful towards Earth authority. With limited prospects, he went on to work for Anders Benoit's Phantom Talon Corp.

After joining the PTC, Danner was involved and saw action in disputes on the breakaway colonies of the ICSA.

Diortem:

Following the Helghast invasion of southern Vekta during the Second Extrasolar War, in October 2357 Arran Danner and his friend Damian Ivanov were sent on a rescue mission in Diortem, in an effort to rescue the ISA Admiral Alex Grey from Helghast Colonel Vyktor Kratek. After successfully rescuing the Admiral, the ISA dispatched Danner to retrieve transmission codes from a downed Helghast cruiser. Danner and Ivanov executed the mission. Ivanov however became trapped in the ship's reactor. With no choice, and at Ivanov's urging, Danner was forced to leave Ivanov behind, escaping with the codes before the cruiser exploded.

Operation Archangel:

Two years later, the ISA once again requested Phantom Talon Corp's services in aiding their campaign on Helghan. Danner was first deployed to sabotage the Helghast anti-orbital Arc cannons, successfully destroying them before being extracted by Anders. Afterwards he was tasked with extracting the Vektan Ambassador Sepp Harkin and his family from the Vektan Embassy, which was being attacked by Helghast troops. Additionally, Danner was also ordered to evacuate Doctor Mandor Savic, a Helghast scientist wishing to defect to the ISA. Danner was unable to save the Ambassador and his wife who were killed before he could reach them. With Doctor Savic having already fled, Danner was left with only the Ambassador's son, Justus, to rescue. With the aid of the Ambassador's bodyguard Boris, Danner escaped from the embassy with Justus.

Danner then made his way to a Helghast settlement, where he and Justus rendezvoused with Savic. Danner then learned from Savic that he was working on a bioweapon based on data stolen from the ISA's bioweapons program, which was developed and overseen by Grey, for Kratek, who planned on using it to eradicate the Vektan population. Horrified, Savic altered the virus, leaving it useless without its plasmid trigger and fled with it. Danner then helped Justus and Savic to reach their extraction point before escaping on Anders's Intruder.

Betrayal:

With the VIPs safely extracted by the ISA, Danner was congratulated by Grey before being sent to destroy a Helghast Petrusite refinery controlled by Kratek, cutting power to several offshore Arc Cannons in Pyrrhus. After causing a chain reaction in the reactor, Danner was suddenly left for dead by Benoit. Admiral Grey had ordered Danner's death, under the mistaken belief that he planned to betray her to the Helghast and for being a liability for knowing too much about the bioweapon's origins.Eyes Only - Cmd. Benoit However, Danner was unexpectedly rescued by Kratek in return for his services in stopping Admiral Grey's plans to use the virus to eradicate the Helghast.

Danner returned to the Vektan Embassy, now in control of the ISA, and ordered to stop Grey from retrieving Savic's access codes to the viral vault containing the bioweapon. Danner encountered Grey and Benoit but was unable to prevent them from leaving to Facility X01 where the virus was stored with Justus in tow. Danner freed Savic, who revealed that not only Grey was willing to commit genocide against the Helghast, but as well revealing that he had injected the plasmid trigger inside Justus. With the intel in hand, Danner escaped the embassy with the help of Kratek's men.

Destroying the Eschaton Virus:

Danner was then transported to the research facility to stop Grey and rescue Justus. After arriving he was contacted by his weapons supplier Blackjack who, having his own interest in the situation, assisted him and warned him about Kratek's intentions to kill Danner once he fulfilled his mission. Fighting to the vault, he secured a sample of the virus for Kratek and killed Grey in the process. Danner then took Justus and fought through Kratek's forces to the landing platform. There, Danner was confronted by Kratek, who was then unexpectedly killed by Benoit. Danner's former employer revealed to him his plans to sell both Justus and the virus to the highest bidder, and attempted to convince Danner to join in his scheme. However, Danner refused and fought, and killed Benoit along with his PTC mercenaries. After his final confrontation with Benoit, Danner and Justus escaped on Kratek's Overlord and destroyed the last sample of the virus by disposing it with a grenade. Following these events, Danner and Justus became fugitives. Blackjack helped them to erase their identities and keep them off the grid.


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

Output:
Base Commanders are among the most senior officers of the Helghast Third Army during the invasion of Vekta. Base Commanders, as the name implies, command bases and are rarely seen in personal combat, or at least without several dozen bodyguards and as many troops as they can muster from their bases in front, behind, to the side, and possibly covering them from above. The base commanders, like most of the officers in the Helghast military, are recruited from the higher echelons of Helghast society, and thus are evolved to the point  that they don't require rebreathers and goggles used by the majority of Helghast soldiers. Most commanders are armed only with a sidearm. These officers talents lie with command and thus see the troops who must perform the, menial, task of fighting, that they command as little more than cannon fodder.

Analysis:

Base Commanders are easily recognized, as they are the only Helghast soldiers not to wear any form of headwear. They wear an armored collar/shoulder-piece worn over a black longcoat. Like Specialists, Base Commanders have better quality armor than the regular Helghast infantry, and can survive about a dozen rounds from the M82 Assault Rifle before dying, compared to the regular infantry who can be killed with just 3 or 4 rounds.

Base Commanders first appear in Mission 8: "Foraging a Path", with one Commander appearing at each of the 3 forward bases in the mission's first level, and a group of 3 Commanders in the command bunker at the end of the mission. Like many enemies in Mission 8, the 3 forward base Commanders are equipped with the  BP-02 Pup Grenade Launcher pistol, while the 3 Commanders in the command bunker are equipped with StA-52 Assault Rifles. Commanders encountered in later missions (Mission 9: Hidden Pasts through Mission 11: Hope) carry IvP-18 Tropov Machine Pistols. In total there are only 10 Base Commanders in the Killzone campaign.

Commanders equipped with the grenade pistol can be very dangerous and should be a priority target. Commanders equipped with the regular pistol or assault rifle are less of a threat, and other than being to survive somewhat more damage aren't significantly more dangerous than standard Helghast soldiers.


Instruction: Provide detailed information regarding Containment City in the Killzone universe.

Output:
|affiliation =Black Hand

}}

Containment City, also called "The New Helghan Slums", is a large slum in New Helghan. The slum was established in 2361.

History:

Containment City was first inhabited by Vektan citizens who were denied the right of return after construction of The Wall and fled to the city's depths in order to escape persecution from the Helghast. It is believed non-Helghast consists of 43% of the 3 million inhabitants who resided in the slums. The rest of the Helghast inhabitants are migrants from rural areas in search of jobs and opportunities. They are often subjected to slave labor, forcing to work in the loading bays, which oversee city wide and intergalactic container distribution.

The Black Hand terrorist group has a presence in the slums and helped stabilized the region with clandestine support from Helghast agencies. The New Helghan government is believed to have little or no control of Containment City. The Vektan Security Agency also has several deep cover agents and informants in Containment City, although contact with these operatives are limited.


Instruction: Provide detailed information regarding Eschaton Virus in the Killzone universe.

Output:
The Eschaton virus was a biological weapon created by ISA Alpha Centauri to be use as a deterrent against Helghast aggression. The virus was highly contagious, capable of transmitting in varying degrees via air, bodily fluids, contamination of food, water and material surfaces, and causes complete organ shutdown in seconds and leaving the body lifeless.Scientific Research

History:

Development of Project Eschaton began in 2355 by the Experimental Weapons Program.Report KL38T The project was overseen by Admiral Alex Grey, who proactively supported the virus's creation to serve as a deterrence to possible Helghast aggression. Though some members of the ISA High Command opposed the project.

During the outbreak of the Second Extrasolar War, data on Project Eschaton was stolen by Helghast Colonel Vyktor Kratek and later used to replicate a modified and more lethal version of the virus to be use against the people of Vekta. Kratek conscripted Dr. Mandor Savic to create the virus in which Savic was under the presumption that the virus would be use merely for defense.Interrogation Transcript Savic, in response to the considerable risks from handling the virus, isolated a plasmid 'trigger' from the virus to render it inactive (non-contagious) when not being used for testing on research subjects.Eschaton Plasmid Trigger When Savic soon learned of Kratek's intentions, he stole the plasmid trigger and took refuge at the Vektan Embassy.

By the time of the ISA's counter-invasion of Helghan, Savic sought to defect to the ISA. After the Embassy came under attack by the Helghast, Savic injected the plasmid trigger into Justus Harkin, son of the Vektan ambassador Sepp Harkin. Instead of protection, Savic was interrogated for the virus's location by Admiral Grey, who wanted to use the bioweapon to destroy the Helghast. Savic was forced to reveal the location of Facility X01 that held the virus, but did not tell her of the access codes to the vault that contained the bioweapon. Anders Benoit of the Phantom Talon Corp, under the employment of Grey, also wanted the bioweapon and selling it on the black market. Fortunately, the mercenary Arran Danner stopped Grey and Kratek from carrying out their genocides, killing Benoit, and ultimately destroyed the last sample of the Eschaton virus.

Effects:

During the initial development of the virus under the Helghast, hardened criminals and later "lower segments" of Helghast society were used as test subjects. The virus has the effect of causing subjects to suffer bleeding from eyes, nose and throat, vomiting (including of blood) and gastrointestinal bleeding, and diarrhea.Eschaton Final Testing These reactions are followed in all cases by rapid disintegration of internal organs and other tissue. However, its relatively low level of contagiousness, combined with its instability through contact with air, limited its potential as a bioweapon. In response to this setback, Colonel Kratek had ordered increased modifications to the virus, allowing a significant increase in subject-to-subject infection.

By August 2359, the modified virus was developed to be able to survive in the atmosphere outside a living host, offering other means of transmission including airborne, infection through body fluids, and ingestion via contaminated food, water or surfaces. In all cases, the pathogen causes death through cellular lysis and disintegration of the internal organs. However, the speed with which this occurs ranges from minutes to hours depending upon the mode of infection. Any slight reduction in the immediate lethality of the pathogen is balanced by the increased chance of transmission from host to host.

The Helghast's projected impact of the virus used on Vekta was apocalyptically devastating. It was estimated that 97% of Vekta City's 10 million population would have perished, with long-term survival only assured for those taking refuge in biologically secure facilities. ISA efforts to maintain order and evacuation would further hasten the spread of infection to other population centers. It was also estimated that within three months 73% of the 40 million population of Vekta would be eradicated. By the time the mortality decline as the pathogen failed to find new living hosts, the Helghast would have taken Vekta that is preceded by scorched earth bombing runs utilizing thermite or cyanogen gas warheads.Eschaton Impact

Under Admiral Grey's aborted plans, she attempted to have missile warheads modified for delivery of the virus and launch on Pyrrhus after ordering for the evacuation of as many ISA troops as possible, on the pretext that a biological attack was about to be launched by Colonel Kratek. Thereafter, non-weaponized means (contaminated food, water and medical supplies) would then seed transmission to Constantine City and other major population centers. Combined with the flight of refugees from Pyrrhus, the infection would have spread globally and ensuring the decimation of the Helghast population within a month.Admiral Grey's Statement


Instruction: Provide detailed information regarding Espen Huxley in the Killzone universe.

Output:
Espen Huxley was a Helghast Black Hand Operative.

Biography:

Espen left two audiologs, one for his wife and to potential Black Hand recruits, in the event he does not return.

In his first audiolog to his wife, he expressed his hatred for the Vektans and his reasons for doing so is to bring "an age of prosperity and life that all of Helghast deserve," especially for his family that he had hoped one day live in a world without oppression.Black Hand Mission Statement

In his last recording, he reveals that the situation in Containment City is becoming dangerous, and that new members were welcomed without question. He is also concerned of Vladko Tyran's absence from their meetings. He advised to the person, whom he sent the message to, to join the Black Hand quickly, because he doesn't know how much longer his words will carry any weight.Black Hand Recruitment


Instruction: Provide detailed information regarding Health Packs in the Killzone universe.

Output:
Health Packs is a Secondary Badge of the Medic class in Killzone 2 multiplayer.

Description:

Health Packs allows Medic players to heal themselves or other players for 100 health points when picked up. When the Health Pack hits the ground, it will remain there for 20 seconds, during which time it can be picked up by an allied team mate who is lacking a full health gauge. Once a Health Pack is thrown, cool-down period of 10 seconds must pass before the Medic can throw another one.

The Health Packs Badge is unlocked after earning the Trauma Surgeon Medal, which is achieved by acquiring eight Revival Specialist Ribbons in any game type.


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

Output:
|affiliation = Helghan Empire

|profession  = Scientist

|birth       = 2314

|race        = Helghast

|planet      = Helghan

|family      = Torr Savic

|game        = Killz

|voice       = Angus Wright

}}

Doctor Mandor Savic was a Helghast scientist and weapons developer, and a defector who seeks the protection of the ISA. He appears in Killz

Biography:

Savic was born into a family of intellectuals. He was educated at the Pyrrhus Academy, in the Institute of Science and Technology. His father was Professor Torr Savic, a scientist responsible for the early development of Arc technology.

His family was imprisoned for treason when his father objected to the diversion of Arc technology from civil applications to weapon development. Mandor was spared in order to continue his father's research to assure his family's well-being.

After psychological evaluations, he was seen as a brilliant scientist, in awe of his father and his idealism, but lacking his courage and resenting its cost to the family. His colleagues reported him loyal to the Helghan state and dedicated to secure its future through scientific advances.

Projection Eschaton and Defection:

Savic was ordered by Colonel Vyktor Kratek, under threat of his family's safety, to create a bioweapon based on a virus that Kratek stole on Vekta. The doctor had presumed that the bioweapon would be used merely as a deterrent, but soon learned about Kratek's true intentions in which he wanted to use it on Vekta. Unwilling to unleash the bioweapon on innocent lives, Savic installed a plasmid trigger site in the virus's RNA codes that made it non-contagious, thus making the virus useless without the trigger, and fled with it.Interrogation Transcript

He sought to defect to the ISA through the aid of Ambassador Sepp Harkin, including conditions that he would be given protection and would not be labeled as a war criminal.Asylum Request When Kratek's men stormed the Vektan Embassy, Savic, under panic, injected the plasmid trigger into Harkin's son, Justus; he believed the child had the best chance of leaving the Embassy alive and reaching the ISA, as Kratek and his men would be more focus on capturing Savic. After the embassy fell to the Helghast, Savic fled to the docks and used one of the boats to flee to the black market area of Pyrrhus.

He later contacted the mercenary, Arran Danner, who was sent by Admiral Alex Grey to rescue him, and explained his situation and told Danner to meet him at a bar on the upper levels. Upon meeting Danner, Savic revealed to him about the bioweapon and the plasmid trigger. Soon after Kratek's troops discovered his location in which Danner gave Savic and Justus enough time to rendezvous with Anders Benoit. Savic, Justus and Danner successfully escaped, and Savic was brought to the Admiral.

Remorse:

Instead of the protection he was promised, however, Savic was physically interrogated by Grey, who wanted to use the bioweapon to destroy the Helghast. Savic was forced to reveal the location of Facility X01 that held the virus. However, he did not informed Grey about the viral vault that contained the bioweapon required his access codes. After Grey left with Justus and Benoit, he was left to be tortured by ISA soldiers. He was soon rescued by Danner who was currently working under Kratek to retrieve Savic's access codes. Before revealing the codes, he told Danner to switch off his communications for fear of Kratek listening. He then revealed to Danner about the plasmid trigger's location in Justus in which Savic sincerely regretted for putting the boy's life in danger. He urged Danner to stop Grey before giving him the vault's access codes. Savic then slumped to the floor, feeling remorse and guilt for what he had done.


Instruction: Provide detailed information regarding Maya Visari in the Killzone universe.

Output:
Scolar Visari

|game = Killzone Shadow Fall

|voice = Jamie Gray Hyder

}}

Maya Visari, also known by her code name Echo, is the deuteragonist of Killzone Shadow Fall. She is a Helghast half-breed intelligence operative of the New Helghan government and the daughter of Chancellor Hera Visari.

Biography:

Echo was born Maya Visari to Chancellor Hera Visari, making Maya the granddaughter of the late Scolar Visari, the founder of the Helghan Empire. Her father is thought to be Vektan; though his identity has also yet to be determined. It is currently unknown how many Helghast know of Maya's familial relations, though it's certainly likely that no one from Vekta ever knew it. Not even the VSA special forces had much information on her, other than their intel derogatorily describing Echo as a half-breed.

Little is known of Maya's early life. It is believed that she was housed in a boarding school outside of Vekta City and most likely had limited contact with her mother throughout this period. Maya returned to New Helghan at around the age of sixteen, having acquired considerable firearms and combat training.

Maya was then put to work for Commander Anton Saric as an intelligence operative, with the aim of infiltrating a number of anti-government groups within New Helghan. She is known to be fiercely defensive of her people. The VSA considered Maya to be highly dangerous and wanted for multiple counts of murder and espionage.

Apprehending Massar:

Echo was captured by the ISA and later brought to a prisoner exchange on June 7, 2390; in which she was being exchanged for Shadow Marshal Lucas Kellan. But during the release of the prisoners, a firefight erupted. Kellan quickly killed his Helghast escort, but Echo punched him and seized his weapon and trained it on him. However, Echo instead spared Kellan's life and escaped back into the hands of the Helghast.Killzone Shadow Fall, campaign level The Father

Echo was later dispatched by her government to the ISC Cassandra to apprehend Dr. Hillary Massar and her bio-tech research. There, she was left deeply disgusted and angered by Massar's inhumane experiments on the Helghast migrant workers that were being used as test subjects. Echo once again confronted Kellan, who was sent to scuttle the Cassandra and also to apprehend Massar, at gunpoint in which she accused him and his people's complicity in Massar's experiments. Echo then escaped with Massar after a brief fight with Kellan. After bringing Massar aboard her ship, the VSA scientist remarked how different Echo was compared to other Helghast and correctly assume that she is a half-breed, stating that Echo's blood is "tainted," and she would gladly test a sample to find what percentage of her genome is Vektan. Unsettled by Massar's comments, Echo angrily ordered her troops to take her away.Killzone Shadow Fall, campaign level The Doctor

Disobeying Chancellor Visari:

After the Black Hand launched a terrorist attack on Vekta City, Echo feared that another war will erupt between Vektans and Helghast. She later meets Kellan again when he was captured and tortured by the Helghast authority during his undercover mission to find the leader of the Black Hand, Vladko Tyran. She revealed that she means Kellan no harm, instead seeking to end the hostilities, rather than to ignite another war as she told him that the New Helghan government had no involvement in the Black Hand's attack. Echo demanded Kellan to tell her the identity of Tyran's benefactor, in which he informed her that Tyran was working for Jorhan Stahl while also revealing that Massar was building a weapon for Stahl that will kill all humans, including half-breeds.Killzone Shadow Fall, campaign level The Agent

Before she could talk further, Maya was discovered by Hera Visari, who reprimanded her daughter. Echo expressed her disgust to Hera over her bargain with Stahl and for refusing to punish Massar for her inhumane crimes. An argument ensued between them, in which Echo objected to her mother's claims that her alliance with Stahl was to ensure New Helghan to be in a "position of strength" and the survival of the Helghast, and she even reminds her of her half-breed heritage, stating that she would be killed no matter who is targeted. At this point, Echo pleaded Hera to reconsider her plans with Stahl by calling her "mother," only to have the Chancellor to angrily slap her. Visari was unwilling to listen to Echo and forcibly moved her daughter to somewhere "safe." Echo resisted along the way out, begging her mother not to go along with Stahl's plans but to no avail.

Siding with Lucas Kellan:

Echo soon decided to disobey her mother to stop Stahl's plans to attack Vekta. She helped Kellan to escape from New Helghan and returned him to the Vektan side of the Wall while showing him the suffering the common Helghast endured under the Vektan sanctions imposed on New Helghan. She also requested Kellan to convince the VSA to stand down their forces. She then traveled to Helghan with the intentions of eliminating Massar and preventing her research from falling into both the Helghast and Vektans. Echo reunited with Kellan in a tense standoff over Massar. Kellan hesitated to shoot Echo, allowing her to kill Massar and the VSA trooper holding her captive. Consequently, Lucas was condemned as a traitor by VSA Director Thomas Sinclair.Killzone Shadow Fall, campaign level The Handler

Afterwards, Echo questioned Kellan if he knows what he's about to get himself into, to which he responded that Sinclair made his choice, and it's his turn to make his. Echo and Kellan teamed up and traveled to planet Helghan proper to prevent Stahl from unleashing his bioweapon. The two infiltrated Stahl's base, where they fought and defeated Tyran. Echo attempted to interrogate Tyran on how to deactivate Massar's bioweapon, but he refused to budge, instead expressing his contempt for New Helghan's compromises with the Vektan people. Echo then proceeded to execute Tyran by shooting him in the head.Killzone Shadow Fall, campaign level The Destroyer

After Kellan failed to convince Sinclair and the rest of the ISA forces to stand down, Echo and Kellan board a dropship to Stahl's base, with Echo remarking on how they are now both outcasts, but that it wasn't a bad thing to have in common. As the ISA began their attack, Stahl activated Massar's weapon upon the ISA and Echo was separated from Kellan in the chaos. Sometime after Stahl was killed, Echo learned about Kellan's death at the hands of Sinclair.

One month later, on August 5, 2390 Echo (under Lucas Kellan's name) infiltrated Vekta City to assassinate Sinclair as he delivered a public speech to call for war against the Helghast. From a vantage point, Echo used a sniper rifle to kill Sinclair, avenging Kellan and preventing another war.Killzone Shadow Fall, campaign level The Savior

Appearance:

Echo is a half-Vektan, half-Helghast woman in her mid-20s. Her uniform consists of plated gray armor, black straps, navy blue limb guards and sheaths on her arms to hold her knives. Her head and neck are covered by a red cloth reminiscent of the design of Helghast sniper hoods. The Helghast side of her seems to be dominant; she exhibits typical Helghast traits like pale skin and dark lips. Echo's Visari lineage is very apparent in her bright green eyes. Her difficult background as a Helghast agent is evident by the scars on her face and scratches on her armor. The StA-61 rifle is her weapon of choice; when she isn't using it, she keeps it latched onto her back. Though not seen in-game, the box art implies that she has dark brown or black hair.

Characteristics:

The daughter of Hera Visari and granddaughter of Scolar Visari, Echo comes from a long line of Helghast aristocrats and politicians. It's currently unknown who her Vektan father is, yet Echo states that she is not ashamed of her hybrid heritage. As the Chancellor's daughter and an elite soldier of the Helghast Intelligence Agency, Echo holds some degree of command.

It's implied that Echo is quite tenacious and passionate, to the point of seeming disobedient and rebellious. This is seen as she argues with her mother, and Lucas remarking that she seems to have a habit of disobeying orders. This could also explain why she's a soldier despite being born into a rich and powerful Helghast family. What drives Echo is her intention to end hostilities on both sides. Her desire for peace is so great that she's willing to trust Lucas Kellan and disobeys her superiors, including her mother.

On top of that, Echo takes huge risks to kill fellow soldiers to allow Kellan to safely escape New Helghan and deliver her message to Sinclair that Vekta needs to stand down. She cares very much for her people and their well-being; she's glad that a Vektan like Lucas gets a glimpse of their lives for a change. She comes to value Kellan's trust and companionship over time; after he dies at the hands of Sinclair, she takes it upon herself to exact justice for his murder.

Abilities:

Echo is an excellent marksman and a proficient hacker. She is also skilled in hand-to-hand combat and wielding knives. Her intimate knowledge of the areas and routes in New Helghan were crucial when helping Lucas escape. She is capable of both marking and sniping with ease. Echo is adept at infiltration using her cloak. It's currently not known if she has the oratory skills and political charisma her mother and grandfather possess.

Conversations:

Chapter 3: The Doctor:

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Mas

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Chapter 5: The Helghast:

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Kel

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Kel

(Hera Visari walks in)

H

E

H

E

H

E

H

E

H

E

H

E

(Echo is escorted away and Anton Saric returns)

H

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Chapter 6: The Agent:

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Kel

E

Kel

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Kel

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(After having walked away a distance)

Kel

E

Kel

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(After killing two security troopers)

Kel

E

Kel

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Kel

E

(After using spider-mines to advance)

E

Kel

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(Near the Wall)

E

Kel

E

Kel

E

Kel

E

(While approaching the Wall on the container)

Kel

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Kel

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(After the container stops)

E

Kel

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(After starting up the antenna)

Kel

E

(After defeating the Helghast)

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Kel

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Kel

E

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Chapter 7: The Handler:

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Kel

VSA: "We have our orders, sir."

E

Mas

Sincl

Kel

Mas

Kel

Sincl

Kel

(Echo shoots the sergeant and Massar)

E

Sincl

Kel

Sincl

Kel

Sincl

E

Kel

E

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Chapter 8: The Dead:

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Kel

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(After landing)

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Kel

E

Kel

E

Kel

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(If spotted)

Kel

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Chapter 9: The Destroyer:

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Kel

(After planting C4 on one of the turrets)

Kel

E

(After planting C4 on the other turret)

Kel

E

Kel

(After clearing the train platform)

Kel

E

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Quotes:

Chapter 3: The Doctor:

*"The Marshal does not get past here! Understood?"

Chapter 6: The Agent:

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*"I'll disable the cameras as you come up on them. Just keep moving forward -- I won't be able to keep them down for long."

*"Those are just maintenance drones -- they're harmless."

*"You're lucky to be alive. They worked you hard. Just watch your step."

*"You're not the only one trying to get out of here, Marshal. Down here it's a different world. The screams you can hear. The refugees Vekta kicked out are being welcomed home."

*"Watch your step."

*"Wait! Guard up ahead... on the right. Go left -- it's clear."

*"Go right here."

*"Stop. There's a patrol up ahead. Hide in that container."

*"Wait, I'll tell you when to move. Trust me. He won't find you."

*"Now, go. Don't get too close. You're in no condition to take him on."

*"Hide in that container up ahead. You're doing good, Marshal."

*"Go, now's your chance!"

*"You need to climb."

*"Go."

*"Keep going."

*"You need to climb."

*"Marshal -- I'm headed your way -- the area's way too hot. I'm going off comms."

*"I've uplinked you into the ComSec network. You'll be able to hack automata and designate targets. Put a marker on that grate and we'll see if it works."

*"You're linked. If you need cover fire, just mark a target and leave the rest to me."

*"Let's test the hack. Try it on this spider-mine."

*"Now, hack this spider bot."

*"Now move it to to the door controls and detonate."

*"Good. Use them when you need to."

*"Alright, hack another one -- use the window -- get it to the other side of the door."

*"Try again. Don't detonate it until it's right on the controls."

*"I'll be in the overwatch. Mark anything you need help dealing with. We need to get to Containment Center 37. Follow my lead and we'll get through this."

*"They're retracting the bridge! You need it to get across!"

*"I can't override the system. The controls need to be destroyed. Hack a spider mine -- it's the only way to open up a route to the other side."

*"ATAC! Do not engage them. Just find the Containment Center."

*"The Wall's not far, but they know you're out. There's going to be a lot more patrols from here on in."

*"Watch it, Kellan. There's a security team below you."

*"I can't make it to your position. I'll find another way around. I'll meet you on the other side."

*"It makes a change, a Vektan seeing how we really live. This is the truth, Kellan. This is what your sanctions do. These are the people they hurt. All you're doing is helping to breed a new generation of extremists."

*"Meet me at the top of the elevator. Those containers are dangerous. Find a control panel, release the crane maglock and you'll be able to shoot the entire box loose. Or just mark it and I'll take the shot."

*"Mark the container. I can shoot it for you."

*"Kellan, there's a large attack drone incoming. Don't try and fight it head on, you'll get cut to pieces! If you got EMP grenades -- use them."

*"Good work, Kellan! It's destroyed!"

*"There's an elevator just in front of you. Wait! I'm getting something on the radio... Multiple fire teams coming down to that level. Find cover!"

*"Dammit. I just lost my cloak charge. I'm going to have to get through to the control room without it. Meet me at the transit loading... and don't shoot anything unless I mark it -- or we'll have every unit on us."

*"Take this. They're locking everything down. We won't get across on foot. I'm gonna make a break for the transit controls. Cover me. I'll call out targets."

*"Take out that spotlight."

*"Hold fire. There's teams moving in. They've got attack drones escorting them. Don't engage them. They'll have support teams nearby. The only way through this is hitching a ride on a container."

*"Hurry! Take the shot!"

*"Hold your fire. It looks like they're going to split up. There's a camera on the walkway and those two guards. Take them out."

*"Good shooting. I need to get over to those controls."

*"I just saw a guard in the tower. Take him out before he spots me."

*"Target down."

*"I'm at the controls. I'm going to send a container over to you."

*"ATACs! Find cover inside the container! Hurry! Stay out of sight."

*"You're clear of the ATAC. But guards just moved into the tower in front of you. Deal with them and then push up."

*"Okay -- hang on, I'm sending over the container."

*"Dammit. There's more guards just ahead of you. You're going to have to take them out. I can't stop the container. Hurry! Take the shot!"

*"He's down!"

*"Hold on to that. And look out for snipers."

*"I have to get over to the control tower. See if you can find a way to disable the Security System. Maybe there's a spider mine around here. Stand by until I get in position."

*"I'm ready. Mark your targets."

*"I'm at the control room. They're adjusting their quadrant. They're going to be here any second. The antenna is down... We need to get power back up. You're going to have to get a new capacitor into the array. I saw one at the back of the room. Dammit. It's the capacitor outside -- at the base of the tower. The antenna array is to the right. Hurry."

*"Numerous ground elements closing! Get to the tower!"

*"I've almost got this. Hold on for a bit longer."

*"It's working! They're engaging them! The reprogram isn't going to last! We need to get you out of here! Target the walkers! The ground troops will pull back!"

*"I've tied in the A-TAC's targeting into your marking system. Mark targets you want engaged!"

*"They're falling back! Get up, Kellan now, before they regroup."

*"I'm losing the uplink! The drone is going down! Brace for impact!"

*"Keep moving! The border is just ahead!"

*"Remember what I said about Visari. Make sure Sinclair knows."

|}

Chapter 7: The Handler:

*"Stay on that dropship. We can't afford to lose it if we want to find the weapon."

*"It's hit! They're taking it down. Stay on it. The smoke should make it easy to trace."

*"We've entered Helghan's atmosphere. It's safe to disengage the orbital divers and freefall to the surface."

Chapter 8: The Dead:

*"10,000 meters. Velocity 102 miles per hour and climbing! Stay clear of the meteor trails -- the dust is superheated."

*"Can you see the dropship?! It should be just ahead of you! Follow its vapor trail!"

*"4,000 meters. You've reached terminal velocity!"

*"Stay close to it. Once we clear the cloud layer -- we'll glide below radar."

*"I'm going through."

*"Now back off and shoot the canister."

*"Follow me up, it won't harm you."

*"We should split up. We'll be harder to track. The dropship's our only lead. Head for the smopke and stay on comms."

*"There has to be another way to disable it... look around and see what you can find."

*"It's damaged! The drill must have caused a power surge when it blew. Find another one!"

*"It'd down! Good work, Kellan! Let's go!"

*"Sometimes I wish people would just forget this ever happened. Instead of pain and guilt...there could be hope."

*"Kellan! I'm just above you! Use the gravity well!"

*"I'll take point."

*"Tremor! Move! Watch for falling debris!"

*"Kellan, heads up!"

*"This place is tearing itself apart."

*"It's landing! It's just past the ridge. Come on!"

Chapter 9: The Destroyer:

*"System's down. Give me perimeter security while I find a way in."

*"Alright, I'm in. Get over to the entrance -- I'll open the doors."

*"I'll take point. Watch our six. No! The weapon's not here. Tyran must have it. Here. This must be the way through. Gimme a hand with the door release."

*"We can use the shuttle trains. That should get us to where ever he went. Hold the platform. I'll secure the train."

*"Damn it. They're onto us."

*"RPGs! Take cover!"

*"Hostiles inbound! Get to cover!"

*"I need to get into that control room. If I can hack their system -- I might be able to find the location of the weapon."

*"I'm at the control tower. I'm going to hack the entrance door."

*"Hold on... I nearly have it. I'm in!"

*"Kellan, cover my six! I need some time on this."

*"Cover our six!"

*"Data is encrypted. I can't find anything on the weapon!"

*"Set up a base of fire! Cover me while I hack the system!"

*"They're regrouping. Re-attack is on its way... Check your ammo."

*"Here we go!"

*"Grab all the ammo you can. This is not over."

*"Dammit! I'm almost finished. Just hold them for a bit longer!"

*"Board is green. We're in. I've got a feed on their comms. I've got something... It's Tyran. He's moving this way. We can set up an ambush!"

*"I guess we're both outcasts now. Maybe in all this, that's not such a bad thing to have in common."

*"We're coming up to Stahl's base."

*"Stahl's using the weapon."

*"Hang on! I don't have control!"

Chapter 10: The Savior:

*"For Kellan..."


Instruction: Provide detailed information regarding Philip Vekta in the Killzone universe.

Output:
}}

Philip Vekta was the CEO of the Helghan Corporation.

Biography:

Little to nothing about Philip is known. He was presumably chiefly responsible for every decision made by the corporation during its early years. It is known that the planet Vekta was named in his honor.Timeline retrieved from the official Killzone website


Instruction: Provide detailed information regarding Ryan Grant in the Killzone universe.

Output:
Ryan Grant is a half-Helghast actor working in Vekta City. He is mentioned in Killzone Shadow Fall.

Biography:

Ryan Grant was widely recognized for his role as the protagonist Clifford Rex of the popular TV series Solar Dawn. In 2390, Grant reprised Clifford Rex in the film adaptation of Solar Dawn, the first film of a planned hexalogy.Vektan Daily, Box Office Smash! Days after the successful release of Solar Dawn, an unnamed source revealed to the Vektan public that Grant was Helghast by birth. The anti-Helghast Vektan public reacted very negatively to the revelations in which Solar Dawn quickly bombed, with some theaters pulling the film altogether after threats of violence, and Grant was repeatedly pressured by the public to confirm his nationality.Vektan Daily, Shocking Revelation!

Grant was later among the thousands of Helghast living on Vekta that were deported to New Helghan in response to the Black Hand terrorist attack on Vekta City. Ryan's legal team tried to fight for their client, but a positive outcome was seem to be unlikely.Vektan Daily, Walk of Shame After Grant's deportation, Raydiant Pictures, the studio behind Solar Dawn, was given permission by the New Helghan government to release a special cut of Solar Dawn in Helghast theaters in which it regained its popularity.Vektan Daily, Solar Dawn fights back

On August 5, 2390, Grant won an appeal to return him to Vekta after a judge ruled that Ryan did not willfully misled anyone about his Helghast paternity. With Solar Dawn having been screened in Vekta and New Helghan, Ryan regained his celebrity status with a doubled fanbase.Vektan Daily, Back for Good?


Instruction: Provide detailed information regarding Salamun Market in the Killzone universe.

Output:
Salamun Market is a multiplayer map in Killzone 2 and Killzone 3.

Killzone 2:

This map is good with any class, and can have some very intense battles. This map takes place in a city district in Pyrrhus; the Salamun district. It's a very urban battlezone, as you may have guessed, and offers many delightfully murderous opportunities. Each team on this map start on opposite ends of the district, each area with its own uniqueness. This is a long stretched map with a wide street with a stretched S-curve, skybridge above, and a couple of alleys next to the street. In the center of the map where the main street runs through, there are the main buildings, which can accommodate most of the battle on its own and is a nice spot for camping.

Most of the buildings within the map area can be entered and are all interconnected. The surrounding areas offer nice places for snipers to scavenge for kills. Perhaps the hardest game mode to accomplish for either side is Search and Destroy because the bomb planting locations are small piles of sandbags that provide little or no cover from the near endless angles of enemy attacks.

Killzone 3:

This map returns for multiplayer in Killzone 3 with several modifications. The first and most obvious features are the inclusion of two initial starting bases for each team instead of the original one, a switch from dark nighttime setting to daylight, and the changes made to the in-game mission objectives. New equipment is included such as four Exoskeletons, tactical spawn points and various defunct turrets. Other notable changes are purely aesthetic, such as the time of day (now a morning/afternoon setting), as well as the location of destroyed equipment, armour and debris. These changes have significantly altered the original gameplay, creating a highly refreshed experience, even for veteran Killzone 2 players.


Instruction: Provide detailed information regarding Sentry Bot in the Killzone universe.

Output:
Sentry Bots are Helghast flying robots that appears in Killzone, Killzone 2 and Killzone 3.

Description:

Sentry Bots were programmed to enforce perimeter security under all circumstances. A single sentry bot will cut down an ISA platoon in seconds with their twin mounted StA-3 Light Machine GunsBradbury, Sam. (March 30, 2011). Killz

Killzone:

Strategies:

*Use a weapon with a good spread pattern so you can cover their movement easier.

*It usually takes anywhere from 15-20 direct hits from a standard assault rifle to destroy a Bot.

Killzone 2:

Sentry Bots are first encountered in the mission Suljeva Village. Armed with StA-3 LMGs, the Bot unleashed a high rate of deadly fire when close. However, due to the inaccuracy of the LMG, Sentry Bots are rather ineffective at long distance attacks.

Strategies:

*It is best to begin firing on Sentry Bots when they are seen from a distance before they get close.

*Due to their fly capabilities, the Bots can fly in overhead and out flank the player.

*If they were to touch anything they will explode, a few lucky shots from a shotgun or heavy weapon should see the sentry bot to its destruction.


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

Output:
The Spider Tank is unique, four legged bipedal tank only used by Tendon Cobar during his boss fight in Killz

Specifications:

The Spider Tank is an extremely deadly vehicle, although its large size presumably makes it rather slow and cumbersome, this is made up for by it's heavy armor that can withstand several missile strikes from an ISA VTOL and continue to operate without issue.

Weapons:

The Spider Tank has three weapons at its disposal:

* A prow mounted machine gun

* Two missile pods, that hold four missiles each

* Grenade launcher turret


Instruction: Provide detailed information regarding Stahl Arms Deep South in the Killzone universe.

Output:
Stahl Arms Deep South was the main headquarters of Stahl Arms. It was one of the foremost weapons research and development centers for the Helghan Empire, creating very advanced and powerful tools of destruction for the war effort, prominent examples of which are the StA-X3 W.A.S.P. Launcher and the StA-5X Arc Cannon.

In the aftermath of Operation Archangel, captured ISA soldiers were sent to Deep South to be used as living test subjects for the corporation's weapons testing program, and other painful and lethal experiments at the hands of the corporation. Chairman Jorhan Stahl later had ISA prisoner Captain Jason Narville to be publicly executed at Deep South. However, Tomas Sevchenko and Rico Velasquez infiltrated the facility and foiled the execution, and rescuing Narville. It was also there that Tomas and Rico learned about Stahl's plans for his invasion of Earth.