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

Output:
The Shock Trooper is a Helghast enemy in Killz

Description:

The Shock Troopers of the Helghast Army are used to overwhelm and thin out entrenched enemy positions by rushing in fast. While closing in, the Shock Trooper move in a zigzag pattern moving sideways and even rolling to avoid getting shot and are lightly armored for maximum mobility. As they get closer, they form more of a threat with their StA-11 Sub machine Gun or their knives. They can aloo throw smoke grenades to cover their advance.

Tactics:

Shock Troopers are members of the Helghast special forces and as such have received more training than the standard Helghast Assault Infantry. They are often used to quickly overwhelm enemies or serve as guards to high value assets. While they are lightly armored and not very durable, they make up for this by being fast and evasive.

Unlike Assault Infantry, who heavily rely on cover, Shock Troopers rarely seek and use cover, favoring instead to rush or flank their enemy's position. While rushing, they will often zigzag and dive roll to evade incoming fire and make it harder for enemies to target them as well as throw smoke grenades to mask their movements. They are equipped with the StA-11 Sub machine Gun and combat knives, both of which are very deadly at close range.

When confronting a single Shock Trooper; bring the battle to him. Rush towards him, taking care to weave and zigzag to avoid his SMG fire. Firing in bursts while rushing is recommended as gunfire will stun him for a moment, allowing you to more easily close the distance.

When you get in close, the Trooper will pause for a second to put his gun away and pull out his knife to attack you. During that moment, quickly slash him with your knife or shoot him to prevent him from doing the same to you, as his knife attacks are very damaging, and on higher difficulties may result in instant death. If you were unable to get in a strike or didn't finish him off by the time he starts moving again, simply step back and the trooper will pause to pull out his gun again. During this pause you can either rush back in for a knife strike or finish him off with gunfire.

When facing down a large group of Shock Troopers, which is far more common, it is best to stay back and stay in cover, picking them off with weapon fire or grenades as they advance towards you. If they get to close, do not hesitate to move back to another position. If you get flanked or surrounded by Shock Troopers, draw your knife and rush towards the Shock Trooper and quickly take him out.


Instruction: Provide detailed information regarding StA101 Kameraad in the Killzone universe.

Output:
The StA101 Kameraad is a weapon featured in  Killz

Specifications:

The StA101 is a semi-automatic sniper rifle. The Kameraad also appears to be built from the same base platform as the StA59B Pulver, as the two guns are almost identical.

Attachments:

*Silencer

;Optical

*ACOG

*x4 Scope

;Underbarrel

*E-Stun Missile

*Taser

Multiplayer:

The StA101 is equipped by the Scout class.

Video:

F


Instruction: Provide detailed information regarding VC25 AA Cannon in the Killzone universe.

Output:
The VC25 AA Cannon is a Helghast AA (Anti-Air) quad cannon designed by Visari Corporation.

Description:

The VC25 is equipped with four medium-sized 25mm barrels cannons firing heavy 25x137mm caliber explosive and armor-piercing rounds. It is an updated version of the EAW-25/4 Chimera and features improved pitch and elevation speeds to easily track fast-moving targets. It also has a higher rate of fire with the same reliable cooling system as its predecessor.

The VC25 is only used in the Salamun Bridge mission in Killzone 2.


Instruction: Provide detailed information regarding Altair System in the Killzone universe.

Output: The Altair System is a star system. The system contains the inhabitable planet Gyre. The system was colonized in 2133, and in the same year ISA Altair was established.Timeline retrieved from the official Killzone website


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

Output:
Referred to by ISA forces as advanced battlecruisers or battleships, the Arc Cruiser was an advanced offshoot of the standard Helghast Cruiser production line.

Specifications:

An extension of the Helghast military's program to weaponize Petrusite, the new warship lead the counter attack in the wake of the nuclear detonation of Pyrrhus. Additions to the new warship included a long range warp jump generator. Another noticeable change was the loss of 2 of the engines from the side now only being 4 (in the normal cruiser there were 6) as well as the addition of a rudder-like projection to the rear of the ship.

Armaments:

The newer cruisers are shown to be far more capable at taking on ISA cruisers. Weapons include:

*Four underbelly mounted petrusite beam cannons for long range ship combat (a deficiency of the original cruisers) and air-to-ground bombardment.

*8 Leech Pods. This could be due to a tactics shift from brutal frontal assault to long range Petrusite bombardment, as the previous space has now been taken up by what appears to be cooling fins for the four arc cannons.


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

Output:
Blackjack is an underground arms dealer who supplies several different organizations with high-end weaponry. He appears in Killz

Biography:

Blackjack, whose true identity remains unknown, was born on one of the outer colonies settled by migrants from the Eastern European region of Earth in the late 2200s.Report #KL78B As a teenager, Blackjack was profiled as "a bright but rebellious child and a loner, with a precocious talent for technology."

Overtime, the alias "Blackjack" became associated with criminal gangs in the outer colonies, primarily black market activities. In his early years, Blackjack was infamous for launching several high-profile cyber attacks against Earth authorities on behalf of colonial agitators.

When conflict broke out between Earth and the outer colonies, Blackjack exploited it to build up a network of connections among arms dealers and colonial warlords alike. At first, he went into business supplying arms for other small-scale colonial disputes, but he rapidly gained reputation as a supplier of experimental and high-end weaponry to military professionals.

Second Extrasolar War:

During the Helghast invasion of Southern Vekta, Blackjack served as an underground weapons dealer for several mercenary organizations, primarily the Phantom Talon Corp. Arran Danner, one of Phantom's mercenaries, was said to be Blackjack's favorite client. Danner would frequently request Blackjack's arsenal during his service in the PTC.

Blackjack eventually went under the ISA's radar after assisting Danner, following the latter's "defection" to the Helghast. Blackjack aided Danner in his final missions, citing that his death and the Eschaton virus' use would be "bad for business". Hacking into his comms he provided extra intel to help ensure Danner's survival, and helped him double cross Vyktor Kratek, who planned on killing Danner as soon as his usefulness ran out. Following Danner's victory against PTC Commander Anders Benoit, Blackjack remotely took control of Kratek's Overlord and evacuated Danner and Justus Harkin from Facility X01 before it crashes. He then advised Danner to destroy Doctor Savic's virus.

In the end Blackjack showed that his true motive was, as always, profit. The death of Admiral Grey, Colonel Kratek, Anders Benoit, and the destruction of the virus guaranteed that there would be no immediate end to the war. Following the nuclear destruction of Pyrrhus, Blackjack immediately began to profit from selling anti-radiation drugs he had "conveniently" stockpiled among other things. Afterwards Blackjack used his expertise and resources to keep the now fugitive Danner and Justus off the grid.

Characteristics:

Blackjack is an arms dealer with a Russian/Eastern European accent and a likeable personality. He is unscrupulous enough to blatantly arm both sides of a conflict, but he does have a moral compass and expresses his disgust with the genocidal actions of people like Alex Grey and Vyktor Kratek, which he calls out their plans for the Eschaton virus to kill millions as "a slaughter, not war."Eschaton Impact


Instruction: Provide detailed information regarding FSK-7 Fury in the Killzone universe.

Output:
The FSK-7 Fury is a combat knife featured in Killzone.

Specifications:

The FSK-7 is the standard issue Helghast combat knife. These are also issued by the ISA, however, but only to Field Operatives working as spies.

Only Hakha used the FSK-7 during the campaign of Killzone.

Strategy:

The FSK-7 functions exactly the same in all respects to the ISA M32 Knife. It slashes with a three-hit combo, but only connects if you are in point blank range. This sort of limits its functionality in both the single and multiplayer game.


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

Output:
The Ghost is a VAN-Guard, which temporarily camouflages the player, that is featured in Killz

Specifications:

The Ghost is a stealth camouflage system which temporarily turns operators invisible. It is used mainly by mercenaries and ISA snipers.

Unlike most VAN-Guards, it cannot be destroyed. It is also one of the more expensive VAN-Guards, costing exactly 12,500 dollars. While active, sprinting or shooting will deactivate the Ghost Gen. Additionally, the VAN-Guard can be turned off by tapping it's on-screen icon. After re-tapping the icon, it will once again cloak the player.


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

Output:
Private Gutmann is a ISA soldier in Killzone 3. He first appears taking cover behind a cement slab while under heavy Helghan suppressible fire.

Biography:

Gutmann participated in Operation Archangel. He and his unit takes cover behind a cement slab while under heavy Helghan suppressing fire. He is joined by Sev and Rico. Sev decides to find higher ground to take them out so they can continue with their objective. Sev orders Rico to stay with the pinned squad and motivate them to push forward while providing covering fire so he can get into a better position to deal with the machine gun nests.

After the ensuing battle and right before Jammer's distress call, Gutmann does not seem to be present with the group or is unnoticeable; this could be due to him donning a helmet off-screen or evidence of his possible demise.


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

Output:
The Helghast Bodyguard is a Helghast enemy in Killzone and Killz

Description:

Helghast Bodyguards are comprised of the most loyal and dedicated men in the Helghast Third Army during the invasion of Vekta. The Bodyguards are assigned to defend only the most important positions and senior officers. They are even more dangerous than the Elite Soldiers. Heavily armed and armored, Bodyguards invariably fight to the death to defend their objective.

Tactics:

In Killzone, Bodyguards are dressed in a unique slick, curved shiny black helmet with 2 red glows coming from behind to show their eyes. Sometimes they will have their helmet raised to reveal that they are wearing orange goggles under the helmet much like an Elite. They wear a long black trench coat and heavy armor that outclasses even that of the Elite Soldiers and Assault Soldiers.

Bodyguards are the most heavily armored Helghast in the Killzone campaign, able to withstand roughly 20 rounds of M82 Assault Rifle fire before falling, and even being capable of surviving a direct hit from explosive weaponry. They are typically equipped with StA-3 Light Machine Guns, although some of the Bodyguards on the SD platform guarding General Adams are equipped with StA-52 Assault Rifles instead.

Bodyguards are exclusively found protecting high ranking Officers, namely General Lente at the end of Mission 9 and General Adams at the end of Mission 11. There are a total of 20 Bodyguards in the entire campaign; 6 Bodyguards protecting General Lente, and 14 Bodyguards protecting Adams.

Killz

In Killz

Instead of protecting high ranking Officers, they are placed around Metrac's base to defend important areas such as the entrance and prison block.


Instruction: Provide detailed information regarding Hidden Pasts in the Killzone universe.

Output:
Hidden Pasts is the ninth level of Killzone.

Plot:

Templar's squad has reached the missile base, where the Helghast had repurposed ISA missiles to target Vekta City. The squad fights into the base and shuts down the missile launches. They encounter and battle General Lente and his bodyguards, and emerge victorious.

Defeated, Lente recognizes Hakha and reveals to the squad that he and Hakha were former trusted friends; their friendship deteriorated when Hakha became disgusted with Visari's tyranny. Lente spitefully mocks Hakha by informing how his family shunned him except for his brother, who stood up for Hakha and was personally executed by Lente. Upon hearing this, Hakha kills Lente without hesitation. The squad takes Lente's dropship and travels to the uplink.

Lente's death is seen by General Adams from the platform's camera. Adams is left satisfied to see Lente's death and failure to stop the squad before ordering the entire platform secured.

Transcript:

Trophies:

*Hidden Pasts - Complete Chapter 9.

*Generally Better - Kill General Lente and his bodyguards.


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

Output:
The ISA Legionnaires formed the backbone of the ISA Alpha Centauri's special forces and had played a vital role in the Second Extrasolar War. It was created from Vektan Rapid Reaction Force veterans who had served during the Helghan's invasion of Vekta. Legionnaires Tomas Sevchenko, Rico Velasquez, Shawn Natko, and Dante Garza formed the Legionnaire unit Alpha Squad, which was under the command of Colonel Jan Templar.

Identified Formations:

*Alpha Squad

Personnel:

{| class="fandom-table"

|-

!Name

!Rank\Position

!Status

|-

|Jan Templar

|Colonel\Founder

|K.I.A.

|-

|Rico Velasquez

|Master Sergeant

|Alive

|-

|Tomas Sevchenko

|Sergeant First Class

|Alive

|-

|Shawn Natko

|Sergeant

|Alive

|-

|Dante Garza

|Lance Corporal

|K.I.A.

|}


Instruction: Provide detailed information regarding Interplanetary Strategic Alliance in the Killzone universe.

Output:
The Interplanetary Strategic Alliance (ISA) is the military alliance of all United Colonial Nations colonies.

Overview:

The ISA primarily serves as a planetary defense force for UCN colonies, as the United Colonial Army, while powerful, cannot be everywhere at once. Their primary purpose is to provide security for the colonies and serve as the first line of defense in case of an invasion, to hold the line until UCN Army can arrive. However, to keep any colonies from being able to rebel against the UCN, the ISA branches are intentionally kept weaker than the UCN Army and in a direct confrontation, would likely lose.

History:

As new interplanetary colonies grew, the UCN discovered the lack of effective long-range communication caused gaps in the ability for the United Colonial Army to provide efficient defense throughout their vast colonized star systems. To rectify this problem, in 2133, the UCN organized the Interplanetary Strategic Alliance, a military entity that allowed individual colonies the ability to integrate defensive capabilities to their specific requirements as well as enjoy full partnership in a unified defensive alliance of multiple colonies.Timeline retrieved from the official Killzone website

Colonial administrations provide funding and manpower whilst the UCN provides the training, equipment, and full political support for all of the interplanetary colonial administrations. The ISA acts as the main policing and defensive body for the citizens, and the main revenue gathering party for the local government. Each ISA command is directly subordinate to local colonial governmental authority, which in turn is subordinate to the UCN interplanetary authority.

Since each ISA Command is an independent unit of each colony, it is not directly linked to the military command of the UCN. As a result, the ISA Command's budget and strength are determined by the funds each local colonial administration provides. In 2133, ISA Altair and ISA Alpha Centauri were the first ISA Commands established.

Organisation:

ISA Navy:

The ISA Navy is the main branch of the ISA, responsible for the defense of Earth Colonies and suppressing any rebellion.

ISA Marines:

The ISA Marine Corps is the ground component of the ISA Navy and the main military force of the ISA.

ISA Vekta Shipbuilding Division:

ISA Vekta Shipbuilding Division is the branch of the ISA who specializes in the production of the ISA's ships.

ISA Army:

Prior to the Second Extrasolar War, the ISA had started to conduct an audit to learn which regiments were most in need of new forces. The ISA forces on Vekta were dominated by the ISA regulars, with the other regiments making up the remainder of the services.

Rapid Reaction Force (RRF):

With skillful and tactical usage of firepower, the RRF is an regiment composed of ISA Regulars and Support Gunners designed to defend the planet of Vekta, serving as its first line of defense against aggressors. Being overall good soldiers, RRF soldiers are particularly skilled when it comes to leadership.Killzone Manual

ISA Regulars:

ISA Regulars are the basic foot soldiers of the Interplanetary Strategic Alliance. They primarily function as the ground defense forces of the ISA and are assigned as an Army to whichever Colony or planet they inhabit.

ISA Heavy Support Gunners:

ISA Support Gunners are the human tanks of the Interplanetary Strategic Alliance and make use of heavy weaponry to defeat the enemy. Being well-armored, Support Gunners with their heavy weapons are a must have for any ISA squads.

ISA Special Forces:

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

Shadow Marshals:

An elite unit of special operatives, relying on cover, athleticism, covert weaponry or their bare hands. The Shadow Marshals are more mobile than the other forces in the ISA, being able to quickly vault through vents, climb ropes and ladders, all while creating minimum disturbance.

Field Operatives:

Field Operatives are undercover agents, relying on diplomacy and nerve to get their mission completed. While they receive standard training, they also must maintain a high physical fitness to allow them to vault or climb while in the field. One division of special Field Operatives consists solely of Human/Helghast half-breeds, as a means to bypass Helghast sensors, mines, and sentry bots.

Technology:

Since ISA forces vary by the colonies they protect, the quality of technology within them differs. ISA Alpha Centauri for example was heavily relied on static planetary defense systems and localized security. During the start of the Second Extrasolar War, the Helghast overwhelmed the colony of Vekta as a result.

However, as the war progressed and more aid came from the UCN, ISA Alpha Centauri became a more powerful force. Powerful cruisers, such as the Gray Deceiver, indicated a radical swing toward offensive might.

Battles:

*First Extrasolar War

*Arcturus insurrection

*First Vektan War

*Beta Hydri campaign

*Procyon campaign

*Delta Pavonis unrest

*Omicron Eridani dispute

*Sorin dispute

*Second Extrasolar War

Branches:

*ISA Alpha Centauri is located on planet Vekta in the Alpha Centauri system. They are noted for their ongoing feud with the Helghast, as well as the fact that they have ignored the UCN's direct orders on several occasions without repercussions.

*ISA Altair is located on planet Gyre in the Altair System. Not much is known about them, but it is possible that in 2390 the local ISA was called in to deal with the riots of the Helghast Workers Union Party. Given that the party later replaced the Vektan-backed government, it is unclear what will happen to them or if the new government will last at all.


Instruction: Provide detailed information regarding Jaromir Vlastimil in the Killzone universe.

Output:
Jaromir Vlastimil was a Helghast who survived the Terracide.

Biography:

After the Terracide occurred, Vlastimil found himself in a mass of corpses who immediately perished from the disaster and those that are already dying. He then attempted to help another survivor and was shocked that the woman's skin was hanging off of her body—Vlastimil initially mistook the skin for a coat.Survivor Diary 2

Vlastimil later led a group of survivors, which mostly consisted of children. He tried to kept the children fed with little food he was able to find.Survivor Diary 4


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

Output:
Jeffries was an ISA Marine who participated in Operation Archangel. He was a friend of Alpha Squad member Dante Garza.

Biography:

Jeffries and his unit were stationed at the Northern Beach Head near Pyrrhus. Jeffries and a small squad of ISA Marines were headed to the battle at the Corinth River by Intruder when they spotted Alpha Squad members Sev and Garza engaging Helghast soldiers near a machine gun position. Jeffries's Intruder assist the duo in eliminating the Helghast before stopping near their position so that he and Garza can talk.

After the two catch up, his Intruder pulls away and is suddenly shot down by a Helghast Support Trooper and crashes. Sev and Garza head to the crash site to search for survivors but found Jeffries and the others were killed by Helghast soldiers. Sev and Garza killed the Helghast in retaliation, getting revenge for Jeffries and his squad's deaths. Garza later walks over to Jeffries's corpse and mourns the loss of his friend, in which he swears to wipe Pyrrhus "clean of the [Helghast]."

Characteristics:

Jeffries appeared to be a fun, easy going, laid-back guy when he stops his Intruder in the middle of a battle just so he can talk to his old friend Garza. A trait that possibly got him and his squad killed.


Instruction: Provide detailed information regarding Kenzo Hakan in the Killzone universe.

Output:
Sergeant Kenzo Hakan is a Helghast officer of Helghast Security.

Biography:

Hakan oversaw a stakeout in Containment City in which he surveilled a female suspect. His trail team followed her as she made a delivery to Zeus, an VSA informant. After the subject remained with Zeus for seven hours, Hakan's men physically interrogated Zeus in which he confessed that he received "physical gratification" as assurance that she would get further assignments.Tracking Record 1


Instruction: Provide detailed information regarding M327 Grenade Launcher in the Killzone universe.

Output:
The M327 Grenade Launcher is a weapon featured in Killzone, Killzone 2, Killzone 3, and Killz

Killzone:

Specifications:

The M327 fires 40 x 46 mm mid velocity high explosives from a six-round revolver-style cylinder, which are useful for blanketing an area to deny enemy access, or for taking advantage of the chaos of a distant firefight. The weapon is also very effective at knocking out enemy positions at medium and long range, at ground level or elevated positions. The M327 had a secondary function of firing proximity mines, which would stick to the surface of whatever the weapon was pointed at.

The "Thumper", as it is nicknamed, fires 40 mm percussion grenades that detonate on contact with soft matter such as flesh, but (in Killzone 2 and Killzone 3) otherwise have a short delayed detonation. The grenade is relatively bouncy so it can be ricocheted around corners and into rooms for easy breaching and its extremely effective with enemies behind cover.

Strategy:

The M327 is considered the best weapon in both single and multiplayer. Its only drawbacks is the lack of a high ammo capacity, and limited to only 12 grenades plus six in the cylinder.

Killzone 2:

Campaign:

The M327 is obtainable in Salamun Bridge and Visari Palace. It is useful to flush Helghast enemies from behind cover and can instantly killed them with one hit, with exception in Elite difficulty.

Killzone 3:

Killz

The M327 has the disadvantage that it only comes with six rounds that can't be neither reloaded or picked from fallen enemies, and you won't get more rounds unless you pay to Blackjack (campaign) or die (multiplayer). However, another six rounds may be given if the player is using the Support Armour, thus enabling the player to reload the weapon.


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

Output:
Autarch

|planet      =Helghan

|age         =43

|death       =May 2360Timeline retrieved from the official Killzone website

|race        =Helghast

|game        =Killzone 3

|book =Killz

|voice = Ray Winstone}}

Admiral Orlock was the leader of the Helghast Army and the secondary antagonist in Killzone 3. He served as the most trusted advisor of Autarch Scolar Visari and second-in-command of the Helghan Empire. After Visari's death, Orlock competed against Jorhan Stahl over becoming Visari's successor. Eventually he became the new Autarch after Stahl publicly failed to eliminate Visari's killers. However his rule was short-lived in which he attempted to have Stahl executed but only to be killed by his hated rival.

Biography:

Orlock was born in the slums of Pyrrhus during Helghan's Great Depression, where he spent his youth as a skilled street fighter prior to joining the military during Scolar Visari's rise to power.Bradbury, Sam. (March 30, 2011). Killz

Admiral Orlock served as one of the chief figures placed in charge of coordinating Helghan's defense during the ISA counter-invasion, leaving the protection of Autarch Visari to Colonel Mael Radec and the Autarch's Guard. This proved to be a mistake when Radec and his guard were killed in the ISA assault on Visari Palace, Orlock's soldiers arriving only just in time to see the ISA retreat from the area and to find the body of their beloved leader in his throne room. Orlock was compelled by vengeance to see the ISA forces destroyed and maintained his steadfast leadership in the face of the Senate, but had lost all of his tolerance for Chairman Jorhan Stahl, a man he treated with great disdain and distrust.Killzone 3, campaign level Pyrrhus Evac

Admiral Orlock's efforts ultimately failed to eliminate all the ISA as the remnants fled from the battlefields and went into hiding in the hopes of evacuation for a six-month period, this timeframe marking a time of great rivalry between Orlock and Stahl to gain the Senate's favor to surpass Visari as Autarch.Killzone 3, campaign level Six Months On While Orlock was unable to gain the initial advantage in this period, Stahl's failure to execute Captain Jason Narville and his outright insults dealt towards the Senate and the Admiral caused the Counselors to officially appoint Orlock as the new Autarch. At his first ruling, Orlock ordered Stahl to deliver all of his personnel, hardware, and prototype Petrusite weapons directly to his control by personally surrendering to him on Helghan's space station, all with the intent of having Stahl arrested and killed afterwards.Killzone 3, campaign level Stahl Arms Infiltration

Orlock personally ventured to the space station to see Stahl arrested, but only to be told moments later that the ISA remnants were coming up the space-elevator themselves right behind him. Impatiently, Orlock ordered all of his forces to hunt down the ISA, leaving an escort of only four Helghast troops to protect him during his meeting with Stahl. The two had a brief exchange of words before Stahl pulled his trump cards, two of Orlock's own soldiers turning on him and holding him at gunpoint.

Stahl demonstrated his newly obtained power as he ordered his personal fleet to engage Orlock's, revealing to the Autarch that Stahl had developed not only more uses for Petrusite weapons, but also energy shielding for his cruisers. Orlock asked if this was how Stahl intended to sway the Senate, but Stahl stated that he would make the Senate beg for his "forgiveness" after the Autarch himself did so. Drawing a StA18 Pistol, Stahl attempted to force Orlock to his knees, but he showed his colors as a veteran soldier and managed to stab Stahl in the gut with an M32 Combat Knife hidden up his sleeve. After a quick but lethal confrontation resulting in the deaths of the escorts of both rivals, Orlock managed to claim the VC5 Arc Rifle of a fallen HAZMAT Trooper and set to hunting down a wounded Stahl.

In a moments' distraction from glimpsing a Helghast fighter outside the station, Stahl ambushed Orlock and mercilessly beat him with a rusted piece of metal until he was flung into a large console that toppled on top of him and pinned him to the ground. Held at gunpoint by Stahl and seconds from impending death, Orlock tried to reason with Stahl and attempted to show him that he was taking the Helghast towards destruction. Stahl considered the Autarch's words momentarily, but then decided to use his Petrusite weapons and invasion fleet to eradicate the entire population of Earth, thus no longer needing aid from Orlock.

While his adversary was madly rambling about his plot, Orlock managed to grasp his VC5 Arc Rifle again. His shots were useless in the end when Stahl knew fully well how predictable Orlock was and surprised the helpless Admiral with an StA5X Arc Cannon, blasting Orlock with a shot of irradiated Petrusite that coursed through his body and rapidly distorted his face before his head exploded into a mess of gore, ending him with an agonizing death. When the Commodore and his backup escort arrived to inform the Chairman of their progress and that the ISA troops were closing in on them, Stahl looked back at Orlock's body and called him "utterly useless" for not being able to eliminate their enemies.Killzone 3, campaign level Interception Orlock's body was lost when the space station was destroyed by the Petrusite nuke that irradiated Helghan. In the end, Orlock reigned as Autarch for less than a single day.

Characteristics:

Orlock is an evolved Helghast judging from his shaved head and moustache. The Admiral is a devouted patriot and leader, appearing to be a close friend to Scolar Visari during his reign as Autarch. At the same time, he is a harsh, short-tempered, and potentially violent man whose irritability has only been heightened with the actions of Jorhan Stahl, an individual who keenly manipulates Orlock's anger to his own advantage. Orlock is not without morals however, as he appears genuinely horrified when he discovered Stahl's intentions to wipe out all of Earth's population and also is clearly saddened at the conflict between the Helghast themselves that Stahl had caused.

Influences:

Both his physical appearance and attire bear a striking similarity to Soviet ruler Joseph Stalin and (to lesser extent) German general Erich Ludendorff, while his uniform bears similarities to both Allgemeine-SS (the Commanding section of the Nazi German Waffen-SS) and Russian uniforms. His name could possibly be based on Count Orlock, the titular character of the 1922 film Nosferatu. Furthermore, if the character Scolar Visari is based on Adolf Hitler then Orlock would have a similar role to Karl Dönitz. Both Orlock and Dönitz were the most trusted advisors of their respective leaders, both were admirals and successors to their respective rulers and the last heads of state for their nations.

Orlock also share similarities to Werner von Blomberg, who was commander-in-chief of the German military until January 1938, Wilhelm Keitel, who served as Chief of the Armed Forces High Command and was a loyal supporter to Hitler much like Orlock is to Visari, and Hermann Göring, who was at one point the heir and second-in-command to Hitler.

Conversations:

Killzone 3:

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

!S

|-

|

Orl

Scolar Vis

Helgh

Hera Vis

Scolar Visari (To camera): "My People, sons and daughters of Helghan! On this day, as our enemy's ships burn away in orbit, as their bodies lie broken in our streets, we are once again reminded of the depths of their depravity. For years we have suffered unbearable hardships. Banished by our enemies to die from disease, from famine. They scarred us, they weakened us... But that time has passed. For years we worked away on empty stomachs, slowly rebuilding our strength, our pride and our nation... But that time has passed. All these years, I have been humbled by the honor to lead you. Ever, EVER onwards! From this day, till the end of days!"

Helgh

|}

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

!S

|-

|

Orl

|}

Pyrrhus Evac:

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

!S

|-

|

Orl

(Senators clap)

St

Orl

St

Orl

St

Orl

St

Orl

(Orlock presses a button)

Orl

|}

Six Months On:

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

!S

|-

|

St

Senator "They've proven to be more tenacious than expected."

St

Orl

St

Orl

St

Senator 2: "Order! Order!"

Senator 3: "You've gone too far, Stahl! The Admiral has been instrumental in the negotiations with the Vektan government."

St

Kui

Orl

Kui

Senator 3: "Do we have a second? Motion denied."

St

Senator 4: "We need him."

Senator 3: "Just a moment, Chairman. Will you give us time to reconsider?"

Orl

St

Senator 3: "About what?"

St

|}

Stahl Arms Infiltration:

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

!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

|-

|

HAZMAT Troo

HAZMAT Trooper 2: "Sir, we need to get you out of here."

St

(Stahl's computer is interrupted by Orlock)

Orl

St

Orl

St

Orl

St

Gunstell

St

Gunstell

St

Gunstell

(Stahl bows in defeat)

Orl

(Senate breaks connection)

St

(Back in the Senate chambers)

Orl

Gunstell

|}

Interception:

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

!S

|-

|

Helgh

Orl

(Stahl arrives)

St

Orl

St

Orl

Helghast 2: "Electrostatic energy profile confirmed on the chairman's cruisr. They're all there, sir."

Orl

St

Commod

St

Orl

(The Khage opens fire on the Helghast fleet and blocks incoming missiles)

Orl

St

(Stahl's battleships destroy two other cruisers)

Orl

St

(A small battle takes place)

Orl

|}

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

!S

|-

|

Orl

St

Orl

St

(Orlock tries to shoot Stahl)

St

(Kills Orlock with a petrusite cannon)

St

HAZMAT Troo

St

HAZMAT Troo

HAZMAT Trooper 2: "Sir, ISA troops are approaching."

(Stahl turns to Orlock's remains)

St

HAZMAT Troo

St

|}


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

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

Description:

The attachment is a small, underslung, pump-action shotgun which fires buckshot shotgun shells, available only for the Assault class in multiplayer.

The Shotgun attachment normally carries three shotgun shells loaded in its tubular magazine, with six additional shells in reserve, giving the player a total of nine buckshot shotgun shells.

The Shotgun attachments operates via a forward-pump action, due to the limitations put on the attachment caused by the fact that it has to be mounted in front of the trigger guard. The HUD reticle when hip-firing is identical to that of other shotguns the VC30 Sickle and LS36 Breacher.

Only the StA25 Vlug, StA409 Keyzer, LS21 Valk and M55 Rumbler of the Assault class can be equipped with the Shotgun attachment. The design of the attachment is identical on both Helghast and VSA weapons, although the Shotgun will take on a white and grey colour-scheme when equipped with the M55, as opposed to the normal black and grey colour scheme.

Weapons:

*StA25 Vlug

*LS21 Valk

*StA409 Keyzer

*M55 Rumbler


Instruction: Provide detailed information regarding Smoker stack archipelago in the Killzone universe.

Output:
Just outside he coast of Pyrrhus City a small archipelago of smoker stacks were used by the Helghan Empire, the islands contained several Arc Cannon emplacements and small city slums located on the top of the islands.

823351_10151434120965100_306984329_o.jpg

830469_10151434120985100_1090279490_o.jpg


Instruction: Provide detailed information regarding StA-52 SLAR in the Killzone universe.

Output:
The StA-52 SLAR (Sniper/Light Assault Rifle)Reward of Chapter II.2 - Diversion in Killz

Killzone:

Specifications:

The StA-52 SLAR sniper rifle is a variant of their modular StA-52 Assault Rifle. It is compact, accurate and durable. It has a 6 round magazine and a low rate of fire.

Strategy:

The StA-52 SLAR is equipped with a zoom-in scope. At such a high magnification it is very easy to lose your target; using a lesser magnification you will be able to stay with your enemy if they move.

Killz


Instruction: Provide detailed information regarding VC32 Sniper Rifle in the Killzone universe.

Output:
The VC32 Sniper Rifle is a Helghast weapon featured in Killzone 2, Killzone 3, and Killz

Killzone 2:

Specifications:

The VC32 is a precision rifle chambered for the powerful 338 Lapua USO cartridge. It is also equipped with an illuminated x2 and x5 sniper scope and an extended barrel for increased bullet speed and precision; it fires armor-piercing rounds. The VC32 is an accurate and deadly weapon, especially over long distances.

The VC32 Sniper Rifle is a modified version of the StA-14 Rifle, with notable changes including the addition of a high-powered scope and cheek rest, a bolt-action mechanism designed to increase stopping power, a six round magazine (instead of the 10 round mag from the Sta-14) and a more powerful cartridge. It is not related to the StA-52 SLAR from Killzone, which was a modification of the StA-52 Assault Rifle.

Campaign:

The VC32 is a very powerful weapon capable in instantly killing an enemy with one hit. However, it won't kill Heavy Troopers in one blow. However, despite being extremely lethal when fired at upper torso or head, the rifle is hampered by its slow rate of fire, due to it being a bolt action rifle, limited magazine capacity, and that its extreme accuracy is only available when scoped. It is first found during the mission Visari Square.

Killzone 3:

Campaign:

VC32 has slight modifications, most notably the change in the scope, from 5x to 8x zoom. It is  seldom encountered in the campaign. A large caliber anti-personnel snipe rifle, it can bring down any Helghast soldier, short of a Heavy Trooper, in a single shot and it can do so from extreme ranges. The VC32 is extremely inaccurate when fired from the hip and any attempts to use the scope up close will normally lead their target moving out of view.

Multiplayer:

The VC32 is a weapon of choice for the Marksman class. The sniper rifle is especially used predominately from an elevated vantage point far away from battle scenes with a wide view of the area, and allowing Marksmen to locate and eliminate their targets easily.

Use of the VC32 at anything but long range is disadvantageous to its wielder. The VC32 has a low amount of ammo.

Killz


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

Output:
Zeus is the callsign of a VSA informant inside New Helghan in Killzone Shadow Fall.

Biography:

After the Black Hand terrorist attack on Vekta City, VSA Director Thomas Sinclair arranged Zeus to meet and provide Shadow Marshal Lucas Kellan information on the location of Black Hand leader Vladko Tyran in Containment City. After Zeus gave the information to Kellan, he also asks Kellan to erase his name from a tracking database, which Kellan does.

While torturing Kellan, High Commander Anton Saric tells him that they have his "contact" and that he has told them "everything", hinting that Zeus may have been captured by Helghast Security. His fate is unknown.

Conversations:

Chapter 5: The Helghast:

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

!S

|-

|

Z

Kel

Z

Kel

Z

Kel

Z

Kel

Z

|}

Quotes:

Chapter 5: The Helghast:

*"If you're half as good as he says you are, you'll be listening to this. I had to move. Your little incident on the train has made everyone a tad nervous. I've left my coordinates. Hurry up. I won't wait forever."

*"First thing -- we need to get you below. Make your way over to the launch tower. Stop one of the Scarabs -- you can ride it down into the canyon."


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

Output:
The Arc Missile is a VAN-Guard drone that is featured in Killz

Specifications:

The Arc Missile is a dual function drone. It can be commanded to fire in the direction you are facing, in which it goes forward and incapacitates and kills any enemies nearby while it is going forward until shot down, hits an obstacle, or runs out of power. The more electricity the Arc Missile discharges, the more power it loses.

Strategy:

Considering it's escort capabilities, the Arc Missile functions best a defense drone. You should stay close to it and let it do it's work.


Instruction: Provide detailed information regarding BLR08 Hadra in the Killzone universe.

Output:
The BLR08 Hadra is a rocket launcher featured in Killzone Shadow Fall.

Specifications:

The BLR08 Hadra is a variation of the BLR-06 Hadra MRL. There is a key difference from the BLR-06; while the original Hadra had an alternate firing mode to discharge three rockets at once, the BLR08 has only a single firing mode, discharging one rocket at a time.

The Hadra holds three rockets at a time and can only be fired whilst aiming down the sights. Its damage is extremely high. Like any rocket launcher the blast has a significant area-of-effect, however the reload time and firing rate are slow. It is suitable for destroying far-away targets, or large automatic quickly.

Campaign:

The Hadra first appears in The Patriot being used by an Black Hand Heavy on the FlyRail System. It can be picked up after killing the Heavy. The Hadra reappears in The Dead as an obtainable weapon, which is on the right of the second Stationary Ground Unit and the Mobile Ground Unit. In The Destroyer it is used by an Assault Trooper on the bridge in the second section.


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

Output: Corinthmetall was an large industrial company on Helghan, famous for its steel. It served as the main supplier for the other Helghast companies, such as Stahl Arms, and the Helghast military.Report 5678D Corinthmetall also produced heavy weaponry such as the TG 140mm/L22 smoothbore gun used in the Helghast hovertanks and modifying HGH Tanks. Corinthmetall was also responsible for producing 500 recyclable electrostatic plates used in extracting Petrusite.Pyrrhus Refinery Their headquarter is located in Pyrrhus.


Instruction: Provide detailed information regarding Damian Ivanov in the Killzone universe.

Output:
|title       = Sergeant (UCA)

|profession  = Mercenary

|death       = October, 2357

|race        = Vektan

|planet      = Vekta

|game        = Killz

|voice       =

}}

Damian Ivanov was a mercenary who worked for Phantom Talon Corp during the Helghast invasion of Vekta.

Biography:

Damian was born on Vekta. Not much is known about his life, but he is implied to have been born and raised from a poor family, he had some friction with his siblings and his father, and he was state educated. Damian enlisted in the UCA straight from school. He was promoted to Sergeant within a year, and then was assigned to patrol duty in the AcA cluster, protecting UCN satellite facilities from Helghast sabotage.Report VR76M

Damian then subsequently distinguished himself in various colonial campaigns, including the unrest in Delta Pavonis, where he again engaged Helghast forces. He was awarded commendation for Gallantry in Combat. In 2350, he was wounded in action at Procyon, where many of his unit lost their lives. After recovering from his injuries, Damian received official reprimand following public criticism of the ISA High Command for "appeasement" of the Helghast. As a result, he resigned from the Army later that year.

Damian then accepted a contract as a mercenary with the Phantom Talon Corp, leading to long-standing association with some of its operatives, such as Arran Danner, who fought alongside Damian in the Gyre Skirmishes and on covert operations across the Alpha Centauri system from 2351 to 2356.

During the Helghast invasion of Vekta, Damien accompanied Danner on a mission to rescue ISA Admiral Alex Grey, who had been captured by the Helghast, in Diortem. Upon successfully locating the Admiral, Ivanov briefly detoured to rescue a group of ISA prisoners who were about to be executed. After meeting up with Danner he carried the badly wounded Grey to extraction as Danner fought off Helghast forces.

Afterwards Damien joined Danner on their attempt to retrieve transmission codes from a downed Helghast cruiser. After securing the codes, Damien and Danner placed explosive charges to destroy the cruiser. However a fail safe was triggered that trapped Ivanov. Knowing there's no time for him to get out, Ivanov told Danner to leave him behind, dying in the blast as the cruiser explodes.

Quotes:

*"I didn't do many things right, I guess this is one."

*"Kick these assholes off my planet!"

*"Kratek, that's one Hig bastard I'd kill for free."


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

Output:
and ISA Engineers standing beside their Sentry Turrets.]]

The Deployable Sentry Turret is a Primary Badge of the Engineer class in Killzone 2 multiplayer.

Description:

Sentry Turrets are automated turret guns that scans and attacks enemy they sight within a range of 40 meters. Up to four Sentry Turrets can be placed on the map at any one time and are shared between Engineers. This means that a total of eight can be shared between both teams. There is a 1 minute cool-down period after placing a Sentry Turret. When attacking enemy Air Support Bots, the Sentry Turrets  can launch ground-to-air missiles.

Sentry Bots can be destroyed when projectile weapons inflict 300 Damage Points on them. Explosives, such as Frag Grenades, cause double damage to Sentry Turrets. They can explode when destroyed, which can harm players within range.

Strategy:

*Sentry Turrets can be used as a diversion for enemy fire. They can be use for cover in an emergency.

*Sentry Turrets are best deployed at choke points (pathways or doorways) on a map or near mission objectives, where enemies will be forced to either run for cover or be cut down as they retreat.

*Always set up Turrets in places where they will have a wide field of vision are unobstructed by obstacles.

*Sentry Turrets are preferably deployed on elevated positions such as balconies or rooftops, as this will greatly increase its chances for landing headshots.

*Sentry Turrets will self-destruct after a set period of time.


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

Output:
Captain Donaggio was a minor character in Killzone 3. He served as the captain of the Dauntless during Operation Archangel. He was killed during the ISA's desperate evacuation of Helghan.

Biography:

Donaggio participated in evacuating ISA forces from Helghan. Unfortunately, Donaggio's cruiser was destroyed when it came under heavy fire from Helghast MAWLRs.


Instruction: Provide detailed information regarding EAW-25/4 Chimera in the Killzone universe.

Output:
The EAW-25/4 Chimera is an anti-aircraft heavy weapons platform featured in Killzone.

Description:

Liquid hydrogen circulates through helical channels along the four 25 mm barrels, allowing the heavy weapons platform to maintain a continuous, high-rate fire without overheating. The weapon can be situated on its quadpod base or it can be mounted on top of the Helghast hover APC, giving the Helghast mobile AA firepower.

Later in the Second Extrasolar War, the EAW-25/4 Chimera is replace by the more advanced VC25 AA Cannon.

Strategy:

Unlike the smaller emplaced weapons, the EAW-25/4 Chimera does not have a cooling period while shooting. Therefore allowing players to fire for one huge, continuous burst.


Instruction: Provide detailed information regarding Evelyn Batton in the Killzone universe.

Output:
Jules de Jongh

}}

Doctor Evelyn Batton was a ISA weapon researcher who was responsible for developing experimental nuclear weapons to be used against the Helghan Empire during the Second Extrasolar War.

Biography:

Evelyn Batton was a leading researcher in the weapons division of the ISA. She was chiefly responsible for the development of the self-guided tactical nuclear weapon code-named Red Dust, as well as many other, less destructive weapons. Her work on Vekta was of vital importance in the arms race against the Helghast, and the ISA considers her one of its greatest assets in the region. Some of Evelyn's research was years ahead of that of her colleagues – not just the ones on Vekta, but throughout all the United Colonial Nations' colonies.Killzone 2 Signature Series Guide

Southern Vekta:

Batton was one of the ISA experts who were secretly summoned to a meeting at Rayhoven Base to decide on voting General Dwight Stratson's plans to authorize the use of nuclear weapons against the Helghast on Vetkan soil. Despite being part of the weapons development team, she was completely against Stratson's plan. However, she and her colleagues were captured by the Helghast under Colonel Cobar and taken to General Armin Metrac's fortress.

Batton was tortured for the ID codes needed to activate Red Dust and the other nuclear weapons stolen by the Helghast. She only gave the Helghast the wrong launch codes before being rescued by Captain Jan Templar and together escaped before the fortress was destroyed by ISA bombers.

Operation Archangel:

Following the expulsion of the Helghast from Vekta, Batton rose to prominence in the Vektan Council and, to some extent, led the charge for a definitive solution to the problem posed by the Helghast. She was responsible for forming the popular center of the majority group that insisted the Helghast be broken and Helghan be brought back into the Colonial community, rather than being allowed to fester in isolation.Killzone 2: Collector's Guide to Campaign and WarzoneKillzone 3: The Official Guide

Batton joined Battle Group Mandrake and accompanied Templar in Operation Archangel as mission support on the flagship New Sun and to recover the stolen ISA nuclear weapons. Although she and the ISA have no knowledge of Red Dust's location, Batton believed their goal of capturing Scolar Visari would enable to secure the weapons and as well possibly ending the long antagonism between Vekta and Helghan.Killzone 2, campaign level Corinth River

Batton helped coordinated with Alpha Squad during the ISA assault on Pyrrhus. After ISA forces were repelled from encroaching the city by Arc Towers, Batton studied a piece of a destroyed tower and discovered that the Helghast were using Petrusite, a dangerous mineral found only on Helghan, to power Pyrrhus' defenses. She also identifies an old mining outpost on the Maelstra Barrens as Petrusite appeared to be heavily concentrated there and mined by the Helghast.Killzone 2, campaign level Salamun Bridge She travelled with Alpha Squad to the outpost, where she and Dante Garza and Shawn Natko were captured by Colonel Mael Radec's men and taken to Tharsis Refinery. Batton was interrogated by Radec for the nuclear launch codes in which she refused to divulge as the codes are located on the New Sun. However, she and the captives are rescued by Tomas Sevchenko and Rico Velasquez, but Garza died in the crossfire due to Rico's impulsive action.Killzone 2, campaign level Tharsis Refinery

Death:

Batton and Alpha Squad returned to the New Sun, where the vessel comes under attack by Radec's forces. Evelyn coordinated with Templar to attempt to destroy the Petrusite grid. However, they were unable to launch the ship's missiles on the grid as the launchers are disabled by the Helghast and the ship was boarded. Batton remained on the ship's bridge with Templar to pilot the ship to directly crash into the grid, but only to be confronted by Radec and his men, who came for the nuclear codes. While Templar tried to delay Radec from giving up the codes, Evelyn discreetly attempted to erase the codes but only to be fatally shot by Radec, who then retrieved the codes and ultimately used it to detonate a Red Dust warhead over Pyrrhus.Killzone 2, campaign level The Cruiser

Conversations:

Killz

With Metrac:

IV.2 - Revelation:

Met

R

Met

Eve

With Templar:

IV.2 - Revelation:

Temp

Eve

Temp

Eve

Temp

Eve

Temp

Eve

Temp

IV.3 - Confrontation:

Eve

Temp

Helgh

~

Eve

Temp

Eve

Temp

IV.4 - Liberation:

Temp

Eve

Temp

Eve

Temp

Commander K

Temp

Commander K

Temp

Lu

Temp

Lu

Temp

Lu

V.1 - The Hunt:

Eve

Temp

V.2 - The Defection:

Temp

Eve

Temp

Eve

V.4 - Resurrection:

;The end of Stratson

General Strat

(Stratson is cut off)

Temp

General Strat

Temp

(Stratson is picked up and escorted away by two ISA soldiers)

General Strat

(Rico and Evelyn arrive at the scene)

R

Temp

R

Eve

R

Eve

Temp

Killzone 2, Gameplay:

Corinth River:

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

!S

|-

|

R

Eve

R

Eve

R

Eve

R

Eve

R

Eve

R

Eve

R

Eve

R

Eve

R

Eve

R

|}

Suljeva Village:

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

!S

|-

|

Na

Eve

R

Eve

R

|}

Killzone 2, Cutscenes:

Tharsis Refinery:

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

!S

|-

|

(Sev and Rico find Radec interrogating the rest of the squad)

Eve

Ra

R

Ra

Ga

Ra

Na

(Natko is hit)

R

S

R

Eve

Ra

Eve

Ra

R

S

(Rico opens fire on the Helghast)

R

Ra

(Garza is hit)

Na

Eve

Helgh

|}

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

!S

|-

|

Eve

(When the Intruder arrives)

S

Ga

(Garza falls down)

S

(Intruder lands)

S

|}

The Cruiser:

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

!S

|-

|

Eve

Temp

Eve

Temp

(Templar notices Sev)

Temp

(Missile hits the top of the cruiser)

Temp

|}

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

!S

|-

|

Temp

Eve

(Notices Helghast)

Eve

(Radec appears)

Ra

Temp

Ra

Temp

Ra

Temp

Ra

Temp

Ra

(Radec shoots Evelyn)

Temp

(Templar tries fighting Radec, but gets shot instead)

Ra

|}

Quotes:

Killz

IV.4 - Liberation:

#"They've started to bomb the runway! Hurry, please!"

#"Oh, no - they took out the main controls for the elevator platform! See if you can find some backup controls to raise the plane."


Instruction: Provide detailed information regarding HE Grenade in the Killzone universe.

Output:
The HE Grenade is an attachment featured in Killzone Shadow Fall.

Description:

The attachment is an underslung, high-explosive grenade launcher available only for the Assault class in multiplayer. The HE Grenade attachment normally carries one shell in the chamber, with two additional shells in reserve, giving the player a total of three HE shells.

The Helghast and VSA each have their own unique versions of the HE Grenade, with the Helghast version utilising a swing-down barrel for reloading, and the VSA using a swing-out (to the left) barrel. Only the StA409 Keyzer and M55 can be equipped with the HE Grenade attachment.

Weapons:

*StA409 Keyzer

*M55 Rumbler


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

Output:
The ISA Dropship is a aerial transport vehicle used by the ISA and Vektan Security Agency.

Specifications:

Design details:

The dropship is a more durable and capable offensive oriented VTOL dropship than the Intruder of the Second Extrasolar War. It is better armed than its New Helghan counterpart, the Overlord Dropship, and can operate in outer space with little modification.

The pilot sits in a forward position in the cockpit, isolated from the cargo hold. The co-pilot sits in the cargo hold area so that they can provide mission briefings for the soldiers. The cargo hold itself is large with ample space for soldiers and supplies. It is capable of deploying ziplines so that the troops can land on the ground while the VTOL remains in the air. It can go up to 2000-3000kmph speed.

Its wings can change from acting as control surfaces that aid in forward flight to landing struts while hovering or in preparation for landing.

Armaments:

The dropship has a large 30mm-35mm caliber chin-mounted autocannon and missile launchers.


Instruction: Provide detailed information regarding LS21 Valk in the Killzone universe.

Output:
The LS21 Valk is a VSA submachine gun featured in Killzone Shadow Fall.

Specifications:

The LS21 Valk is the successor to the M66-SD Submachine Gun. The Valk has a high rate of fire, but lacks stopping power and has a smaller magazine capacity. It has a unique, built-in burst fire feature. Tapping the fire button fires a burst of three bullets, or hold the trigger down for fully automatic firing.

Campaign:

The Valk appears in The Shadow as a weapon on a table in the last section, in The Patriot as a weapon on the table with supplies in the third section, and in The Helghast as a reward from saving a Helghast inmate.

Multiplayer:

The LS21 Valk is available to the Assault class. Due to being quite compact it is a solid choice for players that prefer to rush around the map with an aggressive playstyle.

Attachments:

;Optical

*ACOG

*Dot Laser

*Holo Sight

;Underbarrel

*Laser Pointer

*Shotgun

Videos:

F


Instruction: Provide detailed information regarding LSR44 Spoor in the Killzone universe.

Output:
The LSR44 Spoor is a VSA weapon featured in Killzone Shadow Fall.

Specifications:

The LSR44 provides a unique hybrid of carbine and sniper rifle. Its firing mechanism uses an electronic, rail-based technology. The design features open rails to vent built-up plasma to prevent damage to the firing system due to heat.

The alternate fire extends the gun to a shape that resembles a rail gun, and flips up an ACOG sight in place of the default Dot Laser. This firing mode has to be charged, and once fully charged it unleashes a devastating blast. A single shot in 'Sniper Mode' will drain half of the LSR44's twenty-four round magazine. The LSR44 is an extremely versatile weapon in both campaign and multiplayer, as the LSR44 can transform from a formidable close-quarters machine-gun into a powerful sniper-rifle in a matter of seconds.

Campaign:

The LSR44 is Lucas Kellan's default weapon. It cannot be unequipped in the campaign. The default firing mode on the LSR44 is fully-automatic.

Multiplayer:

The LSR44 is exclusively equipped by the Scout class. Its default firing mode is a a 3-round burst-fire. Though it retains its railgun mode.

Videos:

F


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

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

Description:

The Laser Pointer is a small module, which mounts to the side or bottom of the weapon when equipped, and emits a visible, red laser beam which can be used to dazzle enemy players.

The attachment also offers an increase to hip-fire accuracy for the player when equipped, as well as a slight reduction in general bullet-spread. Also, due to the fact that the attachment is available for nearly all sidearms, the Laser Pointer is available to all classes in multiplayer.

The size and shape of the Laser Pointer module will vary depending on the weapon which it is mounted to, however, the beam which the module emits will remain red, even when mounted to VSA weapons. This is notable due to the fact that nearly all VSA attachments use blue or cyan-coloured illumination, such as the blue laser of the VSA Dot Laser.

Weapons:

*StA19 Reigner

*LS12 Ripper

*M6 Punt

*StA25 Vlug

*LS21 Valk


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

Output:
Miners are enemies encounter in Killzone 2. They appear in Suljeva Village. Whether trained directly by the Helghast Army, or by its defectors, Miners fight as aggressively as any other Helghast soldier.

Description:

The Miner carries an StA-3 LMG making it rather difficult to rush them. Furthermore, they don't seek cover as often as the Assault Infantry does. The power of their weapon makes them a bit more brazen and they will often remain out in the open to fire at you, especially when they're in groups. They will typically strafe from behind buildings and other vertical cover points and then strafe back out into the open to crouch and fire at you. When they strafe from behind cover point, target the edge of the cover point and wait for them to come back out. Once they do, begin using burst fire immediately to catch them off guard.

When you encounter a Miner, you should seek cover quickly and fire at them from your cover point. Peek out from your cover often to tempt them into firing on you and return the fire once they stop. Watch them carefully for a reload. If they are alone, quickly rush them for a knife attack as they are reloading to easily put them down. In groups, they will often advance on your position, so using a grenade is a good tactic to push them back or wipe them out.

It's far easier to rush them for your knife attacks when they are seeking cover. Look out for them peeking over their cover point and then fire. As soon as they stop and begin to crouch down, immediately rush forward for your melee attack.


Instruction: Provide detailed information regarding Red Dust in the Killzone universe.

Output:
Red Dust was an Interplanetary Strategic Alliance nuclear weapon, developed by Dr. Evelyn Batton on Vekta.

History:

The ISA developed Project Red Dust to be a high-explosive blast, low-radiation yield bomb designed to devastate an enemy city or fortification without irradiating the landscape to allow for easy capture and occupation of the ruins, and ISA clean up detachments would then clear of any harmful radioactivity.

During the Second Extrasolar War, General Dwight Stratson pushed for the use of the Red Dust nuclear weapons against the Helghast and halting their invasion of Vekta. The ISA Council, however, was very hesitant to utilize nuclear weapons, as they are seen as a taboo weapon, and the political consequences of possessing and using them on Vektan soil was too high. In reality, Stratson was revealed to be a Helghast collaborator who planned on delivering the weapons to the Helghast under General Armin Metrac. Several Red Dust warheads were transported to Helghan during the Helghast's retreat from Vekta. However, the Helghast were not able to secure the authentication codes needed to detonate the warheads.Killz

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

During the ISA invasion of Helghan in Operation Archangel, Batton joined Battle Group Mandrake to track down the nuclear weapons. The ISA had no knowledge of Red Dust's location, but believed their goal of capturing Scolar Visari would ensure the securement of the weapons.Killzone 2, campaign level Corinth River Colonel Mael Radec attempted to extract the detonation codes from Batton following her capture in Tharsis Refinery, but was unable to do so.Killzone 2, campaign level Tharsis Refinery An attack on the Battle Group over Pyrrhus followed, where Radec was able to secure the codes during the assault on the New Sun.Killzone 2, campaign level The Cruiser Shortly after the New Sun destroyed the Petrusite grid that disabled Pyrrhus's defenses, Scolar Visari gave the order to detonate a Red Dust warhead in the city, devastating the city and killing a vast majority of ISA and Helghast forces within the city limits, and severely weakening the ISA's hold on the planet.Killzone 2, campaign level Maelstra Barrens

The fallout from the Red Dust warhead contaminated large amounts of Petrusite, creating a more volatile form that were later harvested and used by Stahl Arms to develop new lethal weapons in the Helghast's arsenal.Killzone 3, campaign level Six Months On


Instruction: Provide detailed information regarding StA19 Reigner in the Killzone universe.

Output:
The StA-19 Reigner is a weapon featured in Killzone Shadow Fall.

Specifications:

The StA-19 is the direct successor of the StA-18 Pistol. It is functionally the same as its predecessor, however it has an aesthetic overhaul and the front has been angled downward to counteract recoil. The Reigner is also one of only a handful of Helghast weapons that does not feature a bullpup design. The StA19 can be outfitted with a variety of attachments, making it very flexible.

Multiplayer:

The Reigner is a middle of the road pistol. It has a high rate of fire and good accuracy in direct combat, and being equipped with the laser pointer improve this further. However, it has a large magazine but low range, and with the silencer attachment, ideal for surprise or stealth situations.

Attachments:

*Laser Pointer


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

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

Description:

The Support Trooper specializes in firing the VC9 Rocket Launcher. He is not a very big threat when on his own, but when he's joined by regular troops the Support Trooper is a force to be reckoned with. They are specifically trained to take out armored vehicles and large clustered up enemy infantry, and often found fighting from elevated positions and longer ranges.

Tactics:

The Support Trooper uses the VC9 Rocket Launcher, and will only fire it from a distance. He knows that close-range shots will cause the splash of the explosion to damage or kill him as well, so he'll very rarely fire when close. The few occasions when he does fire a rocket from close range are typically unintentional, such as when he has already committed to firing and then you've rushed in and closed the gap, turning and intended long-range shot into a close-range shot.

If you get close to a Support Trooper he will immediately turn and try to put distance between you and him. If you get close to the Support Trooper after he has already crouched down and is preparing to fire, he'll sit there in the crouched position for a few seconds, meaning you have caught him off guard and you're too close for him to fire the deadly rocket. If you give him enough time, he'll get up from his crouch and try to run to a safer location.

When the Trooper is standing and you approach, he will turn and run whenever possible. However, if he becomes cornered, he will eventually resort to a powerful melee attack. The Support Trooper's melee attack is exceptionally strong and can kill you with one hit. Because of this, you should make sure that you only rush the Trooper when there is an obvious escape route for him. Once he becomes cornered, he will fight at close-range.

The Support Trooper will not hesitate to fire at you when you are at a distance. The rockets are very deadly, and at close quarters it can mean Game Over rather quickly. An easy way to avoid fire is to take crouching cover or move away when he fires. When you crouch down, the Trooper will not fire at you since he knows your cover will block the rocket. You can remain attached to cover while you're crouched and still peek over the top. The Support Trooper will fire as soon as you take a peek. Since you're not standing but remaining crouched, the rocket will fly harmlessly overhead. This allows you to hold your ground while you watch the fire-works go by and then gives you the chance to take your shot at the Support Trooper while he reloads.

The only time crouching cover is not a good idea is when there is a wall or other structure close behind you. The explosive splash from the rockets has a good range and the Support Trooper won't hesitate to shoot the wall behind you in order to catch you in the splash. So when taking cover, make sure the area to your flanks and rear are clear and can't be targeted.

The best approach to taking out a Support Trooper is to run to their location for an R&K or R&G attack or kill the Support Trooper first before engaging other enemies. As you are running towards them, they will often crouch down and prepare to fire. To avoid this, stay to the right or left side of the Trooper's aim as you run. Once he commits to the crouch, watch out for the rocket launching and then move either right or left to have it fly harmlessly by you. In doing this, you can easily run straight at a Support Trooper, dodge his rocket, and then knife him as he is trying to reload.

Alternatively, taking a Support Trooper out from a long-range is also an excellent tactic. The M82 is great for long-range sniping shots, as are the StA-14 and VC32 Sniper Rifle. If you have your own VC9 Rocket Launcher, then don't hesitate to use it as well. Finally, a well timed grenade or a round from the M327 Grenade Launcher are also great options.


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

Output:
Vekta Evacuates is the second level of Killzone.

Plot:

The Helghast launch a massive attack on ISA HQ. Vaughton orders everyone to evacuate and assigns Templar to retrieve the defense network's security key. Templar fights his way through the besieged HQ before reaching the research building which contains the security key. After securing the key, Templar makes his way to the comms building, which serves as a evac site where Vaughton plans to meet with Templar, while Helghast forces attempt to stop Templar and obtain the key. However, Templar discovered the evac site has been compromised and Vaughton was forced to leave. Templar is then saved from a sniper by Luger, a Shadow Marshal and Templar's ex-lover. Luger informs Templar that Vaughton had recruited her to help Templar's mission. Templar explains to Luger about bringing the key to Vaughton and finding the missing operations agent Colonel Hakha.

Meanwhile on the SD Platform, General Stuart Adams expresses his frustration with an ISA technician who is unable to bypass the network's security.

Transcript:

Trophies:

*Vekta Evacuates - Complete Chapter 2.

*Elite? HA! - Take down your first 2 Helghast Elite.


Instruction: Provide detailed information regarding 2nd ISA Invasion Fleet in the Killzone universe.

Output:
The 2nd ISA Invasion Fleet was the second wave of assault that took part in Operation Archangel. It was composed of the Battle Group Mandrake lead by fleet commander Colonel Jan Templar who commanded the whole force from his flagship, the New Sun.

Objectives:

The role of the second wave of assault in Helghan was to eliminate the remaining orbital defenses in the planet and capture Pyrrhus and Konstantine among others tactical points from the advanced outposts that were supposed to be established by the 1st ISA Invasion Fleet. Their main goal was to capture Scolar Visari in Pyrrhus, to be judged for his war crimes.

Helghan Assault:

Initially they succeded in their goals despite the casualties caused by heavy Helghast antiaircraft fire while entering the Helghan atmosphere. Under the command of Jan Templar the troops achieved to partially take control of the Helghast capital, Pyrrhus, and other points of the planet.

However, the ISA cruisers suffered several casualties, including the New Sun. After evacuating the ship, Templar, mortally wounded, crashed the very damaged New Sun into a petrusite grid, clearing a way for the ISA ground forces. Then, the detonation of the Red Dust, an stolen ISA high-tech nuclear bomb, ordered by Visari, obliterated the ISA forces in Pyrrhus.

With their main Battle Group devastated, and with their fleet commander killed in action, the 2nd Invasion Force was decimated. Despite this, a surviving joint ISA Marines and ISA legionnaires group commanded by Captain Jason Narville, managed to reach Visari Palace. Alpha Squad secured the building and killed Colonel Mael Radec in the process, but unintentionally killed Visari, ruining the original plans.

Evacuation:

After the death of Visari, the ISA High Command ordered the remaining components of the three waves of assault to retreat to the cruisers and evacuate the planet.

Assisted by the supporting troops of the 3rd ISA Invasion Fleet, the survivors of the 2nd wave managed to evacuate, except for some stranded forces, mainly from Battle Group Mandrake, the most damaged group of the entire fleet.


Instruction: Provide detailed information regarding 3rd ISA Invasion Fleet in the Killzone universe.

Output:
The 3rd ISA Invasion Fleet was the last wave of assault of Operation Archangel.

Purpose:

The objectives of the Fleet were originally:

* Reinforce the ground forces of the two previous wave of assault and eventually relieve them

* Eliminate the remains of Helghast opposition

* Set up a military control over the planet as previous step to the establishment of a more easily controlled regime, ending the oppression that sparked the conflict

* Escort Battle Group Mandrake with Visari captured to Vekta

Change of Plans and Evacuation:

The near destruction of the 1st Invasion Fleet, the death of their commander, Admiral Alex Grey, the near annihilation of Battle Group Mandrake, the main Battle Group of the 2nd Invasion Fleet, the disappearance of their fleet commander, Colonel Jan Templar, and the death of Visari swiftly changed the role of the 3rd Invasion Fleet into that of an evacuation force.

The 3rd ISA Invasion Forces expended most of their capabilities in an attempt to repress the Helghast counterattack and aid the 1st and 2nd Fleet forces in their retreat from Helghan, following the orders of ISA High Command.

Despite the Helghast fleets, MAWLRs and Arc towers constant attacks against them, the supporting troops and cruisers of the 3rd ISA Invasion Fleet allowed several ISA ships to successfully evacuate the planet along with a sizable portion of the ISA marines. Unfortunately, even with the support of the third wave, many ISA ships were still destroyed in the attempt to evacuate, stranding a large portion of ISA marines and ISA Legionnaires on Helghan without support or any way off the world.


Instruction: Provide detailed information regarding BLR-06 Hadra MRL in the Killzone universe.

Output:
The BLR-06 Hadra MRL is a Helghast Army rocket launcher featured in Killzone and Killz

Killzone:

Specifications:

The BLR-06 Hadra is the Helghast's heaviest explosive weapon, and was designed to take out even the heaviest of armored vehicles.  This beastly rocket launcher has three 66 mm rocket tubes. The rockets can be fired individually or can be fired all at once. When all three are fired at once, they arc and spread out, causing a large explosion that will kill or injure anyone who isn't in cover around it. This is the deadliest anti-vehicle weapon in Killzone.

Strategy:

The Hadra appears late in the single player campaign. It is recommended to save it for destroying Helghast Light Hover Tanks and APCs. While its secondary fire is considered overkill, its single fire is better suited for increasing possible targets.

Killz


Instruction: Provide detailed information regarding Black Hand in the Killzone universe.

Output:
|status = DefunctHelghast Daily News, Black Hand Members Stand Trial

|established = 2381

|dissolution = 2390

}}

The Black Hand is a Helghast terrorist organization in Killzone Shadow Fall. Established in the post-Second Extrasolar War era, and primarily located in New Helghan, the Black Hand is devoted to the destruction of the Vektans in revenge for causing the Terracide that devastated Helghan. They are led by Vladko Tyran.

Background:

The Black Hand are a Helghast sub-faction composed of radicals, fanatics, and former military troops who greatly despised the Vektan people for destroying Helghan in the Terracide and causing untold amounts of death and destruction on their people. Their goals are to unsettle and displace the Vektan populace with random attacks and other acts of violence.Zuylen, Victor (20 September 2013). [ht

The Black Hand possess old surplus weapons left from the Second Extrasolar War and other older, lower-tech equipment such as cloaking projectors, which allowed them to hide their combat gear and even disguise themselves as VSA Security Troopers to blend in while in enemy territory. The group has a large amount of influence in the slums of New Helghan, such as in Containment City. The Black Hand are secretly aided by rogue elements within the New Helghan government and are in league with Jorhan Stahl.

History:

The Black Hand were banned by the New Helghan government for their extremist views in 2388.Helghast Daily News, Black Hand Strike However, despite the government's public condemnation of the Black Hand, the organization gained clandestine support from Helghast agencies and solidified their control over New Helghan's slums, such as Containment City, in order to consolidate their power.Containment City The rivalling militias and warlords who inhabited Containment City subsequently swore their allegiance to the Black Hand.Tracking Record 3 Even the local civilians refused to talk to Helghast Security, only answering to Vladko Tyran.Tracking Record 2 Furthermore, Black Hand operatives were employed in the New Helghan Prison, a secretive black-site facility, to oversee the processing and detention of inmates.New Helghan Prison

On June 29, 2390, the Black Hand conducted a brazen attack on Vekta City, bombing VSA Headquarters and multiple locations in the city's Eden District such as Templar Park, that saw hundreds of fatalities and over 1,000 injured.Helghast Daily News, Ve

The Black Hand's terrorism consequently led the Vektan government to deport all Helghast citizens and half-breeds residing on the Vektan side to New Helghan. The New Helghan government denied of involvement in the Black Hand's attacks and publicly condemned the terrorists; however, the Vektan government stationed ISA cruisers along The Wall which heightened tensions between the two nations.Helghast Daily News, Vekta Continues to Threaten New Helghan

The VSA dispatched Shadow Marshal Lucas Kellan to eliminate Tyran in Containment City, where the Black Hand's ties to Jorhan Stahl were discovered. Tyran was reportedly killed during his encounter with Kellan on July 1, 2390. Tyran's death was later announced to the public and was greeted with cheers from Vektans.Vektan Daily, Tyran is Toast! The New Helghan government reacted to the news with pleasure, and falsely claimed responsibility for Tyran's death as part of a "wider program to regenerate the slums and provide safe clean housing for Helghast workers."Helghast Daily News, Black Hand Leader Killed Despite Tyran's reported death and rumours of infighting amongst Black Hand members, this did not resulted in a significant decrease in terrorist activities and acts of sabotage in Vekta and New Helghan.Helghast Daily, Is Vekta arming insurgents in New Helghan? Days following the attack on Vekta City, a second Helghast terrorist attack occurred at Templar Park that killed 89 people and left 127 hospitalized. While the Black Hand lost much of their presence in Containment City, other insurgent groups took over their place. Both Vektan and New Helghan authorities accused one another of supporting these insurgents; at least one such group were using ISA military gear.

A month after Jorhan Stahl's death and his failure to launch his attack on Vekta, New Helghan authorities executed five alleged members of the Black Hand, claiming that the terrorist organization was dismantled and posed no further threat.

Doctrine:

The Black Hand is comprised of the most extreme portion of New Helghast society, and represent the hatred that many of their compatriots have for humanity. They seek revenge against the Vektans, whom they held responsible for all of the Helghast's sufferings, the destruction of Helghan and their empire from the Terracide, forcing them to live in terrible conditions.

Not being a regular army, the Black Hand do not rely on conventional warfare, but instead they are trained as infiltrators. Black Hand operatives hide among the civilian population until they are activated. When called into action, operatives make use of cloaking projectors to hide their identity and gear before making their attack on their targets.

Personnel:

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

|-

!Name

!Description

|-

|Black Hand Operative

|The Operative is the most numerous among the Black Hand. They are typically armed with the StA409 Keyzer and commit terrorist bombings, take hostages, and random attacks against civilians.

|-

| Black Hand Heavy

|The Heavy is seen less often than the Operative, they are deployed alongside the operative and more armored, hence the name.

|}

Known Members:

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

|-

!Name

!Status

|-

|Vladko Tyran

|K.I.A.

|-

|Espen Huxley

|Alive

|}


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

Output:
The Crossbow is a weapon featured in Killz

Specifications:

Primitive in nature and straightforward in operation, the Crossbow can fire anything from improvised arrows to grenade-tipped darts. Armories on both side of the conflict have adopted the weapons for the latter purpose, recognizing that ease of maintenance can be a deciding factor on the Vektan battlefield.


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

Output:
The Helghast Heavy Hovertank refers to two distinct vehicles of the Helghast Army. The earliest depiction appears in Killzone, whilst a modified version appears in Killz

Specifications:

Standard Heavy Hovertank - Killzone:

Upon conception, this tank was devised as superior to anything the Vektans could field in battle. The ISA Lancer is known to have some chance at success, but requires several shots from its 105mm gun to yield results.

The Heavy Hovertank became a major asset of the Helghast Third Army and is presumed to have been lost after the Helghast are routed from Vekta during the Second Extrasolar War, alongside many other significant assets exclusive to the Third Army, and is not seen again. Instead, it's replaced by the Helghast Tank which is depicted in Killzone 2, Killzone 3 and Killz

The first production model features front and rear gravity legs which give the tank balance to avoid rolling over when traversing terrain and act as rudders, to control its directional movement, and its anti-gravity housing is installed underneath the vehicle. The suspension copes poorly as the weight of the vehicle is cumbersome, which drastically reduces its speed overall. However, the Heavy Hovertank has excellent armour that enables it to withstand several hits, in addition to an anti-mine trawl at the front of the vehicle. This also serves to protect the anti-gravity housing.

The vehicle is crewed by four pers

Modified Heavy Hovertank - Killz

The second iteration of this tank was used solely by General Metrac's forces during their deployment in Southern Vekta. It's believed that this model was specifically given to Metrac due to his own experience with armoured warfare, alongside Colonel Cobar who makes use of this tank personally. According to Guerilla, this is a deeply modified version of the first variant, created with the intent of reducing the number of crew members and improving overall protection.

The hull was lengthened and welded to the frontal gravity legs. The rear legs were removed entirely, but had two jet turbines and flaps installed to control the vehicle's directional movement as replacement. Moreover, the hatches used to load ammunition were removed from the hull and replaced by thickened armour to cover the weakened spots. The turret was completely redesigned, becoming grounded but more spacious. This provides the tank with a much lower profile.

With a reduction in crew size from four to three, the most significant change appears with the installation of rigid mechanisation, with all crew devices being duplicated and installed at each position. This enabled a single crew member to operate the entire tank by themselves, should their comrades perish. This reduction in crew size leaves only the tank commander, gunner and driver. Thankfully for the driver, his position is upgraded in terms of comfort and is now seated away from the anti-gravity generator and ammunition. The crew now uses panoramic optics instead of radar, which left the fourth crew member's role unnecessary.

Continuing, it has much more armour than its predecessor due to the modifications made to the hull and turret. With the loss of the frontal legs, the gap was closed, the turret cheeks were thickened heavily and appliqué armour was clad to the side of the hull. This resulted in the tank being able to withstand several more hits in comparison to the standard model.

Armament:

Both iterations of the tank use the same 152mm M81 Smoothbore Gun. The gun was produced by Corinthmetall, a large industrial company on Helghan which supplies the likes of Stahl Arms & the Visari Corporation. The gun uses an automatic loading system and expels cartridges from the sides of the turret when fired. It fires High-Explosive Squash Head (HESH) rounds to target vehicles, and launches landmines at infantry, which enables it to make quick work of any ISA forces. They are also equipped with four smoke grenade launchers, with two on the sides, an anti-mine trawl which is missing from the modified version, but replaced by the new hull which keeps the anti-gravity housing better protected.

Further, there is a VnS-10 Scylla mounted on the standard model's turret, which doubles as both an anti-infantry and anti-air weapon, and two coaxial machine guns mounted inside the turret and hull itself which is controlled remotely from the turret. It's believed these could be swapped out relatively easily for an StA-3 Light Machine Gun, or similar weapon as depicted on the Helghast Tank, as the Vektans are known to have swapped this for an M224-1A Light Machine Gun if the vehicle is captured (as seen in the introduction of Killz

Service History:

The Heavy Hovertank was used widely alongside the Light Hovertank during the Vektan Campaign of the Second Extrasolar War. They were deployed mainly in Vektan cities such as Rayhoven where they fought against ISA forces, but are also encountered in the Redavni Plains, where General Armin Metrac established a hidden base, and later in the desert-region near Reag River and the Magus Sea where General Dwight Stratson was operating.


Instruction: Provide detailed information regarding Helghast Light Hover Tank in the Killzone universe.

Output:
The Helghast Light Hover Tank refers to a specific vehicle of the Helghast Army. It is featured in Killzone, but makes a subtle reappearance in Killzone 3's multiplayer in the form of modified props, specifically on the maps Pyrrhus Crater, and Bilgarsk Boulevard.

Specifications:

Standard Light Hovertank - Killzone:

The Light Hovertank is even more common than its sibling, the Helghast Heavy Hovertank which is seen in Killzone, and Killz

The Light Hovertank was originally developed to support the Helghast Hover APCs in rapid offensive operations, whilst also being suited to reconnaissance in combat due to its speed and manoeuvrability. Due to this specification, the vehicle did not receive as much armour as its heavier sibling. Instead, it had an improved anti-gravity generator which enabled its operators to accelerate at far higher speeds, much like the ISA Lancer.

The Light Hovertank is crewed by three pers

Modified Light Hovertank - Killzone 3:

Despite the fact we are led to believe the Light Hovertank never reappears in the Killzone franchise again, it does in fact appear in Killzone 3 as a prop, specifically on the multiplayer maps Pyrrhus Crater, and Bilgarsk Boulevard. According to a Guerilla Games representative, it was stated that they needed fast and lightly armoured vehicles for specific locations in the Vektan rear and were referred to as Light Hovertanks as if they were the very same from the first Killzone game.

Upon further examination, the props in-game appear to be modified somewhat. On the tank's hull for example, the driver's round optics have been replaced with large hatches, presumably to reduce the overall cost. And instead of a twin-mounted VnS-10 Scylla, there is a destroyed barrel at the remains of the affected equipment, and the rear section of the vehicle now houses a large, external fuel tank. Additionally, the turret's coaxial machine gun is completely missing. The turret overall appears somewhat differently, as it's been flattened at the rear, and several smoke launchers have been added to the sides, as well as other details such as ammunition and crew belongings. In terms of armament, it's believed the same main gun is retained alongside a single VnS-10 Scylla.

Armament:

There is somewhat of a discrepancy when it comes to the Light Hovertank's armament. Its model appears to be represented by the 152mm M81 Smoothbore Gun, which is featured on the Heavy Hovertank, however according to some sources it has been named the, "TG 140mm L/22," instead. Either way, both guns were produced by Corinthmetall, a large industrial company on Helghan which supplies the likes of Stahl Arms & the Visari Corporation.

The main gun also uses an automatic loading system which expels spent cartridges from the turret when fired. It fires High-Explosive Squash Head (HESH) rounds to target vehicles, and launches landmines at infantry, which enables it to make quick work of any ISA forces. It does not feature an anti-mine trawl, leaving the anti-gravity generator more exposed than the Heavy Hovertank's.

As aforementioned, there is a twin-VnS-10 Scylla mounted on the turret which doubles as both an anti-infantry and anti-air weapon. The turret additionally features a StA-3 Light Machine Gun as a coaxial weapon for the main gun. At the request of the tank's crew, the twin-VnS-10 Scylla can be removed, or potentially replaced by a StA-3 Light Machine Gun instead.

Service History:

The Light Hovertank was commonly used during the Vektan Campaign of the Second Extrasolar War for the Helghast Third Army, alongside the Heavy Hovertank and Hover APCs. Unfortunately for the Helghast, they were not very effective against the Vektans who were dug in. Despite their high speed, their armour simply wasn't up to the task, and so they were not able to break through the ISA's well-fortified lines. In fact, they are noted to have suffered heavy losses and quickly gained a poor reputation amongst the Helghast High Command. When the Vektan Campaign was over, the Helghast realised the tank's high costs had taken a substantial chunk out of their finances alongside preparations to repel an attack on Helghan itself, and plunged them into an economic crisis. As a result, the Light Hovertanks were almost entirely withdrawn from production and damaged vehicles were left to be dismantled in landfills.

Despite this, it's believed they made a reappearance during the Invasion of Helghan in Pyrrhus, though they are never encountered in combat by the player. This would make sense as the company responsible for manufacturing these tanks - Corinthmetall - have the same namesake as the areas by which they are found near to, i.e. Corinth River. Surprisingly, these vehicles turned out to be more useful on Helghan due to their high speed, which enabled them to punch through attacking ISA forces rather swiftly, with enough armour to do the job, before reaching their rear ranks.


Instruction: Provide detailed information regarding Helghast Workers Union Party in the Killzone universe.

Output:
The Helghast Workers Union Party is a political party from the planet Gyre.

History:

The Helghast Workers Union Party is led by former high ranking members from Scolar Visari's government. The party's leadership were responsible for protecting Hera Visari during her time in exile on Gyre following after the murder of Scolar Visari during the Second Extrasolar War.Vektan Daily, "Sad Day for Gyre"

The party gained political momentum in 2390 during Gyre's labor crisis in which disaffected Helghast laborers protested against the Gyre government for better working conditions. The government was unable to address the issue and controversially acquitted factory owners who were accused of criminal negligence, resulting in the protests turning violent and Gyre's major cities fell into civil disobedience. Pressured by the violence in which the planet's military was unable to quell, the government was forced into negotiations with the Workers Union Party.Vektan Daily, "Government Offers Deal"

Eventually, the Aldridge administration was ousted in a no vote of confidence from opposition parties and allowing the Workers Union Party to taking control of the government after winning in a landslide election in July 2390.Helghast Daily News, "Workers Victory!" The Workers Union Party initially promised to implement much needed labor reforms, but was incapable of fulfilling them and leading to protests against the party. Rather than addressing the problem, the Workers Union Party instituted a state of repression against its own people who elected them into office.Helghast Daily News, "Bloody Unrest in Gyre"Vektan Daily, "The Grass Isn't Greener on Gyre"


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

Output:
The HAMR IFV is a heavily armed, amphibious, combat vehicle designed and employed by the Interplanetary Strategic Alliance for use on the battlefields of Helghan. They serve as reconnaissance vehicles, being fast and maneuverable, and are popular with all grunts.Killz

Specifications:

Instead of tank treads, the vehicle moves on six large all-terrain wheels, which in conjunction with its powerful engine, gives it a reasonable amount of maneuverability and enables it to traverse the rough terrain of Helghan. The HAMR possesses reasonably strong armor, and can survive an impact from a dedicated anti-tank weapon like the VC9 Rocket Launcher and continue to operate.

Weapons:

Possessing the firepower of a light tank and the maneuverability of an armored car, the HAMR fills a vital niche between the heavily armored but slow moving Archer Tank, and the nimble yet fragile ISA Jeep.

The HAMR has only two onboard weapons:

*One .50 caliber M224 MOMAG machine gun, for infantry.

*A high-explosive-armor-piercing 35mm autocannon, for more armored targets.

Both are linked on a single turret and controlled by a dedicated gunner. While lacking the sheer power of either the Archer's missiles or the main gun of a Lancer tank, the cannon compensates with a much higher rate of fire, and its repeated blasts can destroy all but the toughest Helghast vehicles.


Instruction: Provide detailed information regarding Interplanetary Banking Guild in the Killzone universe.

Output:
The Interplanetary Banking Guild is responsible for the finances of all human colonies.

History:

In 2116, the IBG supported the Helghan Corporation's bidding rights to the Alpha Centauri system in return for 10% of colonial profits once Helghan's colony was established.Timeline retrieved from the official Killzone website


Instruction: Provide detailed information regarding Kris Howl in the Killzone universe.

Output:
Vladko Tyran

|game = Killzone Shadow Fall

}}

Kris Howl was the adoptive father of Vladko Tyran.

Biography:

Howl was a survivor of the Terracide. His wife, Hayla, and children perished in the disaster in which he personally buried them. Driven by the loss of his family, Howl planned to commit suicide but was unable to do so.Little Miracle

After wandering for several days, Howl passed out until he was awakened by a terrible screaming of a woman. Annoyed by the screams, Howl tracked the woman to an empty building and was surprised to find the woman in the middle of giving birth. The woman did not have long to live in which she pleaded with Howl to take care of her child, Vladko Tyran. Howl agreed. After the baby was born, Howl was reminded the birth of his children. Once the woman passed away, Howl adopted Vladko.


Instruction: Provide detailed information regarding Mounted Gunner Medium in the Killzone universe.

Output:
The Mounted Gunner has been trained specifically to man and defend mounted guns. Due to the strictly specialized functions in the Helghast army, he is the only Helghast type that is allowed to use the mounted machine gun. Though this gives the Gunner a lot of firepower, a machine gun nest can be outflanked, leaving the Gunner exposed.

Intel:

Hea

Weap

First Appeara


Instruction: Provide detailed information regarding Onwards And Upwards in the Killzone universe.

Output:
Onwards And Upwards is the tenth level of Killzone.

Plot:

Piloting Lente's dropship, Templar's squad travels to the uplink which is located in the mountains. Due to the strong presence of Helghast defences surrounding the uplink, the squad is forced to land and fight their way to the uplink on foot. They approach an old weather station where they use its comms to send a signal to open the back door of the Orbital Transfer Station's central computer before proceeding to the uplink.

Transcript:

Trophies:

*Onwards and Upwards - Complete Chapter 10.