___________ / / / / / ________/___________________ ___________ _______________ ___ ___ ________ / / / / | )/ // / / // // ) / /________/_____ _____/ | __ // _______// / / // // __ / / / / / / | |/ // /______ / /_/ // // |/ / /______ / / / / | | // // // // / / / / / / _| | |\ \______ // _ // // _____/ _______/ / / / / _ | | \ \ / // / / // // / / / / / / / \ | | \ \__/ // / / // // / / / / / / / \ | | /\ \ // / / // // / /__________/ /___/ /___/ \__|___| /__\___\_//__/ /__//__//___/ ____________________ / / / / /_______ _______/__ _________ ________ ________ _________ ________ __________ / / / )/ )/ )/ )/ // )/ / / / / __ // __ // __ // __ // _____// __ // _______/ / / / |/ // / / // / / // |/ // / / |/ // /_____ / / / ___// / / // / / // // /____ / ___// / / / / \ / / / // / / // _____// _____// \ /_____ / / / / /\ \/ / / // / / // / / / / /\ \ / / / / / / \ \ /_/ // /_/ // / / /____ / / \ \____/ / / / / / \ \ // // / / // / \ \ / /____/ /___/ \___\____//________//___/ /_______//___/ \___\___/ *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ ______ __ _ ______ / __/ /____ ________ / / (_)__ /_ __/______ ___ ___ ___ _______ _\ \/ __/ _ `/ __(_- _ \/ / _ \ / / / __/ _ \/ _ \/ _ \/ -_) __(_-< /___/\__/\_,_/_/ /___/_//_/_/ .__/ /_/ /_/ \___/\___/ .__/\__/_/ /___/ /_/ /_/ ______ ___ __ /_ __/__ ___________ ____ / _ | ___ _______ ___ ___/ /__ ____ ______ __ / / / -_) __/ __/ _ `/ _ \ / __ |(_- __/ -_) _ \/ _ / _ `/ _ \/ __/ // / /_/ \__/_/ /_/ \_,_/_//_/ /_/ |_/___/\__/\__/_//_/\_,_/\_,_/_//_/\__/\_, / /___/ Version: 2.0 (Final Version) "Amika" Tsen Fan Teck E-Mail: amika2000@usa.net My website: http://amika.cjb.net PROPERTIES: Created: Monday, 29th, January 2001 10:40 PM Last Updated: Sunday, 15th, April 2001 11:29 AM Size: 252 KB *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ +=--=+=--=+=--=+=--=+=--=+=--=+=--=+ T A B L E O F C O N T E N T S +=--=+=--=+=--=+=--=+=--=+=--=+=--=+ 1. INTRODUCTION 2. LEGAL STUFF 3. UPDATES/REVISION HISTORY 4. Official STTA FAQ Version 1.0 5. Walkthrough 6. Tips 7. Medals 8. Weapons & Tac Items Upgrade Information 9. Maps 10. Credits 11. Contact Info ............................................................................... 1. INTRODUCTION ............................................................................... Starship Troopers, the 3D Role-Playing Strategy game published by Microprose. The game draws its content and inspiration from the 1959 Robert Heinlein novel and the 1997 Paul Verhoeven movie of the same name. Cautions : This walkthrough will actually spoil the fun of playing this game, so if you are planning on playing it all out yourself please close this walkthrough and continue with your game.. :) For those who want to continue reading this walkthrough, please take sometime first to read the FAQ section as this is the exact extract from the Official STTA FAQ at www.stta.com. The site is currently down, therefore, i guess it would be very informative for those new troopers to know this information. This will be my first walkthrough so please forgive me if you find any mistake in spelling or sentence construction... :) ............................................................................... 2. LEGAL STUFF ............................................................................... YOU ARE WELCOME TO VIEW THIS WALKTHROUGH OR USE IT IN YOUR SITE PROVIDED THAT YOU LET ME KNOW BY EMAIL ME AT amika2000@usa.net AND GIVE FULL CREDIT TO ME. YOU CANNOT CHANGE ANY CONTENT INSIDE THE WALKTHROUGH WITHOUT MY PERMISSION. HOWEVER, IF YOU DO PUT THIS OR ANY OF MY FAQS ON YOUR SITE WITHOUT MY PERMISSION, LEGAL ACTION WILL BE TAKEN IMMEDIATLY. THANK YOU. THE OFFICIAL STTA FAQ VERSION 1.0 IS COPYRIGHT TO Blue Tongue ® is a Registered Trade Mark of Blue Tongue Software Pty Ltd All Rights Reserved Microprose ® is a Registered Trade Mark of Hasbro Interactive Inc All Rights Reserved This Walkthrough can only appear on the following sites: - GameFAQS [www.gamefaqs.com] - STTA Federation Hollow Pursuits Network [stta.hollowpursuits.com] - GameSpot [www.gamespot.com] - Neoseeker [www.neoseeker.com] - Cheat Code Central [www.cheatcc.com] - Actiontrip [www.actiontrip.com] - Cheat City [www.cheatcity.com] - DLH.Net [http//dlh.net] - Cheat Code HQ [http://www.fookes.clara.net] - Happy Puppy [www.happypuppy.com] If anyone finds it on any other site, please inform me ASAP. E-Mail Address: amika2000@usa.net Copyright: © Copyright 2001 "Amika" Tsen Fan Teck. It may not be stolen, altered, or used for any type of profit. It may be reproduced electronically, and printed for PRIVATE, PERSONAL use. It may not be placed on a CD, printed in a magazine or any type of publication. If you would like to contribute to this FAQ (you will be credited,) please e-mail me, as well as any questions, comments, or corrections, to the address above. ............................................................................... 3. UPDATES/REVISION HISTORY ............................................................................... First Version 0.1 (29/01/2001) The initial outlay of the walkthrough. - Added Official STTA FAQ Ver 1.0 - Walkthrough for Mission 1 & 2 Version 0.11 (31/1/2001) - Walkthrough for Mission 3 Version 0.12 (2/2/2001) - Walkthrough for Mission 4, 5 & 6 Version 0.5 (3/2/2001-4/2/2001) - Walkthrough for Mission 7, 8, 9 & 10 Version 1.0 (4/2/2001-5/2/2001) - Walkthrough for Mission 11,12,13,14,15,16,17,18,19 & 20 - Tips section and Credits section. Version 1.01 (6/2/2001) - Starship Troopers logo added Version 1.02 (7/2/2001) - Added a few more tips "Special thanks to leon for contributing on some of the tips added" Version 1.03 (12/2/2001) - Added two more tips - correction on some of the spelling mistake found in the walkthrough. Version 1.04 (19/2/2001) - Added third option for Operation Royalty I - Correction on some spelling mistake found in the walkthrough. Version 1.05 (20/2/2001-22/2/2001) - Reformat the walkthrough for better reading. Version 1.06 (3/3/2001) - Added three more tips (two tips contributed by SurfDruid). - Change some tactics for the Hell's Razor. - Updated the link for which this walkthrough is being posted. - Included Contact Info section Version 1.5 (6/3/2001-7/3/2001) - Added three more tips (Contributed By SurfDruid) - Amended hooper to hopper and some other grammar mistake - Included Medals section (Contributed By Doctor TOC) - Included mission map for mission 1 to 5. Version 1.6 (8/3/2001-17/3/2001) - Added information on how the medals are awarded. - Included the Weapons & Tac Items upgrade information section. - Added side note on the CLASSIFIED mission. - Included mission map for Mission 5 to 10. Version 1.7 (18/3/2001-30/3/2001) - Reformat the topic ASCII designs. - Included mission map for Mission 11 to 15 Version 2.0 (2/4/2001-15/4/2001) - Included mission map for Mission 16 to 20 ............................................................................... 4. OFFICIAL STTA FAQ VERSION 1.0 ............................................................................... Starship Troopers FAQ Ver. 1.0 - October 3 2000 1. Introduction 1.1 What is the Starship Troopers FAQ? This FAQ is all about Starship Troopers, the 3D Role-Playing Strategy game published by Microprose. The game draws its content and inspiration from the 1959 Robert Heinlein novel and the 1997 Paul Verhoeven movie of the same name. In this FAQ, we answer some of the most commonly asked questions about the game. 1.2 What is the PC game "Starship Troopers" about? Starship Troopers is a squad based, 3D action game set in the 23rd century. Like the novel and the movie, the PC game is about the experiences of the men and women of the Mobile Infantry. During the game, the player assumes the role of a Lieutenant, given charge of a platoon at the commencement of the 3rd Terran Space war. This is a war between humanity and the giant arachnids of Klendathu. Given the technological superiority of the Terran war machine, Games and Theory [Terran military intelligence] predict that the war will be over quickly. The Bugs, however, are not so easily defeated. 1.3 Who are the Troopers? In the 23rd century, Terra [Earth] is governed by the United Citizens Federation, a veteran-lead republic, forged from the chaos created by 22nd century "social scientists." The Mobile Infantry are the elite fighting arm of this republic. Composed entirely of volunteers, each Trooper swears to lay down his or her life in the defense of Terra, when they take the Service oath. This term of service is for "not less than two years, or as much longer as may be required by the needs of the Service....". Once the term has been served out, the Troopers are accorded all the rights and privileges of Federation citizenship. Service guarantees citizenship. 1.4 Who flies the "Starships"? The other main branch of the Terran armed services is the Terran Fleet. Fleet controls the mighty armada of Terran starships, and is responsible for transporting Mobile Infantry troopers to their frontline destinations. Fleet also co-ordinate battlefield support for MI strike teams. Each MI strike team is assigned a Fleet Liaison Officer. [minimum rank: Ensign] Fleet Liaison will coordinate air strikes, medevac, arachnid specimen retrieval, and strike team retrieval; as well as communicating relevant intelligence updates. 1.5 Where can I learn more about Starship Troopers? The official website of the game can be accessed at http://www.stta.com/, this will provide you with the most comprehensive information about to Starship Troopers. 1.6 How can I have my question answered? Send an email to mailto:faq@stta.com?subject=Troopers FAQ Question and we will respond to your query. 2. Trooper Development 2.1 What ranks are available in Starship Troopers? There are seven ranks available to player controlled units in Starship Troopers. Promotion to these ranks is automatic provided there is space in your platoon for another trooper at that rank. Trooper Rank Grade Needed Experience Needed 1st Lieutenant 33 12500+ 2nd Lieutenant 27 9500+ 3rd Lieutenant 20 6000+ Sergeant 15 3500+ Corporal 10 1800+ Lance Corporal 7 800+ Private [PFC] 1 0 2.2 What is the difference between experience and grade? Grade in Starship Troopers is the equivalent of experience level in a fantasy RPG. A unit must earn a certain amount of experience before they can go up a grade. Grade allows you to compare at a glance the relative strengths of two units of the same rank. Experience, then, is a raw tally of in-combat experience, earned through killing bugs and bugholes; and by completing mission objectives. 2.3 What experience do I need to go up a grade? Grade EXP Needed Grade EXP Needed 1st 0 - 99 26 9000 - 9499 2nd 100 - 199 27 9500 - 9999 3rd 200 - 299 28 10000 - 10499 4th 300 - 399 29 10500 - 10999 5th 400 - 499 30 11000 - 11499 6th 500 - 799 31 11500 - 11999 7th 800 - 1199 32 12000 - 12499 8th 1200 - 1499 33 12500 - 12999 9th 1500 - 1799 34 13000 - 13499 10th 1800 - 2099 35 13500 - 13999 11th 2100 - 2399 36 14000 - 14499 12th 2400 - 2699 37 14500 - 14999 13th 2700 - 2999 38 15000 - 15499 14th 3000 - 3499 39 15500 - 15999 15th 3500 - 3999 40 16000 - 16999 16th 4000 - 4499 41 17000 - 18999 17th 4500 - 4999 42 19000 - 22999 18th 5000 - 5499 43 23000 - 30999 19th 5500 - 5999 44 31000 - 46999 20th 6000 - 6499 45 47000 - 78999 21 6500 - 6999 46 79000 - 142999 22 7000 - 7499 47 143000 - 270999 23 7500 - 7999 48 271000 - 526999 24 8000 - 8499 49 527000 - 1038999 25 8500 - 8999 50 1039000+ 2.4 How do I get promoted? Promotion occurs automatically at the end of each mission. During your debriefing, if a trooper has increased in experience to the correct MI Grade, then that unit will be promoted to the appropriate rank. This will always happen unless the player has too many units at that rank already in the platoon. If there are too many troopers of a certain rank, the Trooper will not be promoted. 2.5 What numbers of each rank can I have in my platoon? The table below illustrates the number of troopers that can occupy ranks in the platoon. Trooper Rank Maximum Number 1st Lieutenant 1 2nd Lieutenant 1 3rd Lieutenant 1 Sergeant 3 Corporal 3 Lance Corporal 6 Private [PFC] no limit 2.6 What special abilities do different ranks have? Each MI rank is able to carry a different range of weapons and armor. Additionally, units at higher ranks will have better all round performance. See below for further details about the availability of weapons and armor. 2.7 What makes the Lieutenant so special? The Lieutenant is the heart and soul of your platoon, if you let the Lieutenant die, your mission will automatically end. Your lieutenant is the only trooper authorized to call air strikes, and mission retrieval boats. Can I edit the names of the Troopers in my platoon? You can edit every troopers name in your platoon. This can be done whenever you enter the platoon management screens. Select a trooper in your platoon, click upon the text bar at the top left of the screen, and then you can edit the name of the selected Trooper. How many Medals are there in the game, and what do they do? There are eight medals available to troopers in Starship Troopers. Some are awarded for participating in certain famous battles, and some are won through extraordinary acts of bravery. Some medals provide improved stats for your Troopers, while some are me rely indicative of veteran status. 3. Specialist Assignments 3.1 What is a specialist assignment? Specialist assignments are special roles that you can assign to members of your platoon. These assignments are not permanent, and the trooper can be returned to normal duties between missions. When a trooper is given a specialist assignment, they are automatically issued the equipment they need for that assignment. Unlike Troopers on standard duties, this equipment cannot be changed. Specialists have everything they need to do their job. 3.2 Where do I put specialists in my strike team? Specialist assignments occupy the three slots on the right-hand side of your strike team. When a specialist assignment becomes available, the slot will no longer be grayed out. Once a unit has been dragged into the specialist assignment slot, clicking on the arrows beside the box will toggle the unit through any available assignment types. 3.3 How many specialist assignments are there in the game, and when are they available? There are four specialist assignments available in Starship Troopers. They are Medic; Combat Engineer; MIST and Special Talent. Specialist Assignment Becomes available: Medic Operation: Paradise Lost Combat Engineer Operation: Royalty I MIST Operation: CLASSIFIED Special Talent Operation: Mindsnare 3.4 What special abilities do specialists have? 3.4.1 Medics Medics carry medi-kits which allow them to heal wounded troopers. Medics wear a modified 3rd class Command suit which provides the power for their medi-kit. They are also authorized to call for medevac. Medevac is a crucial strategy for preserving the lives of veteran troopers. Special Abilities: Heal - this allows your medic to heal wounded troopers in the field. Medevac - allows your medic to save dead troopers for revival back on board the ship. 3.4.2 Combat Engineers Combat Engineers wear a special armored suit, which is modeled on a civilian labor chassis. These suits come fitted with a repair system that allows the engineer to repair armor, in the same way that medics heal wounded troopers. Engineers can also lay and detect mines. In a close combat situation, the engineer is able to use the repair system to generate an electric shock which will stun bugs. Special Abilities: Repair - this allows your engineer to damaged suits in the field. Lay/Destroy Mines - allows your engineer to deploy or detonate mines in the mission area 3.4.3 MIST MIST stands for [Mobile Infantry Stealth Technology]. MIST Troopers are stealth infiltrators; they come equipped with a stealth suit with cloaking capabilities. This allows them to sneak deep into enemy territory, and using their sniper rifle, take out the leadership caste of the arachnid swarm. The MIST trooper is able to snipe, using lethal nightshade rounds, eliminating their arachnid targets with a single shot. Special Abilities: Cloak - allows the MIST to become invisible and infiltrate arachnid controlled areas. Snipe - allows the MIST Trooper to enter sniper mode and kill arachnid units with the Morita sniper rifle 3.4.4 Special Talent Special Talents are psychic sensitives who have been trained to use their psychic talents in combat situations. They are trained in four standard talents, Talents Sense Arachnid - allows the talent to perceive hidden arachnids and arachnids under psychic control. Force Field - allows the talent to throw up a protective shield, which other units can hide under. Control Mind - allows the talent to turn bugs into Terran friendly units, they will attack other bugs. Psychic Shadow - allows the talent to project a cloaking field, which prevents bugs from seeing the talent. 4. Mobile Infantry Armor 4.1 What kinds of equipment can MI Troopers carry? In Starship Troopers, all troopers can carry armor, weapons and tech items. Armor and weapon availability is dependent on the rank and grade of the trooper. Tech items are limited in number and must be carefully issued to members of your strike team. 4.2 What is MI Basic Armour? Mobile Infantry troopers have a range of armor types at their disposal. Basic armor is the standard issue MI body armor [as seen in the movie]. Basic Armour is issued to every trooper. A trooper in basic kit is known as a Cap Trooper. 4.3 What is MI Powered Armor? Powered Armor suits are difficult to produce and limited in number. The different classes of armor are made available to troopers progressively through the war. 4.4 What kinds of Powered Armour are available? There are three types of powered armor suits: Scout, Marauder and Command. Each type of armor comes in three classes: 3rd class, 2nd class and 1st class armor. 3rd Class armor is a light armor, with minimal on-board systems. 2nd Class armor is much heavier and has special abilities tied to the type of armor. 1st Class armor is extremely heavy duty armor. It boasts dual fire power, as well as special abilities. 4.5 When is Powered Armour available? Armored suits become available to the player as the platoon completes more missions. Once an armor class becomes available, it can always be selected. Armor Class Available when: MI Basic Armor Always 3rd Class Powered Armor Operation: Bughouse 2nd Class Powered Armor Operation: Black Ice 1st Class Powered Armor Operation: Recovery 4.6 What ranks can wear what suits? The table below lists what suits can be worn by Troopers of different rank. Rank 3rd Sct 2nd Sct 1st Sct 3rd Mar 2nd Mar 1st Mar 3rd Com 2nd Com 1st Com 1st Lieut. No No No No No No Yes Yes Yes 2nd Lieut. No No No No No Yes Yes Yes Yes 3rd Lieut. No No No No No Yes Yes Yes No Sergeant Yes Yes Yes Yes Yes Yes Yes No No Corporal Yes Yes Yes Yes Yes Yes Yes No No Lance Corp. Yes Yes No Yes Yes No No No No PFC No No No No No No No No No 4.7 What does "on the bounce" mean? "On the bounce" is a common phrase among troopers. It refers to the ability of 1st and 2nd Class armor suits to jump over the battlefield. Bouncing is an extremely useful tactic, allowing rapid advancement through your mission sector. Remember, suits cannot bounce when in bugtown [underground]. 4.8 What is Scout Armour? Scout Armor are very fast and designed for long range reconnaissance. They support a range of light armaments, and provide addition intelligence through onboard "Snooper" systems in the 1st and 2nd class models. Special abilities of Scout armor: Searchlights - all Scout suits have searchlights attached to them, these are very helpful on night missions. Snooper - this is a remote camera, similar to those used by Tac-Recon, which allows the trooper to scout out the mission terrain ahead. 1st and 2nd class Scouts suits are the only units which possess Snoopers. 4.9 What is Marauder Armour? Marauder class armor is designed for heavy combat support. They can carry a range of heavy weapons, and possess excellent armor shielding. Special abilities of Marauder armor: Targeting System - all Marauder suits give their wearer an accuracy bonus. Multi Launch Missile Rank - 1st and 2nd Class Marauder suits possess these devastating multi-launchers. These rockets deliver the knock out power of a nuke without the danger of splash damage. 4.10 What is Command Armour? Command class armor is designed to enhance the abilities of commanding officers on the battlefield. It provides enhanced combat efficiency, excellent armor protection, plus onboard shield generator in later models. Special abilities of Command Armor: Optical systems - all Command class suits incorporate vision enhancement systems which provide greater perception ranges for your platoon commanders. Power Shield - 1st and 2nd class Command suits are able to generate a power shield similar to those used in MI fortifications. This places a huge drain upon suits batteries but does provide an invulnerable shelter for the troopers under its protection. The power shield works beautifully in combination with an airstrike. 5. Weapons 5.1 What kinds of weapons are available? Weapons are classified into three classes: Standard, Artillery and Heavy. Standard and artillery weapons are available to all MI units, depending upon the grade of the Trooper. Heavy weapons cannot be carried by a Cap Trooper unless they are wearing a combat harness, or have been issued powered armor. Weapon Grade Needed Standard Morita SmartRifle Mk1/Mk2 1 PRISM LightRifle Mk1/Mk2 1 MD797 Combat Shotgun Mk1/Mk2 10 Lucifuge Flamethrower Mk1/Mk2 10 RADON Plasma Rifle Mk1/Mk2 20 MI Specimen Capture Weapon Mk1/Mk2 1 Artillery MK59 Missile Launcher Mk1/Mk2 1 MK70 Nuke Launcher Mk1/Mk2 10 MXL Grenade Launcher Mk1/Mk2 1 Heavy Morita ChainCannon Mk1/Mk2 15 SOLARIS LightCannon Mk1/Mk2 10 RADON PlasmaCannon Mk1/Mk2 20 5.2 How many weapons can I carry? All units can carry one weapon along with their personal sidearm. Suits are able to carry two weapons, 2nd and 3rd class suits must swap between the weapons, but 1st Class suits are able to use two weapons simultaneously. All units carry a side arm that they can use in the event of running out of ammunition. 5.3 Why can't I use my sidearm? Each trooper is equipped with a sidearm. These small energy pistols, while an excellent weapon against other Terrans, are of limited utility against arachnids. They could save your life, but in general, are only used when a trooper has run out of ammo in their primary weapon. 5.4 How do I reload a weapon? Troopers can only carry a certain amount of ammunition. Fleet always seeds mission sectors with ammunition dumps. These ammo caches are a point at which units are able to replenish the ammunition in their weapons. In order to reload a weapon, simply move the unit into proximity with an ammo dump and click upon the dump with the hand cursor. This will cause selected units to reload up to their starting capacity. When the weapon is out of ammo, that trooper will automatically switch to their sidearm. 5.5 What is an artillery weapon? An artillery weapon is a weapon better suited for long range killing power, than for close combat. Weapons in this category are MK59 Missile launchers, MK70 Nuke Launchers, and MXL Grenade Launchers. Artillery weapons can be spotted by their green triangle in their bottom right corner. [Identical to the one on the "Artillery Fire" button in the interface.] 5.6 How do you fire an artillery weapons? Artillery weapons are very dangerous to fire into close combat, so firing them requires a separate command. By pressing the "Artillery Fire" command (or the keystroke "F"), the player is able to toggle between normal modes of weapon fire and artillery fire. When the artillery fire command is given, only units equipped with an artillery weapon as primary weapon will fire at the target. 5.7 What is a Specimen Capture Weapon? The MI SCW system is an adaptation of Civilian Defense non-lethal technology. Its presence on the battlefield is driven by the growing need for more arachnid specimens. Unlike normal weapons, the SCW fires an energy snare that traps the target arachnid in a power sphere. This snare has a health bar that represents the amount of damage it can sustain before the imprisoned arachnid frees itself. 5.8 How do I capture a bug? To capture a bug you must ensure that at least one trooper in the strike team is equipped with a Specimen Capture Weapon. When this unit is selected, and the SCW is their active weapon, the selected Trooper can normally attack with the SCW. If the trooper hits the target arachnid, it will become trapped in an energy bubble. 5.9 I've captured a bug, how do I retrieve it? Once a trooper has trapped an arachnid "prisoner" in an energy bubble, then a specimen retrieval boat needs to be called. Do this by clicking upon the "Retrieve Bug" button (or the keystroke "ALT-R"), and then clicking upon the bugs ensnared in the energy sphere. When the cursor is moved over the prisoner, clicking upon it will call a Retrieval Boat to collect the selected specimen. Only the trooper who captured the bug is authorized to call for retrieval. 5.10 What is the xenograph? The Xenograph provides you with an orbital analysis of the arachnid population in your mission sector. Prior to each mission, Tac-Recon collates the xenograph data so that you are able to select the most appropriate weaponry for the mission ahead. The Xenograph data is accessed by clicking on the toggle button beneath the Tac Map on your mission briefing screen. This will bring up the xenograph data. Scrolling up and down through this list will give you tips as to which weapons to equip for each mission. 5.11 What weapons work best against the bugs? You should always consult the xenograph before commencing a mission. Some arachnids are very tough and unless you take the correct weaponry, your troopers will quickly become bug food. 6. Mobile Infantry Tech 6.1 What types of technology are available? MI Troopers are able to equip up to two items of military technology, as well as their armor and weapons. All tech items are limited in quantity, but can used by troopers as described in the table below. MI 1st S 2nd S 3rd S 1st M 2nd M 3rd M 1st C 2nd C 3rd C RECON TECH Targeting System Yes No No Yes No No Yes Yes Yes Yes Field Binoculars Yes No No Yes No No Yes Yes Yes Yes COMBAT TECH Combat Harness Yes No No No No No No No No No Combat Booster Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes SPECIAL TECH Heavy Nerve Gas Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Nova Bombs Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes 6.2 How do tech items help me? Tech items are important and if equipped properly can give you the edge in tough missions. Targeting System - increases the accuracy of your unit. Field Binoculars - increases the perception range of your unit. Combat Harness - allows MI Cap troopers to carry more weapons and ammo. Combat Booster - heals your trooper's wounds. Heavy Nerve Gas - allows you to seal bugholes, without artillery. Nova Bombs - heavy demolition weapon. Tech items cannot be shared between troopers once a mission has been launched. 7. Arachnids 7.1 Who are the Arachnids? The Arachnids (though to be correct, they are pseudo-Arachnids) more closely resemble Terran social insect species (like bees and ants) than Terran arachnids, which tend to be solitary predators. Much speculation has revolved around the varying castes that exist within the species. Current Terran research divides them amongst: Command caste (as yet unknown) Breeder caste (as yet unknown) Soldier caste (for example, Warrior) Worker caste (for example: Worker, Plasma). Communication among the various castes occurs through a combination of chemical scents and psychic directions. The Arachnids are a holometabolous species, meaning that they have a number of different developmental life stages. The arachnids also appear to be a diurnal species, but are capable, especially the Soldier caste, of nocturnal activity. There is no optimal time of day or night, to fight the bugs! 7.2 Where do they come from? The arachnids hail from Klendathu, a star system many light years from Terra. When Klendathu was first discovered by a federal survey team in 2339, our first encounter with these insects was but a glimpse of the savagery to come. In response, the UCF created the Arachnid Quarantine Zone, a huge sector of arachnid controlled space which is subject to federal interdiction. 7.3 Why are the MI fighting them? The Arachnids have discovered our homeworld, Terra. The data was given to them by their allies, the duplicitous Skinnies. With this information the bugs were able to launch an unprovoked attack, they vaporized Buenos Aires in a meteor attack. The Terran republic has no choice but to take action in defense of its citizens. 7.4 How many kinds of arachnids exist? What little knowledge we have about the arachnids is mainly theory. Currently, only warriors and workers have been captured and studied. Colonel Holland, Terran special talent and Director of Arachnid Intelligence, believes that the bugs communicate via telepathy and are co-ordinated by vast Swarm Minds. These Swarm Minds have not yet been encountered, Command HQ has placed a top priority on the capture of one of these bugs. 8. Gameplay 8.1 What is a strike team? The strike team consists of the Troopers which you assemble to go down on a mission with you. The strike team will always include your lieutenant, and any number of troopers, up to the maximum strikes team size. Specialist assignments are not considered a part of the maximum strike team size, and can be placed in any available specialist slot. 8.2 How do I assemble a strike team? Your strike team is assembled after you have received your mission briefing. You can begin by selecting the most appropriate troopers from your platoon and dragging them into the Strike Team panel. Once you have moved sufficient units into the strike team, you can then individually customize their equipment at the "Unit Equip" screen. Or, if you're in a hurry, you can just press the "Auto Select" button. 8.3 What does auto-select do? Auto Select is the quick way to jump into a Starship Troopers mission. By clicking upon this button, you will be able to get the best selection of troopers and equipment. This, however, may overwrite any of your customizations. 8.4 What are the different Trooper response states? MI troopers can be set in four different aggression states. They are: Code: Scarlet - This actives a post-hypnotic battle frenzy in the Troopers. Troopers charge ahead fearlessly, actively look for trouble. They're difficult to control in this state, but are guaranteed to get the job done, or die trying! Code: Red - Troopers will be on the offensive, and will move to bring any bugs they see into weapon range. Code: Blue - Troopers will engage the enemy only when they move into weapon range. This is the normal response state for troopers. Code: Indigo - Troopers will creep along slowly and try to avoid detection by the bugs. They will only engage the enemy unless instructed to do so, and are attacked themselves. 8.5 What are dogtags? Dogtags are the symbolic representation of the body of a dead trooper. Whenever one of your comrades dies in the field, you should always attempt to bring the dogtags back. Units who are dead and whose dogtags are not recovered are listed as MIA, and will reduce the number of upgrade points you can earn. 8.6 How do I use the Tac Map? You can toggle the Tac Map by clicking upon the HUD button [or keystroke F10]. Both versions of the Tac Map will highlight any current mission objectives with a flashing beacon. The larger version of the Tac Map allows you to issue orders directly to it. 8.7 How do I use turrets? Most MI fortifications have gun turrets. These Twin 50 turrets are powerful gun emplacements that can only be used by mi Cap troopers [i.e. trooper in MI Basic Armour]. Whenever you enter a fort that has these towers, station any cap troopers in these turrets incase of any unexpected "trouble". 8.8 When can I call medevac? If you have a medic as part of your strike team, then the option becomes available to save fallen troopers using medevac. When a trooper dies, a countdown will appear above the head of the fallen unit. In order to medevac the unit, the player must click upon the "Call Medevac" [or keystroke Ctrl H] and then click upon the dead unit, either on the ground or in the strike team panel. If this is accomplished before the time runs out, you will here a confirmation from the Ensign that a retrieval boat has been dispatched, and then the unit will be recovered and removed from play. 8.9 What happens when my Trooper gets possessed? "Some" arachnids appear to have psychic powers that allow them to cloud and confuse Terran minds. MI Troopers under psychic assault will fall to their knees and gibber insanely. The bugs seem drawn to these possessed units, and they rarely survive an attack when possessed. The only defense is to gather other MI units around the possessed unit and protect the Trooper until the possession wears off. 8.10 Can I use marquee selection to issue orders? Marquee select can be used for any command in Starship Troopers. This is particularly useful for such functions as heal, repair, and specimen capture [attack]. 8.11 How do I call for retrieval? Once you have completed all your mission objectives, the Ensign [or someone similar] will clear your team for retrieval. You must now move all your team up to the retrieval zone in the mission sector. [This will be marked as a green (r) on the terrain.] When the Lieutenant is in the Zone, the command button "Call Retrieval" becomes active. Clicking on this button will call the retrieval boat down to the RZ. 8.12 How do I get all my units into the retrieval boat? Once the retrieval boat has descended, select all your strike team and click on the "Enter Retrieval Boat" [shortcut R]. All the units will then enter the retrieval boat and your mission will be over. 8.13 Summary of Keyboard Shortcuts Keystroke Function Keystroke Function A Attack NUMPAD 1 CTRL A Airstrike (Lt) NUMPAD 2 B Bounce (2nd Class Suits +) NUMPAD 3 C Code Blue - Normal Response NUMPAD 4 D Detonate Mines (Engineer) NUMPAD 4 E Scout Snooper NUMPAD 5 CTRL E Psychic Sight NUMPAD 6 F Fire Artillery NUMPAD 7 G Guard Unit NUMPAD 8 CTRL G Hold Ground NUMPAD 9 H Heal/Repair (Medic/Engineer) NUMPAD 0 CTRL H Medevac (Medic) I Lights NUMPAD + Camera distance increase J Mist Cloak/ Psychic Shadow NUMPAD - Camera distance decrease K Control Enemy (Psyche) NUM Enter Camera optimal distance L Lay Mines (Engineer) SPACE Shifts camera to different unit M Move SHIFT Free Camera N Snipe (Mist) O Objective Text Toggle F1 - F8 Set Formations 1 - 8 P Assign Waypoint F9 Formation Panel Toggle CTRL P Patrol Waypoint F10 Tac Map Toggle (Fullmap->Smallmap->Nomap) Q Shield (Command/Psyche) F11 PlatMan Weapon/Face Toggle R Goto Retrieval F12 Toggle Bug Perception Icon CTRL R Call Retrieval (Lt) ALT R Retrieve Specimen (Capturer) TAB HUD Display S Stop 1 1st Squad U Go To Waypoint 2 2nd Squad V Code Indigo - Stealth Response 3 3rd Squad W Toggle Prim/Sec Weapon 4 Specialist 1 X Code Red - Aggressive Response 5 Specialist 2 Y Micro Missile(1st and 2nd Marauder) 6 Specialist 3 Z Code Scarlet - Berserk Response 7 User Defined Squad 8 User Defined Squad 9 User Defined Squad [ ] Sniper Zoom (-/+) ALT 1-9 Save Squad Selection ESC Cancel current command CTRL Additive/Subtractive Selection Pause Game Options ~ Select all 9. Hardware 9.1 What is the Minimum Spec for Starship Troopers? Operating System: Win 95/98 Processor: Pentium II 233 Memory: 64 Mb RAM Hard Drive Space: 300 Mb free CD ROM Drive: 8 x CDROM drive Video: 3d Video card needed [Voodoo 2] Sound: Win 95/98 compatible sound card DirectX: DirectX 7.0a included 9.2 What is the Recommended Spec for Starship Troopers? Operating System: Win 95/98 Processor: Pentium II 400 Memory: 128 Mb RAM Hard Drive Space: 800 Mb free CD ROM Drive: 8 x CDROM drive Video: 3d Video card needed [Matrox G400] Sound: Win 95/98 compatible sound card DirectX: DirectX 7.0a included 10. Other Questions 10.1 Where are the Skinnies, the Special Bombs, and the Neodogs? We just didn't have enough time to introduce these other key elements of the Troopers universe. However, we do have plans for an expansion pack, which will feature all of these special ingredients. 10.2 Why isn't there a Roughneck platoon? The Roughnecks are no ordinary platoon, and we have plans to make a special Roughneck campaign pack that will recreate all the "historic" engagements of this famous MI platoon. 10.3 Where are the drop capsules? We went with the movie's concept of deployment. 10.4 Where do I get the latest Direct X from? Download the latest drivers for DirectX from Microsoft. http://www.microsoft.com/directx/homeuser/downloads/default.asp 10.5 All I see is a Blue Screen (Matrox G400) The problem you have is related to drivers for your G400 Card. The version of the Matrox Drivers that you are currently using have a bug in the display routines, and cannot dosplay the models correctly. To fix this problem, download the latest Matrox Drivers from http://www.matrox.com/mga/support/drivers/latest/home.htm 10.6 The game won't uninstall or reinstall properly If you uninstall Starship Troopers, and are then unable to reinstall the program, even after deleting files, it is possible to force the reinstallation by looking at the following: There is a reg key under: HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\ {978A2104-8363-11D4-AA23-0000E889C4DA} You should delete this key, HOWEVER, be sure to delete only the key that contains "Troopers". You will then be able to reinstall the game. 10.7 How do I take Screenshots? You will need to run the game in "nonexclusive" mode. You can do this by creating a shortcut to StarshipTroopers.exe on your desktop, and then right click the shortcut. Add the word "nonexclusive" to the shortcut link, and this will enable programs such as Paint Shop Pro and other third party screen grabbers to work. 10.8 I can't read the game text - it's all garbled! In your video card DirecX setup, there is an option to specify the texel alignment proportions. These control how text is displayed on the screen. Ensure that these are set to best quality, and you should see the game text improve dramatically. 10.9 All I get is a black screen, then dump to desktop We now have a patch that fixes many of the input related crashes with Starship Troopers. Please download the appropriate patch (either demo or full) from our website and if this does not work, please email our support mail at support@stta.com with the details of the crash and your computer's configuration. Patches can be downloaded from: http://www.stta.com/downloads.html#patches 10.10 How do I back up my saved games? In the installation directory, there is a folder called "Platoons". In that folder there will be several files, called "inplay.plt", "sg0.plt", "sg1.plt", etc. Copy these files onto a floppy disk, and then you will have a backed up copy of your saved games. Copy the files back into the platoons folder to restore them. 10.11 Can I save mid-mission? Unfortunately, due to the complexity of the huge world, and the number of bugs that are in the worlds, it is not possible to save an entire mission state during one of the games. If you lose a single mission critical unit during the game which ends the mission however, we have implemented a "retry" system that allows you to complete the mission in certain circumstances. At this stage, there is no intention to produce a patch for mid mission save games. 10.12 How do you catch a hopper bug? Try using the "Marquee Select" attack method. Select 1 guy with the bug capture weapon, and make sure that he is holding the weapon. Do a "click and drag" attack (you should see a red see-through box) on the hopper. To help, hold the shift key down, and move the camera to look in the air first, then continuing to hold the shift key, do the marquee select attack. 10.13 How do I pick up Dog Tags? Simply have one of your units walk over the fallen soldier, and you will automatically pick up the dog tags. 10.14 I can't hear any sound - what't the problem If you cannot hear any sound from the game, the most likely reason is that you do not have the correct Sound CODEC installed. A codec is a sound compression decoder for your PC. To install it, follow the following instructions: Click Start, point to Settings, and then click Control Panel. Double-click Add New Hardware, click Next, click No, and then click Next. Click Sound, video, and game controllers, and then click Next. In the Manufacturers box, click Microsoft Audio Codecs. In the Models box, click ADPCM CODEC, click Next and then click Finish. 10.15 The game crashes with my Voodoo Card! There is a problem with the driver for Voodoo Cards and the video alignments. To get around this problem, download the patch from the website, at http://www.stta.com/downloads.html#patches and install it. Once you have done this, change the shortcut to the game and include a "nomovies" option by adding the word "nomovies" to the end of the shortcut. Alternatively, if you have a full installation, you can delete or rename the movies in the FMV folder under the install directory. We believe that the latest drivers from 3dfx also fix this problem. You can download these from http://www.3dfxgamers.com/view.asp?IOID=2428 ----------------END OF STTA OFFICIAL FAQ VERSION 1.0-------------------- ............................................................................... 5. WALKTHROUGH ............................................................................... ------------------------------------------------------------------------------- Mission 1 - Bughouse I ------------------------------------------------------------------------------- Story 22:15 October 18th 2369 UPDATE Now that the Terran Council has declared war against the arachnids of Klendathu, Command HQ has mobilized a massive invasion force. Six Mobile Infantry divisions are about to deploy from orbit and devastate the main arachnid population centers. Tac-Recon have detected plasma launches from the planet surface. Analysis indicates that these launches are random, and present no danger to MI dropships. Our assault will commence at dusk when the arachnids will be sleeping. We're going to give these bugs a wake up call they'll never forget. Mission Brifeing : Starship: TFT Valley Forge Operation: Bughouse Mission Sector: 470 Good evening, Lieutenant, this is your Battalion Commander speaking, Colonel DuBois. The Valley Forge is currently in orbital formation above Klendathu. Klendathu has been confirmed as the arachnid homeworld, and is populated by millions of bugs. Xenographic samples indicate that the majority of the bugs will be dormant when we strike, and surface encounters will be minimal. Your strategic objectives are as follows: Your strike team will deploy as part of the first wave. Your objective is to eliminate all arachnid hostiles from your mission sector, before the main landing force is launched. Your team is to sweep through the mission sector, locate all arachnid tunnel entrances and destroy them. Make sure you leave no tunnel entrances open behind you. As you progress through the mission sector, search for and destroy any surface dwelling arachnids. Once you have achieved these objectives, contact Fleet Liaison to organize retrieval of your team. Proceed now to assemble your strike team. Summary of Objectives 1. Destroy all arachnid tunnel entrances. 2. Eliminate any arachnid hostiles from mission sector. 3. Minimize casualties. +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ | Start of Bughouse 1 Walkthrough | +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ To assemble your strike team, things you need to bring as it is important that you get the right weapons for the right bugs because you won't get the chance to change your weapons until Mission 3 and Mission 1 & 2 and together, so bring along at least 2 MK59 Missile Launcher and one MXL Grenade Launcher, Health booster and the rest is up to you. Don't forget Morita Chaingun and 3rd class command suit for your 3rd Liet. And also for fun bring along a nuke launcher. This mission should be a milk run. Thats if you have already go through the trainning school scenario. What you need to do is just walk around the map and kill every bugs and bugshole that get in your way. There are 5 bugshole that you need to destroy. *Tips* Always assign a squad for those artillery weapon members of your strike team not only for this mission but to all. (Refer to the Official STTA FAQ for information on how to assign a squad or just play the trainning mission - formation drill) Once you have destroy it, the Fleet Liaison will inform you that there is a general retreat issue and asked you to go the the retrieval point, once you are there call for retrieval and enjoy a short screenplay. +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ | End Of Walkthrough For Mission BUGHOUSE 1 | +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ Debriefing Good work, Lieutenant, your mission objectives were all successfully achieved. We are temporarily unable to retrieve you from your mission sector. Your orders are to standby at your current co-ordinates until you receive further orders. Stand firm Lieutenant, help is on the way... ------------------------------------------------------------------------------- Mission 2 - Bughouse II ------------------------------------------------------------------------------- Story 02:50 October 19th 2369 UPDATE Three hours after the launch of Operation: Bughouse, Command HQ has ordered a general retreat of all Terran forces. The bugs have responded with a furious counter-attack, and MI strike teams have been beaten back on all fronts. Fleet retrieval efforts are being hampered by the escalation of arachnid plasma launches. The plasma barrages are now targeted at both orbital and surface craft. Our resources are stretched to the limit, as Fleet struggles to take everyone home. Mission Briefing : Starship: TFT Valley Forge Operation: Bughouse II Mission Sector: 471 Lieutenant, as a result of the unexpected savagery of the arachnid resistance, we have been unable to effect retrieval of your strike team. We regret to inform you that in light of the decision to withdraw all Terran forces from this system, we have only a limited opportunity to retrieve your troops. Your new objectives are as follows: Your strike team must proceed from your present position and establish contact with any remaining MI units in your mission sector. Communication logs indicate that members of Company J have attempted retrieval close by your current position. While you locate any survivors, TFT Valley Forge will re-establish retrieval orbit. Once the transport is in position, it will contact you with fresh retrieval co-ordinates. Summary of Objectives: 1. Locate all wounded troopers from Company J. 2. Destroy any arachnids which prevent your Retrieval Boat from landing. +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ | Start of Bughouse II Walkthrough | +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ This mission is part of a search and rescue mission. Your first priority will be to look for the wounded troopers from Company J which are located in the middle of the map. (Check your Tac Map for the exact location) And of course you will need to kill all the bugs along the way. :) *Tips* you can always click on the Tac Map if you want to go to that point. After you have rescue those troopers from Company J, your Fleet commander will inform you that you'll need to destroy all the Plasma bugs in order for them to send a retrieval boat for you. So look for those Plasma bugs and destroy it. You will also be given a new specialist - Medic, who can heal your wounder troopers and also Medevac dead troopers, so use him wisely. After you have killed every Plasma bugs in your mission area, the Fleet commander - Ensign Desilva will give you a retrieval point in your Tac map, there will be a 4 minutes time limit, so go there ASAP. Once you reached there, just call for retrieval and you are home free. +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ | End Of Walkthrough For Mission BUGHOUSE II | +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ Debriefing Lieutenant, you've the makings of a first class officer. Your courageous action has saved many lives. In recognition of your bravery in the face of overwhelming odds, each survivor will be awarded the MI Badge of Valor. Congratulations. As the Valley Forge will be out of service until it's repairs are complete, your new home will be the TFTC Rodger Young. New Specialist assignment available: Medic ------------------------------------------------------------------------------- Mission 3 - Paradise Lost ------------------------------------------------------------------------------- Story 07:30 November 23rd 2369 UPDATE Since the tactical withdrawal from Klendathu, the arachnids have begun assaulting settlements across the range of Terran space. Tac-Recon have been unable to observe a pattern in their attacks. In response, Command HQ have been forced to adopt a defensive strategy to minimize the loss of Terran habitats. As a consequence, MI forces have been assisting with the protection and evacuation of Terran citizenry. MI 1st Division has been assigned responsibility for the evacuation of Zegema Beach. One of our most beautiful worlds is now being destroyed by the bugs! Mission Briefing : Starship: TFTC Rodger Young Operation: Paradise Lost Mission Sector: 156 Good morning, Lieutenant. MI 1st Division is currently conducting a planet-wide evacuation of Zegema Beach. The arachnids have been bombarding Zegema with eggfalls for the last two weeks. The bugs are now closing in on all population centers. Your company has been assigned responsibility for the evacuation of the northern resort complex of Seraphon. Your mission objectives are as follows: Your strike team will deploy close to the foreshore. Your mission sector is in western Seraphon. Under no circumstances are your troopers to enter civilian homes or the beachside resort. We are soldiers, not looters! MI has a storage facility located in the north-east of your mission sector. You are to rendezvous with the Depot Manager, Jon Roscoe. He is responsible for transporting stored weapons to the nearby civilian airport. Your team is to provide escort for those vehicles. These weapons are important to the war effort, but so are your troopers. You must minimize casualties, and try to get as many trucks to the airport as possible. Once you have escorted the trucks to the airport, signal the Rodger Young. Fleet will then organize collection of the munitions, and of your team. Proceed now to assemble your strike team. Summary of Objectives 1. Rendezvous with Depot Manager at Munitions Storage Facility. 2. Provide escort for trucks. 3. At least one truck must reach the airport. +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ | Start of Paradise Lost Walkthrough | +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ You will be drop close to the foreshore of western Seraphon, your mission sector are actually dividend into 3 main land connected by bridges. The bottom part of your mission sector is the civilian airport which you suppose to escort the three trucks to this place for evacuation. Whereas, the northern east side of your mission sector is where Depot Manager, Jon Roscoe and the three trucks are located. To assemble your strike team; there will be quite a numbers of bugs hole and tankers in this mission, so get ready for some action, bring along at least 3 troopers armed with MK59 Missile Launcher, and one with a nuke launcher, the rest just mix the combination of smartrifles, lightrifles, and of course your Lieut. Morita Chaincannon. Once you are deploy, you should be able to see quite a number of warrior bugs on the road and some near a building on the far north side of the map, kill the warrior and go behind the building there should be a bughole there nuke it or just destroy it with your missile launcher team. Then proceed to the northern east bridge where the three trucks are located which is also your first waypoint assigned by Ensign Desilva. Around the storage facility there is a ammo dump for you to refill your strike team's ammo, beside the ammo dump there should be one bughole and further away, there should be two more bugholes around the storage facility, so destroy it before they can destroy you. (There should be one more, if your team didn't search through it, it won't emerge). Now, there is two way to go about this escort mission, you can either go straight ahead and escort the trucks to the airport and be prepare for some surprises along the way or clear the place up first before escorting the trucks. (Will get into the surprises later on). For me, I would prefer to explore the whole mission area first to clear out all the bugholes along the road and field to the airport, there should be a couple of bugholes around the field just before the bridge that connect to the airport, as this is important to close the bugholes before it can send more warrior bugs to bug your strike team and the trucks. Now, after you have clear out the visible bugholes around the area, go back to the storage facility and start moving your trucks to the airport. This is the surprise that I mentioned early, once your trucks reach the first turn, a tanker will emerge together with a new bughole, stop your trucks by clicking on it and kill the tanker quickly as it's plasma fire is really deadly to yourcap troopers with your missile team or nuke it. (Becareful, when you are using the nuke if it is too close to your team, then.... just imagine yourself) :) No further away down the road another bug hole will appear, to the same thing nuke it. Then you should be safe, just escort the truck to the airport. After you reach the airport Ensign Desilva will acknowledge you and send retrieval for the trucks. After the trucks are successfully retrive, Ensign Desilva will acknowledge you the retrival point for your strike team, you can go there for retrieval or just seacrh around the airport for bugholes, there should be around two bugholes. After you have clear every bugs in your mission area, then go to the retrieval point and call for retrieval. +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ | End Of Walkthrough For Mission Paradise Lost | +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ Debriefing Good work, Lieutenant, the depot manager has asked us to convey his thanks to your team for their timely intervention. I can't figure why they'd need an MI escort for so few trucks but you've done an excellent job. The Rodger Young is now en route to Arachnid Quarantine Zone. You will be informed as to the nature of the operation once we have arrived. New Tech Item available: Heavy Nerve Gas ------------------------------------------------------------------------------- Mission 4 - Restore Hope ------------------------------------------------------------------------------- Story 02:45 January 20th 2370 UPDATE The Arachnid Quarantine Zone was established in 2352 after the disastrous first contact with a Terran survey team. The Terran Council ruled that it would not recognize any settlements within the Zone, and that they could expect no intervention from Terran authorities. In 2367, a large religious group, citing grievances with the "godless Terran republic", emigrated to Dantana. A month ago, Tac Recon began receiving distress calls from the AQZ. Despite the embargo, the Terran Council has decided to intervene. The survivors of Dantana will be brought back to tell their story. Terrans and Bugs cannot co-exist! Mission Briefing: Starship: TFTC Rodger Young Operation: Restore Hope Mission Sector: 29 Good afternoon, Lieutenant. We are currently three parsecs deep in the Arachnid Quarantine Zone. The Rodger Young is holding stationary orbit above the planet, Dantana. MI 1st Division has been assigned responsibility for the rescue of Terran dissidents within the Zone. The decision to evacuate these colonists has been ratified by the Terran Council, overruling the UCF interdict prohibiting Federal action within the AQZ. Your strategic objectives are as follows: Your strike team will drop into the northern prairie of New Deseret. We have had no response from Fort Joe Smith, which is the main habitat in your mission sector. We suspect that arachnids may have already overrun the settlement. However, Tac-Recon are still registering low-level Terran power signals in the area around the fort. Your team must investigate Fort Joe Smith. If no colonists are found there, you must investigate the other structures in your mission area: the Comms Station, the Power Generator, and the Condenser Array. Tac Recon have detected a new bug type. They're calling it the Hopper. Make sure you take a specimen capture weapon, in case you encounter one of these creatures. This is a bug planet, and we are deep within their Zone. Engage the enemy when necessary, but try to minimize danger to your troops. Xenographic analysis indicates a heavy bug presence in your mission sector. The tunnel network is extensive. Proceed now to assemble your strike team. Summary of Objectives 1. Locate and investigate Fort Joe Smith. 2. Rescue Terran survivors. 3. Capture a Hopper bug specimen. +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ | Start of Restore Hope Walkthrough | +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ This is actually a search and rescue mission, you are also required to capture a bug called Hopper(the only flying bug). To assemble your strike team, as you will have to capture a bug specimen for Colonel Holland, therefore, at least one of your trooper should be armed with a specimen capture weapon. As usual, there are quite a number of bugholes in this mission area, so bring along at least 3 troopers armed with MK59 Missile Launcher, and one with a nuke launcher. The rest is up to you to decide. You strike team will be deploy northern part of the map, your first waypoint assign will be to check out Fort Joe Smith. There should be quite a number of bugholes along the way, therefore, it is a good time to earn some experience for all your troopers. After you reach the fort, there should not be anything there for you to look for, instead, Ensign Desilva will inform you of a new signal at the container, so go to that waypoint in your Tac map. Don't forget to reload your ammo. There should be a tanker and a bughole just as you reach your waypoint so be careful. Enjoy a short screenplay, as the combat engineer tell you what happened to them, and that their wifes and children are trap in the communication centre. So go there and rescue them. After you rescue them, Ensign Desilva will send in a retrieval for them and also inform you to capture a new bug called hopper for Colonel Holland. So after the retrieval come for the civilian, go back to the fort and capture the hopper. Well, this will be a bit tricky, if you have already read the STTA Official FAQ (section 10.12), you should know how to capture it. If you still cannot catch it, go into the outpost and wait for it to attack you, just make sure that your team don't kill all the hopper before you capture a specimen. After you have capture the hopper, Ensign Desilva will give you your retrieval point so go there ASAP and call for retrieval. +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ | End Of Walkthrough for Restore Hope | +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ Debriefing Your team is to be commended, Lieutenant. Colonel Holland has asked me to forward his appreciation to each team that collected specimens. Congratulations. Likewise, I'm certain that the survivors of Fort Joe Smith would like to thank you, were they not under strict quarantine. I'm sure they will have some cautionary tales for those civilians who wish to make peace with the bugs. We are now proceeding directly to Alpha Corvi system. It is very close by the AQZ boundary, we should be there in a matter of days. New Specialist assignment available: Combat Engineer. ------------------------------------------------------------------------------- Mission 5 - Royalty I ------------------------------------------------------------------------------- Story 10:45 February 28th 2370 UPDATE Thankfully arachnid assaults have abated over the last month, as Federal services have their hands full dealing with the tide of refugees. Command HQ is still struggling to understand the strategy and motives of the arachnids. Our chief behavioral expert, Colonel Holland, has been championing his "Brain" bug theory, but no Troopers in action have ever seen one. As an interim strategy, Terran garrisons are being strengthened on the border of the AQZ. Planet P is one of a handful of worlds which will give us early warning of arachnid movements. We must remain constantly vigilant to beat the bugs! Mission Briefing Starship: TFTC Rodger Young Operation: Royalty I Mission Sector: 13 Good morning, Lieutenant. We have just entered the Alpha Corvi system. The Rodger Young will enter transfer orbit around Planet P in just under two hours. Command HQ has ordered an increased MI presence at all remote outposts. Your team will be on extended duties here. Your mission objectives are as follows: Your strike team will deploy in the vicinity of the MI base, Whiskey Outpost. Your team is to rendezvous with the officer in charge, Colonel Owen. The current garrison has indicated minimal arachnid presence but do report encounters with a new bug type. They're calling it the Chariot. You will deploy some distance from the outpost. Command HQ expects you to capture one of these Chariots as you journey to there. Make sure you equip at least one Specimen Capture Weapon. The Rodger Young will continue on mission to bring reinforcements to other MI outposts. Rest assured, Lieutenant, the Rodger Young will be returning in six days time to collect you. Please, be sure to pay my respects to Colonel Owen, he was one of my instructors back at OCS. Proceed now to assemble your strike team. Summary of Objectives 1. Capture a Chariot bug specimen. 2. Report to Colonel Owen at Whiskey Outpost. +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ | Start of Royalty I Walkthrough | +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ Well, boys and girls this is the big one. Voted as the most exciting mission of all the 20 missions. So just hang on for a rough ride. I'm a bit hesitated to write the walkthrough for this mission, but well, I guess a full walkthrough is a full walkthrough. Before I go any further, I sure hope that all of you who read this can at least skip the following sections and play the mission once, just to get the fun and surprise this mission give you. I assure you that you won't regret it. Trust me. *--SPOILER START--* This is going to be a very rough ride, and I think the turning point of the whole campaign for your strike team. As most of you will taste death troopers in this mission, therefore it is vital that you keep everyone alive, as it will make your life much more easier later on. So be prepare, to assemble your strike team: first, make sure you bring along one trooper with Specimen Capture Weapon. Then bring along at least 3 troopers armed with MK59 Missile Launcher, and one with a nuke launcher for all the bugholes and hopper's nest. The rest of your team, just remember to gear them up with your most heavy weapons and a good mixture of different weapons. Also make sure to bring along one combat engineer and medic to heal and repair those armour suits. Your team will be deploy north west of the mission area. Make sure you assign all your missile troopers in one group and your nuke trooper with another independent group. Trust me it will save your life. Once you are deploy, you should see quite a number of warrior bugs running around and near by a bughole. Take care the warrior bugs and destroy the bughole. As you move along, you should be able to see a mountain with 3 hoppers flying around it, go around the mountain and you will be able to see the other side of the field. As you progress, you will see those chariot bugs moving around in that area. Becareful, as you walk slowly towards it, and also stay together or those hopper up there will come and attack your team. Select your trooper with specimen capture weapon and make sure he won't go out there alone stay together to protect him when he capture the bug. It is a bit tricky to capture this bug as it move very fast so extra careful. Once you have capture it call for bug retrival for it. Ignore the hoppers and go on. There should be 2 warrior bugs at the end of the canyon kill them and continue. Now you have a choice to choose. There are two intersection, one is to go to the outpost and the other one is the field where you saw when you go around the mountain early on. You can ignore the other side and go straight to the outpost, but my advise is to kill all the damn bugs, so come on you apes! you wanna live forever!!! Kill them all. As you fight your way to the open field, there should be one bughole at the right hand corner of the open field so go and destroy it. After that, just move your team to the end of the field where you come across the hopper's nest, nuke it or just destroy it with your missile team. Once you have destroy it go to the ammo dump and reload your ammo. Now you should have a number of hoppers flying above you waiting for you to make a mistake, so before you continue on kill them with your missile launcher. *Tips if you remember how you capture the hopper in your previous mission, you can use that same tactic to kill it* (refer to Official STTA FAQ section 10.12). After taking care of the damn hoppers, you can go to left hand side and have a look at the outpost. Now go back to the open field, and make your way to a near by ammo dump, expect a tough fight along the way, and there should be a bughole before you reach the ammo dump. As you reach the ammo dump your team's ammo should be running quite low, so reload it and move on. As you go down to the field there should be a numbers of bugs and bugholes destroy it and Ensign Desilva will inform you to rendezvous with Colonel Owen, ignore it for now, and make your way to another near by ammo dump at your bottom left corner of the map, kill all the warrior bugs and bugholes. As you approach the ammo dump another two more bugholes will appear destroy it and reload your ammo. Now, go back to the 1st ammo dump. Make your way to the north east of the map, where you come to a canyon with two junctions, at the end of both side there is a bughole so destroy it. The right hand of the path will take you to the outpost, there should be another bughole along the way. As you reach the outpost, don't go in yet. If you go to the dead end of the canyon, another hopper's nest will appear on top of the mountain, you can really destroy it from here so you have to go to the other side of the mountain to destroy it. As you reach there you should encounter another bughole and some warrior bugs kill them and destroy the bughole. From the bughole you should be able to destroy the hopper's nest on the top of the mountain. By now, your team's ammo should be running very low, you can either go to the ammo dump near the outpost or go back to the 1st ammo dump to reload your ammo. I would advise you to go back to the 1st ammo dump to reload, as I assure you that you won't get enough reload for all your troopers. Remember to full reload every single troopers for a tough fight ahead. Now everyone is fully loaded with ammo, go back to the outpost. There are several ways to solve this situation, I will mention my way first, which guarantee safety to all your troopers. You can go inside and have a view of the outpost first, and then go to the container near the ammo dump to release Colonel Owen. After you release him, something will happen, a bughole will appear at the back of the ammo dump destroy it. Colonel Owen will ask you to go inside the outpost, ignore him and destroy the two more bugholes that emerge. Now you can reload your ammo first. Then send Colonel Owen inside the outpost just to triggle Ensign Desilva to report to you that they will be a large number of bugs heading our way. Now group your team and move away from the outpost to the far openning of the canyon (where the Whiskey outpost sign is located). By now, all the bugholes will emerge around the outpost. So it's party time, move you team back and nuke everything you see. There should be around 5 bugholes and a tanker near the outpost, use your air strike to wipe out the tanker and tons of warrior bugs near the outpost and clear up the rest one by one with your nuke or missile launcher. As you reach the outpost, don't go it yet, there should be another bughole near the dead end of the canyon, nuke it. By now, the retrieval boat should be waiting there for you, take your time, it won't leave without you. Clean up the rest of the bugs and don't leave any bugs standing. After you finish the last bug, you can now go for retrieval. Mission Accomplished !!! The second way to go about this is, move all your troopers inside the outpost. Place a few cap troopers on the twin-50s cannon (two around the gate, one at NW bughole move later on south wall after NW area is cleared), after that use your combat engineer to lay one row of mine field parallel to sides (wall) of the outpost. Now send one of your fastest troopers and get and escort Colonel Owen inside outpost and close the door. Move the rest of the troopers on top of the stay way to protect your gunners from warrior bugs inside the outpost. The warrior bugs will now slow down by the mine field and the tanker can be taken care of by your missile launcher or nuke launcher. The warrior bugs and bugholes will be taken care by the gunner, until the situation is under control you can detonate mine field and go sweeping the newly bug infested area. The third way, a faster and easier way, no need to clear up those hopper's nest on top of the mountain near the outpost nor the one located beside the canyon but this way you will gain less experience. After releasing Colonel Owen, get him and the rest of your troop inside the post. In the outpost, you can see a space in between two buildings, hide your troopers and Colonel Owen in the space and wait for the bugs to come in. Believe me, the bugs won't come in big number if you hide your team there, you should be able to take care most of them. The hoppers won't attack either. Not long after the retrieval boat will arrive and you can call for retrieval. Congratulation you have just finished a very exciting mission. +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ | End Of Walkthrough for Royalty I | +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ Debriefing That was very close, Lieutenant. On the strength of your report, your entire team is lucky to be alive. If it is any consolation, Command HQ have seen your report and it has become the deciding factor in the decision to return to Planet P. The complexity of the trap set for your team is clear evidence of a governing intelligence within the arachnid swarm. Colonel Holland has championed the "Brain" bug theory for some time. Now it looks like we are to put that theory to the test. Rest up, Lieutenant, you and your team will need to be ready for action in under fourteen hours. ------------------------------------------------------------------------------- Mission 6 - Royalty II ------------------------------------------------------------------------------- Story 16:45 March 1st 2370 UPDATE Analysis of the arachnid assault upon Whiskey Outpost has indicated that there is some governing intelligence directing the bugs. Colonel Holland's "Brain" bug theory is now about to be put to the test. MI 1st Division has moved into orbit around Planet P in preparation for a raid. Our objective is to capture a Brain bug. Recon, skirmish and capture teams will descend into bugtown. All teams will need to be extremely cautious with the use of heavy-firepower below ground. Command HQ has prohibited the use of nuclear ordinance. We're not leaving this planet without a prisoner! Mission Briefing Starship: TFT Valley Forge Operation: Royalty II Mission Sector: B17 Good afternoon, Lieutenant, I hope you and your team are ready for more action. While you were resting, the Rodger Young has maneuvered to join a huge orbital formation now surrounding Planet P. This is our largest Fleet operation since Klendathu. Our joint operational objective is to capture a "Brain" bug. Fleet will co-ordinate reconnaissance and retrieval, the MI will take care of the rest. MI 1st Division will be responsible for sending teams into the bug tunnel network beneath Planet P. Your strategic objectives are as follows: Your strike team will deploy outside Tunnel Bravo 17. This will lead you down into bugtown. Your team will be entering the upper reaches of the tunnel complex. Tac recon estimate this is to be part of the colony's ventilation system, the majority of bugs here will be harmless workers. No air support will be available to you during this mission. Do not attempt to capture any new bug types, we have special capture teams in the tunnel network. If you encounter a "Brain" bug, you are to contact Fleet immediately. A capture team will be dispatched to your location. Proceed now to assemble your strike team. Summary of Objectives 1. Destroy all bugholes. 2. Report any sightings of a Brain bug to Fleet Liaison. +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ | Start of Royalty II Walkthrough | +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ This mission should be consider as a milk run as compare the one before. And it suppose to be the climax in the movie. So take it easy. To assemble your strike team, as usual bring along at least 3 troopers armed with MK59 Missile Launcher. The rest just armed them with a good mixture of different weapons for different bugs. Arm a few more scout armor for their search light for better view in the dark. Your team will be deploy outside tunnel bravo 17, move your team to the ammo dump of this tunnel system. Not long after you are deploy, Ensign Desilva will inform you of the situation and lost contact, later on she will call you again informing you that she has clash landed on the other side of the tunnel and let a waypoint for you to rendezvous with her. So continue to the ammo dump, before you reach there a tanker will emerge to make a way in to the other side to the tunnel, destroy the tanker and continue to the ammo dump. There should be a bughole near the ammo dump destroy it. After you have clear everything in this tunnel go to the other side of the tunnel to meet up with Ensign Desilva. She will tell you that she is glad to meet up with you and she will join you and kill some bugs. There should be a bughole nearby destroy it. Right about now, Private Zim will call for help as they are ambrush by some bugs as they got the Brain bug. So let's go and rescue them. There should be a few more bugholes along the way to the nearby ammo dump. There should be a bughole before you reach the ammo dump. After you have reload your ammo, go to the area with 3 path to choose from. First, go to the left tunnel, clear up those spitter with your missile launcher or anything you want. Then go to the middle of the tunnel and clear up a few more spitter. Remember to heal and repair those damaged armor suit. Now go to the right hand side of the tunnel. There should be a spitter's bughole in this tunnel so be careful destroy it before it can send more spitter your way. Now, make your way to the end of the tunnel and kill the rest of the spitter. After you have kill them, Private Zim will move the capture Brain Bug to safety and thanks you. Now, your retrival point will appear in your Tac Map, so move to it, and kill the remaining 2 warrior bugs before reaching the retrieval point. +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ | End Of Walkthrough For Royalty II | +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ Debriefing Lieutenant, your report understates the crucial role your team played in the success of this mission. Private Zim of the Condors has asked me to convey his thanks of the team for your assistance in capturing the Brain. The battalion commander has sent a crate of cold beer which will be made available in the mess hall tonight. You will be pleased to know that the Brain bug has now been shipped to Colonel Holland's research facility, where it will now undergo stringent analysis and psychic interrogation. The Colonel has now publicly stated that he will learn the secret of arachnid communication so that he may bend the Brain to his will. Given Holland's reputation as a psychic, the war could very well be over soon. For now, your team has earned some R'n'R. Your platoon is scheduled to arrive at Sanctuary Base in a weeks time. With luck, Lieutenant, the war may be over before you return to duty. New weapon type available: Flamethrower New armor class available: 2nd Class Command. New armor class available: 2nd Class Scout. New armor class available: 2nd Class Marauder. ------------------------------------------------------------------------------- Mission 7 - Black Ice ------------------------------------------------------------------------------- Story 09:00 June 6th 2370 UPDATE The capture of the Brain bug has given the Terran forces renewed zeal in the fight against the Bugs. We needed it! Shortly after the Brain was transferred to Colonel Holland's base, the bugs launched a far-reaching counter offensive. Our early warning strategies proved ineffective, as Arachnid egg clusters began appearing within the boundaries of Terran controlled space. The MI have intervened wherever the Bugs have attacked. In some cases the Bugs have been repelled, but once they sink their claws into a world, more egg clusters invariably follow. No pattern is apparent, all we can do is watch the skies and wait for their next attack. Mission Briefing Starship: TFT Audie Murphy Operation: Black Ice Mission Sector: 67 Good morning, Lieutenant, the Audie Murphy is currently in stationary orbit above Mincki's World. MI 1st Division has been dispatched here to co-ordinate a planetwide evacuation. The bugs have been hitting Mincki's hard for the last two weeks. God only knows why they would attack a backwater like this one, but the Terran council has approved the evacuation. However, your platoon will not be directly involved in this evacuation. Instead, I have received a priority order from Major Bishop, of Internal Security. Bishop has requested a veteran team for escort duty. This mission is highly classified. Your secrecy oath still binds you. You must discuss the details of this mission with no one outside your strike team. Your strategic objectives are as follows: Your team will deploy deep within the northern polar circle. You will land in the vicinity of Ice Station Nova, a classified Federal research facility. Nova Base personnel were lost during the evacuation, casualties of plasma fire. You are to safely escort Major Bishop to the base and follow his orders at all times. You are to assist the Major while he retrieves information from the Nova station data-log. Once this work is done, you are to ensure that Major Bishop leaves the mission sector safely. To ensure the successful completion of this mission you must equip at least one of your suits with a Flame Thrower. Lieutenant, one final thing, Major Bishop has a reputation for being a tough customer. I don't know what an officer from Internal Security is doing on the frontline, but this is far from a routine assignment. I will be most interested to read your report once you return. Proceed now to assemble your strike team. Summary of Objectives 1. Escort Major Bishop to Ice Station Nova. 2. Ensure that Major Bishop survives to retrieval. +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ | Start of Black Ice Walkthrough | +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ This is your first of many escort mission for Major Bishop. As it was mentioned in the briefing, you should bring along at least one flame thrower to make sure that this mission is successful. There should be a lot of warrior bugs and bomber bugs in this mission so be careful not to run blindly as the bomber bug will really kill you. To assemble your strike team, as usual equip at least 3 troopers with missile launcher and one nuke launcher. The rest just ensure a good mixture of different type of weapons. Now, you have your 2nd class armor suits don't forget to try them on. Especially the 2nd class command suit, you will love this armor. Another thing you will need to take note, make sure you have at least one cap trooper in your strike team, 2 would be great. I will let you know later on. As your team are deploy in the northern sector of your mission sector, you will have a chance to test your new 2nd class armor straight away. Bounce to the near by warrior bugs and activate your power shield then see your Lieut. kill those warrior bugs without getting hurt. Now, you can try your 2nd class scout suit, it has the ability to send out a Snoopers to scout the area before you advance. After having fun with your new suits, team up with the rest of your strike team move north (upwards) until you reach the first ice bridge, there should be a few warrior bugs and a tanker will emerge together with a new bughole, kill them and destroy the bughole. Now continue on to the ammo dump. Before you reach the ammo dump a tanker will emerge with a new bughole kill it and destroy the bughole. By now, your ammo will be pretty low, so reload them. You can either go to the waypoint on your Tac map or go back to the southern side of the bridge connecting it to your drop zone, there should be a couple of bomber bugs there, for me I would prefer to kill them all. After you have taken care of them, you can go to the waypoint, but I assure you that there will be a couple of new warrior bugs walking around the northern gate of the Nova station. I would prefer to take care of them before going into the base. So as you approach the waypoint, Major Bishop will tell you that the solar generator was freeze by ice and you have to use the flame thrower to reheat it. There should be 3 more warrior bugs at the right hand side door, take care of them and assign your trooper with flame thrower to melt the ice on the solar generator. After all three generator are heated now all the door are functional, I would recommend that you go to the right hand door as the left hand side let you to the entrance into the base, we are not going to there yet. So to the right hand door and don't forget to close it back, if you look carefully, there should be 2 cannon on each side of the door frozen by ice, so assign your flame thrower trooper to melt all the cannon you will find. Now go to the ammo dump to reload your ammo to get ready for a tough fight. After reload go to the waypoint assigned, before you let Major Bishop go into the base, assign the cap trooper that I request you to bring assign him to the left hand side of the cannon and leave him. Now let Major Bishop go into the base and listen to what he asked you to do. Don't go out there as what Major Bishop asked you to do stay beside the door and wait for the bugs to come. After Major Bishop rejoined with you, he will tell you to go the retrival point as he already set the auto destruction on the base, now go out to the door before the base explose. After you go out of the door, you should see one tanker and 2 bugholes around the 3 solar generator, your cap trooper on the cannon will be able to take care most of the bugs and tanker from the left hand side door. After the base explose, there should be a lot of warrior bugs at the entrance of the base, nuke them. Now, destroy the bugholes around the 3 solar generator, and after you have clear up most of the bugs here meet up with you cap trooper on the cannon, and move to the ammo dump inside the base to reload your ammo. After reloading the ammo assign your cap trooper to the cannon nearest to the northern door of the base, there should be a bomber bughole and lots of bugs right in front of the door, he will be able to take care almost every single bugs there including the bughole. After assuring no more large amount of bugs in front of the door, regroup your cap trooper and sweep clear the remaining bugs in front of the door. As you walk to the ice bridge, there should be another bughole there destroy it together with the tanker near by. Move on to the retrival point and destroy the remaining tanker and bughole along the way. After you reach the retrieval point call for retrieval. Mission Accomplished !!! +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ | End Of Walkthrough For Black Ice | +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ Debriefing Good work, Lieutenant, Major Bishop was very impressed with the way your people acquitted themselves in the field. He has requested the transfer of your platoon to the Internal Security vessel, TFTC Xenophon. Divisional Command has temporarily over-ruled the Major's request. MI 1st Division has been scrambled back home. The bugs hit Mars three days ago, and we need every able bodied trooper we've got. ------------------------------------------------------------------------------- Mission 8 - Desert Swarm ------------------------------------------------------------------------------- Story 19:30 August 19th 2370 UPDATE The arachnid offensive continues. Eggfalls have been reported across the breadth of Terran space. The Terran Fleet is hard pressed responding to so many emergencies. Likewise, MI resources are becoming stretched as the frontline expands. Now the Arachnids have invaded Mars. Our oldest Terran settlement is crawling with bugs. Terran industry on Mars has been brought to a complete stand still. The oilfields are burning and our factories lie in ruins. This is too close to home, we must drive these bugs back! Mission Briefing Starship: TFT Audie Murphy Operation: Desert Swarm Mission Sector: 438 Good evening, Lieutenant, the Audie Murphy is holding orbital formation above Mars. Arachnid eggfalls have been pummeling the Martian surface for the last three weeks. The bugs have smashed every major Terran habitat, and now have invaded the oilfields. MI have committed five entire divisions to wipe the arachnids from the surface of our sister planet. In memory of the Martian pioneers, we cannot let one inch of red soil fall to the arachnids. Your mission objectives are as follows: Your strike team will deploy in the North Cydonian oilfields. Your mission sector contains five oil rigs, all of which are currently burning. The arachnids are clearly trying to sabotage the Martian industry. Your strike team must include at least one combat engineer. The engineer will be responsible for bringing the oil fires under control. As you sweep through the mission sector, destroy any arachnids or arachnid tunnels that you encounter. Be advised that ground forces have reported contact with a new arachnid variant. We're calling it the Rhino, because of the way it charges anything that moves. Be extremely cautious approaching these creatures. One final thing, be advised that Command HQ has prohibited the use of nuclear ordinance on the Martian surface. Ground forces are ordered to minimize structural damage to any equipment owned by the North Cydonian Energy corporation. Proceed now to assemble your strike team. Summary of Objectives 1. Use an Engineer to extinguish all oil fires in the Mission Sector. 2. Rescue any civilians. 3. Nukes are prohibited. +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ | Start of Desert Swarm Walkthrough | +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ This mission should not be too difficult, by now all your troopers in your strike team should be able to wear armor suit, so equip them. To assemble your strike team, as usual 3 troopers with missile launcher, remember to equip more troopers with lightrifles MK2 as it is very useful against the new bug - Rhino. The rest is up to you. Your strike team will be deploy in the North Cydonian oilfields, you will be able to see a couple of warrior bugs and one bughole, destroy them and send your combat engineer to repair the first oilfield. Now go to the ammo dump to reload your ammo. As you move across the burned field, there should be a couple of Rhino there kill them and regroup your strike team together as there will be a number of warrior bugs attacking you. Go to the right hand side where there is one ammo dump is located, as you approach the ammo dump a tanker will emerge together with one new bughole, kill the tanker and destroy the bughole. Now go and reload your ammo dump. As you walk to the second oilfield, you should be able to see another bughole at the other side of the field destroy it with you missile launcher, and go to the second oil field. There should be 2 Rhino await you there kill them. Now send your combat engineer to repair the second oilfield. After that, you should regroup and go the left hand side of the path where there are 2 warrior bugs waiting for you, kill them. As you make the turn to the canyon you should be able to see a number of warrior bugs with one bughole destroy them. As you walk to the bughole you will see something like a landing place, and Ensign Desilva will ask you to rescue those engineer trap inside the complex, now go back to the entrance of the canyon you will see a openning to the complex with 4 engineers there. Go there and escort them to the landing place for retrieval. Now after rescuing the engineers, go back to the ammo dump and reload your ammo. Go back to the first junction you came across, and make your way to the 3rd oilfield. There should be one more bughole and a couple of Rhino waiting there. After taking care of them send your combat engineer to repair the oilfield. Now, this is when things get a bit tricky. As you move to the burned oilfield, there should be 2 ways to go to the 4th oilfield. The more obvious route will take you face to face with a brain bug and one bughole. The other route which is not that obvious is a bypass of the brain bug. I won't recommend you to take this route, as I said kill them all. So as you approach the brain bug, it will send out a lot of spitter bugs that is really annoying, so you have to kill them quick. You can't use your missile launcher on the brain bug as it has a enegry shield protecting it and the bughole so save your ammo. There are two way to get pass the brain bug, one is to charge to it, which I think is not really wise to do but it can give your strike team good experience. Another better way, is to use your air strike on the brain bug but make sure your strike team has a safe distant from it. Your air strike will clear up almost everything there, so move on and clear up the rest of the bugs. As you approach another junction, the right hand side of the path will take you back to the 3rd burned oilfield, the left will bring you to the 4th oilfield. There should be some bugs around the area, kill them and send your combat engineer to repair the 4th oilfield. As you finish repairing regroup your team and move on, now enjoy a short screenplay of Sergent Nixon nuking the 4th oilfield. The end result of this screenplay let you to the 5th oilfield. As you approach the last oilfield there should be one more bughole and 2 Rhino destroy them, and send you combat engineer to repair the last oilfield. After the last oilfield is repair Ensign Desilva will give your retrieval point, go there and call for retrieval. Mission Accomplished !!! +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ | End Of Walkthrough For Desert Swarm | +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ Debriefing Good work, Lieutenant. Already, Command HQ are hailing this operation as a massive victory. We have beaten the bugs back on every front. It will be another week before every last bug is dead, but the arachnids will think twice before assaulting Mars again. I have read your report regarding the friendly fire incident, and I have recommended disciplinary action be taken against Sergeant Nixon. I am afraid, though, it will take some time before you get a result on this. Let us just be thankful that no one died as a result of Nixon's recklessness. As for now, don't get too comfortable. Your platoon must transfer to the Internal Security vessel, TFTC Xenophon. Major Bishop has further work for you. ------------------------------------------------------------------------------- Mission 9 - Hydra ------------------------------------------------------------------------------- Story 21:00 October 4th 2370 UPDATE With refugee numbers continuing to grow, the Terran Council has been nearly overwhelmed by the task of feeding and housing these victims of the war. Citizens everywhere have rallied to the cause, and many refugees are finding new homes far from the front. The liberation of Mars was an inspirational victory, enlistment numbers have now skyrocketed. Thankfully the bug offensive has slowed in pace. The MI continues to respond to trouble spots across space, but the number of incursions has lessened. The capture of arachnid prisoners has given us greater understanding of the bugs weaknesses. However, Colonel Holland still struggles to understand the workings of the arachnid Brain. We must understand the bugs, to beat the bugs! Mission Briefing Starship: TFTC Xenophon Operation: Hydra Mission Sector: 01 Good evening, Lieutenant. I want to remind you that every aspect of this mission is highly classified. All members of your platoon have been placed under oath. We are at the farthest reaches of Terran space, and about as far as one can get from the Arachnid Quarantine Zone. TFTC Xenophon is holding orbit above an experimental farming station, code named Hydra One. It is a completely automated production facility, monitored by a handful of tech personnel. As the number of Terran refugees grows, we need to be able to feed all those hungry mouths. Here at Hydra One, they were cultivating the same high protein fungus that the bugs use to feed their own colonies. The test phase was all but completed, and the early results were extremely promising. It seemed that soon we would be able to feed millions of refugees. Then, one month ago, Command HQ lost contact with Hydra One. Since arriving in orbit we have been unable to get any response from station personnel. The emergency power shield around the base has been activated, all other systems are either off-lined or running on emergency power. Until that shield is deactivated, we cannot know if there is anyone alive in there. Our mission objectives are as follows: We will drop onto the base's secondary landing strip. It has been unused since the construction crews left two years ago, but will be suitable for our purposes. Tac-recon have confirmed the presence of arachnids on the surface, so we must be cautious. We must then proceed directly to the central base and establish a means of entry. Once we are inside the station, I will make a fresh assessment of the situation. Your team is to protect me at all times, and assist any survivors we may find there. Proceed now to assemble your strike team. Summary of Objectives 1. Escort Major Bishop to Central base. 2. Ensure Major Bishop survives until retrieval. +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ | Start Of Hydra Walkthrough | +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ This will be a tricky mission if your strike team are not all with armor suit, I advise you to start all over again. To assemble your strike team, equip at least 3 troopers with missile launcher the rest with a good mixture of different weapons. As your team are deploy, you should see one bughole stright away. Destroy it and near by there should be one bomber bug and one warrior bug, kill them and walk to the mark place, Major Bishop will tell you something about the convey thing. So as you go back to the field where you were deploy you should be able to see another 2 bomber bugs running around, use your Lieut. to bounce to them and activate your power shield as you watch them die. Now regroup and proceed to the right hand side of the path, forget about the left hand side as there is nothing there. As you proceed, you will be able to see something like a tube structure ahead, but before that you should stop and regroup for something is going to happen, there should be a group of Chameleon bug which are invisible to you, as they appear kill them all. Now repair your damage armor suits and continue. After you pass the tube structure, you should come to one light post. Group your team there, from there you should be able to see 4 bomber bugs and a couple of warrior bugs walking around there. Use your Lieut. and bounce in between the 4 bomber bugs and activate your power shield to kill those 4 bomber bugs and warrior bugs, by now you should alarm some more warrior bugs in a nearby bughole. So bounce back to your strike team and regroup to destroy the bughole, expect a tough resistance from them. Once you have destroy the bughole go to the ammo dummp to reload your ammo. Then go to your first waypoint. Major Bishop will tell you that in order to get into the base you have to deactivate the power shield from inside the base through the convey tube. So on we go to the convey bay. As you proceed kill the two warrior bugs found in the field, as you walk on you should be able to go to the other ammo dump through a small path. Get into that destroyed convey bay, and you will be able to see one spitter and one warrior bug there use your Lieut. to bounce to it and kill both on them. Now you will be able to see one spitter bughole there, use your airstrike to destroy it and then bounce to it and clear up the remaining spitter bugs and warrior bugs around that field. After you have clear this area bounce back and reload your Lieut's ammo. Now regroup and walk to the only route to the convey bay. As you proceed a tanker will emerge together with one bughole kill them all. Now proceed with cautions, there will a lot of warrior bugs around this area. As you come to a junction, the right hand route will get you to the convey bay so proceed with cautions as you are surrounded by bugs from both side. As you proceed you will be able to see one BIG bughole on the wall of the convey bay. Proceed slowly as a lot of warrior bugs will come out from the bughole. As you come close enough destroy it with your missile launcher team, and Major Bishop will tell you that this is where those bug got into the base as this is the only convey bay which is not damage but it is not working as it lack of power, so you have to activate the generator in the middle of the map near the base. Ignore it first, clear up the remaining bugs, and reload your ammo at the near by ammo dump. Now proceed to the left hand route of the junction, as you proceed a tanker will emerge together with one bughole so destroy them quick as there is one more bughole near by. After you have destroy the other bughole proceed to the last ammo dump at the end of the map. After reload your ammo, proceed to the bottom right of your Tac map, you should be able to see a brain bug and a bughole there. Destroy them with your last air strike. Now proceed back to the generator, be careful of choosing your route, you should go back to the route you have clear, the only path that go to the generator which has a lot of Chameleon bugs waiting for your strike team just avoid them by taking the path you came from. We have to find another way to go to the generator, go back to the first waypoint where you find your first ammo dump. As you reach there, the generator is located on top of the hill, use your Lieut. to bounce on to it, and activate the generator. After activating the generator jump down and regroup with your team. Major Bishop will tell you to send one trooper to the convey bay and ask the rest of the team to wait at the main entrance to the complex. There are only 2 entrance to the complex, one is the main entrance and the other is at the back of the complex where the entrance to the base is located. As your trooper reach the convey bay he will be transported into the base, and Major Bishop will tell you to deactivate the power shield. After deactivating the shield regroup your team together, and clear up the remaining few warrior bugs inside the base. As you reach the waypoint to the base don't let Major Bishop go to the waypoint yet. Now, use your combat enginner to lay all the land mines at the back entrance to the complex just to prevent any bugs attack from behind. Now after laying all the 110 mines, you should reload your ammo at the ammo dump near by, now you can send Major Bishop into the base. After Major Bishop is inside the base, 2 more bugholes will appear, one near the ammo dump and another over the other side of the complex, destroy them with your missile launcher team before they can produce more bug. As your back is protected by the land mines those bomber bugs won't be able to get to you. After Major Bishop has finish downloading the data he needed, regroup with him and get out of there quick as he already set the auto destruction on. You should be able to make it back to the main entrance quite easily, and there will be another bughole near the field, destroy it. By now, the base will blow up. So go to your retrieval point and call for retrieval. Mission Accomplished !!! +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ | End Of Walkthrough For Hydra | +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ Debriefing That was a near thing, Lieutenant. I was glad to have your people at my back. The loss of Hydra station has been a grievous setback to millions of Terran refugees. However, we must not give up the fight. I intend to discover how the arachnids located Hydra base. Perhaps they have some psychic ability to sniff out our secrets. Or perhaps we harbor a traitor in our ranks. I intend to seek Colonel Holland's opinion on this. I will leave you now to return to your Company. Remember: you may not discuss your last mission with anyone, not even your divisional commander. The Xenophon will rendezvous with TFT Audie Murphy, farewell Lieutenant. ------------------------------------------------------------------------------- Mission 10 - Young Pioneers ------------------------------------------------------------------------------- Story 11:30 November 10th 2370 UPDATE Terran morale has taken a beating with the loss of Europa and other outer ring colonies to the bugs. The bugs are relentless in their assaults upon fragile Terran habitats. We cannot compete with the bugs' ability to adapt to hostile environments. Increasingly, Terran citizenry are becoming alarmed, as the bugs strike closer to home. The MI propaganda machine has gone into overdrive. Terran networks are now saturated with positive media, showing victories not defeats, heroes not caskets. The message is an important one: we must never give up the fight! Mission Briefing Starship: TFT Audie Murphy Operation: Young Pioneers Mission Sector: 53 Good morning, Lieutenant, your platoon has been chosen for a very special assignment. Command HQ is in need of positive images of Terran civilians reclaiming their lives in the wake of the war. People have been too focused upon what we have lost, and not what we have won back. MI media want to turn around the public's perception of this conflict. Consequently, the Audie Murphy is in orbit around New Wellington. NW was evacuated eight months ago after a particularly vicious arachnid assault. New satellite surveillance has indicated that the bugs have been slow to establish a tunnel network. Command HQ have decided the time is right for us to strike back, and retake New Wellington. Your strategic objectives are as follows: Your team will deploy at the civilian settlement of Huntonville. It is a small farming settlement, south of the major areas of arachnid devastation. Tac recon reports a minimal arachnid surface presence, and a very limited tunnel network. Your primary objective will be to sweep your mission sector clean of arachnids and to destroy any tunnel entrances. You must take a Combat Engineer to repair any structural damage caused by the bugs. Once you have give the all clear, we will send transports down containing settlers previously evacuated from Huntonville. An MI Combat Journalist, Major Donald Munroe, will accompany the settlers to get footage of this occasion. You are to assist Major Munroe and provide escort to the settlers as they return to their farms. The loss of Major Munroe or the deaths of any settlers will compromise the viability of this mission. We need happy families, not corpses, Lieutenant. Summary of Objectives 1. Clear the mission sector of arachnids. 2. Escort Major Munroe and his media team. 3. Assist farmers returning to their homes. 4. Ensure that Major Munroe survives the mission. +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ | Start of Young Pioneers Walkthrough | +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ This is an easy mission for your troopers. Your main objectives were to escort Major Munroe, a TV announcer and his cameramens to several waypoint in the mission sector to of course take some pictures. After that has been taken care of assist those farmers to their home and then take Major Munroe back alive. No airstrike will be available to you for this mission, so be careful. To assemble your strike team, as usual at least 3 troopers with missile launcher, the rest a good mixture of different type of weapons. Most of the bugs in this mission are warrior bugs so not to worry. Your strike team will be deploy in the middle section of your Tac map, as your team is deploy fleet commander will inform you that Major Munroe will be dropping down soon without taking their advise to wait for your strike team to clear the area, so wait for him. After the Major arrive regroup him and his cameramens with your own strike team, there should be an ammo depot near by, and several warrior bugs and one bughole kill them and reload your ammo. Your first waypoint will be the hydro power plant on the north of your Tac map just after the bridge. I will ignore it first and take Major Munroe to finish taking picture of the whole mission sector at the same time clear up all the bug and bugholes around the mission sector. As you scout around the mission sector, you will come across one brain bug and a bughole on the over the north west side of you mission sector, ignore him you don't have the fire power to kill them. After you have finish taking picture for Major Munroe, now go to the hydro power plant, as you approach the bridge a tanker will emerge together with one bughole kill them, and continue, there should be 2 more bugholes and the back of the small valley near the bridge destroy them as well. After activate the power plant, now you will have power for Major Munroe to transmit those picture at the Comm Centre bottom right hand corner of your tac map. So escort him to the Comm Centre, after he has complete to transmition, the first batch of settler will arrive at the north farm (the one nearest to 2 bridge), so go to them ASAP. There should be a new bughole behind the Comm Centre and a couple more new one along the way, so be careful and destroy them. After you reach the first settler, Major Munroe will tell them that they will be fine and everything is under control, and they will go into their house with power shield on. Now, go to the other 5 farms and escort all of them back to their house, there should be 3 more farm in the main field of your Tac map, one on the bottom left hand corner of your map and one on the upper left hand corner (near to the power plant). So escort them and kill all the new bugshole along the way. After you have escort the last of the settler back to their home, fleet command will inform you that a large bug heading your way, so go to your retrieval point quick. The retrieval point will be in the middle of your tac map where you first being deploy, there should be a couple of new bugholes around that area so be careful as you approach the retrieval point, you will also hear those settlers crying for help, just ignore them and save your own butt. Mission Accomplished !!! +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ | End Of Walkthrough For Young Pioneers | +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ Debriefing Well done, Lieutenant, your report makes everything clear. Your team performed brilliantly under, shall we say, "challenging" conditions. I don't know if he will ever win any awards but it can't but help Major Munroe's career to be filmed alongside one of the best platoons in the whole MI. As for the settlers, Command HQ plan to establish a planetary garrison to clean up the last of the bugs. Those people will be able to live peaceful lives, eventually. TFT Audie Murphy is now en route. It's yet another evacuation. We will resupply at FBS Ticongeroga before heading for Centennia. Your platoon should rest up for the next few weeks. ------------------------------------------------------------------------------- Mission 11 - Hell's Razor ------------------------------------------------------------------------------- Story 06:30 January 19th 2371 UPDATE Terran morale has shown a marked improvement in the wake of the propaganda drive, particularly after the demonstration to the public of new weapons technology. In a joint Fleet/MI operation, Nova class warheads were deployed against the Skinnies, humanoid allies of the arachnids. Public opinion has now swung towards a renewed offensive against the bugs, and victory seems within our grasp. The situation at the war front, however, remains unchanged. The bugs assault a new settlement every few weeks, and the MI still battle to keep them in check. These new super weapons will never replace the Mobile Infantry, because wherever the bugs strike, we are there are on the ground to meet them! Mission Briefing Starship: TFT Audie Murphy Operation: Hell's Razor Mission Sector: 95 Good morning, Lieutenant, The Audie Murphy is presently in orbit around Centennia, a mining colony in the Vegan system. The arachnid invasion has been ongoing for three weeks. The bug numbers are strong in the south, thankfully the majority of Terran settlements are in the north. MI 1st Division are responsible for evacuating these settlements. Command HQ are testing their new evac. doctrine. I have had confirmation that Fleet will be deploying new "Nova" class warheads once the evacuation is complete. Regarding the evacuation, your reputation for handling tough assignments has recommended your team for the following detail. Four hours ago, we received a rescue request from a strike team trapped in one of the southern mountain ranges. Fleet liaison was initially unaware that any operation was being conducted on the southern continent. From the mission logs, we have learnt that troopers from J Company are involved in a covert assignment, authorized by Major Bishop of Internal Security Services. Your mission objectives are as follows: Your team will deploy in the southern alpine region of Centennia Prime. You are to contact and assist the trapped strike team, commanded by Sergeant Nixon, of 3rd Platoon, J Company. Once you have relieved the strike team, you are to assist them to complete their original objectives. You must make contact with the commander of Terran research facility on Nine Cloud Mountain, and co-ordinate the evacuation of personnel from the base. Proceed now to assemble your strike team. Summary of Objectives 1. Locate and assist the trapped Strike Team. 2. Proceed to Nine Cloud Mountain base, and assist personnel. 3. Ensure Major Bishop survives until retrieval. +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ | Start of Hell's Razor Walkthrough | +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ There will be a lot of bugs in this mission trust me. So gear up your troopers with the most heavy weapon available, and make sure that everyone are in armor suits. To assemble your strike team, there will be a lot of bugholes so remember to equip at least one nuke launcher and 3 missile launcher. Also equip one flame thrower for those hoppers flying around. The rest make sure a good mixture of different weapons. Remember to bring along one medic, for those plasma bomb, it won't damage your suits but it will damage your troopers health so be careful. Your strike team will be deploy at the southern alpine region (bottom left hand corner of your tac map), Major Bishop will call you and let you know his location. As you move along you will be ambrush by a group of Chameleon, take care of them, and move on. No far from there, you should encounter a large amount of warrior bugs which keep on coming out, there is one big bughole at the bottom of the valley, use your nuke launcher to nuke it. Proceed now, but becareful, warriors bugs will keep on coming out from your back as there are still quite a number of bugholes at the bottom of the valley. As you progress you will come to a junction, you can choose any path you like as it will bring you to the same place. By now, you should have a couple of hoppers flying around your strike team, ignore them first but keep everyone in the group. After you have clear out the path and reach the north bridge, you can now kill the hopper, you can either use your missile to kill them or a better way is to let your Lieut. go away from your group but not too far, those damn hopper will attack him as they dive into your Lieut. activate your power shield and rock n' roll, the rest of your troopers will also shot at them. Have Fun !!! The best way to kill hoppers. As you cross the bridge you will able to see that the valley below are clawing with bugs. Ignore them for now, we will take care of them later on. As you move on to your waypoint, there should be a couple of warrior bugs waiting there, take care of them and meet up with Major Bishop and Sergeant Nixon with 4 new cap troopers. Reload your strike teams ammo at the ammo depot behind, assign one cap trooper to the cannon facing the entrance as your team reloading their ammo, (trust me you need time to reload after a long fight along the way). After fully reloading your ammo, regroup everyone and proceed onward. You will be able to see quite a number of plasma bugs firing and lots of bugholes below the valley, which you can't really reach them, forget about them first, kill all the warrior bugs that is in your way, and cross the 1st bridge. You can either go to the Nine Cloud base now, or just go on to clear up everything first. For me, I would prefer to kill all the bugs first. So after crossing the 2nd bridge you will encounter another group of hopper on the ground and warrior bugs also, kill them with your missile before the hoppers can fly up, from here you should be able to destroy one or two bugholes below the valley, as well as those plasma bugs. As you move on to the 2nd ammo depot you should face a tough fight toward it, with tanker, bugholes and a lot of warrior bugs, there also will be a lot of hoppers flying on top of your strike team, as you reach the ammo depot be prepare for a hell of a fight, hundreds of warrior bugs will come to you, as there is a brain bug and a bughole near by. Therefore, as soon as you clear up most of the warrior bugs, change your strike team to code red and charge towards the brain bug like crazy and kill him. Things will calm down after you have kill the brain bugs. Now, you can kill those damn hoppers flying on top of you, and scout the right hand corner of your tac map there should be a bughole at the end of it. After clearing everything there, move you team back to the ammo depot and reload your ammo again for another tough fight. As you move across the bridge to the Bio Lab, you will be attack by hoppers and warrior bugs take care of them, and from there you can go down to the valley and the fun begins, nuke every damn bugholes you see, trust me there will be a lot of them. Clear up all the bugholes in these valley, as you reach the bottom of the base, there will be a lot of hoppers for you to kill. There should be another brain bugs at the end of an valley in the bottom middle of your Tac map, charge towards him and kill it. Now that you have clear up all the bugholes and brain bugs, go to the base, there should be a lot plasma bomb fire at your team as you abroach the base, so keep track of your team health bar. Enjoy a short screenplay and go back to the Bio Lab. As you reach the Bio Lab a few more warrior bugs will attack you, let Major Bishop go inside the Bio Lab, and he will tell you that the lab is badly damage and the auto destruction is also damage, so you have to sacrifice one trooper to activate the destruction of the base. So choose one of the new cap trooper you get from the start of the mission to stay back and set the auto destruction. Now go to the retrieval point and call for retrieval. Enjoy a sad and heroic screenplay as you trooper go into the base and destruct the base. Mission Accomplished !!!! +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ | End Of Walkthrough For Hell's Razor | +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ Debriefing Well done, Lieutenant, the loss of Nine Cloud Mountain base is a major setback, but I believe that we can win back Centennia. As we broke orbit, Fleet destroyers deployed a barrage of "Nova" class warheads against the arachnid controlled areas. MI 6th Division will then move in to clean up the mess. Prepare now to transfer ship to TFTC Xenophon. Major Bishop has further work for your team. ------------------------------------------------------------------------------- Mission 12 - Invisible Fist ------------------------------------------------------------------------------- Story 04:30 March 15th 2371 UPDATE Command HQ is growing concerned over the lack of progress with the Brain bug. Colonel Holland is adamant that a breakthrough is imminent, but he has published no new findings in over six months. The bugs however seem more accurate in their targeting of Terran settlements, seem more determined to disrupt Terran industry. The MI are beginning to run low on veteran troops. While there is no current shortage of fresh recruits, experienced troopers are needed for tough assignments. New technology is being rapidly prototyped to maximize their survival rate in the field. With courage and ingenuity, we will beat the bugs! Mission Briefing Starship: TFTC Xenophon Operation: Invisible Fist Mission Sector: 15 Good morning, Lieutenant. I am sorry to have called you away from your company, but I need people I can trust on this mission. As I owe you my life, I wish to be completely candid with you as to the nature of my investigations. I have been assembling evidence of what I believe to be a high-level leak in Terran security. I believe that my suspicions have been validated by the invasion of Axel 6, the planet we are currently orbiting. Axel 6 is a another mining colony, of little strategic value to the bugs. Axel 6 is also home to one of our oldest research facilities, Grigori Outpost. The location of this base, as with the others, was a classified secret to all but the chief officers of Terran R'n'D. Presently, the only officer in this group who is in direct contact with the bugs is Colonel Holland. My inference is this: Colonel Holland, who has been working in seclusion with the Brain bug for the last eighteen months, has compromised the security of each major research operation. However, until I can prove these allegations, I must ask you to keep my suspicions secret, even from your own troops. Our strategic objectives are as follows: We will deploy in the vicinity of the Grigori Outpost, and assist with the evacuation of base personnel. Tac-Recon report that arachnid bombardment of the surface has caused a nearby volcano to become active. Your team is to provide escort for me as we travel through the mission sector. We are to contact the base commander, Colonel Chaplin and assist with the evacuation. Chaplin once worked with Holland, but transferred here to take command of this facility. Information from Colonel Chaplin may help me prove my suspicions. Proceed now to assemble your strike team. Summary of Objectives 1. Eliminate all plasma bugs from mission sector. 2. Assist Base Commander with evacuation of the outpost. 3. Ensure that Major Bishop survives until retrieval. +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ | Start of Invisible Fist Walkthrough | +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ Get ready for a tough mission. Equip everyone with your best weapons, at least 3 missile launcher and one nuke launcher. Make sure everyone are suited with armor suits. There will be a lot of bomber bugs and spitter bugs two most annoying bugs in the game so becareful. The reward for finishing this mission will be the MIST power suit which allow you to be invisible and sniper any bugs from a safe distant, best for killing brain bugs. Your strike team will be deploy at the upper left hand corner of your mission sector, fleet commander will inform you that no airstrike will be available until all plasma bugs has been destroy. Follow the road until you come to a turn, there should be a couple of bomber bugs and warrior bugs there, kill them and proceed with cautions, there will be two bugholes below the road nuke it. As you go to the 1st ammo depot, you will be ambrush by a group of Chameleon, kill them and reload your ammo. As you proceed forward, you can see two more plasma bugs one standing on the junction with 2 bridge another on the hill of the left bridge. Kill the plasma bug that is standing on the junction and then proceed to the right hand bridge and go down the road, kill those spitter bugs and bomber bugs there and one bughole will emerge as you go down the road. There should be another ammo depot near by, reload your ammo and destroy the plasma bug near by. There should be one brain bug near by so be careful not to go deep, as he will send lots of spitter bugs your way. Now go back to the junction and watch your back as the brain bug may send a few bugs to play with you. Destroy the plasma bug on top of the hill and proceed. You will be able to see the last plasma bug just over the next bridge. Be careful, there should be one brain bug near by also. Destroy the emerge bughole as you approach the plasma bug, kill it and go to the next waypoint assign to you. Watch you back as you retreat, the brain bug will send lots of bomber bugs and warrior bugs chase after your strike team so be careful. Your next waypoint will allow you to rescue a MIST trooper at the bottom left hand corner of your map (the field below the first turn after you are deploy). Before you proceed to the waypoint reload your ammo at the 1st ammo depot for a tough fight below. As you approach the MIST trooper, be prepare for a number of spitter bugs coming you way, kill them fast or they will kill your team after you have secure the situation move away fast and repair your damage armor suit fast, as they will keep on sending spitter your way. After you have rescue the MIST trooper, proceed to the outpost at the upper right hand corner of you tac map. There are two road leading to that outpost both side will be guarded by one brain bug. So go where you kill the last plasma bug. As you reach there, kill those bomber bugs and warrior bugs running around that area, destroy the bughole nearby, and the brain bug and a bughole are located below the bridge just use your air strike on it to wipe out the whole damn thing. Now cross the bridge and clean up the rest of the bugs. Go into the outpost and meet up with Colonel Chaplin. She will said that the volcano is going to explose soon, reload your ammo at the near by ammo depot and proceed to the air strip near by. There will be a group of Chameleon bugs as you make the turn to the air strip. The third brain bug are located below the bridge near the air strip, use your 2nd air strike on it and wipe out most the bugs and go to your retrieval point and call for retrieval. Mission Accomplished !!! +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ | End Of Walkthrough For Invisible Fist | +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ Debriefing That was a tough assignment, Lieutenant, I couldn't have done it without your team. Since our return I have learnt much from Colonel Chaplin about Holland. All that I can say for now is that it has confirmed my worst fears. I am about to present my case before a closed session of the Terran Security Council. Whatever happens, you must keep the secrets that I have shared with you locked away until such a time as Holland can be brought to justice. New Specialist assignment available: MIST ------------------------------------------------------------------------------- Mission 13 - CLASSIFIED ------------------------------------------------------------------------------- Story 06:00 April 8th 2371 UPDATE Command HQ now believes that Colonel Holland's methods have become unsound. On Holland's orders Operational Cakewalk was instigated. Three regiments were sent to Planet P to capture more arachnid Brains. Not one trooper made it back alive! Serious allegations have now been voiced by the Terran Council. Colonel Holland, for unknown reasons, has elected not to respond. The MI are stretched to their limit as arachnid assaults continue without any clear pattern. Somehow the bugs are becoming more accurate in their targeting of Terran settlements. Orbital defense satellites around Terra itself are destroying at least one egg cluster a week. We must never give up the fight! Mission Briefing Starship: TFTC Xenophon Operation: CLASSIFIED Mission Sector: 01 Good morning, Lieutenant, the Xenophon has just entered an occluded orbit above Edenwell, third planet in the Canopus system. I carry with me a warrant for the arrest of Colonel Holland. After my testimony before the Terran Security Council, the councilors voted unanimously to bring Holland in for questioning. As the Colonel has not responded to any communique in the last week, we must surmise that he is aware of our plans. In addition to this, a jamming satellite is interfering with our sensor array. Tac-Recon are unable to create an image of the mission area. The only image of the mission area we have was taken shortly after the base was constructed. Our strategic objectives are as follows: We will touch down in the north-eastern airstrip and proceed directly to Holland's base. There is an MI garrison stationed here. Unless they grant us free passage, we must assume that they are in league with Holland. If they try to stop us, you are authorized to use lethal force. Those pillbox structures are special arachnid containment units. If we do not find Holland in his base then he will no doubt be skulking in one of those pens. Our orders are clear, we are to arrest Holland. We must be cautious though. Holland is a powerful psychic, and will no doubt try to resist arrest. I will rely on your team to watch my back at all times. As for the Brain bug, it must be destroyed. Proceed now to assemble your strike force. Summary of Objectives 1. Arrest Colonel Holland. 2. Eliminate the Brain Bug. +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ | Start of CLASSIFIED Walkthrough | +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ Well this mission is to kill a traitor Colonel Holland. There will be a tough fight before you can go to him, so be prepare. To assemble your strike team, at least one nuke launcher to destroy the hopper's pillbox, and 3 missile launcher for bugs pillbox. Lightrifle for those Rhino. Also make sure you bring along your new toy, MIST specilist. Your reward after finishing this mission will be 1st class armor and the best weapon plasma cannon. Your strike team will be deploy at the north-eastern airstrip, as you touch down the MI garrison stationed there will ask you not to proceed any further or else... Now, it time to have fun, use your MIST specilist to snipe out those MI on the cannon at the 3 bunkers and take out as much MI troopers inside the bunker. After you finish your sniper ammo return back to your team, and select any of your trooper that are using the 2nd class command suit to bounce into the bunker, activate your power shield and rock and roll. Repeat this procedure until the third bunker. Enjoy the short screenplay and regroup. Destroy the pillbox next to the first bunker and kill those warrior bugs from that pillbox. You will come to a cross junction both left and right road lead to one pillbox and the other path lead to the ammo depot. Destroy all the pillbox and warrior bugs and proceed to the ammo depot to reload your ammo. By now, there should be a couple of hoppers flying around you destroy them using the tactic I mentioned early on. After reloading your ammo, you will reach the bridge where there is a trigger there. Now, I guess there is a programming bugs in this mission, if you trigger it, fleet commander will ask you to rescue the scientist behind the hill, but you won't be able to finish the game as instructed. Let's trigger it, as you cross the bridge you will rescue the scientist and guard them until the retrieval boat come. Now, proceed to the 2nd bridge, as you cross the bridge there will be a few hoppers flying around, some warrior bugs and some Rhino too. Kill them all, and use your missile team to destroy the nearby pillbox. Move to the Rhino pillbox destroy it, and use your nuke for the hopper's pillbox. Clean up the place and kill those hopper bugs above you. Now go to the 2nd ammo depot to reload your ammo. After reloading, move slowly to the bomber bugs and destroy the bomber bug pillbox nearby. You will be able to see a group of bomber bugs on the bridge and a couple of hopper flying around, kill the hopper, and the bomber bugs will explose by itself to destroy the bridge that connect to the airstrip. Now proceed to your left and there will be another 2 pillbox, one is a bomber bug's pillbox another warrior bugs. Destroy both of them and clean up those remaining bugs. If you cross the bridge that is in between the two pillbox, you will reach the other side of the mainland bypassing the 2nd island, but it is a good place to destroy the 2 pillbox located there at the 1st island. One of it is a hopper's pillbox and another spitter pillbox below the bridge. Destroy both of them. Now go back to the other bridge and go to the 2nd island. There should be 3 more pillboxs located in the 2nd island, 2 warrior bug's pillbox and one bomber bug's pillbox. Destroy all of them. Now proceed to the north bridge and go to the Colonel dog tag. There should be another 2 more pillbox there, one a warrior bug's pillbox another is a rhino's pillbox, destroy both of them and clean up the remaining bugs, and hoppers flying on top of you. Don't pick up the dog tag yet, as you move along, you should be able to see a number of hoppers sitting near the building kill them with your missile launcher. Now reload your ammo at the nearby ammo depot. As you pick up the Colonel Holland dog tag, and fleet command will tell you that Colonel Holland and the brain bug are at the airstrip at the 3rd island where the bomber bug destroy the bridge and if you failed to kill Colonel Holland, the fleet command has other offensive against it. Now, here is the problem come in, if you have already trigger the rescue scientist waypoint, you should just stay at the north west of the map and kill those hoppers flying around until counter meassure has be taken. After, Colonel Holland has been shot down by the fleet, your retrieval point will be given, and go to the retrieval point and call for retrieval. (The retrieval point is at the 3rd island) If you want to finish the game as instructed, first ignore the rescue scientist trigger, finish everything including the killing of Colonel Holland than go back to the trigger and rescue the scientist, then go to your retrieval point. I don't know, some people didn't have this problem, but I do encounter it so it is up to you to decide what tactic you want to use. Mission Accomplished !!! Side note on the problem:- I've decided to try this mission again with the patch v1.1, and managed to finish the mission as being order that is to kill Colonel Holland and then call for retrieval. So the patch actually have some good points in it. ^_^ +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ | End Of Walkthrough For CLASSIFIED | +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ Debriefing Lieutenant, I have already informed the Terran Security Council of the tragic death of Colonel Holland. His selfless sacrifice in the fight against the Brain bug will be an inspiration for all Terran citizens. While it chokes me to praise a traitor, I can only reinforce the sentiments of the Terran council. People are not ready to confront the reality of Holland's treachery. All Terrans must unite in common cause against the bugs, rather than allow the truth of Holland's betrayal to tear us apart. I wish you and your team well in the future, Lieutenant. Let us both pray that the war will be over soon. The Xenophon will arrive at Fleet Battle Station Ticongeroga in thirty days. Your platoon will then rejoin your company on board TFT Audie Murphy. Farewell. New weapon type available: Plasma Gun. New weapon type available: Plasma Cannon. New armor class available: 1st Class Command. New armor class available: 1st Class Scout. New armor class available: 1st Class Marauder. New tech item available: Nova Bomb. ------------------------------------------------------------------------------- Mission 14 - Recovery ------------------------------------------------------------------------------- Story 08:30 September 20th 2371 UPDATE Command HQ are now faced by the realization that the Terran Federation is rapidly running low on resources. During the time it takes to train just one trooper, the bugs are able to hatch another thousand warriors. Given the current rate of resource expenditure, the Terran Federation can only continue the fight for another twelve months. The memorial service for Colonel Holland has changed public opinion in favor of a renewed assault against the bugs. Holland's tragic death while preventing the escape of Brain bug has inspired Command HQ to return to Planet P. It appears the bugs take prisoners too. We're going down into bugtown, and we're taking our Troopers back! Mission Briefing Starship: TFT Audie Murphy Operation: Recovery Mission Sector: 12 Good morning, Lieutenant. You should be familiar with our current theatre of operations. The Audie Murphy is in orbital formation above Planet P, as preparations begin for the big push. Six months ago, on Holland's orders, Operation Cakewalk was instigated. Capture teams were sent below to capture further members of the arachnid intelligence caste. The Operation was a disaster, the bugs knew we were coming. Three entire regiments vanished without a trace, deep within bugtown. In early August, surveillance satellites detected a faint comms signal emanating from beneath the surface. The message was SOS. Even though this may be a trap, Command HQ has decided to attempt the rescue. The MI leave no one behind! Your mission objectives are as follows: Your strike team is on rescue detail. You will descend approximately 200 meters beneath Planet P. A recon team has mapped a route to a ventilation tunnel close by the source of the distress signal. You will need to use a Scale One Nova Bomb to blast your way through the tunnel wall. Make sure you assign a Nova Bomb to a member of your Strike Team. While you search the mission sector, marauder teams will conduct diversionary skirmishes. This will hopefully divert the bugs' attention from your activities. You are to liberate any Terran POWs you encounter. Be on the look out for any MI's under psychic compulsion. Under Article 15, you are authorized to use lethal force if they threaten the viability of your mission. Just make sure you bring our people home Lieutenant, or at worst, their dogtags. Once you have swept through the mission sector, we'll have a scout team there to lead you out. Proceed now to assemble your strike team. Summary of Objectives 1. Use Nova Bomb to enter arachnid tunnels. 2. Investigate source of distress signal. 3. Assist any trapped MI personnel. 4. Minimise casualties. +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ | Start of Recovery Walkthrough | +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ This mission should not be any problem, with the new 1st class armor you optain after Classified mission, and the new plasma cannon, making this mission looks like a milk run. Now, equip all your sergeant and Lieut. with 1st class armor which allow your Lieut to use both weapon at the same time, your Lieut. with plasma cannon, this baby got range, power and fast firing. As usual 3 troopers with missile launcher. By now you are allow to bring 17 troopers, so good luck. As always, MIST specilist is a must. And also let one of your trooper to bring the Nova bomb. Remember to equip a few more scout armor suit as it will be really dark inside the tunnel you will need the light on the scout armor. Your strike team will be deploy at the bottom right hand corner of your tac map. Place your nova bomb on the ground and it will make a hole connecting to the other side of the tunnel. As the bomb explode, one new bughole will emerge inside your starting point, destroy it. You will notice that your Lieut. with plasma cannon will shot at the bugholes and bugs even you can't see them. As you proceed to the main hall, there will be 5 more tunnel for you to choose from. At the end of the 1st right hand tunnel there is a bughole in it. The 2nd tunnel will lead you to the distress signal, whereas the 3rd, 4th and 5th tunnels will lead to the same place, at the end of this tunnel is a ammo depot, clean up this area first, as there will be a numbers of bugholes inside if i'm not wrong there are 4 bugholes inside, don't worry it won't give you much problem. After cleanning up the area, now go to the 2nd tunnel which lead to the distress signal, destroy the bugholes and warrior bugs along the way. As you reach the junction, there are 3 tunnel to choose from the 1st tunnel lead you to the main hall, and right hand tunnel (shorter tunnel) lead you to another bughole, and the left tunnel lead you to the distress signal. As you approach the signal you will rescue Sergeant Peatree, he will tell you that he is the only one alive and the rest of the 20 troopers are living dead, so you have to kill them and get all their dog tag back. At the end of this tunnel is a ammo depot and a bughole, destroy it and reload your ammo. Now, let's go and hunt down those troopers one by one, they will be moving around the map. As you proceed to the 1st tunnel it will lead you to the main hall where the brain bug are located. As you move on to the 3rd ammo depot, there should be a one bughole near the ammo depot so destroy it. Another bugholes is near the shortest tunnel. The brain bug is located at end of the largest tunnel. As you move into the largest tunnel, a new bughole will emerge destroy it, another bughole will be at the far end of it, from there you can use you MIST to sniper the brain bug out, and regroup your team to destroy the bughole near by. There should be a couple more bughole at the end of each tunnel destroy them, and after you have collect all the 20 dogtags, go to the retrieval tunnel and go home. Mission Accomplished !!! +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ | End Of Walkthrough For Recovery | +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ Debriefing Welcome back, Lieutenant, your report makes for chilling reading. It is clear from Sgt. Peatree's testimony that there was no way to bring those troopers home. Your team has acted entirely in accord with Article 15 of the Terran Military code, there was nothing else that you could do. The troopers' dogtags which you recovered will be forwarded to their families. They will be posthumously awarded the Badge of Valor, for their bravery. I know that we can count on your discretion in this situation. The Audie Murphy is now returning to Fleet Battle Station Ticonderoga. Rest well, Lieutenant, you've earned it. ------------------------------------------------------------------------------- Mission 15 - Heaven's Gate ------------------------------------------------------------------------------- Story 20:00 October 3rd 2371 UPDATE With resources stretched to their limit, Command HQ is now determined to mount a big push against the Bugs. After nearly two years of conflict, Terran strategists have developed a watertight doctrine to defeat the bugs once and for all. It relies upon new 'secret' weapons which are still being developed. One of these weapons involves an alien technology discovered some five years ago on Planet G. Planet G is located within the boundary of the AQZ, and our spy satellites indicate that bugs have invaded. This technology must be returned to Terran control. We must liberate Planet G at any price! Mission Briefing Starship: TFT Audie Murphy Operation: Heaven's Gate Mission Sector: 01 Good evening, Lieutenant, we are uncomfortably near the boundary of the AQZ. The Audie Murphy is in orbit about a classified world, known only as Planet G. Planet G has been under federal scrutiny since the Ambrose expedition discovered remnants of an unknown alien civilization five years ago. This pre-war survey team detected unique spatial properties associated with the buildings in the island chain. In summary, what Ambrose discovered was that the four islands are part of a temple complex. Altar stones within the complex are capable of instantly transporting a person to different points within the island chain. The strategic value of this teleporter technology is immeasurable. Command HQ believe that it will prove essential in the Big Push. Twenty eight days ago, spy satellites detected an arachnid eggfall. The temple complex is now controlled by the bugs. Command HQ has placed a top priority on the reclamation of Planet G. We needed one of our best teams for the job. Your strategic objectives are as follows: You will deploy on the northern island in the chain. Your team will then sweep each island clear of arachnids. You must kill every bug in the mission sector. You will need to use the transport stones in order to move your team from island to island. Professor Ambrose stated in his report that each of the temples must be visited in order to activate certain transport stones. Once you have cleared all the islands of arachnids, and destroyed the egg cluster on the central island, a tech team will deploy and begin analysis. It has been requested that your team attempt to minimize structural damage to the site. Do not destroy any of the temples! Lieutenant, it looks like there are plenty of bugs down there. Field intelligence recommends the use of nuclear ordinance to clear the egg cluster. Summary of Objectives 1. Eliminate all arachnids from the island chain. 2. Nuke the arachnid egg cluster. +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ | Start Of Heaven's Gate Walkthrough | +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ This mission won't be that difficult if you know how. You will need to bring along one trooper with nuke launcher for the egg cluster, no need to bring missile launcher, all equip with lightrifle, morita chaincanon and plasma canon. You will have to split your team into 3 group as you progress. Your strike team will be deploy on the northern island chain, as you can see there will be 3 teleport in each island with temple. The middle teleport you to the central island where the egg cluster is located. First visit the temple and clear up the bugs, there will be a number of bomber bugs here. Reload your ammo at the near by ammo depot and go to the teleport that is next to the ammo depot. You will be transport to the largest island. Kill the warrior bugs here and visit the temple. After visiting the temple go to the middle teleport and kill all the bomber bugs and warrior bugs there now, garrison on squad of your team here facing the teleport and ask them to hold ground. They should be able to take care most of the bugs that teleport from the central island. Now move the rest of your team to the other teleport, kill the 2 warrior bugs and reload your ammo and go to the teleport. It will bring you to the 3rd island, clear out every bugs in this island and garrison another squad in the middle teleport, as what you did before. Now move your last squad, visit the temple and go back to the first island where you landed. Clear up the bugs that were teleport here reload your ammo. There are two ways of doing this, you can use your MIST to be invisible and teleport to the central island take care of the 3 brain bug and then teleport back to regroup with your last team and then teleport together to take care of the remaining bugs and nuke the egg cluster. Or just teleport the last squad together and fight those bugs, while you use your MIST to knock out the 3 brain bugs or just use airstrike (but becareful it could also wipe out your own team). After you have clean up the central island, your northern island should now be infested with some more bug, you can now regroup all the 2 squad and take care of the remaining bugs in the northern island. After you finish every single bugs in your mission area, fleet command will assign your retrieval point at the central island, so go to the retrieval point and call for retrieval. Mission Accomplished !!! +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ | End Of Walkthrough For Heaven's Gate | +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ Debriefing Excellent work, Lieutenant. Your platoon has once more distinguished themselves. With Planet G once more under Terran command, we will soon unravel the secrets of this teleporter technology. For now we must leave it in the hands of the technicians. We are now en route to Sirius, ETA 23 days. The Psychic Academies are being bombarded by egg clusters. I'll have more details when we arrive. ------------------------------------------------------------------------------- Mission 16 - Mindsnare ------------------------------------------------------------------------------- Story 10:00 November 14th 2371 UPDATE Now that Terran scientists have unraveled the workings of the Ambrose teleporters, Command HQ are now preparing the other new weapon for the Big Push. Special Talents have been undergoing rigorous training at the Sirian Psychic Academy. Presently, the students are completing the last of their training. Drawing upon Colonel Holland's painstaking research into the psychic abilities of the Brain, we have developed our own Terran talents to give us the edge against the bugs. The psychic troopers will help us hunt down the leaders of the Arachnid Swarm and destroy them once and for all! Mission Briefing Operation: Mindsnare Starship: TFT Audie Murphy Mission Sector: 08 Good morning, Lieutenant, the Audie Murphy has just established stationary orbit above Sirius 3. Like anyone with FedNet access, you would be aware of the Federal recruitment drive for psychic sensitives. Sirius 3 is where these "special talents" are trained. Command HQ has been commissioning psychic graduates and sending them into the field with MI strike teams. Provisional feedback is inspiring. These special talents can sense things that we ordinary Terrans are blind to. Rumor has it that top brass believe these talents will be critical in next big push into Klendathu. Two weeks ago a dozen arachnid egg clusters struck Sirius 3. Intelligence believes the bugs, who are innately telepathic, have been drawn by the peculiar psychic resonance of so many special talents. Thankfully, orbital defense batteries have detected no further egg clusters. Your strategic objectives are as follows: Your team will deploy at an airstrip south west of Psychic Academy 23. A Special Talent, Colonel Cheng will deploy separately and will rendezvous with your team when they arrive. You must guard the Colonel as he is one of the best talents at our disposal. Failure to protect Colonel Cheng will result in the recall of your mission. Your team will then conduct a punitive sweep of the sector. All arachnids must be eliminated. Tac Recon report that the arachnids have not yet constructed a tunnel network. When you reach the egg cluster, you must destroy it with nuclear ordinance. The bugs can't be allowed to establish themselves here. When you have eliminated all bugs from the surface, and destroyed the arachnid egg cluster your mission will be complete. Do not concern yourself the students at the Psychic Academy, they are protected by a power shield. Proceed now to assemble your strike team, Summary of Objectives 1. Eliminate all arachnids from mission sector. 2. Nuke arachnid egg cluster. 3. Ensure that Colonel Cheng survives until retrieval. +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ | Start Of Mindsnare Walkthrough | +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ This will be a escort mission as well as a rescue mission. Bring along at least 3 missile launcher and one nuke launcher. The rest a good mixture of different type of weapons, especially plasma cannon. Your team will be deploy at an airstrip south west of the academy. As you are deploy, meet up with Colonel Cheng and move on. As you approach the bridge, go down and kill those bomber bugs and warriors bugs around that area. Now move away of the bridge and go left where there will be another 2 warrior bugs guarding there kill them, and also those hoppers that are flying above you. As you move across the bridge to the 1st island, Colonel Cheng will tell you that there are more that met the eye, continue on. Before you reach the ammo depot at the 2nd island, you can use Colonel Cheng Psychic ability to detect those Chameleon bugs that are hiding around the ammo depot, kill them all and reload your ammo. After you reach the mainland, Colonel Cheng will tell you that he can make your strike team invisible. As you reach the Com centre, fleet command will inform you that a group of tech engineer are trap there and asked you to guard them until the retrieval arrived. A new bughole will emerge near the retrieval point destroy it. After the tech engineer are being rescue you can continue on with your mission. There should be a couple of Rhino running around on the field kill them. As you make the turn a tanker will appear together with a bughole, destroy them. Now, as you make the another turn, you should be able to see the egg cluster and one brain bug there, so use your MIST to take out the brain bug first and then nuke the egg cluster. After you nuke the egg cluster, fleet command will ask you to eliminate all arachnids in the mission sector. As you move on to the destroyed egg cluster, a group of bomber and warrior bugs will attack you. A new bughole will appear inside the egg cluster, destroy it with your nuke, but make sure your team are at safe distant. Now, as you move on to the bridge, Colonel Cheng will tell you of a great danger ahead, just move on to the field fleet command will tell you that an egg cluster is going your way and destroying the power shield for the academy so you have to rescue those student. A new bughole will emerge as you approach the field, destroy it and move on. Here you will come to a junction the left will get you to the fallen egg cluster and the right will bring you to a brain bug and a bughole. Go to the right and kill the brain bug and bughole. By now, you will have a lot of hoppers flying on top of you, just ignore them now, and go back to the left as there will be a bughole as you come out, destroy it and the rest of the warrior bugs. Now take care of the hoppers that are above you, reload your ammo at the near by ammo depot, take your time to reload you will need a fully reload team. After fully reload, on the edge of the hill there should be another bughole and a couple of warrior bugs there kill them and destroy the hole. Now move back to the bridge, and take care of the hopper above you. Once you cross the bridge go to the way point, Colonel Cheng will talk to the student as a bus will appear from the back to carry those student. Fleet command will tell you to bring the student to the retrieval point at the northern field. Move your team to the back of the academy and wait for a while. A new bughole will appear, destroy asap, another 2 more bugholes will appear in front together with a tanker, kill them all. After clearing most of the damage, now move the bus as you cross the bridge, another bughole is there, destroy it and let the bus to the retrieval boat. After the student are safe, command fleet will give you your retrieval point, but said that it will take a while before your boat can arrive, so stay close to the retrieval point and call for retrieval fast, as it will take a few minutes before they arrive, and at the mean time, you will have to kill some warrior bugs and a couple of new bugholes around the area until the retrieval boat arrive. Mission Accomplished !!! +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ | End Of Walkthrough For Mindsnare | +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ Debriefing Welcome back, Lieutenant. That was a close call towards the end. The students have now been safely moved to an civilian transport. Colonel Cheng sends his thanks. As a result of the arachnid targeting of Sirius 3, Command HQ have now accelerated their preparations for the Big Push. We are now en route for FBS Ticonderoga where we will be transferring to a new starship. Our regimental transport will be the newly christened fleet flagship, Rodger Young 2. Once we are abroad, we will set our course for the AQZ. Our destination: Klendathu. New Specialist assignment available: Special Talent. ------------------------------------------------------------------------------- Mission 17 - Xenocide I ------------------------------------------------------------------------------- Story 07:00 December 31st 2371 UPDATE The Big Push has begun! After months of careful planning, Command HQ has assembled a vast invasion force to return to Klendathu. All available personnel have been scrambled to the AQZ. Twelve MI Divisions are now poised in orbit to strike against the bugs. Operation: Xenocide will be executed over the next twenty four hours. Sorties will carry on around the clock. Our first objective is the construction of staging areas. Once these bases are in place, Recon teams will be sent out to locate the Swarm Queens. We cannot fail in our objectives. The Queens must be found! Mission Briefing Starship: TFCT Rodger Young 2 Operation: Xenocide I Mission Sector: 116 Good morning, Lieutenant. This is an historic occasion. We stand poised at the brink of what could be our final assault against the bugs. Using psychic reconnaissance and new weapons technology, the plan is to exterminate the ruling caste of the arachnid swarm. Command HQ will synchronize our attacks, which will enable us to destroy their Brains and Queens in one simultaneous assault. Given their psychic connectivity to one another, the resultant psychic shockwave will cripple the entire arachnid race. This is the biggest tactical engagement in Terran history. Consequently, our resources are stretched to their limit. You should not expect to get much rest over the next twenty four hours. Chances are you will be on continuous assignment as soon as you hit the ground. We are all working to a tight timeline, Lieutenant, all our hopes rest upon synchronizing our assaults across Klendathu. Your initial objectives are as follows: Your team will deploy in the north-west of Mission sector 116. A temporary base, Strike Base 16 is under construction. Even now arachnid plasma bugs are starting to gather and are targeting our air vehicles. Your team must eliminate all plasma bugs from the mission sector, so that Fleet can continue to transport equipment to the Strike Base. Once the plasma threat is neutralized, Colonel Cheng will deploy to Strike Base 16. You are to provide escort for the Colonel, whose responsibility is to locate the entrance to the Queen's nest. You must guard Cheng at all times. Failure to protect the Colonel will put the entire operation at risk, and result in immediate recall. Xenographic analysis of the mission sector has pinpointed the sinkhole at the center of the map as a focus of arachnid activity. You must guard Cheng as he examines this area. Intelligence estimates there is a high probability that this may be the entrance to the Queens nest. Once you have a positive fix upon the location of the Queen, contact fleet and we will arrange for immediate retrieval. Proceed now to assemble your strike team. Summary of Objectives 1. Eliminate all plasma bugs from mission sector. 2. Escort and protect Colonel Cheng. 3. Locate entrance to Queen's nest. 4. Ensure that Colonel Cheng survives until retrieval. +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ | Start Of Xenocide I Walkthrough | +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ This will be the first of the final 4 missions to locate the queen bug. Your first priorty is to destroy all plasma bugs so that the fleet can transport equipment to the strike base and deploy Colonel Cheng to the strike base. To assemble your strike team, bring along 3 missile launcher and 1 nuke launcher. The rest a good mixture of different type of weapons. You will encounter a new warrior bugs called Royal warrior bugs, which is much more stronger and it combine the charge of Rhino, which is very dangerous so be careful. Your team will be deploy in the north west sector, behind the strike base. You will see 3 gun cannon there, for me, I will assign my 3 cap troopers to it, not much use, but just to keep them alive, as the Royal warrior bugs are really dangerous to cap troopers. Now, move your strike team to the left path there you will encounter with the royal warrior bugs for the first time. Kill them, and the bughole. There should be a plasma bug here destroy it. As you move on, you should encounter a brain bug at the end of the valley, kill it with your MIST specilist, and destroy the bughole near it. Reload your ammo at the near by ammo depot. There should be another plasma bug near you, destroy it and move on. As you reach the bottom right corner of your tac map, there should be a plasma bug on top of it and a brain bug below the valley, kill the plasma bug and sniper the brain bug from above, and make your way down and destroy the bughole there. As you move on, you should encounter another 2 more bugholes before your see the 4th plasma bug, destroy the plasma bug and those bugholes, and you will be able to see a lot of activity in the middle of the field ignore them first and go look for the last plasma bug. As you walk on, there should be another bughole and the last plasma bug at the end of the bottom left corner of your tac map, destroy them. After you have destroy all the plasma bug, go back to the base and rendezvous with Colonel Cheng. Escort Colonel Cheng to the middle of the map, and he will tell you to follow the Consort bug to the queen nest. At the mean time, destroy every bugholes and bugs you find in this area, then go to the waypoint where you kill the 2nd brain bug and Mission Accomplished !!! +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ | End Of Walkthrough For Xenocide I | +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ Debriefing Lieutenant, Command HQ are considering whether or not to continue with your mission or to recommend immediate recall. You cannot be faulted for your efforts to neutralize the plasma bugs. However, it was your stated mission objective to discover the whereabouts of the queens nest. You should rest up and consider any reinforcements that you may need to expedite this mission. Now that the plasma bugs are neutralized, we can get fresh troopers down to you if you require them. Stay frosty, Lieutenant, Colonel Cheng believes that the Queen is very close by. Let's hope Command HQ agrees with this assessment. ------------------------------------------------------------------------------- Mission 18 - Xenocide II ------------------------------------------------------------------------------- Story 11:30 December 31st 2371 UPDATE The Big Push continues. All across Klendathu, MI Strike Bases are sending out Recon teams. The hunt for the Swarm Queens goes on. Command HQ have so far recorded a 50% success rate, however, not all results are in. There are still Swarm Queens that elude our Special Talents. In preparation for Phase Two of Operation: Xenocide, special equipment is being deployed to the strike bases. Marauder teams on long range patrols are keeping the plasma bugs in check. We must locate all the Queens before night falls. Mission Briefing Starship: TFCT Rodger Young 2 Operation: Xenocide II Mission Sector: 117 Lieutenant, based on the strength of Colonel Cheng's report and your own superlative combat record, Command HQ have agreed to extend your mission time and to keep your team in the field. The reinforcements from your platoon should now have rendezvoused with your strike team. I cannot stress highly enough just how much rests upon your pinpointing the entrance to the Queen's nest. Recon teams elsewhere report having located "camouflaged" bug holes, which special talents have identified as leading to Queen arachnids. Be on the look out for such arachnid tunnel entrances. Your strategic objectives are as follows: Continue to provide escort for Colonel Cheng and protect him at all times. You must continue searching the sector until the entrance to the Queen's chamber is found. Your team should stay in visual range of the consort bug mentioned in Colonel Cheng's report. Tac Recon have not been able to perform a detail xenographic analysis of your current mission sector. This is Klendathu, Lieutenant, there could be anything out there. Once you locate the entrance to the Queen's nest, contact fleet and they will retrieve your team. Summary of Objectives 1. Follow Consort to it's destination. 2. Locate entrance to the Queen's nest. +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ | Start of Xenocide II Walkthrough | +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ If you follow the instruction given by Colonel Cheng, you should finish this mission in less than 20 minutes. This basically "follow the leader" mission, you just need to follow the consort bug to the queen nest. No need to bring any special weapon, just as what you got from the previous mission. You will continue what you let off from the previous mission. The consort bug will bring you around the map, so just follow it but not too close as you team might kill it. Keep a safe distant and ocasionally kill a few bugs. After a while, Major Reid your instructor at OCS will call for emergency, ignore him and continue on following the consort bug. Not long after, a big explosion will occur, and fleet command will tell you that a nova warhead has been deploy. Continue following the consort will bring you to the big hopper nest in the middle, and Colonel Cheng will ask you not to fire at them. Before you approach the bottom right hand corner of your map, kill all the hoppers that are flying on top of you. As you approach, the consort bug has reach the entrance for the queen nest, Colonel Cheng will tell you that this is the entrance and asked you to kill the consort before it tell the queen that we found the entrance, now move towards the retrieval point behind the queen entrance, and call for retrieval quick as a lot of royal warrior bugs may come your way. Mission Accomplished !!! +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ | End Of Walkthrough For Xenocide II | +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ Debriefing Lieutenant, you have accomplished one of our most important goals. Now that we have located the entrance to the Queen's nest, our mission schedule is back on track. It was a tough decision to ignore the distress call from Strike Base 16, but the nova strike in the vicinity of the base has reduced the immediate threat. However the base is not yet out of danger. Once you and your team have refreshed yourselves, we'll be sending you back down to save the strike base. ------------------------------------------------------------------------------- Mission 19 - Xenocide III ------------------------------------------------------------------------------- Story 16:40 December 31st 2371 UPDATE Strike Bases across Klendathu are reporting planet-wide counter attacks by arachnid forces. Vast armies of bugs have besieged all our bases as they sense our noose drawing tighter. Orbital barrages of Nova class warheads have dispersed most surface concentrations of the bugs. The remaining bug forces are now being mopped up by ground forces. Each base is now assembling a modified Ambrose teleporter. These devices will be taken down into bugtown during Phase Two of Operation: Xenocide. It is critical that we do not lose any of these teleporters to the bugs. We must defend our bases! Mission Briefing Starship: Rodger Young 2 Operation: Xenocide III Mission Sector: 105 Lieutenant, now that you have had a brief pause, we're sending you back to the action. Strike Base 16 is still under threat from the arachnids. The bugs have reorganized themselves and are now targeting the Strike Base with plasma fire, while the Brains begin to assemble another assault force. Major Reid, the CO down there, was able to erect a power shield before the Nova battery detonated. Fleet then deployed a Scale 5 warhead which has chewed a massive crater in the center of the mission sector. Tac Recon cannot communicate through the power shield, but they estimate that their power supply will soon be exhausted. We cannot afford to loose the strike base, Lieutenant. Equipment vital to the final stage of our operation, has been transported to the fort. Your strategic objectives are as follows: You and your team will deploy in the north of mission sector 105. As there are plasma bugs are in the sector, we cannot provide air support for you on this mission. You must eliminate all plasma and brain bugs in the mission sector. Once the arachnid threat has been neutralized then your team should proceed to rendezvous with Major Reid at Strike Base 16. Proceed now to assemble your strike team. Summary of Objectives 1. Destroy all Plasma bugs within the time limit. 2. Destroy all Brain bugs within time limit. +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ | Start of Xenocide III Walkthrough | +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ There will be only 10 minutes for you to accomplish this mission so you have to act fast and also split your team to two. Bring along 2 MIST specilist, 6 missile launcher. The rest just maintain a good mixture of different weapon. This is how you split your team, each team should have 3 missile launcher and 1 MIST specilist. Your team will be deploy in the north of the mission sector. Now, split your team into 2 and each cover the two path. You should kill the first brain bug as you are deploy, and move both team and kill the 2 plasma bugs along the way. Your weaker team should cover the right hand valley where as your stronger team go to the left hand valley. Switch your team frequenty by using the spacebar. There should be another brain bug at the end of the right hand valley, and 3 more plasma bugs here. There should be two more brain bug and 2 more plasma bugs along the left hand valley. There should be new bugholes emerge as you scout through both valley so be careful and remember to switch from team to team. You should finish destroy all the plasma and brain bugs with around 10 to 20 seconds remaining. Now, go to the strike base 16 and rendezvous with Major Reid. Mission Accomplished !!! +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ | End Of Walkthrough For Xenocide III | +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ Debriefing Excellent work, Lieutenant, you hit those bugs like an angel of vengeance. Now that all the equipment in Strike Base 16 is secure we can proceed on schedule. Command HQ have confirm a 98% success rate with all scheduled sorties. We're beating the bugs back on all fronts all that remains is to deliver the coup de grace. Take a break, Lieutenant, have a rest and eat a meal. Your next mission is not scheduled until later tonight. ------------------------------------------------------------------------------- Mission 20 - Xenocide IV ------------------------------------------------------------------------------- Story 22:50 December 31st 2371 UPDATE Operation: Xenocide is now entering it's final phase. As the clock ticks down to midnight, elite MI strike teams prepare to drop to Klendathu. Their sole objective is the destruction of the ruling caste of the arachnid Swarm. Each team will be outfitted with purpose specific Nova charges. Each and every Queen and Brain bug must be destroyed. The resulting psychic shockwave should take care of the rest. This is our last chance for victory. It's us or them! Mission Briefing Starship: Rodger Young 2 Operation: Xenocide IV Mission Sector: 231 Good evening, Lieutenant. We are now entering the final phase of Operation Xenocide. Your platoon has been selected for this mission, because of your consistently high success rate. You are now one of over a thousand strike teams about to descend into the bug tunnels across Klendathu. This is one mission which you absolutely cannot fail. Your objectives are as follows: Your strike team will descend into the tunnel complex, and locate the Queen arachnid. They are gigantic immobile creatures. You will not mistake one when you come across it. Once you have found the Queen, you are to place six Nova Bombs around her body. These bombs are Scale Ten charges and are synchronized to detonate at zero hundred hours. You must ensure that your bombs are in place before the time runs out. Once the bombs are armed you must get your team out of the tunnel system. We are sending a tech team ahead of you. They will place an Ambrose teleporter at pre-set co-ordinates which will be visible on your Tac map. Once the charges are set, get your team to the teleporter before the time runs out. This will be a tough mission, Lieutenant. Expect heavy resistance when you get close to the Queen. Recon squads report that the bugs are seething across the surface of Klendathu. Perhaps they can sense that their end is near. Proceed now to assemble your strike team. Summary of Objectives 1. Locate Queen arachnid 2. Position six Nova Bombs around her body 3. Exit via the teleporter within the time limit. +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ | Start Of Xenocide IV Walkthrough | +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ This is the final battle, to kill the queen. Bring along 3 missile launcher and one nuke launcher. The rest just armed them with your best weapons. Bring along one combat engineer, one MIST, and one medic. Equip more scout armor suits as you will need it's light in the dark tunnel as well as it snooper to see what is ahead. You will be given 59 minutes to finish the job. And of course bring six Nova bombs, you can bring more just in case. As your team is being deploy, move quickly to the right hand tunnel kill some bugs and a few bugholes. As you come to the big hall, there should be one bughole on top, destroy it. Along the way, I just managed to encounter 2 brain bugs and a couple of ambrush by chameleon bugs. Use the snooper to find the brain bug and then use your MIST to sniper it. Not long after Ensign Desilva will give you a signal from the tac team, go to the signal and kill the consort bugs other Larval bugs. The tac team is now zombine, kill them as well. Continue on you will reach the queen chamber, you can use your snooper to find which way first before moving your team. Also don't bother with the long passage to the left of the map. There is nothing there. As you reach the queen chamber, kill off some of the royal warrior bugs, and place the nova bomb one by one slowly, as the royal warrior bugs will attack you when you get near the queen. After setting all the 6 nova bombs, you can either stay back and kill off all the royal warrior bugs or just go to the teleporter and go back home. Mission Accomplished !!! +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ | End Of Walkthrough For Xenocide IV | +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ Debriefing The war is over, Lieutenant. The bugs have been defeated by the bravery and intelligence of a ten thousand Terran citizens. Command HQ report 100% success rate. The surface of Klendathu is littered with millions of dead or dying arachnids. Most of the Swarm appears to have been killed instantly when the Queens and Brains were fried. Those bugs that survived are dead, they just don't know it yet. In a short time, we will break orbit and begin our journey back to Sanctuary Station. You have embodied the most noble aspirations of a Terran citizen. It has been a pleasure to serve with you, Lieutenant. You should now go and join the ship-wide celebrations, and before I forget, Lieutenant, Happy New Year. ------------------------------------------------------------------------------- THE END ------------------------------------------------------------------------------- Story 05:30 January 1st 2372 UPDATE On the stroke of midnight, the final act of Operation: Xenodcide was played out. All across Klendathu, at the heart of each arachnid nest, the Queens were assassinated. As the mothers of the Arachnid race burned, the trauma was telepathically shared by all their children. The survivors now wander without purpose, thoughtless drones awaiting the end. Operation: Xenocide could not have succeeded were it not for the selfless valor of the men and women of the Mobile Infantry. So many Troopers made the ultimate sacrifice that we may once more live in peace. We salute them now as we descend to the surface of Klendathu, and witness at first hand our final victory over the Bugs. To the everlasting glory of the Mobile Infantry... +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ | Start of The End | +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ You will enjoy a short screenplay of the dead queen and the credit screen. Congratulation!! you have finish a great game !! +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ | E N D | +=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+ ............................................................................... 6. TIPS ............................................................................... - Always stay in formation when you are being attack by bugs. F4 formation is the best. - Always remember those short cut key like healing, bouncing, power shield, sniper mode etc. - The best way to kill the hopper, you can either use your missile to kill them (when you don't have 2nd class command suit) or a better way is to let your Lieut. with a 2nd class command suit go away from your group but not too far, those damn hopper will attack him as they dive into your Lieut. activate your power shield and rock n' roll, the rest of your troopers will also shot at them. Have Fun !!! - Always know when to stop your troop and regroup them when you sense danger. - Always remember to assign a new group for your troopers who are carrying missile launcher or nuke launcher at the start of each mission. - Don't stop your strike team, when you face the spitter bugs or else they will definitely kill you. Set them to code red "fire at view". - Stop your strike team, when you face the bomber bugs, or else they will explode if you get too near to them. - Always located their brain bug first, and take him out with either your airstrike or later your MIST specilist. - Be careful when you are using the nuke launcher, don't get too close of the fire or it will wipe out your whole team. - Be careful when you call in an airstrike, make sure you are at a safe distant or else it will also wipe out your whole team. - Always listen to the voice of bugs screaming when you are scouting around. - Always remember, if the bugs keep on coming at you, that's mean there is a bughole nearby. - Always reload the nukers and the misslers first so that you can nuke 'em all. (contributed by leon) - It is always wise to bring a medic,combat engineer. (contributed by leon) - Always arm your soldiers with at least one health booster. (contributed by leon) - PRISM Light Rifle is better than Morita Smart Rifle. (contributed by leon) - Always arm your strike team with at least 2-6 shotguns. (contributed by leon) - The Morita Chaingun is very useful eventhough it spills bullets like hell. (contributed by leon) - The Scout Suit is very useless unless you want to scout the areas. Try equipping most of your troopers the Marauder Suit. (contributed by leon) - The best way to train up a private is to assign him or her as a specilist like medic and combat engineer. - Operation Black Ice offer a good chance for you to train up a new private, just assign him to the gun turrent on top of each door, trust me by the end of the game, he or she can easily get a total bugs kill of 130+. - The best way to kill a brain bugs, (i) airstrike, (ii) use your MIST specilist (only available after Mission - Invisible Fist), (iii) charges like crazy - not recommended if there is a lot of spitter or bomber near the brain bug. - Additional point for Operation CLASSIFIED, you can clear the pill boxes in "Classified" by taking a trooper in a shield capable command suit, and a couple of other troopers in bounce capable suits and simply bouncing them into the center of the gun sites. Activate shield and fire away. Re-activate shield as necessity. (contributed by SurfDruid) - MIST Snipers cant kill Rhino bugs with one shot. (contributed by SurfDruid) - When you turn troopers on berserk (code scarlet), if they are only carying Artillery weapons (ie Missiles, nukes) they will IRREPLACEBLY drop their weapon and use their sidearm to attack the enemy. (contributed by SurfDruid) - You can nuke brain bugs. Simply target the nuke slightly in front of the brain (so it doesent deflect it up into the air), and the blast radius of the explosion will kill it. (contributed by SurfDruid) - The absolute best way to train up a private is after you get the MIST, use your mist trooper to kill as many bugs as possible. I skipped a trooper strait to seargent in a single mission doing this. (contributed by SurfDruid) ............................................................................... 7. MEDALS ............................................................................... There are a total of eight medals in Starship Troopers Terran Ascendancy. Here are the name of all the eight medals found in the game and how they are awarded. __________________________________________________________________________ | | | | Name of medals | How it is awarded | |____________________________________|____________________________________| | | | | Claw of Courage | Random | | Bronze Eagle | Random | | Lightning Bolt | Random | | Badge of Valor : Klendathu | Finishing Mission Bughouse I | | Badge of Valor : Mars | Finishing Mission Desert Swarm | | Badge of Valor : Sirius | Finishing Mission Mindsnare | | Silver Cross | Random | | Cross of Honour (unconfirmed) | For Medevac dead troopers | |____________________________________|____________________________________| ............................................................................... 8. WEAPONS & TAC ITEMS UPGRADE INFORMATION ............................................................................... After finishing every mission your strike team will be awarded with a number of points. The points are based on the number of objectives you achieve, the numbers of bugs killed, did any of your troopers got killed in that mission etc. The following table is the information on the points required to upgrade all the weapons found in STTA. ____________________________________________________________________________ | | | | Name of Weapons | Points required to upgrade | |____________________________________|______________________________________| | | | | Morita Chaincanon | 55 | | Lucifuge Flame Thrower | 47 | | MXL Grenade Launcher | 46 | | Solaris Lightcanon | 63 | | Prism Lightrifle | 42 | | MR59 Missile Launcher | 58 | | MR70 Nuke Launcher | 99 | | Radom Plasmacanon | 75 | | Radom Plasmarifle | 45 | | MD-790 Combat Shotgun | 50 | | Morita Smartrifle | 38 | |____________________________________|______________________________________| | | | | Name of Tech Items | Points required to upgrade | |____________________________________|______________________________________| | | | | Target System | 35 | | Field Binoculars | 32 | | Health Booster | 35 | |____________________________________|______________________________________| The upgrading of the weapons and tac items are basically depends on your needs. Therefore, there is no fixed answers to which weapons you should upgrade first. Here is what I will do : 1) Morita Chaincanon 2) Prism Lightrifle 3) Target System 4) Field Binoculars 5) MR59 Missile Launcher 6) MR70 Nuke Launcher 7) Lucifuge Flame Thrower 8) Solaris Lightcanon 9) Radom Plasmacanon 10) Radom Plasmarifle 11) MXL Grenade Launcher 12) MD-790 Combat Shotgun 13) Morita Smartrifle 14) Health Booster I know that some of you may not agreed with my upgrade list, for example I know that some people like to use the combat shotgun, but for me, I think that the range of the shotgun is too close and it is quite risky to let the bugs get too close to your strike team. Then again, the list is subjective to your own needs and your strike team tactics, and it is only a guideline for new troopers. The reason for upgrading the health booster last is due to the fact that we have medics specilists since operation bughouse II therefore, there is no needs to upgrade the health booster unless you have lots of points and no place to use it. ............................................................................... 9. MAPS ............................................................................... Bughouse I : -=-=-=-=-=-=-= RZ = Retrieval Zone LZ = Landing Zone AD = Ammo Depot ___________________________________________________ | | | RZ | | | | __________| |_ |R | | | / | \ |I | | | / \__ \ \V \ | | / \ / \E \_______ | | | \ \ \R_______| | | | \___\ \ | | |_ \__ | | \ ___ | | | / / \ | | | |' \ \ AD / | | |_ ___ \ \ | | | \ | \ \ \_ | | | / \ \ \ _ \ | | |' ___ \ \______\ \ \ | | | \ \ _' ________ \ / | | | / \ '___/ \___/ / | | | / \ / | | | \______\ | | | | \__ | | | __ __ LZ ____ ___________/ | | \/ \ / \ / \ / | | \__/ \___/ \___/ | | | |__________________________________________________| Bughouse II : -=-=-=-=-=-=-= RZ = Retrieval Zone LZ = Landing Zone AD = Ammo Depot CJ = Troopers of Company J ________________________________________________________ | _____ | | | | | / \ \ \ | | | |____ \ |_| LZ |_ | | ____ \ R \ __ \ | | | \ \ I \ | | \ | | \ RZ \ \ V \ | | \__ | | | __| / E / \ \ \____ | | | | / R / \__\ __ ___ \ | | __| |_ / / / \__\ \ \________| | / | | \ AD \ __ \ | | / / \ \ _ \___\ \___\ | | \ \ \ \_| |__ _________ _______ __| | / | \_________| |__ ' | | | | \ | | __\ R I V E R | | | | \___ / | / ___ ______| |__| | | | | _/ __| \ \ / | | \ _/ _/ _\ \ \ | |______ _________________/ _/ / R | AD | | | | |R I V E R / / I / | | |______| | _______________ / CJ \______/ | | | \/ \/ _____ | | | / V / | | | _/ E / | | | _/ R _/ ___/ | | AD _/ / ___ / | | _/ _/ _/ \/ | | / _/ | |___________________________/_______/___________________| Paradise Lost : -=-=-=-=-=-=-=-= RZ = Retrieval Zone LZ = Landing Zone AD = Ammo Depot JR = Three Weapon Supply Trucks TR = Trucks Retrieval Point ________________________________________________________________ | ______ \ | # _____ | |\_____ | HO |_____________|_______\____#__AD__| | | | \ | TEL |______ _________________________ | | | | | | | | \ | # JR | | | | | |_____| | | | | # |_____| | | \ | | | S | # Weapon | | / | | \ | # Store | | \ \ \ \ E | ################| | \ | | | | | | | LZ | | | A | | | \ \ \___|_______|____ | | \ \_______________ \ | | S \ | | \ \ | | \ / | | | | | E \_ | S | | | | | \ / | | | | | A \_ / E / | | | | \_ / / | | | | \________/ A /_______| |____ _________| | | | \_/ | | | | S E A | | S E A | | __ | | _________________| |_____/ \_______| | / | | ________ | | / | | AD | | | | __ / | | | | | | / \ _____________/ ___ TR | | | | | | _/ \/ ___________| |________| |____| | | | / RZ |__________Airport______________ | | |/ |___| |________| | | | |_______________________________________________________________| Restore Hope : -=-=-=-=-=-=-=- RZ = Retrieval Zone LZ = Landing Zone AD = Ammo Depot _____________________________________________________________________ | | | ___ ___ _______ ________ __ | | / \_/ \___/ \_______/ '________/ \_____ | | / ____ \ | | | | |Container ____ | | | | ____ |__| ____ / \ | | | | | | | | | / | | | | |__| |__| Com.Centre | \ | | | | ______ __ \____/ | | | \ / \ ___/ \ # | | | | /_______| / / # | | | \ \_____/ # | | | \ # # # # RZ | | | / ### ### # # # # / | | / ### ######## ###### # # # ## / | | | _____ # # # / | | | / )Hopper's # # # ___ / | | | | | Nest # # # / | / | | | \____/ AD # # # | | | | | | # # # | | | | | | ________ # # # \__| \____ | | | |Fort | # # # # # \ | | | | Joe _| # # # # # \ | | | |Smith| # # # # # | | | | |_____| # # __ # | | | | # # _____/ \ | | | |############## # / \ | | | | # | | / | | | # \__ ___/ LZ ____ / | | | ################### / / __/ \/ | | \ / / / | | |_______________________________/ /_____________/ | | | |____________________________________________________________________| Royalty I : -=-=-=-=-=-= RZ = Retrieval Zone LZ = Landing Zone AD = Ammo Depot CB = Chariot Bug CO = Colonel Owen WO = Whiskey Outpost _____________________________________________________________________ | | | ____ ____________________________ ___________ | | / \____/# # ______ \ / \___ | | | # AD # AD | WO | | / \ | | | LZ # # [] |__ RZ | | / | | | | #__ # CO \___| \___/ # # # | | | | / \ # # # # | | | | ( ) [] # ___ # # # | | | | \___/Hopper's #_ / \_____ # # # | | | | # Nest / \__ /[]Hopper's|## # # __/ | | | # \____/##\ Nest / # # # | | | # # # '--------' #### \__ | | | # # | | | | # # _______ | | | | ___ ## # / \ _______ | | | | / \ # # ( ) / \ | | | | ( ) # # \_______/ ( ) | | | | \___/ # # \__ | | | | | # # \ | | | | | CB # # ____ \___/ | | | | # _#__ | | | | | | # / \__ __/ | / | | | # | \ _/ |_/ / | | | _#_ \____ \_/ _ AD _ / | | | / \ _\ _/ \____/ \ | | | | ( ) _ \ / | | | \___/ / | / | | | # | / # | | | | # # \___/ # | | | | # # # # / | | | #_____/ # # | | | | _____/# ___ # # | | | | /# # ### / \ # ## | | | | # ##### ### ### # | | | | # \___/ # | | | | ##### # / | | \ __#_ AD / | | \____________________________________/ \___________/ | | | |____________________________________________________________________| Royalty II : -=-=-=-=-=-=- RZ = Retrieval Zone LZ = Landing Zone AD = Ammo Depot CP = Crashed Pilot CBB = Captured Brain Bug ______________________________________________________________________ | | | ________ _________ | | / \___/ \ | | / # # \ | | / ___# CBB #___ | | | ( ( |#####| ) ) | | \ \ | | / / | | \ \_| |_/ / | | \ / | | \ __ { | | | {__} \_______| | | RZ | | \ _______| | \_ AD / | | / / | | _______ \ / | | ________ / ___ \ \ / | | / \ / / \ \ / / | | / AD \ ( |___| ) / / | | ____/ \ \ \___| / | | ___/ ## _\ / / | | / _/ __/ \ | | ( ## / \ CP _______ \ | | \ __/ \ / \ \ | | \ \ \____ | | | | | / _____) \ | | | | | / / \ \ \ / | | ( / \ \ / \ | | \ / \ \ / \ | | \ / _________ \ \__/ \ | | / \ / \ \ \ | | / \ / \ \__ \__ | | ( \__/ \ \ \ | | | ____ ) \ | | | \ / \ / \ AD ) | | \ \____/ / \ / | | \ / \____ _________/ | | \_______________/| | \/ | | |LZ | | | | | | |_______________________|___|_________________________________________| Black Ice : -=-=-=-=-=-= RZ = Retrieval Zone LZ = Landing Zone AD = Ammo Depot SG = Solar Generator [] = Gun Cannon NB = Nova Base Entrance _______________________________________________________________________ | | | __________ ____ _____ ______________ | | / ______ \________/____\______/ \________/ \ | | | | NB | ______| | _______ | | | | |______| | _______| ______ ___| | | | | | __ |__| | | |__ | __ | | | \__ / \_____ |______| |_______| _/ \ | | | []__|====| [] / ___/ | | | | / \______/=====/ / | | | | | / AD # # ___/ / | | | | {} / [] # #/ L A K E / | | | | SG {} / |======| / | | | | {} / [] []____/ \__________/ | | | | ________ / ___/ # | | | | / \/ __/ # | | | }== ==| |_________/ ### ## | | | | \________/ ### # | | | | ### # | | | | ### _/| |\ ______| | | | ### ___/ | | \__/ | | | \ /\ __/ | | L A K E | | | \ /\/ \ __/ / \__________| | | / / AD \ S E A _/ / | |\ / S / ## /\ \ ___/ | | | \ / E / ## / \ \ / / | | \_____/ A / ## ___/ A \ \/ / | | __/ ## ____/ E __\ / | | S E A / ## __ \ S __/ ## / | | __/ ## _/ \ \ __/ # # _____/ | | / ## \ \ \__/ # # |_ | | S | ## _/\ \ __\ # \__ | | | ## / \ \/ ____ \ | | E | / \ / \ \ | | | ___/ __/ # # / \ \ | | A |_/ A / ## # ( / | | | E ___/ ____ ## ## \_____/ | | | S / __/ \__ ###### ___ / | | / RZ / \__ / \ / | | ( _/ \____ / \_ / | | \__/ \ / \ LZ / | | S E A \/ \__________/ | | \ | |_____________________________________\________________________________| Desert Swarm : -=-=-=-=-=-=-=- RZ = Retrieval Zone LZ = Landing Zone AD = Ammo Depot OF = Oil Field TE = Trap Engineers AS = Air Strip BB = Brain Bug ** = Burned Area ___________________________________________________________ | | | ______ _____ ______________________________ | | / \___/ \__/ \ | | | LZ = OF[] ) | | \ AD + *** ####### ___/ | | ) +++*** *** / | | / []OF *** / \ / | | ( =++++++++++*** *** | | / | | \___________ +*** | | BB \ | | __________) +++++=+ | /______ \ | | _/ AS + | \ | | /___{}___ ___ + | ___________\ | | | |TE + | / OF[] \ | | |___| + AD ++ | | | | ________/ + +++ \____ *** | | | / +++***** / |*** | | | ( +=++++ ****** |____| __ | | | | []OF **** + + ****** / | | | | \_____ =+++****++ + +***+++|__________/ | | | | `---------------, *** | | | | | ______________________) |______________| | | | / []OF | | | ( RZ ___ / | | \__________________________________/ \_________/ | | | |__________________________________________________________| Hydra : -=-=-=-= RZ = Retrieval Zone LZ = Landing Zone AD = Ammo Depot PG = Power Generator BB = Brain Bug CB = Convey Bay HS = Hydra Station ______________________________________________________________________ | | | _________ ___________________ _____ __________ | | / \_______/ \ / \__/ _____ \ | | | \ \ [] |____| | | | | RZ ____ \ \ / LZ / | | | ___ ___ / __ \ | |/ / | | | / / | | ( |PG| )_______/ \ / | | | ( ( AD === \'--' \ ( ) / /| | | | \ \[]/ | \__ | \__/ /__/ | | | | \_______/ /\ \__ | | | | \ AD | \__ \ | | | | \___ ___/ \ \ | | | \ ___ / / \ \ \ \ | | | \ / | / /\____/\ \ \ \ | | | \___/ / / / | HS | \ \ \ \_____________________| | | ____ / ( ( |____|AD) ) \ _________________ | | / \ | \ \/ \/ / \___/ | | | / \ \ \ \ / / | | | | \ \ /\___\ /___/\ __ ___ | | | | \ \ / \ / / / / ___ AD | | | | \ \/ \/ /__/ / / \ | | | | __\ \ / / / / | | | | CB[] AD\__\ / ____/ / / | | | | \___/ / / | | | \ /____/ | | | | | | | / \ | | | _____ ________ ___ BB | | | \____/ \_______/ \_______________________/ \____/ | | | |_____________________________________________________________________| Young Pioneers : -=-=-=-=-=-=-=-=- RZ = Retrieval Zone LZ = Landing Zone AD = Ammo Depot HG = Hydro Generator BB = Brain Bug CC = Comunication Centre CF = Civilian Farm ______________________________________________________________________ | | / | | # / / | | ## | / | | ## ___ | R / | | ## | |___________|_____I_______/____ | | # |CF |___ ________________________ \ | | ### |___| | | | V |HG |\ \ | | # | | | E |___| \ \ | | # | | | R / | | | | # | | | / | | | | # | | / / | | | | # | | / / | | | | # | | / R / | | | | # | | / E / | | | | # | |/ V _/ | | | | # BB | | I __/ / / | | # _____________/| | R __/ / / ___ | | # / | |____/ / / |___|CF | | # / R I V E R | |_____________________/ / | | # / __________/| ______________________ | | | # / / __ / / __ \ \ | | | / CF|__| / / CF|__| \ \ | | ______|____/___________/ / \ \ | | | ______________________/ | | | | | | | \ LZ/RZ ____ | | | | | | | R \ AD __ | | | | | | | | | I \__ |__|CF |CC | | | | | | | \ V \__________________ |___| | | | | | | \ E \_____________ | | | | | | \___ R R I V E R R \ | | | | | | __ \________________________________ I \ | | | | | | |__|CF \ V \ | | | | | \______________AD__________________________\_____\| | | | | ____________________________________________________ \ | | | / \ E \ \ \________| | / / \ \ \_________| |_/ / \ R \ | |__/___________________________________________________\____\_________| Hell's Razor : -=-=-=-=-=-=-=- RZ = Retrieval Zone LZ = Landing Zone AD = Ammo Depot NC = Nine Cloud Mountain Base BB = Brain Bug BL = Bio Lab ________________________________________________________________________ | | | _____________________________ _____________________________ | | / |____| \______/ \ \ ___ \ | | | # __ ____ # | \ |___|BL / | | | | ## / \____/ \ ## ____ | V \_____/\_____/\\ | | | \ ## (________| V | ### / \ | V A L L E Y \\_| | | \ ## /| | # / __\ | A _______ _____/ | | | / / \ A | AD \__ \ | / \/ AD| | | / | | / __ \ \ | L | | | | |_________ | | L \/ \### / \ \ \ __ RZ | | | | / | | / # / ___/ / L | / \ | | | | | | | L / \/ | | | | | | | | | | | | / _____ | E | \ | / | | | | | | | E | / _ \ | | | | BB | | | | | | | | | /__/ \__\ | Y | | | | | | | \___/ \__/ Y \ ______ | / | | | | | | __ //\_/ \___ __/ / | | | | | | __ / \ // | | \ | \ | | | | / \ ( CN ) // V A L L| |E Y \ | _\ | | | | | | | \// ___| |_____ V \ | | | | | | | | | / V ___ / \ A / | | | | | | | | | | A / \ | ___ | //| | | | | | | \__/ | / L / _ \_| / \ \// \ | / | | | | | / L | / \ # ( ) \ L \ |_/ | | | | | / E | ( ) # \___/ / L | | | | \________ | Y | \_/ # __/ E | | | | / \ |__ / _______ # / \ Y / | | | / _______/| | \___/ / \ / | / | | | |\_______/ / / _____) ___/ \__/ | | | | \ / / BB _____/ \ ___ / | | | LZ _\_____/ \_____/ \/ \_____/ | | \_____________/ | | | |_______________________________________________________________________| Invisible Fist : -=-=-=-=-=-=-=-=- RZ = Retrieval Zone LZ = Landing Zone AD = Ammo Depot AP = Airport OP = Outpost MS = MIST Specialist BB = Brain Bug __________________________________________________________________________ | | | __________________________________________________________________ | | / _________________ ___ # ____ ______ \ | | | ___ / \ / \ ##____/____\___| |OP | | | | |LZ | | _________ | \___/ / ____________ AD| | | | | |_ | | / \____|______ / /#BB\____/ |__ __| | | | | | | | ( L A V A L A V A \____| |__#_____________| |______| | | | | | | \ _________ | | L A V A | | | | | | | | | \____ / | \______| |________________| |______| | | | | | | |L | / | | | | | | | | | | | | | / | | | | | | | | | | \ |A | / | | \ \ | | | | | | \ \ \/ | | ____ | | | | | | | | \ \V \ | | __ | AP | | | | | | | | | \ | | / / | L\ | |_| | | | | | \ \ \ /|A | | | \ A\ | RZ _ | | | | | \ \ \______/ | | | | \V \ |____| | | | | | | \ \ | | __| |__ \A | | | #| | | | \ \ | | / | | \ '-' ###| |####| | | | \ \________AD_|__|_________|___| |___|____ BB| | | | | | \______________________________________ | _| |__ | | | | / \ \_______/ | | / | | \ | | | | | L | | | #\_| |__/ | | | | ___ | | / / ## __| |__ | | | | / L \ | A | ___ AD / / ## | | \ | | | | | A | | | | |______/ / ## |_| \| | | | | V | \ V / | ________/ ## | | | | \_A_/ \ / |___| ## | | | | | A | ## | | | | ## ###### | |###################### | | | | MS | | | | | | | | BB | | | | | | | | | | | | | | | | | | | | | \_____________________|___|________________________________________/ | | | |_________________________________________________________________________| CLASSIFIED : -=-=-=-=-=-=-= RZ = Retrieval Zone LZ = Landing Zone AD = Ammo Depot AP = Airport TS = Trapped Scientist MB = MI Bunkers DT = Colonel Holland's Dog Tag BP = Bugs Pillbox BB = Brain Bug ______________________________________________________________________________ | | | _______________________________________________________________________ | | / MB[]__________ ____AP / \ | | | / _________| LZ| | []BP \| | | MB[] | |[]MB '----' | ________________ | | | | | ##############__/ # / ______________ \ | | | ____| |_[]BP_____ \ # / / \ \ | | | / ____ ________ \____BP | # / / | | | | | / / | | \_____[] | # / / # ______DT| | | | | / / ### | | ##### #### | # | / # AD |LAB | | | | | | BP[] # # | | ###### / # # | |# '------'_| |______/| | | # # \ \ / | | ________/ | | | | | # # | | ___ | ##| |# ___/ | | | | | # # | | | | / # | | # / | | | | | # | | |__|AD /\ # | | / A __| |___ | | | # / / ____/ / # | | / E / | | \ | | | # / / ____/ / ______| |/ S |[]| | |S | | | #### / /___/ ____/ / | | S |BP| | | | | | | | \____/ __/ | |___________ |[]| |[] |E | | | | | TS / /\ \ \ E |BP/ | BP | | | | #####| |### ____/ _____/ \ \ []BP_____\__|_/ / |A | | | # | | # _____/ / \ \ / __________ | | | | | | | _____/ A ____/ ______\ \/ / |A | | | | | | | \ \/ E / / ______\ \/ | | | | | | | | \ \ S / / /[]BP \ \ __| \| |____/ | | | / | | / / / ________| |__/ | | | | | / | | \_________| |/S E A | | S E A _| |____ | | | __| | | | | ________| |_____ / | | \ | | | / S | | | |/ BP[] | | [] / | | | |S | | | | E | | S E A __/| |_________| | BP | S | | | | | | | | A | | ______/ |________ __| / / / / |E | | | | | | _____/ _____ | | / E / / / | | | | \______| |_____/ /____ \ | | / | | | |A | | | | | AD\| | | / A | | | | | | | \ \ []BP ____/| | | / | | | | | | | \ \ []BP || \_____/ / / / / | | RZ | | | | \ \______||____||______________/ /_/___ _/___/ / __BB | | | | \_____________________________________||______/ | AP| | | | \ / \ '---' | | | \ []BP []BP / \___________/ | | \_____ / | | \ / S E A | |_____________\_________________________________/_____________________________| Recovery : -=-=-=-=-=-=- RZ = Retrieval Zone LZ = Landing Zone AD = Ammo Depot SP = Sergeant Peatree BB = Brain Bug ______________________________________________________________________________ | | | ________ _______ ________________ _____ | | / \_____ ___ \ \ / ___________ \ | AD__| | | | \_____/ \_______\ /__/ / __ | | | / | | \__ _______ AD \_____/ | | | \ | | | \ \ _ \ ____ | | | / | | | \ \__/ \/ \__ \/ | | | | | |___ \ RZ / | | /\_/ / | | \ / __ __ ___ _/ | | (SP__ \ | |__ \__/ / | | | | \ \ \ \ \/ \ \ | | \ /\___/ \ \ \ | \_/\ \ / / | | | |__/ ___ \ \ / | | \ / | | | | | |____/ | /\ \ / | | | / / | | | | | | __/ / \___/ / | | | \ \ | |______/ / | | / \_______ | | \ | | \ | / | | ( \ | /| | / | _______/ \ | ___ / | | \__________ \ \/ | | | | / \ | / \ \_ | | \___/ |_/ |__/ / BB ) | | / / | | ________ _____ \____________ / | | /____/ | | / \___/ \ \_/ / \ _____ | | | AD ________/\ \____ _____ / _ \ | | | | | / \ \_______/ \______ / | | | \ / | | |__/| | \_____ ___________ \____ | | | | | | | | | | / / _____ \________ \ \ \_| |___/ | | | | \______ /__/ / \___ __ \ \ \ / | | | _ \ \______ \___/ \__\ \_\ | | | / / \ /\ \ __ \_______ ________| | | / / \ \ \ \__ / \ __ / /_________ | | / / / / \__ \__/ /___ / \/ ______ // | | | \_/ __/ \ \__ \______/ /\ \ / //___ / | | / \ / /\ ___________ / \ '--' / \ LZ \ | | \___/\__/ |__/ \_/ \__/ \________/ | | | | | | | |___________________________________________________________________|______|__| Heaven's Gate : -=-=-=-=-=-=-=-=- RZ = Retrieval Zone LZ = Landing Zone AD = Ammo Depot AT = Ancient Temple BB = Brain Bug EC = Egg Cluster TS = Teleport Stone _____________________________________________________________________________ | | | ______ _______ _________________________ | | / \__________/ \ / _____ \ | | | _____ | S \__ []TS | AT | | | | | | AT | LZ | \__ |_____| | | | \ |_____| AD | E \__ | | | / | \ | | | \ | A \ / | | \ []TS TS[] | | | | | \ []TS / | / | | \____________________/ |____ / | | S E A | \ / | | ______________ |[]TS| | | | / ___ \ S |____/ | S | | S E A | / \ | | \ | | | ( EC ) BB | E / | | | __________ | \___/ _TS | \ \ | | / \ \ ([]) | A | AD / E | | | []TS |__ \ RZ | | | | | | \ \ BB BB / | | | | | \ \___________/ | | | | | \ | / A | | | TS[] | \ / | | | | _________ \ / | | | AD / / \ \[]TS / | | \ ____ \___ / \ \___/ | | \ | AT | \___________/ \ | | \ |____| _____ | | | \ / \_____________ TS[] / S | | \_______/ \ / | | \ _/ E | | \________/ | | S E A A | |____________________________________________________________________________| Mindsnare : -=-=-=-=-=-= RZ = Retrieval Zone LZ = Landing Zone AD = Ammo Depot CC = Colonel Cheng BB = Brain Bug EC = Egg Cluster PA = Psychic Academy TE = Tech Engineer _____________________________________________________________________________ | / / | / \ | | / V / | R | \ __________________ | | RZ _/______/____ | | \_____/ \ | | _____________ \ | I | | | | / / \ \ | | AD _____ | | | / A / \ \ | V | | | | | | / / \ \___________|_____|_______________________| | | | | / L / ______| ________________________________________| | | | | / / / _____ | | E | ____ |_____| | | | | L / / / ____|_|____ | | / \ |_| | / / / / | | | R | / / ___ / | | / E / / / | ___ | | | / / __/ \______/ | |/ \ / / | |___| | | | \____// / _/ | | Y \ / / | PA | / | / /_____/ Y | | ____ / / |___________| | R |________/ E | | / \/ /\____________________/ \ L ___ | | ( AD _/ ____________________\____I____|__ V A L / \ | | \____/ / ________________________________ _______\ \ BB | | ______/ / ______________ / ___ \______________/ \ \ | | | _____/ / ___ \/ / \ V \ \___/___| | | | ___/ TE|___| / / AD__\____\____________________ | | | | / \ \ \__/__|___/ _________________ _____ \ | | | | / / / __________ / | \ | | \ \ | | _|_|_ \____/ / / / \ \ \ / E \ | | \ \ | | / EC \ / | | \ \__\ \ \ | | __ \ \ | | \_____/ | \ \ \ \ \ R \ | | | \ \ \ | | BB| | / \ \ | S \ \__ \ / / / \ | | | | | | | | | \ / \ \_\_____\___/ / / / | | | | | | |_____ | | | | \_____________/ / / CC| | | | | | / \ | | | E \ \ \ \___/ | | | | | | \_____/ | | / \______/ \____/ / / | | \ \__________________/ / / \ ___ | | | | \____________________/ / A \ | |_| | | |\ / S E A \ | |___| | | \__________________________/ ______ \ |___|LZ | | / \ \ | | S E A S E A / \ \ | |____________________________________________/__________\_____\______________| Xenocide I : -=-=-=-=-=-=- RZ = Retrieval Zone LZ = Landing Zone AD = Ammo Depot CC = Colonel Cheng BB = Brain Bug __________________________________________________________________________ | | ___ | | | / | | \ ___________ | |__/ |___| \__________ _______________/ \ | | ___ LZ \____________/ BB \ | | | | _______ ____/ | | |___| CC / \ ___/ | | AD __ ___ \_______/ \ | |\_____ / \ / \ ____ \___ | | \ / / ( ) AD / \ \ | | | \ \ \___/ ( ) \ | | | \__/ \____/ \ | | | ____ _____ __ \ | | | ___ / \ | | | | / \ __ ___ | | | | ( ) / / \ \ | | | | \___/ __ __ | | | | / / / \ \ \ _____ | | | | \ \ / | | | \ \ \ __ __ / / / \___/ / | | | | | | | \ \ __ ___ __ / / | | | | _ _ | | | | \ ___ ___ ___ / \ \ | | | | __ ______ ______ | \ \ | | | / \ /_ \ / / | \ \ | | | / \ \ ) |____/ | \ BB \ | | | ( ) \___/ AD \ \__ \ | | | \____/ \ \ / | | | ___ / RZ \/ | | \ ____ / \ _/ | | \____/ \___________/ \____________________/ | | | |_________________________________________________________________________| Xenocide II : -=-=-=-=-=-=-= RZ = Retrieval Zone LZ = Landing Zone AD = Ammo Depot QE = Queen Nest Entry HN = Hopper Nest ______________________________________________________________________ | \ | |\ LZ \ ________________ _____ _______ | | \ \ / \_____________/ \ / \ | | \ \__/ AD \ \ \ | | \ ___ _____ \ \ / | | \ / \ \ \ ____ \ \ / | | | / / \ \ \ \ \ \ /________| | | / / \ | \ \ \__/ | | | / / \__| \ \ _________| | | \___/ \__| | | | | ____ | | | | ______ / \ __ | | | | AD / \ \ \ / \ \_______| | | / \ \ \__ \ / | | | \ ______ \ \ \ / \ ____ _________| | | \ \ | \ \____ \ | | / \ / | | | \ \ HN / \ \___\ | | / / | | | | \ \__/ \ / / / / | ___ | | | \________/ / / \ / | __/ \| | | |___/ \__/ |_/ | | | ________| | | / | | \ \ | | \ \__ | | \ \ | |__ \ AD QE RZ / | | \ \_______________________________ / | | \ \ / | | \ ______ / | | \________________________________________/ \______/ | | | |_____________________________________________________________________| Xenocide III : -=-=-=-=-=-=-=- RZ = Retrieval Zone LZ = Landing Zone AD = Ammo Depot BB = Brain Bug PB = Plasma Bug _________________________________________________________________________ | | |W | | | | | |A | | | | | |T | | | | _____________| |E | |________ ___ | | ________/ |R | \____________/ \ | | / \|__|/ \__ | | | ________ __ BB \ | | | LZ / \ __ /| |\ ____ AD | | | | \ __/ / \ | | PB / \ PB | | | | \____/ / \ / \ ____/ \ ____ | | | | / \/ \ / / / \ | | | | BB \ / \ \_________/ \____/ / | | | \ / \ | | | | \ / \ _______ PB | | | | PB / \___/ / | | | / L A K E \ / | | \ ( ) / | | | \ /_________ \__ | | | AD / \ / \ ___ AD \ | | | PB / \ / \ / \ | | | | \ \ / / \___/ | | | | \____\ /_____________/ BB | | | | /\ \ / | | | | / \ PB \____/ \ | | | \ \ \ / \__| | | \ / _______ | | ___ | | \ BB \/ / \ | | _____________ RZ | | | | \ / \ | | | \ ____ |___| | | \_______/ \ | | | \ | | | | \ | | | | |____| | |______________________________||__|__|______________|___________________| Xenocide IV : -=-=-=-=-=-=-=- RZ = Retrieval Zone LZ = Landing Zone AD = Ammo Depot ____________________________________________________________________________ | ____ ___________ / \__ | | _______/ \______/ \_________ / LZ \ | | / \ | __ _ \_ | | | AD ______ _______ | | / \ | \ \ | | | / __ \_________/ \________ | | | / | \ \ | | | | / \____ \ | | | | | \ \ | | | | | RZ \__________ | | | | / | / / | | | | \____ \______ ____/ | | | / | / __/ | | | | _ \ \/ / | | | | \____/ | | | | / \___/ Q U E E N \ | \ | | | | | | \_ | \ \| \__ | | | | /AD__ ___ | _\ _\ | | | | \_/ \ / \ \ / _ _ \__ | | | | ___/ / / | | / | | \ \ | | \ / / ___ _ \ / /\ | | / | | \ \ | | / \ \__ | \ \\__/ / / / | | \ | \ \ | | | | | ___/ /\ | \__/ / / / | | \ \ | \ / | | | | / / \ | _____/ \/ | | | \AD | / / | | | | \_______/ / / ___/ | | | \__/ / / | | | | __ \_/ __/ _ | | / __/ / | | | | / \ / __/ \ / | \__ | \ | | | | | /__ / / \ AD / \ \ | / | | | | | \ / / \ / | _ / \ \ | | | | | _ \__ / \ \________/ | | \ \___ \ \ | | | | \__/ \ \ \ \ __ / | / \ \ \ | | | | \ \ \ \____/ \____________/ |/ \_\ \ | | | | / \_/ \ | | | AD| / \ | | | | __ \ \ | | | |_/ \___/ _ __/ | | | ___ ___/ \ \ | | \ / / /_____/ \ | | \ / \ \ | | \__ _______ \___/ ___________/ | | \__________/ \__________ AD ____________/ | | \_________/ | |___________________________________________________________________________| ............................................................................... 10. Credits ............................................................................... CjayC for posting my FAQ at GameFAQs (The best FAQs centre) Me for making this FAQ. You for reading this FAQ. Brett "Nemesis" Franklin for giving me the inspiration to write this FAQ. Pyrowolf for creating the STTA Forum, which I gather most of the information. DonnerJack for contributing in the Hydra mission. Bugbuster for contributing in the Xenocide IV mission. alasyr for contributing in the Royalty I mission. lsscsce for contributing idea for the Heaven's Gate mission. Leon for checking my walkthrough and contributing in the tips section. SurfDruid for contributing in the tips sections. Doctor TOC for contributing all the Medals names. Special thanks to:- flowerpot for awarding my FAQ as the Best New Guide of the Day: 27/2/2001 at GameFAQs. ............................................................................... 11. Contact Info ............................................................................... My website: [http://www.angelfire.com/pop/amika2000/stta/stta.html] E-Mail Address: amika2000@usa.net Register as a member in the STTA Federation's Forum and I will answer any of the question there. [http://www.hollowpursuits.com/cgi-bin/ubb/] This document is legal property of ... "__________ _______ _____ ___ " ____ |_________ _________(__)_/ / / /_______ ___ |__ __ ` __ \ _/ /_/ /_/ /_/___ \ __ _| | / / / / / /_/ /_/ _ / _,---' / _ _ | / / / / / /_/ /_/ / \ \ / __, /_ /__/ |__|/__/ /__/ /__/ /__/ /__/ __\__\________/ © Tsen Fan Teck Copyright: © Copyright 2001 "Amika" Tsen Fan Teck. It may not be stolen, altered, or used for any type of profit. It may be reproduced electronically, and printed for PRIVATE, PERSONAL use. It may not be placed on a CD, printed in a magazine or any type of publication. If you would like to contribute to this FAQ (you will be credited,) please e-mail me, as well as any questions, comments, or corrections, to the address above. ~~End of Document~~