Run Like Hell
				October 25, 2002
				Weapons Guide and FAQ
				Version 1.0

				Author: MajorMajor
				Email : groo24@hotmail.com

				Email Policy

Feel free to email me any question you have about this guide or about GENERAL 
things in RLH.  Please do not ask questions about which code opens which 
door, or where is such and such an item (unless said item is a Gun which you 
haven't found in this guide). I will answer questions about boss battles, but 
be forewarned, my typical strategy is stand and fire, so I may not be able to 
help you.  Please include RLH in the subject line otherwise I will probably 
ignore your message and pass it off as junk mail.

If you find any mistakes, inconsistencies, if you just happen to know some 
little secret that I didn't cover here, or if you want to give me some feed back
feel free to email me!  I will of course give you full credit for anything you 
point out to me that I missed.  (Note I will not post email addresses unless 
you specifically ask me to)


				About this Guide

This is my first attempt at an FAQ so please bear with me.  I decided to 
write this due to the fact that not only were there no good FAQ's for RLH but 
mainly because there were absolutely NO FAQ's at all!!!  I consider myself to 
be about an average gamer and as such I rely on GameFAQs quite a bit, since I 
rarely have to patience to play a game enough times to find every single 
item, weapon or secret.  So basically I am writing this to hopefully answer 
some questions, and to help make survival in RLH a little easier.

The main focus of this guide will be the weapons you wield.  Basic 
descriptions, what I think of them, where to find them, and any other little 
tidbits about them that I think is interesting and think you should know.  I 
will also put in a hints and tips section for a few general points that may 
make life easier for you.  If there is the demand for it, I may also add a 
Boss section, but that's on hold for right now.  Anyhow off to the guide!!.




				Table of Contents

	1 WEAPONS
	1.1 RIFLE
	1.2 SHOTGUN
	1.3 SONIC STUNNER
	1.4 REPEATER RIFLE
	1.5 NITROGEN BLASTER
	1.6 PULSE RIFLE
	1.7 ALIEN WEAPON
	1.8 BOLT THROWER
	1.9 ASSAULT RIFLE
	1.10 EXPLOSIVE CROSSBOW
	1.11 SHIELD

	2 TIPS AND HINTS
	3 THANKS AND CREDITS
	4 LEGAL MUMBO-JUMBO




					Section One: Weapons


1.1 The Rifle


Description:	The Rifle quickly spits out super-heated ceramic bullets.  
		It's Nick's main weapon with plenty of ammunition.(Taken 
		from RLH manual)

Ammo Factor:	INFINITE!!

Alternate Fire:	None.

Where is it:	Dag gives you this basically at the beginning of the game, 
		don't worry you can't miss it.

My Take on it:	This is your first gun of the game, and what a sweet gun it 
		is too.  This will be your weapon of choice until you find 
		the Pulse Rifle.  It does decent damage, has a good size 
		clip (though there are times it seems far too small), and 
		most importantly it has infinite ammo which suits my style 
		of play very well.  (Screw this running away and avoiding 
		enemies crap!! I'm going to kill them ALL!).  The main 
		question you'll be asking yourself is, "Should I use my 
		Ballistic Damage Chips on this or wait for something 
		better?".  My answer, use one maybe two of your general 
		purpose damage chips on this (you shouldn't need any more 
		then that, there are plenty of Rifle specific Chips), but 
		save at least three or four for the Assault Rifle, if you 
		do this, after you get the Assault Rifle the enemies will 
		fall like tenpins.  However since you don't get the Assault 
		Rifle until the second last chapter it might not be worth 
		the wait. All in all it basically comes down to better 
		firepower now, or better firepower at the end of the game, 
		it's your call.



1.2 Shotgun

Description:	There really isn't much to firing a shotgun.  It's a brute 
		force weapon that works best up close.  The closer you are 
		the more damage you can do. (Taken from RLH manual)

Ammo Factor:	Finite.

Alternate Fire:	Gives em both barrels for more damage, but has a deadly 
		reload time.

Where is it:	You can find the shotgun in a number of places.
		Chapter 2.  
		-  You can find it in the storage room in HAVEN.
		-  If you miss it there you get another chance after 
		you rescue Niles.  It's in the locked room backstage 
		(the one just down from the room Niles was in)
		- You can find another Shotgun on a body in one of 
		the VR rooms that are inside the shooting range.
			
		Chapter 3.
		- It's sitting on a shelf in the locked storage room 
		where you have to turn off a force field, (this is 
		after you escape from the elevator).

My Take on it:	Plain and simple, compared to the Rifle, it sucks.  I 
		barely ever used this weapon.  The rate of fire is way too 
		slow, and the fact that this weapon works best at close 
		range, generally you want to be as far away from those 
		suckers as you possible can.  But the major crippling 
		factor for the Shotgun is that it's ammo is far too limited 
		in the early part of the game, and by the time you get 
		enough ammo that using it as your primary weapon is 
		feasible there are just too many better guns.  This gun may 
		be useful if you have to do battle in tight quarters but 
		other then that I would recommend using the Rifle.  However 
		don't hesitate to use the Shotgun specific Chips on it, you 
		might as well since they can't be used anyplace else, just 
		don't use any Ballistic Chips on it, these are much better 
		spent on the Rifle and the Assault Rifle.



1.3 Sonic Stunner

Description:	A less violent way of getting the uncontrollable under 
		control.  It will knock back lesser creatures. (Taken from 
		RLH manual)

Ammo Factor:	INFINITE!!

Alternate Fire:	None.

Where is it:	Niles gives this to you right at the beginning of Chapter 
		3, don't worry you can't miss it.

My Take on it:	NEVER USE THIS!! There is no applicable reason I can think 
		of that you would want to use this weapon, none what so 
		ever, we are not doing crowd control here, we don't want to 
		take these suckers alive, we want them DEAD.  It sucks, 
		don't touch it, just leave it alone.



1.4 Repeater Rifle

Description:	Automatic high-caliber fire power. (Taken from RLH manual)

Ammo Factor:	Finite.

Alternate Fire:	A huge area of effect blast that knocks down anything it 
		hits.  Do NOT use this at close range!!

Where is it:	There are two Repeater Rifles in the game (well two that 
		I've found anyhow).  There is one in Chapter 3 in one of 
		the previously locked rooms in HAVEN.  (In the locker of 
		the room that's all trashed and has blood all over the 
		place.)

		The second one isn't until Chapter 6.  It can be found in a 
		storage box (or whatever you want to call those things) 
		beside the bed in the communication officer's room.

My Take on it:	Now we're talking!! Although the clip is tiny, this baby is 
		fully automatic, just hold down the trigger and spew green 
		death.  However it's greatest weakness is the fact it has 
		limited ammo and it's ammo is pretty rare, so you can't use 
		this weapon nearly as much as you'd like to.  However I 
		recommend using this for bosses and in areas where you need 
		to kill everything really fast.  Don't be afraid to use the 
		specific Chips for this gun, but save any Energy Damage 
		Chips for the Pulse Rifle.



1.5 Nitrogen Blaster

Description:	Liquid gas sprayer that freezes opponents in their tracks. 
		(Taken from RLH manual)

Ammo Factor:	INFINITE!!

Alternate Fire:	None.

Where is it:	You find this on a body which is laying around on the walk 
		ways in the Refinery in Chapter 4.  You basically have to 
		step right over the body so you shouldn't miss this one.

My Take on it:	It's non-lethal, do I have to say anything else?  But 
		seriously I only used this one once, though there were 
		times later in the game that it could be used, however you 
		lose it at some point, (I'm not exactly sure when, I just 
		noticed that it was gone in Chapter 6), but it is a little 
		better then the Sonic Stunner, though not much.



1.6 Pulse Rifle

Description:	This weapon is a high powered energy rifle that causes 
		massive damage.  The pulse rifle fires a plasma bolt at 
		Nicks target. (Taken from RLH manual)

Ammo Factor:	INFINITE!!

Alternate Fire:	Wide area of effect energy blast.  Do NOT use at close 
		range!!

Where is it:	Yet another weapon you literally can't miss.  You get this 
		from Dag when you rescue him and his "Stash" in Chapter 4.

My Take on it:	This puppy should immediately replace the Rifle as your 
		primary weapon.  Yes that's right it's time to replace old 
		faithful.  The Pulse Rifle is a sweet weapon, it has 
		infinite ammo (always a plus in my book), a secondary fire 
		(although it's not that useful because you're in close 
		quarters more often then not), and it deals a lot more 
		damage then the Rifle.  The only downside is the fact that 
		when you empty the clip you have to let it recharge, while 
		the clip is pretty big, it's a lot easier then you think to 
		empty this on multiple targets.  I recommend you use all 
		your Energy Damage Chips that you've collected on the Pulse 
		Rifle, and use all the Energy Damage Chips you find until 
		you acquire the Assault Rifle.  And don't hesitate to use 
		Energy Burst Chips on it either, I think it's the only 
		weapon that can take them.



1.7 Alien Weapon

Description:	A living organism that's unlike any weapon know to the 
		Hegemony.  Capable of massive damage, it has a symbiotic 
		relationship with the user.  Be careful.  When fired this 
		weapon sucks energy directly from the user.  (Taken from 
		RLH manual)

Ammo Factor:	Like the book said, YOU are the ammo for this weapon.

Alternate Fire:	The Bio Mortar, it fires a little ball that explodes on 
		contact much like a grenade, except that this thing is 
		sucking life off of you.

Where is it:	The first time you find it is right after you leave HAVEN 
		in Chapter 5.  There is a short cut scene where you will 
		see a Sniper and his gun will be on the floor.  Run over 
		and stand on top of the gun so the Sniper can't pick it up, 
		and precede to blow him away.  You have to be quick or else 
		he'll pick it up and blow you away!
		
		The second chance you have to get this weapon is in one of 
		the bathrooms in Central Command in Chapter 6.  It seems 
		you caught this guy with his pants down, same deal as 
		before, run stand on the gun and blow him away.

My Take on it:	Good gun, bad ammo.  Yes it is a powerful weapon, however 
		the fact that it eats your health away every time you fire 
		it turns me off from using this gun.  Another bad thing 
		about this gun is the fact that it's rate of fire is pretty 
		slow, this is good since it might prevent you from 
		accidentally killing yourself, but it just takes that much 
		longer to kill enemies then.  Personally I don't like it, 
		and I don't use it, but you'll have to make up your own 
		mind about it. 



1.8 Bolt Thrower

Description: 	Jaxn trep family weapon that does large amounts of damage. 
		(Taken from RLH manual)

Ammo Factor:	Finite.

Alternate Fire:	Fires a guided missile that you have to steer to the 
		target.

Where is it:	You need this weapon to pass a certain area in Chapter 5.  
		It is located in Dags' room, which is just past the 
		barricade with the explosive barrel behind it.  Bolt 
		Thrower is hanging on the wall.

My Take on it:	This is your standard issue rocket launcher.  Big damage 
		slow rate of fire don't use it at close range, you know the 
		drill.  While I rarely ever used this gun it did come in 
		handy a couple of times.  Mainly if there are some Cutters 
		or Snipers waiting to ambush you around a corner and you 
		know it, use the guided missile from your side of the 
		corner fly it over and take em out (or at least soften them 
		up) while they stand around wondering what the hell 
		happened.



1.9 Assault Rifle

Description:	A bigger, better version of the Rifle that requires roughly 
		the same skills.  But it's capable of more damage.  (Taken 
		from RLH manual)

Ammo Factor:	Primary Fire - INFINITE!!
		Alternate Fire - Finite

Alternate Fire:	Grenade Launcher launches a bouncing grenade that will 
		bounce along the floor until it hits something or someone.

Where is it:	This killing machine is found in Chapter 6 in two places.
		The first is on a body in the Kitchen/Dining Area inside 
		Central Command.
		
		The second is in, you guessed it, the Armory in Central. (I 
		mean, WOW, who would have expected to find a gun in the 
		Armory)

My Take on it:	Cue Maniacal Laughter.  BUWHAHAHAHAHA Finally!! It's time 
		to start some serious mayhem.  This baby cuts through 
		enemies like a hot knife through butter.  The only possible 
		bad thing I can say about this gun is that the grenade 
		launcher doesn't have infinite ammo.  But that's minor 
		since you probably won't need to use the grenades, that's 
		how quick you can cut them down with this gun.  Add the 
		fact that there is NO CLIP, so you can fire all day long 
		and never have to worry about reloading at that critical 
		moment, and that makes this gun, by far, the best weapon 
		you'll get.  Now if you were like me and saved about 4 or 5 
		Ballistic Damage Chips slap them in right away, and add 
		every other chip you find, they are more then worth all the 
		trouble you went through to get them.  Needless to say, 
		make this your primary weapon as soon as you get it.



1.10 Explosive Crossbow

Description:	A weapon that Nick can build that causes significant damage 
		to a target. (Taken from RLH manual)

Ammo Factor:	Finite.

Alternate Fire:	None.

Where is it:	This gun is made from combining three items that you find 
		in the Crate Maze in Chapter 7.
		-You can find the Robot Arms in a storage box on the 
		far left side of the maze, right where a Stealth 
		Cutter is walking back and forth.

		-The Propellant can be found on the far right side of 
		the maze in a storage box protected by one Cutter.

		-The Titanium Tube is in a storage box that is 
		guarded by two Cutters and is fairly close to the 
		Propellant.

		In order to make the gun, first combine the Propellant and 
		the Titanium Tube, then combine that with the Robot Arms 
		and viola!  You have the Explosive Crossbow.

My Take on it:	"Significant damage" HAH, more like, BOOM you're dead!  
		This gun is a one use wonder.  You only have four or five 
		rounds, but each round can take out a Brute, yes that's 
		right, you can kill Brutes with this thing, IN ONE SHOT!!!  
		Happy Hunting.



1.11 Personal Force Field Versions 1 through 5

Description:	Basically this is a personal shielding unit that reduces 
		the amount of damage you take from certain enemy attacks.  
		It reduces most attacks, however there are some attacks 
		that seem to do the same damage regardless.  Naturally the 
		higher Version number you have the more damage it absorbs 
		for you.

Ammo Factor:	Rechargeable.

Alternate Fire:	There is no firing this thing period.

Where is it:	There are multiple versions of this thing and multiple 
		places you can find them.

		Chapter 2
		- Version 1 shield in the storage room in HAVEN where 
		you find the Shotgun.
		- There is another Version 1 shield on the body in 
		the VR room with the Shotgun.

		Chapter 4
		- You get the Version 2 shield at the same time you 
		get the Pulse Rifle from Dags' stash.

		Chapter 6
		- There is a Version 4 shield in HAVEN in the locked 
		room that Niles opens for you where you find the Arc 
		Welder.
		- There is another Version 4 shield in the storage 
		box beside the communication officers bed.  Yes it is 
		the same box that has the Repeater Rifle.

		Chapter 7
		- There is a Version 5 shield in the Crate Maze Area, 
		in the storage box that has the Robot Arms.

		(I never found the Version 3 shield so if someone could 
		tell me where it is I'd be grateful)

My Take on it:	Well the shield is a very nice thing to have.  Anything 
		that makes you live longer is A-1 in my book.  There are 
		plenty of Recharging Stations scattered throughout the 
		levels, so unless you're taking an extreme beating you 
		shouldn't have to worry about it running out, and if it 
		does, it's not really a big deal, just recharge it when you 
		come to a recharging station, no sweat.



		Section 2: Tips and Hints


- Save Now, Save Often.  Save after every checkpoint, save at the 
beginning of every chapter, you never know when the game might freeze 
(yes it happens sometimes), the power might go out, your pet rabbit 
will chew through the power cord on your PS2.  Don't be stuck having to 
replay a Chapter or two because you forgot to save.

- Always be ready for anything.  Opponents have a nasty habit of jumping out 
when you least expect it.

- If you can draw your gun, you aren't safe.  There is really only one area 
where you don't have to worry about being attacked, and that's the Med Lab.  
As a general rule if you can pull a weapon you'll more then likely need to 
use it.

- Don't be too proud to run.  As much as it pains me to say it, there are 
areas where it's easier to bob and weave through your enemies then it is to 
kill them.

- Stop firing when a enemy has it's arms over it's head.  You're just wasting 
ammo, wait for them to lower their arms and let em have it.

- Don't get backed into a corner!  If this happens you're almost as good as 
dead, in this game you need to keep as much distance between you and them as 
possible. Always have an escape route, stay away from the corners if at all 
possible.

- When traveling with NPCs let them take the heat.  There are periods of the 
game where you will be traveling with Dag.  Try and let him do most of the 
fighting if at all possible, his gun is usually better then yours, and I'm 
pretty sure he can't be killed.  Help him out if he needs it, but don't be 
afraid to use him as a shield.

- Always watch your six!  If there's an enemy bearing down on you from in 
front, odds are good he's got a buddy coming up on you from behind, so run 
towards the guy in front, (hopefully you'll take him down before he hits you) 
then throw down on the critter behind you.

- One down...  Enemies in this game rarely travel alone, chances are if one 
Cutter jumps out of the wall, there's another one that will be along as soon 
as you kill his buddy.

- Check Everything, Everywhere, Every time.  There seem to be Gremlins in 
this game that run around restocking lockers, vending machines, and storage 
rooms between Chapters.  So just because there was nothing in a room the last 
three times you checked it doesn't mean there won't be something there this 
time.

- Don't Ignore the Vending Machines.  Vending Machines are a vital supply of 
healing items.  Sure Bawls Energy Drinks, and Pip Boy bars don't replenish 
many hit points but they add up, and they're good for healing up between 
enemies.  Also vending machines usually spit out more then one item at a 
time, so keep checking them until you stop getting stuff.  And I know of at 
least one vending machine that spits out Mod Chips instead of Pip Boy Bars!!!

- Keep Moving!! Never stand still when enemies are around! Enemies have a lot 
harder time hitting a moving target regardless of whether they are attacking 
from up close or from afar.

- If at First You Don't Succeed...  If you have to do an area over multiple 
times don't get discouraged, try different tactics, different weapons, try to 
find another way around, if you're really stuck backtrack and look for items 
and weapons you might have missed.  

- Take your time.  Time is moot point in this game.  Take your time, explore 
areas thoroughly, don't rush yourself.



			THANKS AND CREDITS

Thank you to the following:

- Interplay and Digital Mayhem for making such a great game.
- GameFAQs for posting this FAQ and for having such an excellent site in 
general.
- Me for writing this thing :D
- And thanks to everybody who uses this guide for making writing it 
worthwhile.



			LEGAL MUMBO-JUMBO

This document is Copyright 2002 by Frazer Muhlbeier (MajorMajor).

This is an unofficial guide and I am not affiliated with Interplay, 
Digital Mayhem, or anyone who had anything to do with the creation of 
this game.  All trademarks and copyrights contained in this document 
are owned by their respective trademark and copyright holders.

This document may be not be reproduced under any circumstances except for 
personal, private use. It may not be placed on any web site or otherwise 
distributed publicly without advance written permission. Use of this guide on 
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and a violation of copyright.  You may not charge for, or in any way profit 
from this FAQ.