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Martian Can Opener achievement in Red Faction: Armageddon

Martian Can Opener

Buy every Upgrade.

Martian Can Opener0
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How to unlock the Martian Can Opener achievement

  • COMMANDO XTCCOMMANDO XTC
    15 Jun 2011 16 Jun 2011 16 Jun 2011
    You have to buy out every Upgrade Ring which will likely happen during gameplay once you go for salvage which you can collect by destroying objects (such as buildings, barrals and so on) and for killing enemies (once you have 'Autopsy' upgrade (Tier 2) that gives you salvage from killed enemies).

    If you should find it difficult to get enough salvage go take a look at my solution for "Nanergy" which shows you a way to get a loooooot of salvage.

    In total you need 37.000 units of salvage:
    Tier 1 : 6.000 (6 for 1.000 each)
    Tier 2 : 12.000 (12 for 1000 each)
    Tier 3 : 10.000 (10 for 1000 each)
    Tier 4 : 9000 (4 for 1.500 each)

    Tier 1 (Level 1) Upgrades:

    * Recoil Reduction – Cost: 1,000 – Reduces the negative effects on accuracy that occur from repeated weapon fire.
    * Evasive – Cost: 1,000 – Reduces enemy accuracy while you are dodging. Additionally, reduces damage taken while dodging.
    * Enemy Health Indicators – Cost: 1,000 - S.A.M. provides a visual indicator of enemy vital signs.
    * Health Increase 1 – Cost: 1,000 – Increases your total health.
    * Shockwave - Cost: 1,000 – The Nano Forge releases a burst of energy which stuns nearby enemies and damages them.
    * Fast Hands – Cost: 1,000 – Reduces reload times as well as reducing the time it takes to switch between carried weapons.

    Tier 2 (Level 2) Upgrades:

    * Impact Boost – Cost: 1,000 – Increases the power of Impact, giving it a faster recharge rate, increased damage and a longer range.
    * Dead Eye – Cost: 1,000 – Makes you more accurate, as well as reducing camera shaking while you are zoomed in.
    * Autopsy – Cost: 1,000 – Salvage is created from dead enemies.
    * Shell – Cost: 1,000 – The Nano Forge creates a sphere of protective energy which stops incoming weapon fire. Enemies within the Shell are attacked by nanites.
    * Deep Pockets – Cost: 1,000 – Increases the amount of maximum weapon carried for each weapon.
    * Melee Training – Cost: 1,000 – Increases the damage and effectiveness of your melee attacks.
    * Shockwave Boost – Cost: 1,000 – Requires: Shockwave – Increases the radius damage and enemies affected by Shockwave, as well as reducing the cooldown between uses.
    * Improved Explosives – Cost: 1,000 – Increases the damage done by explosive weaponry.
    * Berserk – Cost: 1,000 – The Nano Forge infuses you with energy, temporarily increasing your speed and damage.
    * Improved Small Arms 1 – Cost: 1,000 – Increases damage inflicted with non-explosive weaponry.
    * Stopping Power – Cost: 1,000 – Your weapons have more stopping power, and hit with greater force.
    * Last Gasp – Cost: 1,000 – When you are at very low health, you take reduced damage.

    Tier 3 (Level 3) Upgrades:

    * Hollow-Tipped Rounds – Cost: 1,000 – Greatly increases the effectiveness of head shots.
    * Wide Impact – Cost: 1,000 – Requires: Impact Boost – Greatly widens the destructive area of Impact.
    * Resourcefulness – Cost: 1,000 – Increases the amount of ammo received when picking up ammo packs.
    * Berserk Boost – Cost: 1,000 – Requires: Berserk – Increases weapon accuracy, fire rate and reload speed. Additionally, reduces cooldown between uses.
    * Extended Clips – Cost: 1,000 – The clip size for all weapons is increased.
    * Rapid Blast – Cost: 1,000 – Increases the rate of fire for all explosive weaponry.
    * Faster Replenishment – Cost: 1,000 – Your Nano Forge energy replenishes itself faster.
    * Health Increase 2 – Cost: 1,000 – Requires: Health Increase 1 – Further increases your total health.
    * Shell Boost – Cost: 1,000 – Requires: Shell – Increases the size and duration of Shell as well as the damage dealt to enemies within Shell.
    * Killing Spree – Cost: 1,000 – After killing an enemy, your damage is boosted for a short while.

    Tier 4 (Level 4) Upgrades

    * Energy Transfer – Cost: 1,500 – When you kill enemies, the Nano Forge gains its energy back quicker.
    * Berserk Pulse – Cost: 1,500 – Requires: Berserk Boost – Berserk energy is increased so much that the pulse of energy emit from you. When Berserk is active, you have unlimited ammo in your weapon.
    * Improved Small Arms – Cost: 1,500 – Requires: Improved Small Arms 1 – Further increase the damage inflicted with non-explosive weaponry.
    * Shockwave Drain – Cost: 1,500 – Requires: Shockwave Boost – Shockwave now drains health from the immobilized targets, transferring it to you.
    * Health Increase 2 – Cost: 1,500 – Requires: Health Increase 1 – Gives you even more health.
    * Reflective Shell – Cost: 1,500 – Requires: Shell boost – Shell now reflects incoming weapon fire back at the attacker.

    Upgrades list source: http://vgfaq.com/index.php?title=Red_Faction:_Armageddon_Gam...,_Abilities_and_Upgrades_List
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  • BigfreakytonyBigfreakytony
    18 Sep 2011 19 Sep 2011
    I found that i didnt have to actively "farm" any salvage through my first playthrough, but i did actively look everywhere on every level for the blue salvage barrels and destroying buildings, really because i was going for the Nanergy achievement!

    By the end of my first playthrough i had all but Energy Transfer in Tier 4, so at the start of New Game Plus i only needed 1,200 salvage to get the last upgrade.
  • NICKYG2X3NICKYG2X3
    01 Mar 2014 01 Mar 2014
    Play through the campaign as normal on any difficulty -

    explore a bit on every level / every section and keep on collecting the salvage - dont stress though and spend your whole time salvaging

    do not worry if you do not collect all this on your first play through - i didnt

    load a new game new game plus - if you searched on first play through you will now only need maybe under 2000
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