Instruction: Provide detailed information regarding Vale Research Institute in the Killzone universe.

Output:
The Vale Research Institute is a Vektan scientific organization.

History:

The Vale Research Institute has been secretly in league with the Vektan Security Agency in developing biological weapons designed to kill the Helghast. The VRI conducted highly unethical experiments on Helghast migrant workers, who were hired and lied to participating in a "medical trial", that were taken to off-planet research laboratories. The high numbers of the missing workers soon gained notice by New Helghan officials.Helghast Daily News, "Helghast migrant workers missing" A migrant worker managed to escape from a VSA black site and told of his ordeal to the New Helghan public.Helghast Daily News, "Black site survivor recalls ordeal"

Following the scuttling of the Cassandra, the VRI publicly covered up the cause of the ship's destruction by stating that the "unmanned" ship had finished collecting masses of research data from Alpha Centauri B.Vektan Daily, "Going Out in Flames" The VRI also covered up Dr. Hillary Massar's defection to the Helghast by publishing her obituary which falsely stated that she had died during a freak laboratory accident.Vektan Daily, "Famous geneticist dies"

Known Members:

*Dr. Hillary Massar

*Dr. Ravek


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

Output:
Vektan is a term to describe the native human inhabitants of the planet Vekta.

History:

, father of Lucas Kellan and a native inhabitant of Vekta.]]

The ancestors of the modern Vektans were UCN colonists who were brought from Earth to Vekta after the First Extrasolar War had ended the Helghan Administration's rule over the planet.Timeline retrieved from the official Killzone website During the early days of their settlement, this new Earth-loyal minority was relentlessly attacked by the Helghan loyalist majority, but these attacks were quickly put down by the ISA. Eventually, the Helghan corporate citizens embarked on an exodus to the planet Helghan, leaving the Vektans to live in peace until the time of the Second Extrasolar War.

In 2357, Vekta was invaded by the Helghan Empire. Vekta's defenses were sabotaged by ISA traitors Stuart Adams and Dwight Stratson, who disabled the planet's orbital defenses and hindered the ISA's efforts to effectively counter the invasion. Many Vektans were killed in the invasion and others suffered under Helghast brutality. The invasion was ultimately repelled by the actions of the Vektan war hero Jan Templar and his team.Killzone

Two years later in 2359, ISA Alpha Centauri launched a counter-invasion of Helghan in an attempt to swiftly end the war by capturing Scolar Visari. However, the counter-invasion culminated in Helghan's devastation in the Terracide.Killzone 2Killzone 3 After the war, the Vektan government granted the surviving Helghast refuge on Vekta. This act of mercy was reacted very negatively by the Vektan population. As a result, the Vektans and Helghast were unable to seek peaceful coexistence due to the war and Terracide, and Vekta was partitioned to separate the two civilizations from each other.Killzone Shadow Fall

The Vektans currently live in a state of cold war against their Helghast neighbors of New Helghan, and are under threat from Helghast terrorists and extremists such as the Black Hand. The Vektan Security Agency was established to deal with the domestic Helghast threat and have launched numerous covert incursions into New Helghan's borders.

In 2390, the VSA discovered a still alive Jorhan Stahl who was slowly building up a Helghast military force on Helghan to invade Vekta and wiping out the Vektans with a bio-weapon reverse-engineered from the VSA. An ISA taskforce under VSA Director Thomas Sinclair would engage Stahl's forces, and despite suffering heavy losses, they would emerge victorious with Stahl murdered by the Director personally and his bio-weapon retrieved. In the aftermath, the Vektan government blamed New Helghan for restarting hostilities against Vekta and prepared for another war against the Helghast after negotiations between the nations broke down.Helghast Daily News, "Prepare for War!"

Culture:

Vektan culture seems to be highly consumerist and militaristic, with ISA Cruisers lining the skies of Vekta, and the VSA, who have policing duties, looking more like soldiers than police officers in response to the Helghast resettlement. Massive advertisements for products and corporate logos are seen on the numerous skyscrapers in Vekta City, and corporations seem to be a large part of Vektan life. Vektans seem to be highly eco-friendly if Vekta City is any indication, with a well-designed railway system all across the city for transportation and clean energy devices such as hydroelectric power run by waterfalls.

Killz

Helghast Relations:

Vektan society seems to be relatively peaceful on the surface, but since the Helghast resettlement on Vekta, anti-Helghast prejudice and violence are common on the Vektan side. Having a long antagonistic history with the Helghast due to the Second Extrasolar War, the Vektans live in an uneasy peace with their New Helghan neighbors, who similarly harbor strong anti-Vektan sentiment over the Terracide. Helghast and half-breed migrant workers and expatriates living on the Vektan side are treated with scorn and contempt by the general population.Helghast Worker Contempt  Anti-Helghast hate groups are known to frequently target these resident Helghast and often causing their "disappearances."Helghast Daily News, "Helghast migrant workers missing" Even people discovered with traces of Helghast heritage are instantly shunned and treated as pariahs.Vektan Daily, "Shocking Revelation!" Although a large majority struggle to tolerate their existence, others like Lucas Kellan can see the humanity in the more desperate and destitute side of the Helghast, having witnessed their struggles firsthand. During the political crisis on Gyre, Vektan and Helghast demonstrators worked together in solidarity to condemn the repressive Helghast Workers Union Party.Vektan Daily, "The Grass Isn't Greener on Gyre"

Values:

Vektan values seem to be individualistic, and based on broad concepts such as freedom and liberty. Such values reflect their consumerist culture, which is in stark contrast to the Helghast mentality of the needs of the many before the needs of the few. These values are contradicted by their current position, considering that the UCN levies strict rules against all colonies. The Vektans seem to be acceptable with this arrangement, however.

Vektans do not seem to be willing to extend their values to other planets, or respect planets that actually exercise these values. For example, in some ISA propaganda depicted in Killzone 2, the speaker in addressing the Helghast says "the trade in energy and essential supplies has been brought to a halt, leaving other colonies close to collapse", as if the Helghast are not allowed to end their trade deals with other planets in light of a war, and the other colonies are entitled to these resources. This is most likely due to ISA Alpha Centauri's loyalty to the UCN, much like all other ISAs are.


Instruction: Provide detailed information regarding Walking Attack Drone in the Killzone universe.

Output:
The Walking Attack Drone is an heavily armored attack drone used by the New Helghan military featured in Killzone Shadow Fall.

Specifications:

The WAD has four walking-legs that allows it to move even in the toughest urban terrain. It is heavily armored and shielded all around with no blind spots. It is armed with a minigun turret and grenade launchers.

The WAD has some similarities to the Mobile Scan Unit, such as having proximity scanners. But its scanner has less range than the MSU. In comparison to the Trooper Carrier, the WAD is cumbersome and slow. However, its firepower and armor make up for the lack of speed. It is vulnerable to EMP grenades.


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

Output:
The Arc APC is a Helghast anti-aircraft vehicle.

Specifications:

The Arc APC was modified from a armored personnel vehicle and repurposed into a anti-aircraft vehicle in which it is fitted with a powerful Arc Cannon. It is deployed to strategic locations and set up as a stationary weapon. Areas where the Arc APC have been deployed are heavily guarded by Helghast troops.Killzone 3: The Official Guide

Killzone 3:

Arc APCs appeared in "Pyrrhus Evac" in which Sev and Rico assists ISA troops in destroying Arc APCs.


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

Output:
The Assault Infantry are the standard and most numerous frontline soldiers of the Helghast Empire, appearing as a common enemy type in Killzone 2, Killzone 3, and Killz

Description:

Assault Infantry serve as the primary combat units of the Helghast Army, equipped with the StA-52 Assault Rifle as their standard-issue weapon. They are trained to engage enemies using coordinated tactics, emphasizing the use of cover and sustained suppressive fire.

These soldiers typically prefer engagements at medium range, approximately 15 to 25 meters, where their weapons are most effective. However, they remain dangerous at closer distances and will attempt to advance toward targets if not suppressed by incoming fire.

If an enemy becomes concealed or remains behind cover, Assault Infantry will deploy grenades to flush them out. In close-quarters situations — particularly in Killzone 3 — they may resort to melee combat, using either their rifle butt or a combat knife.

Tactics:

Assault Infantry rely on numbers and coordinated firepower to overwhelm opponents. Their battlefield behavior is characterized by disciplined use of cover and steady offensive pressure.

Common tactics include:

* Use of co

* Suppressive fire and grena

* Adaptive position

While in crouched cover, Assault Infantry often leave the top of their heads exposed. A precise shot can dislodge their helmet, making subsequent headshots easier. Certain high-powered weapons, such as the VC32 Sniper Rifle or StA-14 Rifle, are capable of penetrating helmets entirely, resulting in instant kills.

They are also vulnerable during specific actions:

* Reload

* Transition from co

However, rushing an Assault Infantry unit in standing cover is riskier. In such situations, they can react quickly by repositioning, firing, or initiating melee attacks. If a melee attack is attempted, stepping back to avoid the strike creates a brief window for counterattack.


Instruction: Provide detailed information regarding Dot Laser in the Killzone universe.

Output:
The Dot Laser is an attachment featured in Killzone Shadow Fall.

Description:

The Dot Laser serves as the default, 1x magnification weapon sight for all weapons which can mount it.

The Helghast and VSA each have their own unique versions of the Dot Laser, with the Helghast version utilising a red laser and red-tinted lens on the sight, and the VSA using a blue laser and blue-tinted lens. As such, all Helghast weapons will have the red, Helghast model if they have the Dot Laser equipped and all VSA weapons will have the blue, VSA model if they have the Dot Laser equipped.

Nearly all small-arms in the game can be equipped with the Dot Laser. Some weapons have an integral Dot Laser which looks slightly different from the normal Helghast or VSA models, including the StA409, the StA19, the VC15, the M6 Punt and the LS12 Ripper.

Weapons:

*StA19 Reigner

*VC15 Judaz

*LS12 Ripper

*M6 Punt

*LS21 Valk

*StA25 Vlug

*VC30 Sickle

*LS36 Breacher

*StA409 Keyzer

*M55 Rumbler

*StA59B Pulver

*StA4 Stova


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

Output:
The Helghast Elite, or just Elite, is a Helghast enemy in Killzone.

Description:

The Elites are the most common of the Helghast Third Army's special forces.  Unlike regular soldiers, they will charge without remorse. But they know when to fall back and when to look for cover when in trouble.Killzone Prima Official Game Guide They usually come equipped with StA-3 Light Machine Guns and can rarely be seen carrying a Sta-52 assault rifle and occasionally a grenade launcher.

Tactics:

Elites wear heavy armor and can withstand up to half a magazine of M82 Assault Rifle fire, compared to standard Helghast soldiers who can be killed with just 3 or 4 shots from the M82. They can be killed with a single headshot from the sniper secondary fire mode of the M66-SD Submachine Gun, or by sustained fire from heavy automatic weapons like Rico Velasquez's M224-A3 Heavy Support Weapon or their own StA-3 Light Machine Guns.

Elites are first encountered in Mission 2, "Vekta Evacuates", and are encountered throughout the campaign. For most of the game, Elites are deployed as support troops, usually operating in pairs and working alongside squads of normal Helghast infantry. Their heavy armor and machineguns allow them to lay down sustained fire while resisting return fire.

From Mission 9 onwards, Elites begin to deploy in full squads of several at once, fully replacing the standard Helghast infantry in large sections of the game. Elites deployed in full squads often carry StA-52 Assault Rifles instead of machine guns. Because of their increased durability and skill, these squads of Elites are a significantly greater threat than earlier squads of regular Helghasts.


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

Output:
Gen. Armin Metrac

}}

The Helghast Third Army, or the Third Shock Army, under the command of General Joseph Lente, was the most well-armed unit of all the Helghast forces during the Second Extrasolar War. They used vehicles such as light and heavy hover tanks, along with APCs. Their standard issue weapon is the StA-52 Assault Rifle. They were also the unit responsible for the executions of Helghast dissidents.

History:

The Helghast Third Army participated in the invasion of Vekta in 2357. Thanks to Helghast collaborator General Stuart Adams, the Third Army bypassed the ISA's orbital defenses and made planetfall, quickly overwhelming unprepared ISA ground forces and capturing several strategic locations, including ISA Central Command.

However, even with their vast numbers, inside information on ISA forces, and equipment, ISA Captain Jan Templar and his squad with the use of asymmetric warfare and counterintelligence were more than a match for the Third Army. With the death of Lente at the hands of Colonel Gregor Hakha, the unit came under the command of General Armin Metrac, who managed to regain the initiative in southern Vekta before being pushed back and ultimately killed. In the end, most of the troops from the Third Army were annihilated, taken prisoner, or were the lucky few to escape back to Helghan.

The size of the Third Army was about 300,000 in the beginning of the invasion on Vekta. The ISA resistance drained these numbers more than the Helghast expected early on. Later the Helghast Command decided to use non-Helghast, to boost the strength of their ground forces. But these reinforcements consisted of only several hundred mercenaries and some ten thousand irregular Vektan sympathizers. In the end, most of them were sacrificed by the Helghast in hopeless combat operations against the ISA.


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

Output:
The Space Shuttle is an unarmed spacecraft used By the ISA for orbital transportation.

History:

This spacecraft was used by Jan Templar and his allies to reach the SD Platform. General Vaughton used one to make his way with the control key to reactivate the SD platform. The shuttle has several RCS thrusters, 2 large ones are easily seen on the left and right side. The Helghast in the final level of Killzone began launching shuttles randomly to prevent Jan Templar's team from reaching the SD Platform.


Instruction: Provide detailed information regarding ISC Bright Dawn in the Killzone universe.

Output:
The ISC Bright Dawn is a ISA Cruiser that was part of Battle Group Mandrake, which took part in Operation Archangel.

Operational History:

During the invasion of Helghan, the Helghast launched a surprised attack on Battle Group Mandrake to gain access to the launch codes for the ISA nuclear weapon Red Dust. During the battle, the Bright Dawn was engaged by multiple Helghast cruisers and was shot down.Killzone 2, campaign level The Cruiser


Instruction: Provide detailed information regarding Jason Narville in the Killzone universe.

Output:
James Remar

}}

Captain Jason Narville was an ISA Marine and the commanding officer of Avenger Convoy in Killzone 2, and later led the ISA remnants in Killzone 3 after being the only high ranking soldier remaining on Helghan.

Biography:

A great soldier and one of the best combat leaders in the ISA Marines, Captain Jason Narville was on secondment to the UCA on Earth when the Helghast invasion struck Vekta. Incensed by the attack on his home-world, Narville made it back barely in time for the mopping up on the southern continent. Feeling ashamed at having not been there when his home-world needed him, Narville is determined to show the worth of his training during the invasion of Helghan itself.Killzone 2 Signature Series GuideKillzone 3: The Official Guide

Operation Archangel:

During the invasion of Helghan, Narville was the commander of Avenger Convoy that he successfully led in the assault of Pyrrhus. After gaining control of Visari Square with the help of Alpha Squad, however, his forces were repelled by hidden Arc Towers in the city.

After Jan Templar sacrificed the New Sun in disrupting the Arc network, Narville led Avenger Convoy conducting rescue operations in the Maelstra Barrens before reuniting with Alpha Squad and discussed their plans to regroup their forces and make their push into Pyrrhus and take Visari Palace. But his cautious optimism was dashed when the Helghast detonated a nuclear warhead on Pyrrhus and killing most of the ISA forces. Despite the losses, Narville does not admit defeat. Becoming the leading commander of the remaining ISA forces, Narville lead an offensive on the remnants of the Helghast Second Army.

Narville later arrived to Visari Palace too late to find Scolar Visari having been killed by Rico Velasquez which ruined the ISA's plans to take Visari into custody and their chances of winning the war.

Six Months On:

Following the death of Scolar Visari and the destruction of the ISA fleet supporting Battle Group Mandrake, the entire regimental officer corps of Operation Archangel was wiped out, leaving Narville the sole high-ranking officer of the surviving ISA forces. Narville was left deeply frustrated by the failure of Operation Archangel, in which he directed his ire on Rico Velasquez. Ordered by the ISA High Command to evacuate Helghan, Narville rallied his remaining forces to the few evacuation ships waiting over the crater created by the Red Dust warhead. Unfortunately for Narville, he and his men were left stranded on Helghan after the evacuation ships were shot down by Helghast forces while the remaining ISA ships retreated from the planet.

In the next six months, Narville led the remnants of his forces into hiding in the Kaznan Jungle, in the vicinity of a grounded ISA cruiser where they salvaged the vessel's comms equipment and established an uplink with Earth, while waiting for rescue to come for them.Bradbury, Sam. (March 30, 2011). Killz

When Narville finally established contact with Earth, he was left in disbelief and anger upon learning that the Vektan colonial government had brokered a peace deal with the Helghan government. Furthermore, Narville was instructed to surrender himself and his men to the Helghast in order to be negotiated in their release as prisoners of war—despite Narville arguing about the Helghast's inhumane treatment on P.O.W.s. Soon after Narville learned the news, Narville's transmission alerted the Helghast to their location and lead to his capture. He was then detained at Stahl Arms Deep South where he was set up to be publicly executed by Jorhan Stahl. Fortunately, Narville was rescued by Tomas Sevchenko and Rico, and assumed command over the remaining ISA troops shortly thereafter.

Narville and his group eventually discovered Stahl's plans to destroy Earth with irradiated Petrusite weaponry in which they embarked on trying to escape Helghan by hijacking a ship from a spaceport and warn Earth about the impending attack. During the journey, Narville repeatedly clashed with Rico, whom he still had not forgotten over his reckless actions, in which he refused to follow Rico's advices under the belief that Rico would jeopardize everyone's safety. Their journey to the spaceport was hindered by a MAWLR walker in which they managed to defeat it, but the battle reduced their numbers to sixty. Narville was left demoralized and even consider of giving up hope of escaping until he was convinced otherwise by Sevchenko, who rallied the ISA remnants to continue their mission to stop Stahl from carrying out his genocide. Narville succeeded in leading his troops in taking over one of Stahl's ships and return to Vekta before Sevchenko destroyed Stahl's flagship with a nuclear missile, which caused the Terracide.

Conversations:

Killzone 2, Cutscenes:

Visari Square:

{| class="wikitable mw-collapsible mw-collapsed" width="100%" data-expandtext="show" data-collapsetext="hide"

!S

|-

|

Narvi

(Narville turns to Sev and Garza)

Narvi

Na

Narvi

|}

Salamun District:

{| class="wikitable mw-collapsible mw-collapsed" width="100%" data-expandtext="show" data-collapsetext="hide"

!S

|-

|

Narvi

(Narville looks into the distance with binoculars)

Narvi

(Narville sees Radec in charge of the defence)

Narvi

R

Narvi

S

Narvi

(Mortars hit, killing a number of ISA soldier and armor)

Narvi

|}

{| class="wikitable mw-collapsible mw-collapsed" width="100%" data-expandtext="show" data-collapsetext="hide"

!S

|-

|

Narvi

(Narville sees Rico approaching)

R

Narvi

(Team watches the convoy when a device comes up out of the road)

ISA: "Sir, unidentified object at 12 o'clock."

ISA 2: "Stop the convoy!"

Narvi

ISA: "Uh... not sure, sir. Something just came out of the ground..."

(Object keeps rising)

ISA 3: "Whoa shit, that thing looks crazy!"

ISA 4: "Don't move any closer until command says so!"

ISA 5: "Forward units standing by - what are our orders, sir?"

(The device is ready and fires at the convoy, destroying numerous vehicles and killing a number of soldiers)

ISA 5: "...some kinda shield...aaaaaaah!"

Narvi

(After the Radec cutscene)

R

Eve

Temp

Eve

Temp

R

S

R

|}

Maelstra Barrens:

{| class="wikitable mw-collapsible mw-collapsed" width="100%" data-expandtext="show" data-collapsetext="hide"

!S

|-

|

S

R

Na

R

S

R

Narvi

S

Narvi

S

|}

{| class="wikitable mw-collapsible mw-collapsed" width="100%" data-expandtext="show" data-collapsetext="hide"

!S

|-

|

Narvi

(Nuke goes off)

R

Na

(Narville is talking to ISA marines)

Narvi

R

Na

R

S

R

|}

Visari's Palace:

{| class="wikitable mw-collapsible mw-collapsed" width="100%" data-expandtext="show" data-collapsetext="hide"

!S

|-

|

R

S

Vis

S

Vis

S

Vis

R

S

Vis

(Rico shoots Visari)

S

Vis

(Visari dies and Narville enters the building)

Narvi

Na

Narvi

(Outside)

ISA: "Fuck! Helghast ships! I thought first wave took all of them out."

ISA 2: "We're screwed!"

ISA 3: "Oh, man! I can't believe this... We need to get the fuck out of here!"

ISA 4: "Move out, move out, report to your CO's."

ISA 5: "Come on people, let's go, let's go!"

|}

Killzone 3, Cutscenes:

Evacuation Orders:

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!S

|-

|

R

S

(Cuts to Visari's corpse)

Narvi

ISA me

Narvi

ISA me

Narvi

(Cuts back to Sev)

R

Narvi

S

Narvi

S

R

Narvi

R

Narvi

S

Narvi

(Hooper arrives with transport)

Narvi

(Sounds of lightning)

R

(A Helghast cruiser flies overhead, firing at the convoy, killing soldiers and destroying armor)

Narvi

(While driving, Helghast forces attack the evacuating troops)

S

R

S

(A Helghast tank shows up)

S

(Their vehicle gets pushed off the road, but stops just before it falls off a cliff)

S

R

(Vehicle still falls down)

R

S

R

|}

{| class="wikitable mw-collapsible mw-collapsed" width="100%" data-expandtext="show" data-collapsetext="hide"

!S

|-

|

Narvi

S

Narvi

S

R

(Rico gets cut off by Narville)

Narvi

S

Narvi

S

Narvi

|}

{| class="wikitable mw-collapsible mw-collapsed" width="100%" data-expandtext="show" data-collapsetext="hide"

!S

|-

|

Narvi

S

Narvi

S

Narvi

|}

{| class="wikitable mw-collapsible mw-collapsed" width="100%" data-expandtext="show" data-collapsetext="hide"

!S

|-

|

S

Jam

R

Jam

R

Narvi

(MAWLR arrives near Sev and Rico, crushing their HAMR and firing at an ISA cruiser)

Cruiser ISA: "Dispersive armor is holding."

Cruiser Capt

(Back at Sev and Rico)

S

|}

{| class="wikitable mw-collapsible mw-collapsed" width="100%" data-expandtext="show" data-collapsetext="hide"

!S

|-

|

Jam

Narvi

R

Narvi

R

S

R

S

R

|}

{| class="wikitable mw-collapsible mw-collapsed" width="100%" data-expandtext="show" data-collapsetext="hide"

!S

|-

|

(MAWLR fires at ISA cruiser)

Cruiser Capt

Cruiser ISA: "That last blast took out all electronics on G deck. Rerouting system."

Cruiser Capt

Cruiser ISA 2: "The Dauntless reports minor damage. And the Arcturus has safely reached orbit."

Cruiser Capt

(MAWLR fires at another ISA cruiser)

Cruiser Capt

(At the evac site)

Narvi

S

(Intruder lifts off)

S

Narvi

(Back on the ground)

R

S

R

(ISA cruiser crashes down)

R

Narvi

|}

Six Months On:

{| class="wikitable mw-collapsible mw-collapsed" width="100%" data-expandtext="show" data-collapsetext="hide"

!S

|-

|

Narvi

Hoo

Narvi

(Narville walks off)

Narvi

|}

Stahl Arms Infiltration:

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!S

|-

|

HAZMAT Troo

St

(Narville does not answer)

St

(Stahl executes a prisoner)

Narvi

St

(Cameras are being turend on)

St

Helgh

St

(Sev turns on Stahl)

St

(Sev takes off his helmet)

St

S

(Sev fires at Stahl, but misses, killing some soldiers and destroying the camera)

St

(At the Helghast High Council)

Orl

(Back at Stahl Narville gets untied)

Narvi

R

Narvi

R

|}

{| class="wikitable mw-collapsible mw-collapsed" width="100%" data-expandtext="show" data-collapsetext="hide"

!S

|-

|

Narvi

S

R

S

(Sev gets cut off by Narville)

Narvi

R

S

Narvi

R

Narvi

S

Narvi

S

|}

{| class="wikitable mw-collapsible mw-collapsed" width="100%" data-expandtext="show" data-collapsetext="hide"

!S

|-

|

Narvi

S

(After Stahl's cutscene)

S

Narvi

(The Khage passes overhead)

S

Narvi

R

Jam

R

|}

{| class="wikitable mw-collapsible mw-collapsed" width="100%" data-expandtext="show" data-collapsetext="hide"

!S

|-

|

S

R

(After moving to a small platform)

S

Narvi

S

R

S

Narvi

S

|}

Scrapyard Shortcut:

{| class="wikitable mw-collapsible mw-collapsed" width="100%" data-expandtext="show" data-collapsetext="hide"

!S

|-

|

R

S

R

(Petrusite fence starts)

R

(Cuts to the ISA convoy)

Narvi

ISA: "What the hell? What's going on? Oh god. I can't do this. I can't do this! I can't do this! I got to get out of here. I got to get out. (Gets hit by Petrusite) No! No, no, NO!"

R

Jam

Narvi

(Cuts back to Rico and Sev)

R

Jam

R

|}

The Reckoning:

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!S

|-

|

R

Narvi

R

Narvi

R

Narvi

R

Narvi

R

S

R

Jam

R

Jam

|}

{| class="wikitable mw-collapsible mw-collapsed" width="100%" data-expandtext="show" data-collapsetext="hide"

!S

|-

|

ISA: "Sir, we've captured a bunker full of Helghast ordnance."

Narvi

S

(MAWLR appears)

Narvi

ISA 2: "What?"

S

ISA 2: "Follow the trench."

|}

{| class="wikitable mw-collapsible mw-collapsed" width="100%" data-expandtext="show" data-collapsetext="hide"

!S

|-

|

R

Narvi

R

S

Narvi

R

Narvi

R

S

Narvi

S

R

S

Narvi

S

Narvi

R

Narvi

R

|}

{| class="wikitable mw-collapsible mw-collapsed" width="100%" data-expandtext="show" data-collapsetext="hide"

!S

|-

|

R

ISA: "There are no ships down here. The only way off this planet are those space elevators."

Narvi

R

Jam

Narvi

R

Narvi

S

R

Narvi

S

Jam

S

ISA: "How?"

S

Narvi

|}

Interception:

{| class="wikitable mw-collapsible mw-collapsed" width="100%" data-expandtext="show" data-collapsetext="hide"

!S

|-

|

R

S

Narvi

R

Jam

Narvi

|}


Instruction: Provide detailed information regarding LS13 Shotgun in the Killzone universe.

Output:
The LS13 Shotgun, also known as the M13 Semi-Automatic Shotgun, is an ISA weapon featured in Killzone, Killz

Design:

The LS13 Semi-Automatic Shotgun (nicknamed "Lucky Strike") fires a dense cloud of pellets with every shot.Killzone 2: Collector's Guide to Campaign and Warzone

The LS13 is one of the most efficient weapons in the games, allowing for multiple kills before requiring a reload. It is lethal at close range, but is also useful at medium range. It is ineffective at long range, leaving the unwary shotgunner exposed to long range weapons. The shotgun fires a burst of 20 pellets. If all pellets strike the enemy target, it often results in instant death. In close quarters combat, it is a truly deadly weapon. The 20-pellet burst also allows an interesting statistic of accuracy above 100% in multiplayer.

Killzone:

The M13 comes with two distinct firing mo

Strategy:

The weapon is capable of immobilizing almost any opponent, but long reload times will leave its operator vulnerable if chambered ammo is not monitored, and the time it takes to breach a new round every time it's fired also makes the player an easy target. However, the shotgun can be loaded with 8 shells at a time, allowing the operator to get multiple kills before having to reload the weapon. The LS-13 is a very efficient weapon in both campaign and multiplayer in the field of conserving ammunition.

Reloads should be performed from a position of safety outside of combat. Reload time can be greatly reduced if the operator reloads the shotgun before all of the ammunition has been used, e.g., reloading the shotgun when there are 4 or more shells remaining will be much quicker than reloading when there is none.

Killz

Killzone 2:

The LS13 (nicknamed "Lucky Strike") fires a dense cloud of pellets with every shot. The weapon is capable of immobilizing almost any opponent, but long reload times will its operator vulnerable if chambered ammo is not monitored. Reloads should be performed from a position of safety outside of combat. The LS13's combat effectiveness greatly deteriorates over longer distances. It comes equipped with a flashlight for clearing rooms in low light.

Killzone 3:

16

|maxammo     = 32  24

|reload      = 5.5 secs

|power       =

|rof         = 1.3 secs

|range       = 20

|accuracy    =

}}

Campaign:

The LS13 can only be found on the bodies of dead Commandos during the later half of the campaign. Though limited to carrying 8 shotgun shells, the LS13 is capable of taking down most enemies in a single shot from close range. Unlike other weapons that a have to load a full clip before firing, the LS13 slides its cartridges into the breech one at a time, and that round can then be fired immediately. This ability is especially useful during long room clearances.

The LS13's flashlight attachment is discarded and has been replaced with a reflex scope which help keep the pellets grouped tighter when firing.

On higher difficulty settings the LS13 can still be somewhat effective as a back-up weapon when equipped with a more general purpose heavy weapon such as the StA-3 Light Machine Gun.

Multiplayer:

The LS13 is a weapon of choice used by the Infiltrator and Tactician class. It is highly effective as a ambush weapon as disguised players can shoot opposing players at their backs for indoor objectives and combat. The LS13's strongest point is its ability to fire on the move with no accuracy loss which allows the wielder to strafe around opposing players. The slight increase in damage at less than 5 meters even allows fewer pellets required to hit in order to kill an opponent, thus making it even deadlier in situations where the player has to turn and fire quickly, without being able to line up a shot properly.

Normal hip fired shots to the body can still be deadly up to around 10-12 meters. Long range firing is even more effective for the Field Medic because even if the shot only does partial damage, the Medi-Drone will often be firing on the same target and the combined damage will usually result in a quick kill.

Killz

The LS13 has 6 shells on the magazine instead of eight, features iron sights and the rate of fire has been slowed down, making every shot count. On the other hand, compared to the other shotguns found in the game, this is the most effective on medium range and does the most damage per shot.


Instruction: Provide detailed information regarding M55 Rumbler in the Killzone universe.

Output:
The M55 Rumbler is a VSA assault rifle featured in Killzone Shadow Fall.

Specifications:

The M55 is the successor of the M82 Assault Rifle and the current standard-issue rifle for the VSA and the ISA Marines. The Rumbler shares the standard VSA design philosophy, valuing accuracy and stability. Like the M82, the Rumbler is a bullpup design chambered for the 6.8x43mm round. The major visual differences are the replacing of more rounded, ergonomic forms with angular sides that resemble a stealth plane.

Attachments:

;Optical

* Dot laser (standard)

* Holo

* ACOG

;Underbarrel

* HE Grenade

* Shotgun


Instruction: Provide detailed information regarding Misty Waters in the Killzone universe.

Output:
Misty Waters is the sixth level of Killzone.

Plot:

Templar's squad found themselves in a mangrove swamp teeming with Helghast forces. They navigate and fight their way through a river to reach the ISA fortress. They come across a Helghast firebase, which Hakha identifies it as a "code 3-3" firebase which is use by the Helghast for major pre-emptive strikes. Initially Templar plan to go around the firebase and focus on reaching the uplink, Hakha convinces him to attack the firebase and disrupt Helghast activity, and thereby giving the squad a better chance to reach the fortress. The squad infiltrate the firebase, where they destroyed Helghast missile APCs and several dropships, before continuing their journey to the fortress.

The squad soon reach the fortress, where they help repel a massive Helghast assault. Hakha attempt to use the fortress's comms to warn the ISA about General Adams's treachery, but an ISA soldier confronts the squad at gunpoint and accuses them of being traitors; Adams had covered up his treachery by framing Vaughton and his allies, including Templar's squad, for taking over the SD Platform. Luger manages to disarmed the soldier and Templar learns to his dismay that Vaughton was killed by Adams.

Meanwhile, Adams and General Joseph Lente learns about Hakha's discovery of Adams's treachery and Templar's squad's involvement. Adams, who now realizes Templar's squad is searching for the uplink to stop him, plans to set up a trap to eliminate Templar and his allies.

Transcript:

Trophies:

*Misty Waters - Complete Chapter 6.

*That Got Their Attention - Destroy the Missile launching APCs in the Misty Waters Firebase.

*Anti-Air Specialist - Bring 2 Dropships crashing down in the Mist Waters Firebase.


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

Output:
Nueman is the Health Minister of New Helghan.

Biography:

After a public outcry of the supposed high level of Helghast DNA found in the food rations of distribution centers in Containment City, Nueman made a statement claiming that the public outcry over this is vastly overblown. He then adds that the food rations provided the inhabitants with nutriments needed to keep the nation running.Helghast Daily News, "Health minis


Instruction: Provide detailed information regarding Shadow Marshal in the Killzone universe.

Output:
(d.2390)

}}

A Shadow Marshal is the designated term for covert assassins and special operatives employed by the Interplanetary Strategic Alliance and the Vektan Security Agency.

ISA Shadow Marshals:

The Shadow Marshals are an elite unit of special operatives who relied on cover, athleticism, covert weaponry, or just their bare hands.Killzone Game Manual, "ISA Regiments - Summary", p. 18. They are feared and loathed throughout the Helghan ranks, as they were possibly responsible for the murders of many prominent Helghast officers. Being cold and calculating, they have no room for the more irrelevant and impulsive emotions, and only think about how to accomplish one mission or the next.

Shadow Marshals are known to don infiltration gear which includes thermal-vision goggles, black balaclavas, and light armor for maximum mobility. Their armaments include a silenced submachine gun and an expertly wielded combat knife, the latter of which has earned them their gruesome reputation throughout human space, and left many Helghast soldiers dead without a sound ever being heard.

VSA Shadow Marshals:

Shadow Marshals of the Vektan Security Agency perform very similar roles as their counterparts in the Second Extrasolar War, although now their focus has shifted to preserving the peace rather than weakening other nations. They are few and far between and upon graduating their course, they take an oath to preserve life at any cost. With the use of multipurpose rifles and OWL drones the Shadow Marshal has in thirty years evolved into a small army. However, one VSA Shadow Marshal is enough to take out against all odds much like their ISA counterpart.

Personnel:

{| class="fandom-table"

|-

!Name

!Status

|-

|Luger

|Alive

|-

|Lucas Kellan

|K.I.A.

|-

|Thomas Sinclair

|Inactive

|}


Instruction: Provide detailed information regarding Sky Fury in the Killzone universe.

Output:
The Sky Fury is a "VAN-Guard" drone featured in Killz

Specifications:

The Sky Fury is an orbital drone that can fire particle beams at enemy soldiers.

Strategy:

It can be used as fire support, although it is best if the user stays far away from enemy fire so he can blast the enemies from a distance.


Instruction: Provide detailed information regarding StA-X6 Jetpack in the Killzone universe.

Output:
The StA-X6 Jetpack is a user-operated jet engine, developed by Stahl Arms. It is featured in Killzone 3.

Gameplay:

The Jetpack can boost into the air (with L1) and slowly float down. If holding L1, players can speed boost by pressing the x button while still in the air. The Jetpack is equipped with a SR3-88 Submachine gun.Bradbury, Sam. (March 30, 2011). Killz

Campaign:

The Jetpack is first used during half of the mission "Icy Incursion". Sev first uses it to take down the VC25 AA-guns which prevents Rico's Raiders from destroying a rig. Sev is later forced to abandon his Jetpack when one of its "wings" was lodged with shrapnel, causing him to fall mid-flight but managed to land rather safely, while the  Jetpack crashes against a wall and explodes.

Multiplayer:

In multiplayer, the Jetpack can be found in areas of a few maps. "Turbine Concourse SE-6" has Jetpacks located at most of the spawn points. "Junkyard" features Jetpacks users against Exoskeletons. The DLC map "Tharsis Depot" has jetpacks spawn placed throughout area.


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

Output:
|affiliation = Helghan EmpireNew Helghan

|status = Active

}}

Stahl Arms is a Helghast arms manufacturer, founded by Khage Stahl, the father of current day CEO Jorhan Stahl. Stahl Arms is known for developing and producing weapons for the military of the Helghan Empire. Their largest competitor is Visari Corporation, the family company of Autarch Scolar Visari himself.

Overview:

The key feature to almost all Stahl weaponry is a high rate of fire. Their most famous model is the StA-52 Assault Rifle, appearing in all phases of the Second Extrasolar War and being the standard firearm for the Helghast military. In contrast to Visari Corporation, which focuses more on high-end weapons and technologies, Stahl Arms largely concentrates on developing and building mass-produced infantry weapons and armor for the Helghast forces.Bradbury, Sam. (March 30, 2011). Killz

Stahl Arms was responsible for weaponizing Arc technology which led to the development of Arc cannons, and as well securing the supply and distribution of Petrusite.Arc Technology

Following the nuclear detonation of the Red Dust warhead on Pyrrhus, Stahl Arms discovered the potential of irradiated Petrusite and used the volatile energy source to produced extremely high-tech weaponry and vehicles. Their products includes the towering MAWLR walkers, destructive experimental StA-5X Arc Cannons, nimble StA-X6 Jetpacks, irradiated Petrusite-based perimeter defenses and energy shielding, and even space warships armed with Petrusite beam cannons and planet-destroying irradiated Petrusite missiles.

The corporation also possessed a small private army composed of HAZMAT Troopers and Capture Troopers.

History:

Following the failed invasion of Vekta, Stahl Arms was commissioned by the Helghan government to weaponize Arc technology. Within a short span of time the manufacturer developed anti-orbital Arc cannons that were used against ISA warships during Operation Archangel. At the same time, Stahl Arms secured the supply and distribution of energy by laying down new pipelines and exploiting the rich supply of Petrusite found in naturally occurring smoker towers.

Stahl Arms later began collecting irradiated Petrusite created from the Red Dust nuclear blast in Pyrrhus in which they experimented to create advanced weapons to be use in Jorhan Stahl's planned invasion of Earth. Within the next six months, Stahl Arms assembled an armada armed with these new weapons while Stahl resisted in relinquishing his Petrusite weapons to the Helghast military led by Admiral Orlock.

In May 2360, Stahl Arms' fleet was prepared to launch their invasion. However, the invasion was stalled when Jorhan Stahl was denounced by the Helghan Senate for his failure to execute Visari's ISA killers and was ordered to surrender his weapons to the newly elected Autarch Orlock. Instead of following their orders, Stahl knew Orlock's plans to murder him after securing his weapons, in which he double-crossed and killed Orlock, and provoking a war to break out between the fleet of Stahl Arms and the Helghast First Army. Stahl attempted to have his flagship, the Khage, to warp to Earth, but the ship was shot down by ISA fighters led by Tomas Sevchenko, causing the ship to drop its Petrusite arsenal on Helghan's surface and rendering the entire planet uninhabitable.

Following the Terracide, Stahl Arms was believed by the general public to have been dissolved. In reality, the corporation still exists under the name "Stahl Industries," a mining company, in which they operated through shell companies such as Dolarhyde Consortium.Helghast Daily News, "Diplomats outraged by VSA accusations"The Spire Under a very much alive Jorhan Stahl, Stahl Arms used the Petrusite mining operation in Helghan as cover to transport raw materials from New Helghan to Helghan and used to rebuild infrastructure and military capabilities, in preparation for Stahl's new war against Vekta.Jorhan Stahl Stahl Arms secretly supplies weapons to the New Helghan government and the Black Hand terrorist group. The company's survival was eventually discovered by the Vektan Security Agency in 2390, in which they launched an assault on Stahl's base of operations on Helghan. Despite Stahl's forces inflicting heavy losses against the Vektans through the use of a bio-tech weapon made by VSA defector Dr. Hillary Massar, Jorhan Stahl was ultimately killed by VSA Director Thomas Sinclair and the Helghast's planned invasion of Vekta was foiled.Killzone Shadow Fall, campaign level The Destroyer

Products:

Weapons:

*StA-2 Battle Pistol

*StA-3 Stova Light Machine Gun

**Emplaced StA-3 Light Machine Gun

*StA4 Stova

*StA-5X Arc Cannon

*StA-7 Submachine Gun

*StA-11 Submachine Gun

**StA-11SE Submachine Gun

*STA-12 Inferno Shotgun

*StA-14 Rifle

*StA-18 Pistol

**StA-18SE

*StA19 Reigner

*StA25 Vlug

*StA-52 Assault Rifle

**StA-52SE Assault Rifle

*StA-52 SLAR

*StA59B Pulver

*StA61 Vultur

*StA-62 Minigun

*StA101 Kameraad

*StA409 Keyzer

*StA-X3 W.A.S.P. Launcher

*StA-X6 Jetpack

*SL-06 Personal Jet Propulsion

*StA-G2 Pyro

Vehicles:

*Helghast Bomber

*Ice Saw

*Khage

*MAWLR

*Overlord Dropship

*Strike Fighter

*Trooper Carrier

Drones:

*ATAC

*Helghast harvester drone

Military:

Stahl Arms employs a small army, as bodyguards for Stahl and as a separate army. They seem to be totally loyal to Stahl Arms, and are willing to fight soldiers of the regular army.

In 2390, Stahl has reorganized remnants who remain loyal to the old Helghan Empire into a new private army. The old HAZMAT Troopers and Capture Troopers are nowhere to be seen, and were likely phased out.


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

Output:
The cold war on Vekta is an ongoing proxy conflict between Vekta and New Helghan after the end of the Second Extrasolar War.

Background:

The Second Extrasolar War ended in the devastation of Helghan known as the Terracide, caused by the destruction of Jorhan Stahl's fleet by ISA forces in preventing their invasion of Earth that inadvertently unleashed irradiated Petrusite warheads upon the surface of Helghan. The planet and its military and industries was left in ruins, and over a billion Helghast were killed.Killzone Shadow Fall intro What remains of Helghan's space fleet were able to evacuate some of the survivors. The remnants of the Helghan government entered negotiations with the Vektan government in which an uneasy truce was established to formally bring peace between Vekta and the Helghast. Under the terms of the truce, the Vektan government made the tentative decision to allow the Terracide survivors refuge on Vekta.Evacuation! The survivors were granted residency status on Vekta and claimed one half of the planet, establishing New Helghan.

Following the resettlement, and despite diplomatic attempts to improve relations, the Helghast and Vektans were unable to seek peaceful coexistence as both sides harbored strong resentment for each other for their roles in the Second Extrasolar War. The Helghast in particular held the ISA responsible for the destruction of their world and refused to assimilate into "human" culture and desired to maintain their independence, which they began isolating themselves. In 2364, as a result, Vekta was partitioned and a massive wall was constructed to divide the planet into half, separating two civilizations from each other. Soon tensions rapidly escalated, with ISA cruisers patrolling their skies of Vekta City and monitoring the Helghast side, who likewise have counterparts patrolling their own airspace.

The cold war officially began some time after the wall was built. Both the Vektans and Helghast routinely perform covert operations against each other. The Vektan Security Agency was created as a result, and Shadow Marshals were inserted into Helghast territory, collecting information and engaging in full scale fire fights with Helghast Security Forces. The Vektan Council and Earth uphold trade embargoes and economic sanctions against the Helghast. Helghast terrorist groups, such as the Black Hand, were formed and conducted attacks on Vektans in defiance of the New Helghan government's compromises with the Vektan government. In public however, both sides acted as though nothing had occurred to prevent civil unrest.

Unknown to the ISA and the public, Jorhan Stahl survived the Terracide and had rallied Helghast survivors that were left behind on Helghan, and secretly plotted with Chancellor Hera Visari to rebuild their military might and reignite their war against the Vektans for the next several decades.

ISC Cassandra:

The VSA established a secret bio-tech weapons program specifically designed to eliminate the Helghast. The research ship ISC Cassandra was used for this program, in which abducted Helghast migrant workers were taken to the ship to be used as living test subjects.

On June 22, 2390, the leading scientist of the project, Dr. Hillary Massar, planned to defect to the Helghast after realizing the VSA would eliminate her as a "loose end" upon the completion of her bioweapon. Massar released classified data to the New Helghan government before killing the Cassandra's crew by exposing them to her virus. The VSA were soon alerted to Massar's treachery and sent Shadow Marshal Lucas Kellan to scuttle the ship into a nearby sun in order to destroy all evidence of Massar's bioweapon. However, the VSA were unable to prevent Massar from defecting to the Helghast, as she intended on helping them to develop her weapon that is re-purposed to target humans and Helghast half-breeds.Killzone Shadow Fall, campaign level The Doctor

Black Hand attack on Vekta City:

On June 29, 2390, the Black Hand under their leader Vladko Tyran launched a surprise, brazen attack on Vekta City. Multiple locations, including VSA Headquarters and the Eden District, were bombed, killing hundreds.Ve

As a result of the terrorist attack, the Vektan government began deporting Helghast and half-breed citizens residing on the Vektan side to New Helghan, and increasing ISA forces along the Wall.Killzone Shadow Fall, campaign level The HelghastVekta Continues to Threaten New Helghan The New Helghan government was quick to deny involvement in the Black Hand's attacks, in which Chancellor Visari publicly condemned the Black Hand and claimed of willing to provide cooperation with Vektan security forces to stop the terrorists.

ISA assault on Helghan:

The VSA dispatched a covert attempt to eliminate Vladko Tyran in New Helghan. The operation led to the discovery of Jorhan Stahl's survival and the Helghast's plans to use Dr. Massar's weapon against Vekta along with amassing an invasion fleet from planet Helghan. On July 7, 2390, VSA Director Thomas Sinclair led an ISA fleet to assault Stahl's base over the ruins of Pyrrhus and dispatched Shadow Marshal Lucas Kellan to recover Massar and her weapon.Killzone Shadow Fall, campinaign level The Handler Kellan, however, disobeyed Sinclair's orders and allowed Massar to be executed by Helghast rogue agent "Echo" to prevent her research from being use by both Helghast and Vektans. Furthermore, Massar's bioweapon was being prepared to be used against the ISA; Kellan tried to warn Sinclair to call off the assault, but Sinclair deliberately did not heed his warning after he deemed the Shadow Marshal a traitor. Consequently, as the ISA began their attack on Stahl's base, Stahl deployed the weapon in which it destroyed nearly all the ISA ships.Killzone Shadow Fall, campaign level The Destroyer

Despite the horrendous losses the ISA had suffered, Stahl was killed by Sinclair, who then claimed Massar's weapon with intentions of using it to eradicate the Helghast. Vekta was saved from a devastating attack, but at a terrible cost of lives. The ISA covered up the cause for the heavy ISA casualties by claiming that they were mainly caused by "friendly fire that was sustained by the enemy."Our Heroes Return Home

The public disclosure of Stahl's thwarted attack nearly led to the end of the cold war and reopening a new conflict between the Vektans and Helghast as both sides accused each other of initiating the hostilities.Prepare for War! Diplomatic efforts to avert potential war ultimately failed after Vektan officials accused the New Helghan government of collaborating with Jorhan Stahl's planned invasion of Vekta in which the Helghast strongly denied. Thomas Sinclair became one of the most prominent war hawks in Vekta who called for war against the Helghast. However, Sinclair would never live to see his war to come into fruition when he was assassinated while making a pro-war public speech on August 5.Killzone Shadow Fall, campaign level The Savior


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

Output:
Vigilant Base is a Helghast military/industrial installation located within the arctic regions of the planet Helghan.

Description:

Situated at the mouth of a small harbour at Providence Bay in the vicinity of Stahl Arms Deep South, the base is comprised of numerous off-shore platforms connected by bridges, as well as some central structures on land, all of which are under the control of forces loyal to Jorhan Stahl. While it is unknown what the facility was originally designed for, it does possess an extensive system of pipes for transporting Petrusite around the base, suggesting that it may have been constructed to harvest the valuable element.

History:

In May 2360, Rico's Raiders laid siege on Vigilant Base, destroying the pipe lines and derricks as they made their way to rescue ISA prisoners of wars, which includes Jason Narville.


Instruction: Provide detailed information regarding Vns12A Purger in the Killzone universe.

Output:
The Vns12A Purger is a Helghast-made minigun featured in Killzone Shadow Fall.

Multiplayer:

The Vns12A Purger is a massive minigun created by the Helghast. The Purger is available to the Support class. This heavy weapon is one of the most unique in the game, as it handles vastly differently from every other gun.

Players are unable to slide while using the Purger, and firing the minigun will slow down both their aim and movement speed. The Players requires about a second for the barrels to start spinning and firing, limiting the weapon's effectiveness in close quarters maps. The weapon will also overheat as well, so players must be careful when firing it for long periods of time.


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

Output:
Wertham is the current Minister of Culture of New Helghan.

Biography:

Wertham voiced a scathing report on current Helghast comic books in the Helghast Daily News, which he claimed that the medium was corrupting Helghast youth and filling them with "idealistic nonsense". He was mainly critical over the content's portrayal of war as a necessary evil rather than a glorious pursuit. Wertham makes an exception with the war comic, The Shadow, a "proper" comic book.Comic books criticized for not glorifying war enough


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

Output:
used by the Shadow Marshal Lucas Kellan.]]

A drone is an unmanned vehicle that is either remote controlled or remote guided vehicles. Combat drones are used by both the ISA/VSA and Helghast in the Second Extrasolar War and Vektan Cold War.

ISA/VSA:

*OWL

Helghan Empire:

*Harvester Drone

*Sentry Bot

*Trooper Carrier

New Helghan:

*ATAC

*Mobile Scan Unit

*Walking Attack Drone


Instruction: Provide detailed information regarding General Stratson's Exo-Skeleton in the Killzone universe.

Output:
General Dwight Stratson piloted a Exo-Skeleton as the final boss in Killz

Description:

According to Stratson, the Exo-Skeleton as the latest technological achievement and could be the prototype for the LS209 Exoskeleton. Stratson's Exo-Skeleton is fought at the end of the downloadable chapter 5.

Weapons & Strategies:

The Exo-Skeleton is heavily armoured and sports three weapons, a chaingun, a fireball launcher, and powerful hydraulic claws for melee attacks.

Stratson will cycle between the chaingun and fireball launcher, the latter being very deadly. He will shoot three grenades towards the player, which form little fires where it lands. The fire does little damage compared to the bigger flames created by the pyro-trooper, but Stratson can launch many grenades at a time, thus hitting the player as he/she dodges the attack before it. If the player is caught up in the flames for too long, the damage can add up in no time, causing death. Because of this, Stratson in Exo-Skeleton is one of the most difficult enemies in the game.

The player's chaingun is the best weapon to fight Stratson but take note of the north depot where there is a missile launcher. Stratson can block explosive weapons such as missiles and grenades, but by bombarding him with missiles, a few hits will get in, dealing a few hundred damage. Becareful as Stratson can move very quickly and it is easy to be trapped by the depot and be at the mercy of his claw.

If the player is having trouble staying alive longer enough to defeat the Exo-Skeleton, the south east depot contains 4 health power-ups, even on Hard, so it is recommended to keep within reach of the depot so that if the player looses a lot of health to Stratson's fireballs, he/she can easily reheal.


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

Output:
Gyre is a planet located in the Altair system and is one of the furthest colonies from Earth at 16.7 light-years away from Sol.

History:

Gyre was colonized in 2133 by the newly established Interplanetary Strategic Alliance, and was found to have a surprisingly oxygen rich, breathable atmosphere, eliminating most of the terraforming process. Gyre is smaller and colder than Vekta, largely ocean, and with millions of tiny islands dotting the surface.Timeline retrieved from the official Killzone website

Following the Terracide of Helghan, many surviving Helghast refugees resettled on Gyre. Hera Visari, daughter of Helghast leader Scolar Visari, fled into hiding on Gyre and remained there until her departure for New Helghan.Hera Visari

As of 2390, Gyre was in the middle of a labor crisis in which millions of Helghast labor unions working in the industrial sectors staged protests for better working conditions, and accused factory owners for criminal negligence. The crisis subsequently turned into a planet-wide revolt after the accused factory owners were acquitted and provoking disaffected Helghast to taking control of several major city districts and government buildings.Vektan Daily, "Gyre in Turmoil" Gyre's military was incapable to quell the unrest in which the government was then forced to negotiate with the Helghast Workers Union Party to peacefully end the bloodshed.Vektan Daily, "Government Offers Deal"

Subsequently, the Aldridge government was forced to step down after a vote of no confidence from opposition parties. New elections were held for a new government in which the Workers Union Party soon came into power.Vektan Daily, "Sad Day for Gyre" Although the Workers Union Party promised to implement reforms, they ultimately failed to live up to its promises and instituted a state of repression, which spurred both Helghast and Vektan demonstrators, working together in a rare moment of solidarity, in condemning the new government.Helghast Daily News, "Bloody Unrest in Gyre"Vektan Daily, "The Grass Isn't Greener on Gyre"


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

Output:
Admiral Orlock

|legislature = Helghan Senate

|military    = Helghast Army

|status = Defunct

|established = 2347

|dissolution = 2360

}}

The Helghan Empire was the totalitarian Helghast state on the planet Helghan, founded by its first ruler Autarch Scolar Visari. The Helghan Empire serve as the primary antagonist of the original Killzone trilogy.

After Visari overthrew the Helghan Administration in 2347, the Empire remilitarized and stabilized Helghan's economy to prepare for war with the ISA Alpha Centauri and the United Colonial Nations. The Empire followed Visari's ideology that the Helghast are a superior race destined to take their rightful place in the universe by dominating and ruling over humanity. The Empire invaded Vekta in 2357, instigating the Second Extrasolar War in an attempt to conquer the entire Alpha Centauri system and expanding its domination over Earth's colonies. The Helghast, however, failed to achieve their goals and which lead to ISA retaliation,  resulting in the death of Autarch Visari and a volatile power struggle amongst the Helghast leadership. Ultimately, the Empire was utterly decimated in a planet-wide devastation, the Terracide, in 2360.

Following the Empire's collapse, the survivors of planet Helghan were granted refuge on Vekta where they founded New Helghan, the official successor state of the Empire. Those that remained on Helghan were secretly united under Jorhan Stahl and slowly rebuild Helghan's military might, swearing revenge on their enemies.

History:

The Exodus:

Following the First Extrasolar War, the Helghan Corporation was dismantled and all its assets seized by the UCN. Vekta, once a planetary holding of the now-defunct Helghan Corporation, was turned over to direct ISA rule, and colonists from Earth were brought in to supplement Vekta's corporate-affiliated population. However, tensions soon rose between the Earth minority and Helghan corporate majority, resulting in Helghan resistance fighters targeting and killing many Earth-loyal citizens in terrorist attacks. The ISA governors' response was to enact more and more economic sanctions and military punishments on the Helghan-affiliated colonists in retribution for the Helghan persecution of Earth-loyal colonists.Timeline retrieved from the official Killzone website

By 2220, in the face of such persecution, all loyal Helghan corporate colonists had chosen voluntary relocation to Helghan, where years of hardship awaited them. In order to leave for Helghan, they purchased and refurbished the original colony ships they had used to reach Alpha Centauri. Since neither the UCN or ISA wanted to fund this new colonization attempt, they were then declared to be a sovereign nation, with Helghan being their territory in perpetuity and was subjected to ISA blockades and restrictions until "diplomatic relations" were normalized. The Helghan settlements recreated the former Helghan authority to rule over all affairs on Helghan, but this rule was often inefficient and corrupt. Their human bodies were ill prepared for the harsh environment of Helghan, resulting in most of the first generation dying only a short while after they arrived on the planet. However, by 2305, future generations had evolved an increased biological resistance to the harsh atmospheric conditions, some even discarding the common breathing masks that many colonists still relied upon.

Birth of the Helghast:

From 2330 to 2350, due to incredibly unfair trade rates enforced by the ISA, Helghan was hit by a major economic depression, leading to widespread poverty and famine across the planet that was not seen for over a century. This grim situation gave rise to Scolar Visari, a highly charismatic politician, who capitalized on the economic crisis and the people's growing anger against the ISA and the Helghan Administration, in which millions from all segments of Helghan society fell under his sway.

In 2347, Visari staged a successful popular coup against the ruling Helghan Administration after feigning an attempt on his own life, and declared himself the "Autarch". Under Visari's rule, he reforged Helghan into a true independent power in which he rebuilt Helghan's economy by breaking the ISA embargo to trade directly to off-world black-market suppliers and unaligned colonies before settling a contract with the ICSA for energy and materials, and drastically enlarging Helghan's military.

Visari further reshaped Helghan society and culture into accepting his ideology of Helghan superiority, claiming that the mutated people to be a new breed of humans superior over regular humans which he dubbed themselves "Helghast". He immediately instigated Helghan into a highly secretive militant state, and a complete media takeover on Helghan. Eventually, Visari re-established hostilities with the ISA in his bid to conquer Vekta and exact revenge on the UCN, and this conflict became now known as the Second Extrasolar War.

Second Extrasolar War:

In 2357, the Helghast attempted to conquer and subdue Vekta by utilizing two high-ranking traitors within the ISA in order to disable Vekta's SD Network, allowing the Helghast Third Army to land on Vekta without any resistance in space before utilizing the Vektan defense platforms to be use against UCA reinforcements. Although they nearly conquered the planet, ultimately, the invasion failed in preventing the UCA from reinforcing the ISA and the Helghast were pushed off Vekta entirely, but managed to captured ISA nuclear weapons and other advanced weapons. By 2359 the ISA subsequently launched a retaliatory strike against Helghan, establishing a beachhead at Pyrrhus in a bid to capture Scolar Visari and dismantle the Helghast regime.

During the first hours of the ISA invasion, the Helghast forces fanatically defended the capital before utilizing Arc pillars in destroying and delaying the bulk of the ISA ground forces under Avenger Convoy, preventing them from advancing further to Visari Palace and capturing the Autarch. The ISA discovered the Petrusite Grid under the Maelstra Barrens and attempted to destroy it, but was beset by a surprise attack by Helghast forces in a daring raid to obtain the nuclear launch codes for several ISA nuclear warheads captured by the Helghast in their failed invasion of Vekta. During a pitched battle in the skies above Helghan, the Helghast successfully destroyed several ISA cruisers, including the ISA flagship, New Sun.Killzone 2, campaign level The Cruiser However, the New Sun crashed into the Petrusite Grid as it came down, destroying it and deactivating almost all of Pyrrhus' defenses. Though the city was left vulnerable, the Helghast used the codes they had acquired to detonate a nuclear warhead in Pyrrhus, wiping out the vast majority of the ISA invasion force, and the remaining Helghast forces within the city.Killzone 2, campaign level Maelstra Barrens

The remaining ISA forces launched a desperate assault on Visari Palace during which they destroyed a massive Arc battery in Visari Square, fighting their way to the palace courtyard and front entrance in a relentless attack. Thereafter, ISA commandos Rico Velasquez and Tomas Sevchenko fought their way through the last of Visari's forces within Visari Palace itself, killing Colonel Mael Radec, military leader of the Helghast troops and personal bodyguard of Scolar Visari himself. Afterwards, Velasquez and Sevchenko stormed Visari's throne room to arrest him, but Visari was killed by an enraged Velasquez. Before he died, Visari swore that he would be seen as a martyr if he was to be killed and that "Helghan will dissolve into chaos", which is exactly what happened.Killzone 2, campaign level Visari Palace Helghan fell into a power struggle as rivalling political factions rose to claim power left vacant in the wake of Visari's death. The remaining ships of the ISA fleet were either destroyed or withdrew from Helghan entirely, while the ISA troops that weren't able to withdraw were left stranded on Helghan, with no way of receiving any further aid, and no other transportation off Helghan.

With Visari dead, the Helghast military and the main Helghast weapons manufacturer, Stahl Arms, began to wage a political struggle to take control of the Helghast government, while the stranded ISA troops were forced to battle for mere survival. Eventually, the political struggle for control of the Helghast government came to a climax, only made worse by successful operations conducted by the ISA remnants.

.]]

In a meeting between the Helghast military leader (and recently crowned Autarch) Orlock and Stahl Arms chairman Jorhan Stahl, a skirmish erupted between forces led by the two leaders, resulting in the death of Autarch Orlock. This plunged the Helghast race into civil war, allowing the ISA forces to destroy Stahl's experimental cruiser before he could enact his plan to eradicate all life on Earth. The resulting Petrusite explosions set off from Stahl's cruiser destroyed a massive space station, the entire Helghast invasion fleet destined for Earth, and violently irradiated all unprotected life on planet Helghan in which this devastation is later known as the Terracide.Killzone 3, campaign level Interception

With the ISA forces having escaped Helghan onboard hijacked Helghast ships and currently en route home to Vekta, with at least one, or possibly two most capable successors to Visari's throne killed, and its own homeworld irrevocably devastated by energized Petrusite radiation, the Helghan Empire is totally destroyed.

Post-War Aftermath:

Following the destruction of Helghan, the Empire's surviving population was forced to resettle on Vekta after the ISA granted them refuge, allowing them to colonize half the planet and established the nation of New Helghan, which is led by Visari's daughter, Chancellor Hera Visari. Though defeated, the Helghast bear resentment towards the Vektans, blaming them for causing the Terracide that destroyed their civilization and livelihood. As a result, the Helghast largely refused to assimilate into "human" culture, creating a societal divide between the native Vektans and embittered Helghast. Over the next thirty years this divide would continue to grow and widen, leading to a cold war between Vekta and New Helghan.

Unknown to the public, not every Helghast was evacuated from Helghan. Those that remained on Helghan were united by a still alive Jorhan Stahl, and under the guise of mining operations, prepared for three decades to invade Vekta once again, amassing a vast armada of ships and war materiel hidden under the surface of the planet.

Government:

Autarch:

The Helghan Empire was a militaristic totalitarian state. It was headed by the Autarch Scolar Visari, the supreme leader of the Helghast whose power is absolute with no opposition to their rule. His orders were absolute and not a single other individual, no matter how rich and influential they were, held any comparison.

Senate:

The Autarch was advised by the Helghan Senate, a council of supposedly ten individuals with ties to the Helghast military and other powerful organizations in the Empire's society. Admiral Orlock, commander-in-chief of the armed forces and second Autarch of the Empire served as a member of the Senate and was a close friend of Scolar Visari. Other forms of management beyond the Senate are currently unknown, and unlikely to be seen.

Departments and Ministries:

Other than the Senate, the government was also comprised of various ministries and departments.

*Department of EnergyRefinery Schematics

*Institute of Science and TechnologyReport 5678D

**Department of Mechanical Engineering

**Department of Natural Engineering

**Department of Weapons ResearchArc TechnologyStinger Field Assessment

*Ministry of Public WorksIntercepted Intelligence

Foreign relations:

The Empire under Visari had maintained economic ties with the Independent Colonial Strategic Alliance and other non-aligned colonies. Prior to and during the Second Extrasolar War, Visari tried to galvanize the ICSA to oppose Earth authority.Retirement Plan

Before the war, the Vektans established an embassy in Pyrrhus and attempted to deescalate tensions with the Empire.Planet Helghan

Military:

The Helghast peoples' lives of extreme hardship naturally make them hardened soldiers. Most of Helghan's fiscal and natural resources go towards the military and their wars, leaving little for domestic development. The Helghan military's primary tactics primarily relate to the implementation of vicious, rapidly sweeping surgical strikes reliant on the element of surprise, focusing almost completely on offensive based strategies. However, the Second Extrasolar War has shown that the Helghast military is adept in defensive tactics as well, springing numerous traps and ambushes on unwary ISA forces.

Economy:

Helghan had suffered a great depression that lasted from 2330 to 2350 as a result of Vekta's monopoly of Helghan's natural resources and their disinterest to reinvest on Helghan's infrastructure. When Visari came into power, he improved Helghan's economy by opening new mines and refineries, and defying the ISA embargo of Helghan by trading the planet's resources to non-aligned colonies, making them dependent on sourcing their power from Helghan.Briefing #573968 The depression on Helghan ended with the Empire securing a lucrative trading contract with the ICSA.

The Empire benefited the most from Helghan's resources was Petrusite, a previously unknown element with huge electrical potential that was accidentally discovered during mining operations in the early 2350s. Professor Torr Savic, who was the first to identify the element, developed means of using it to generate power. This led to the development of civil and industrial applications of Arc technology, which include increased automation and the provision of cheap energy to the masses.

While the Empire prospered from its restored economy, Visari's government centered Helghan's economy and resources into building and maintaining Helghan's massive military, leaving little funds for the improvement of the general population's well-being, hence the slums, dismal civilian infrastructure, and a visible lack of luxuries on Helghan.

During Helghan's remilitarization, the Empire's military was supplied by its primary weapons manufacturers Visari Corporation, Stahl Arms, and Corinthmetall.Report 5678D

Known Corporations:

{| class="fandom-table"

|-

!Name

!Type

!Status

|-

|Brown Industries

|Arms manufacturer

|Unknown

|-

|Corinthmetall

|Arms manufacturer

|Unknown

|-

|Iven and Petrom

|Arms manufacturer

|Acquired by Stahl Arms

|-

|Stahl Arms

|Arms manufacturer

|Active

|-

|Thoralf-Sigurd-Vig

|Shipbuilding and shipping

|Unknown

|-

|Visari Corporation

|Arms manufacturer

|Active

|}

Ideology and Society:

.]]

The Helghan Empire's ultra-nationalistic ideals centered on the superiority of the Helghast, a strong military, and total commitment to the Helghast nation. Their ideals are symbolized by the Helghast Triad, which emphasizes duty, obedience, and loyalty. The filtration masks ubiquitously worn by the Helghast, once a badge of low station, is valued in the Helghan identity, as Scolar Visari regarded mask-wearing to be a testament to the Helghast's fortitude.

Cult of Personality:

To his people, Visari was not only a statesman or a general but the living embodiment of Helghast destiny. Dubbed the "Father of the Helghast," he cultivated an image that fused paternal care, prophetic vision, and ruthless strength. In the eyes of his followers, Visari was the one who gave voice to their pain and transmuted it into purpose. He spoke by presenting himself as a patriarch calling upon his sons and daughters to fulfill their birthright. His speeches were designed to resonate at every level of soci

Visari's rhetoric was carefully constructed to elevate him into the symbolic father of a new race. He spoke of the Helghast as his "sons and daughters," while other Helghast leaders such as Jorhan Stahl only spoke of them as "brothers and sisters", recasting the political bond between ruler and ruled as a familial one.As depicted in the propaganda broadcasts in the Search and Retrieve mode in Killzone 2 and Killzone 3. This framing was not accidental because it transformed obedience into filial duty, dissent into betrayal of the family, and sacrifice into an act of devotion to a paternal figure who promised to guide his children toward greatness. His cult of personality was built on this illusion of intim

The cult of Visari was reinforced by constant propaganda that immortalized his image and echoed his voice throughout Helghan. His visage appeared on banners, statues, and murals, often portrayed as larger-than-life, his stern gaze cast over factories, barracks, and city squares. His speeches were broadcast on endless loops, ensuring that no citizen could escape his presence. Schoolchildren were taught his words as lessons, commissars carried his maxims as doctrine, and soldiers marched to war under his oratory. In time, his persona became inseparable from the state itself. To be loyal to Helghan meant to be loyal to Visari; to doubt Visari was to doubt the destiny of the entire nation. Even those who may have questioned his policies privately could not escape the gravitational pull of his myth. By surrounding his leadership with paternalistic and messiah-like overtones, Visari ensured that his death could not destroy his influence. Instead, it immortalized him, transforming him into a martyr whose vision lived on as scripture.

Even in death, the cult of personality surrounding Visari endured, arguably becoming even more stronger. His assassination transformed him into a martyr whose blood sanctified the Helghast cause. Propaganda repurposed his final moments into proof of his eternal devotion, reminding citizens that while the ISA could kill the man, they could never kill the father of the Helghast. Statues and monuments elevated him to the level of a saint, his speeches replayed as scripture for a nation that refused to abandon his vision. Successors invoked his name to legitimize their rule, and dissidents were branded as enemies not just of the state, but of Visari's memory. In this way, his cult of personality outlived him, ensuring that the Helghast people remained bound to his image long after his death. His transformation from leader to martyr solidified him as the "eternally loving father" of the Helghast, a man whose myth was as unyielding as the iron will of his nation.Helghast Daily News, "Visari Tribute Triumphant!"Vektan Daily, Visari Toppled!

Racial Superiority:

Helghast superiority was the main tenet of the Helghan Empire developed by Scolar Visari. Visari stated that the Helghast people are an entirely new and entirely superior "extra-human" race transformed by Helghan's harsh environment; over successive generations the Helghast were biologically adapted to survive Helghan than normal hum

The Empire was xenophobic towards the Vektan ISA and the Earth-based United Colonial Nations, whom they regarded them as imperialist oppressors who stole Vekta from the Helghast's colonial ancestors. The Helghast's animosity to the Earth-backed Vektans was exacerbated by the strict economic sanctions imposed on Helghan by the ISA that lasted for more than a century. Combined by Vekta's exploitation of Helghan's resources and the planet's inhospitable conditions, the Helghast developed a strong sense of isolation which later turned into otherness. Visari shaped the Helghast's age-old feelings of grievance into a sense of purpose, giving them pride in their past and belief in their future, to reclaim the Helghast's rights that were lost in the First Extrasolar War by force.

Revanchism:

At the core of Helghast ideology lies a powerful revanchist spirit, forged in the crucible of exile, betrayal, and generational memory of suffering. The Helghast never saw themselves merely as another nation but as a people robbed of their rightful inheritance. Their origin as descendants of settlers expelled from Vekta imbued them with a collective wound that could never truly heal. Every child was taught that their ancestors had been cast into the toxic wasteland of Helghan not by fate, but by deliberate cruelty. Thus, the Helghast grew into a society that defined itself not only by survival but by the demand for restitution. To reclaim dignity, to avenge the shame of exile, and to seize what had been denied them, for the Helghast, was not an abstract political program but a lived inheritance.

This revanchist impulse was deliberately cultivated and weaponized by Scolar Visari, who cast Helghan’s deprivation as both curse and blessing. He framed their suffering as proof of strength, a crucible that had burned away weakness and forged a superior people. But such superiority meant righting the wrongs of the past, specifically against the Vektans and the ISA who had humiliated their forebears by taking their planet away from them. To the Helghast, war was not simply an instrument of policy; it was an existential act of revenge, the only means by which history could be corrected. The soldiers who fought and died in these campaigns were considered in Helghast propaganda not merely warriors but avengers, martyrs in a war of memory stretching across generations.

The Helghast brand of revanchism was not solely about vengeance, it was also about destiny. Revanchism provided them with a sense of eternal purp

Militarism:

The military is above all the most prized element of the Helghan Empire. The vast majority of the Helghan Nation's resources are spent on the military and Visari's propaganda-related structures in Pyrrhus, leaving very little for the average Helghast civilian's well-being, likely due the wars the Empire fought draining much of the funding and resources needed for the civilian population. Also, many high ranking officials in the Helghast military hold very little compassion for their own soldiers, or even Helghast civilians in general, let alone any shown to the people of Vekta and anywhere else in the galaxy.   The Helghast military's extensive damage inflicted towards Vekta, and the detonation of a nuclear weapon in their own capital of Pyrrhus shows their deep hatred for human life and complete disregard for collateral damage, only having a total commitment to their objectives no matter the cost.Bradbury, Sam. (March 30, 2011). Killz

Human Rights:

prepares to execute an ISA soldier.]]

Helghan brutality is widely accepted in their society. They do not hesitate to execute those who are not born up to standards, speak against the government or who sympathize with their enemies. Prior to the invasion of Vekta, there were moderates and conscientious objectors in Helghan society in which most of them have been executed as traitors or driven underground.Killzone 3: The Official Gu

During the Second Extrasolar War, Helghan atrocities were quite prevalent against Vektan prisoners of war and civilians. At least over 100,000 civilians were shot, burned, or beheaded during the invasion of Vekta.Bradbury, Sam. (March 30, 2011). Killz

Alphabet:

The Helghast use their own form of a symbol alphabet, similar to Eastern Asian written languages. Visari implemented this system claiming it was an attempt to control speech by restricting the use of 'outmoded' Earth alphabets. This is actually a form of newspeak, designed to dissuade alternative thinking, as there is no symbol for terms such as 'surrender'.Killzone 3: The Official Gu

Architecture:

Helghast architecture had always stood as one of the clearest reflections of the Empire's worldview. It was not simply the arrangement of stone, steel, and concrete, but the embodiment of their political theology, their cult of sacrifice, and their obsession with permanence. Unlike the clean, glass-covered skylines of Vekta, which celebrated transparency, commerce, and cosmopolitan ease, the architecture of Helghan was severe, monumental, and uncompromising. The built environment was a constant reminder of the hostile world they inhabited and the iron discipline required to survive upon it. Nowhere was this more evident than in the capital of Pyrrhus itself, where two contrasting worlds coexis

At the heart of Pyrrhus, governmental and military structures had been built on a scale designed to crush the individual beneath the weight of the collective. Towers rose like blunt spears into the poisoned skies, their facades blank but for colossal banners and the stark red of the Helghast insignia. Vast plazas stretched outward before the great governmental halls, engineered to contain tens of thousands of troops during parades and political demonstrations. The regime’s architects had adopted an architectural language of intimidation and endura

Parade grounds, academies, and ministries became stages upon which the Helghast state displayed its unity and power. Ceremonies in these places were choreographed spectacles of ideological reinforcement. Soldiers marched in flawless synchrony across plazas paved with pale stone, while the shadow of statues and reliefs loomed over them. For the Helghast leadership, architecture was propaganda petrified into permanence. Every facade and every archway served not only functional purposes but ideological ones.

Even the interiors of these grand complexes had reflected the same values. Government ministries and academies had been designed with cavernous halls, echoing corridors, and austere chambers lined with banners and symbols. Comfort had been secondary to intimidation. Stone floors and steel doors gave every footstep an unnatural weight, while the vast ceilings made men seem like insects scurrying beneath the gaze of the Triad. Light had been carefully managed, with shafts of illumination breaking through narrow openings to cast banners and statues into sharp relief, leaving the rest of the chamber in shadow. Such environments reminded every visitor, whether bureaucrat, officer, or civilian, that the Helghast state was a machine far larger than themselves.

Public monuments reinforced this narrative further. Statues of soldiers, always masked and armed, lined boulevards and dominated intersections. Their poses had been carefully cho

The residential districts presented a vastly different face. Beyond the central districts housing the few rich and powerful, Pyrrhus was a sprawl of decayed apartment blocks, factories, and shantytowns. These structures had been thrown together during the city’s expansion, built cheaply and without consideration for long-term habitation. Tower blocks leaned against one another like exhausted giants, their concrete shells pitted with acid rain and stained by decades of industrial soot. Windows were barred or broken, stairwells crumbled, and power lines sagged across alleys like the webs of some metallic spider. Within these places, life had been harsh, cramped, and relentlessly utilitarian. In many districts, improvised shanties had been built atop rooftops or clinging to the sides of factories, constructed from scrap metal, discarded machinery, and whatever materials could be scavenged.


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

Output:
Humans are the primary race of the Killzone universe, native to planet Earth. Well into the 22th-24th century, humanity had colonised the Alpha Centauri system and thrived particularly on the planet Vekta, leaving their Helghast counterparts to inherit the inferior but resource rich Helghan.

History:

Descending from primates, Humans are an intellectually and technologically advanced species that span many cultures, creeds and organisations. During the 2050's, Earth's natural resources had reached the point of drying out, and the nations fought viciously to scramble together the remains of what could be used. The Third World War was declared, and nuclear weaponry was employed to commit unfathomable degrees of destruction.

When the dust settled and the harrowing consequences of war were on display, the nations saw an urgent need to seek a place other than Earth to house humanity. The United Colonial Nations coalition was formed shortly after the war, and it set the stage for inter-galactic travel as far as the Alpha Centauri system.

Initially colonised by the UCN in the 2100's, the Alpha Centauri system was entirely brokered to private enterprise, with a considerable amount of profit owing to the Helghan Corporation.

Due to differing economic and political goals, the UCN and the Helghan Administration clashed in the First Extrasolar War, with the Helghasts losing a vast amount of their profit, and the colonists cast to the less than hospitable planet of Helghan. There a new kind of human evolved to be superior in every aspect, clad with pale and hairless bodies. They came to be known as the Helghast.

The more Earth-like planet of Vekta was taken from Helghast control and gifted to UCN loyal humans that mushroomed into thriving cities like Vekta City, supervised by the UCN controlled ISA.

By the 24th century, the Helghasts reformed into a militaristic regime under Scolar Visari, and entered into conflict with the ISA Alpha Centauri and United Colonial Army over control of Vekta. Unfortunately, a potent Petrusite sourced bio-weapon pioneered by the likes of Jorhan Stahl detonated over Helghan, causing untold collateral damage and forcing the Helghasts to relocate somewhere else.

An agreement was signed for Helghan's residents to inhabit a part of Vekta and establish their own rule with New Helghan in 2361. The already tense circumstances were heightened by the rampant prejudice on both sides, and the cold war that came to fruition out of the VSA Shadow Marshal's clandestine operations and the Helghan based Black Hand's terrorist activities that disrupted the day to day life of many Vektans.

It was only a matter of time before another catastrophic event gained traction, and the human race was on the verge of extinction at the hands of it's own devices.


Instruction: Provide detailed information regarding ISC Compulsion in the Killzone universe.

Output:
The ISC Compulsion is an ISA Cruiser that was captained by Mandaloniz.

Operational History:

Following the failure of Operation Archangel, the Compulsion was assigned in picking up ISA evacuees. Unfortunately, the Compulsion came under fire by Helghast forces and was subsequently destroyed by debris from the Dauntless.Killzone 3, campaign level Pyrrhus EvacBradbury, Sam. (March 30, 2011). Killz


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

Output:
The LMG Trooper is a Helghast enemy in Killzone 2 and Killzone 3.

Description:

Known for their ferociousness, LMG Troopers act as support units for Helghast troops in which they use their StA-3 LMG to suppress enemies while other Helghast troopers advance. They are equipped with superior body armor to stand out in the open for a clearer shot.

Tactics:

Killzone 2:

The LMG Trooper is much like the Miner but far more bold and dangerous. Like the Miner, they will hold their ground in the open and rely on the power of their StA-3 LMG to keep them safe. They are more heavily armoured and steady, so they don't need to crouch down when firing their StA-3 LMG. This makes them considerably more mobile and deadly as they can move and fire at you at the same time.

Due to the power of their StA-3 LMG, it's hard to rush them, especially on the higher difficulty levels. You'll only encounter the LMG Trooper in Mission 10 and there is plenty of cover for every encounter. Be conservative and use your cover often to tear them down with burst-fire. The StA-3 LMG is the weapon of choice, but the VC9 Rocket Launcher and M194 Percussion Grenade are also excellent options.

When the LMG Trooper seeks cover, aim for any exposed body part to easily take them out. Watch them carefully for when they reload, and rush them for a knife attack as they reload their weapon. Be careful with a rush attack though as the LMG Trooper is never alone and often accompanied by other LMG Troopers and many Assault soldiers.

Killzone 3:

LMG Troopers are similar to their previous depictions in Killzone 2.


Instruction: Provide detailed information regarding LS12 Ripper in the Killzone universe.

Output:
The LS12 Ripper is a pistol featured in Killzone Shadow Fall.

Specifications:

The LS12 Ripper is the standard sidearm of the Vektan Security Agency. Sporting an 18 round magazine, the Ripper is capable of semi-automatic fire and sustained burst fire though a specialized attachment. The Ripper can fire 270 rounds per minute semi-auto and 360 rpm in burst fire mode.

It is one of two weapons Lucas Kellan has equipped by default in Shadow Fall's campaign in almost every level. It is one of only a handful of burst fire-capable weapons in Shadow Fall, and the only weapon that has it as an alternate fire mode.

Strategy:

The Ripper has a fast reload speed and a decent rate of fire, making it a great sidearm overall. In multiplayer, it is recommended to use the burst attachment to further increase the rate of fire.

Attachments:

*Burst

*Flashlight

*Laser Pointer


Instruction: Provide detailed information regarding M32 Combat Knife in the Killzone universe.

Output:
The M32 Combat Knife is a melee weapon featured in Killzone, Killzone 2, Killzone 3, and Killzone Shadow Fall.

Killzone:

Specifications:

Dubbed the "Toothpick" by the grunts from the ISA, the M32 Combat Knife is primarily used by Shadow Marshals.

Strategy:

The M32 is difficult to use in multiplayer, but effective in select locations when playing as Luger in the single player campaign. Make sure you are close enough to hit before you execute an attack or you will give up the element of surprise when sneaking behind enemy Helghast. If connect, the M32 will put most enemies down with one or two slices.

Killzone 2:

You'll have your trusty Knife with you right from the start of the game. With so many projectile and explosive weapons at your disposal, you might be tempted to overlook the Knife, but you shouldn't. As shown in the damage chart, it is one of the harder-hitting weapons in your arsenal, it doesn't require a reload, and it's fast to execute. The downside is you have to be very close to your opponent in order to use it.

To draw your Knife press →. The initial draw does more than just equip your Knife; it's an attack itself. Upon drawing the weapon, you'll perform 2 slashes - a forehand and a backhand slash. While this may seem a frivolous touch, it is actually a very powerful tool. Should you ever find yourself low on ammo and reloading only to have an enemy rush in, you can quickly press → to draw the Knife and execute the opening attack.

If both slashes connect as your helpless foe rushes in, you'll deal out 110 points worth of damage which is enough to take out most foes on all but the Elite difficulty level. It is also noteworthy to mention that on Elite difficulty some players choose to defeat many of Visari's private guard, including Radec himself, with the combat knife.

Should the enemy survive the attack, all you need to do is rapidly press [R1] after the Knife is drawn to continue dealing out the deadly slashes. This is a very handy quick save technique that you should learn early in the game.

Besides being used in emergencies, you'll find the Knife is a viable primary weapon, especially if you want to R&K a small room or area to completely clear out the enemy. An R&K attack is not only effective at dispatching your foes, but is a very fast way to get through an area.

When approaching the enemy, always aim slightly high towards their head. When close, press [R1] to deliver your slashes. However, don't get too close. You only need to be within arm's length to hit the enemy. Any closer than that, and the enemy can easily slip to your right or left causing you to miss your attack. If this happens, use the Right Stick to quickly adjust the camera in the enemy's direction as you continue to press [R1]. If you're quick, you can often salvage a missed Knife attack as you spin and slash.

It should be noted that the Knife only affects soft targets and will not damage metal objects (tanks, barrels, etc.)

Killzone 3:

The M32 Combat Knife has a new stab feature using the new brutal melee tactics. When you are within range of an enemy (in campaign mode) you are offered up an (often negligible) L3 button prompt. This will execute a variety of stabs, throat slits, and strikes.

The specific attack used varies depending on your position relative to the enemy, but you have no control whatsoever as to which attack is executed besides a general positioning. The M32 is also used in online multiplayer. Although there are no button prompts there is the same result.

If you are the unfortunate soldier being attacked, the camera switches to a third person point of view. If a teammate intervenes and kills the attacker, the victim soldier will survive the attack unscathed.

Killzone Shadow Fall:

The M32 Combat Knife reappears in Killzone Shadow Fall. The Combat Knife is used for a short segment of the campaign, but the knife is quickly replaced by more suitable and powerful weapons. Much like in Killzone 3, the Combat Knife is used in Brutal Melee attacks in both the campaign and multiplayer.

For the first time in the Killzone franchise, the Combat Knife can also be thrown. To throw the Combat Knife, the player must first perform a Brutal Melee on an enemy, and if another enemy is within range, they can quickly press R3 to send their blade flying at the enemy's skull.

Unlike the previous games where the Combat Knife was restricted to either the single player mode, or was only seen during Brutal Melee animations such as in Killzone 3, the Combat Knife in Killzone Shadow Fall can be used as a regular weapon in multiplayer mode. To use the knife as a starting weapon, the player have to create a Warzone with all weapons disabled. By doing so, players will enter the match with knives drawn instead of guns, and can proceed to hack each other. Additionally, the Combat Knife is also used whenever the Scout class enters stealth mode, becoming invisible and wielding the knife for a short time.


Instruction: Provide detailed information regarding M33 Sniper Rifle in the Killzone universe.

Output:
The M33 Sniper Rifle is a weapon featured in Killz

Specifications:

The M33 is outfitted with a silencer, making it effective for covert missions where you would require long ranged weapons. Although, it does less damage than most sniper rifles so headshots are required to get a one-shot kill.


Instruction: Provide detailed information regarding Planet Yummy in the Killzone universe.

Output: Planet Yummy is a Mars-based company responsible for supplying foodstuffs to the colonies. It is known to offer a wide selection of snacks, juice drinks and soda. Several vending machines are located across Vekta, in the port and Vektan Malls. Planet Yummy is presumed to be an important food company for other colonized planets.