STARSIEGE FAQ AND MISSION GUIDE v1.3 By TheLastBrunnenG (aka LETHE, I ran the now-dead Mecha Ware giant robot gaming website) - INTRODUCTION - TACTICS AND TIPS - WEAPONS - EQUIPMENT - HUMAN MISSIONS - CYBRID MISSIONS - CHEATING - FAQ HISTORY - THANKS INRODUCTION With the return of the Cybrids, feuds between off-Earth colonists and Imperial troops are put aside. Originally titled Earthsiege 3, this game takes place 200 years after the events of Earthsiege 2, though the timelines are sketched out quite plausibly. The game's atmospheric elements set the stage nicely, with posts to futuristic bulletin boards by government forces, rebels, hackers, and Cybrids, plus pilot biographies and in-mission chatter that show the characters' personalities and affect their combat performance. Technology is relatively reasonable - affected only by your military access rank and planetary inventories, not by ongoing research - except for the presence of a convenient "alien weapons cache". Unit graphics and the interface are excellent, and every unit is skinnable; weapons fire doesn't look nearly as sweet. Sound is decent, including several good techno-industrial CD audio tracks. Unit customization is excellent, very similar to MechWarrior 4's limited weapon mounts and chassis specialization (and very reminiscent of Cyberstorm's too, understandably). Overall, it's between the MechWarrior 2: Mercenaries level and the MechWarrior 3 level, quality- wise. I found no major bugs or hang-ups, though I miss an in-depth Instant Action mode and a branching mission structure. At the end of this FAQ I have reprinted Sierra's own 1999 Technical FAQ, which has become very hard to find otherwise. Yes, this is the first FAQ I wrote entirely on my own (the second was Cyberstorm, and I rewrote a few for the early BattleTech and MechWarrior games), and it's the first in a series I planned for Mecha / Giant Robot games that never got their own guides and FAQs. TACTICS AND TIPS --Use a mouse and keyboard - even with a hat switch, joystick control is almost impossible to pull off successfully. Even then, control is difficult since joystick movement is incremental, jerking along one "notch" at a time on any resolution setting. Don't count on silky- smooth turning or torso rotation. --Remember that weapons mounted in the right arm can't fire if you swivel the torso all the way to the left and vice versa. Also, top-mounted guns can't fire downwards if you're attacking from on top of a hill, and bottom-mount weapons can't fire at aircraft overhead. Tanks, of course, have 360-degree turret rotation and don't have this problem. --If you have long-range radar or see an enemy on the map screen, you can send your squadmates to attack at max range even if they have pathetic sensors. AI units, though, have a set activation range no matter what they mount for radar. Moral of this story: use the map to direct the battle yourself and mount your squadmates with Ultralight or Basic sensors - use the weight savings elsewhere. --Link your weapons wisely; simple chain fire is almost useless since enemy shields must be dropped before any real damage is done, and they can regenerate surprisingly quickly. --Don't fire partially charged weapons, as they are almost totally ineffective. --Always check for new squadmates, equipment, and vehicles, and save before every mission - just in case. --Choose the best squadmates available, and try to get a variety - some are better in tanks than in HERCs (Sax, for one), and some are more likely to follow orders and not go off attacking randomly (which Delta Six loves to do). Others though may be almost too timid to help in a tough firefight - watch for "cautious tacticians" like your trainer Otobe. Be especially careful of Cybrids with "heretic" sympathies. --When customizing a HERC, especially for a squadmate, a good rule of thumb is not to exceed the reactor rating by more than 75% for an alpha-strike setup (all guns meant to fire at once) or 100% for a staggered setup (some firing chains are fired only rarely, like Radiation guns). --Remember to listen to the main briefing but always check the written Objectives as well, since they'll fill in the details (like when to carry LTADS or a Cloaking Device). WEAPONS Notes on the Laser weapons: Starsiege lasers are inexplicably bizarre. Instead of firing strips of light that act like bullets (as in MechWarrior 2) or beams of light that can be dragged across a target (as in MechWarrior 3), Starsiege lasers fire their beams at a single point straight ahead of the unit and then remain fixed on that point as they finish firing, even if the attacker turns away. This makes fighting turrets and installations easy since the attacker can fire, hit, then turn and run and still be scoring damage with the same beam - much like the "tracking" lasers in many Japanese arcade shooters. This is especially important with Twin Lasers (which fire 2 beams one right after the other) and Compression Lasers (as Twin Lasers but with 3 beams) since they fire their beams for a longer period of time. Unfortunately, it makes fighting other HERCs or Cybrids more difficult since a miss cannot be recovered from for several seconds. If using lasers against mobile units, try to avoid firing on a fast or jinking enemy and attempt a head-on point-blank shot for best effect. Note that wingmen and the computer can use lasers with wonderful accuracy without the same problems. Notes on the Ballistic weapons: By Ballistic I mean "ammo- using". These weapons don't seek but they do fire directly with little "tracking" or delay, meaning that they almost always hit where your aiming reticule is pointed. This makes them more difficult to time when used with other weapons, but because they hit almost immediately they're great for the non-Aces among us. Thankfully, AI units on both sides will tend to hold their ballistic fire until the enemy's shields are out, assuming they have an EMP/AC combination or something similar. Notes on the Alien Energy weapons: The only general notes here are to beware of the Alien items' high energy use and weight - they can easily overload a smaller reactor (Apocalypse, anyone?) but work especially well in groups of 2, 3, and 4. The Smart Gun is listed separately with the Seeking Weapons below, and the Nano Cannon is listed with the Ballistic weapons. Notes on the Seeking weapons (energy): Plasma and Smart Guns fire seeking energy projectiles but are ineffective beyond 500m; energy use and weight are high, and Plasma shots are the slower of the two. These two consistently win the game for me. Note that the Plasma cannon isn't nearly as effective or deadly as it was in the Earthsiege games. Notes on Missiles: Missiles, once locked, are deadly - witness the Knights using a few all-missile configurations. Unfortunately, like most non-energy weapons, they work best when the enemy is shieldless. They can be jammed and occasionally evaded but they're still tough, especially when turret-mounted. Missiles without a lock can be "dumb fired", but the chance of hitting any moving target is slim. Notes on Mines: The HHG and Arachnitron mines are simple proximity-activated devices that can be laid in place, fired into place, or in emergencies, even fired (at very short ranges) directly at an enemy target. They're of limited usefulness, but in certain base defense missions they can be handy. Laser - Use it as a gap filler in your wingmen's weapon loadouts. When they have 1 ton left over and 1 weapon mount left open, instead of upgrading from Enhanced to Advanced computers or from Longbow to Infiltrator sensors, add a Laser instead, since wingmen use them very effectively (and seem to make poorer use of accessories and upgraded sensors/computers). For your own unit, choose better accessories first then add a Laser only if everything else is maxed out. Heavy Laser - This will be your primary weapon early on, especially on lighter units; it's a good balance of energy, damage, range, and fire rate. Twin Laser - This is functionally identical to a Heavy Laser except for better power usage; since it fires two beams it spreads the damage out but gives the user a tiny chance to recover from a missed initial shot. Compression Laser - Damage is potentially high for a very small weapon; since it fires three beams it spreads the damage out but gives the user a small chance to recover from a missed initial shot. EMP Cannon - It's a shield-dropper, nothing more, so use it for what it is. Always pair it with missiles or ACs or the like. Electron Flux Whip - Massive damage done at in-your-face range. These are not like ELFs of previous Earthsiege games, since they damage both shields and armor. Put a pair these on a lightning-fast wingman (they work wonders for tiny tanks) and they'll be a godsend, but avoid them for your own unit unless you're a glutton for punishment. Late in the Campaigns shields have advanced enough that you'll need the range of a bigger gun more than the damage of an ELF. Blaster - The staple of your Alien technology - the Olympian and Gorgon can mount 4 of these plus goodies (Adjudicator/Executioner also, and the little Shepherd can mount 3 and a Laser or Twin Laser), making for a truly deadly wingman or a spiffy ride for yourself. Long range, high damage, medium weight. Beware of high energy use - don't mix them with Heavy Blasters, ELFs, MFACs, QGUNs, etc. if you're close to 200% of your reactor rating. Heavy Blaster - Shorter range than the Blaster but deadlier; a pair of these balances nicely with good backup weapons like missiles, EMACs, and more; With a large enough reactor, you might manage to back them up with Lasers or Twin Lasers. A Gorgon can pack 4, and an Olympian can mount 4 plus 2 ACs or Lasers. Particle Beam Weapon - The beam-weapon equivalent of an MFAC or Q-Gun; massive damage at long range. I finished the Cybrid campaign in an Executioner mounting 3 of these, with my Adjudicator squadmates packing 2 each. Early in the Cybrid missions, a wingman can do wonders in a tank with 2 of these. Plasma - Finally! A Starsiege weapon that makes up for the game's bizarre controls. If you have better than Basic computers onboard, make sure to fire your Plasmas (preferably in pairs) at or near the lead reticule, since they track but not very far or fast. Try not to do a Circle of Death using these, especially at close range - they track poorly out of the barrel. There are no good units that can mount 3 plasmas, though an Olympian, Executioner, or Gorgon with a Maxim reactor and Additional Energy storage can almost pull it off. Blink Gun - Pesky little devils (but heavy) with long range, they ignore shields. Armor damage isn't great, though, and they're not easy to aim. In quantity, however (3-4 of them, though power and weight are problems), they can dice an enemy quite nicely. Q-Gun - An evolution of the Heavy Blaster, it's more of the same: more damage, shorter range, higher energy use, and slower fire rate. Check out the great "wave" effect of the shots - a pair of these makes an "X" on the target, which looks mega-spiffy. Luckily (and this is why I almost prefer QGUNs to MFACs) their energy use and weight are just enough to allow something like a Gorgon to mount a pair of them along with two smaller guns like EMACs or Nano Infusers (or Lasers / Twin Lasers with a good reactor). A Myrmidon can easily pack two of these and load up on accessories, armor, etc. Magneto-Fusion Assault Cannon - More damage and energy use than the QGUN and slower firing, the MFAC thankfully keeps a long range to boot. Mounting a pair of MFACs isn't easy, but it's very doable (especially on a Knight's Myrmidon). Try to avoid mounting the one you get early in the Human campaign, since it's big and easily destroyed early on (when your armor and shields suck) and isn't replaced until many missions later, when having 3 or 4 would be really nice. Nano Infuser - If you're a good shot and really have to have a Blast Cannon or Heavy AC, take this instead, but remember to pack shield-droppers like EMPs. Nanite Cannon - Same as the Nano Infuser but bigger: if you're a good shot and really have to have a Blast Cannon or Heavy AC, take this instead, but remember to pack shield-droppers like EMPs. With the Nano weapons, think about packing a pair of these and a pair of EMPs together with a Universal Ammo attachment. Autocannon - The basic Autocannon is useful only as an afterthought on machines with a hugely overloaded reactor, maxed out accessories and components, one slot free and a little free weight. Ammo isn't a concern, but take anything else instead. I am, however, told that an Apocalypse or Olympian can mount 2 EMPs and 4 ACs effectively as an early "heavy" HERC - max out the accessories and other components using the weight saved from the 6 light weapons (and drop the reactor to a Small or Micro). Heavy Autocannon - Slightly more useful than a standard Autocannon, the Heavy comes into its own on units with 4 weapon slots. Mount 2 EMPs and 2 Heavy ACs on separate firing chains then alternate chains when appropriate (1. EMP/EMP, 2. HAC/HAC, 3. EMP/EMP/HAC/HAC). Ammo really isn't an issue when used this way. Later on you're better off mounting more multirole items like Blasters or PBWs or the like, but it's an early favorite. Electro-Magnetic Autocannon - An excellent compromise between energy and ammunition weapons, EMAC shots don't travel quite as fast as other ACs but the shots are accurate and recognizable. If you want good armor damage capability with low weight and energy use, this is a beauty. In quantity (3-4), it's even better, though still only slightly better than a Heavy AC. Blast Cannon - For the high weight, low ammo, mediocre range and fire rate, you should avoid the Blast Cannon and mount almost any other items - there is always a better use for extra weight than this. The blast radius is nice, but unless enemies are bunched closely and all have their shields down, then it's less useful than it looks - in practice, your wingmen will gang-attack a single enemy rather than split their fire and will often close to point- blank range anyway. Heavy Blast Cannon - Same as the blast cannon, just bigger. If you really want an armor killer and don't have Nanite weapons or EMACs, take a Heavy AC instead - the fire rate equals the HBC's damage per second at a third of the weight and space. Again, the area effect blast is nice but it'll cause more friendly-fire kills than enemy kills almost every time. Railgun - Big brother to the Nano weapons; use it the same way, with the same warnings. Pit Viper - Basic thermal-guidance missiles; beware of friendly fire. Sparrow - Radar guidance means they need a solid lock for a sure hit but the payload is worth it. Swarm - Radar guidance means they need a solid lock for a sure hit but the payload is worth it. The Minion is more powerful, of course. Minion - Radar guidance means they need a solid lock for a sure hit but the payload is worth it. Shrike - Advanced thermal-guidance missiles; beware of friendly fire. Aphid - A good missile, but since the longest-ranged radar in the game is 1500m, what good is a 3000m range missile? Arachnitron - Similar to the HHG, except that instead of exploding when an enemy passes nearby, it actually gets up, walks over to the enemy, latches on, then detonates. Cute. There are times (e.g., when fighting Harabec or Caanon) that you may be able to lay down a field of these then lure the enemy into it. HHG Proximity Charge - Just what it says it is, a stationary proximity-fused land mine. Theory: Would it help in Human Mission 13 to mine the mountain pass before the 3 Executioners start their approach? Radiation Gun - A specialized pilot-killer; for the weight and energy use (not to mention the tiny range), take anything else instead, unless you really need to capture some enemy salvage. Smart Gun - My favorite weapon, by far. The shots seek the target in a fairly wide cone, at least 90 degrees in front of the firing unit. For neat special effects, target a unit behind you and fire up and forward - watch the shots try to curve totally around then explode like fireworks. I first beat Prometheus using a Gorgon with 4 Smart Guns, circling him to stay behind as much as possible. The high rate of fire means a rack of Smart Guns can put out enormous damage with almost guaranteed hits every time - not one-shot knockouts, but sure, reliable destruction every time. EQUIPMENT ECM (all types) - ECM is somewhat more useful than a Thermal jammer, since it not only helps with evading incoming missiles (radar-guided missiles seem more common) but also helps mask a unit from detection. A unit with Doppelganger or Beta ECM and a Cuttlefish Cloak running with Enhanced Passive (or Infiltrator) sensors is deadly. Yes, I know, calling it "ECM Jammer" is redundant. Thermal Jammer - Though heavier and less useful than ECM, a Thermal jammer still serves its purpose on certain missions. Personally, I'd rather mount a Shield Modulator or Shield Amp to keep missiles from being as effective in the first place. Cloaking Device (both) - The Chameleon and Cuttlefish both do a good job of obscuring a unit visually, and even the computer reacts accordingly. You'll learn to hate the AI's cloaked Disruptors. They work much better on a stationary unit than a moving one (they do leave a slight blur), and work better in cover than in the open. Shield Amplifier - The Modulator excels against single attackers or fixed installations; if you know (or suspect) you'll be going into a free-for-all melee, the Amp is a hair better, since it increases overall strength by 25%. Shield Modulator - Given the choice between this and a Shield Amp, I'll take this. Against single threats, it's worlds better, since it lets you focus your shields toward a certain direction, and it also automatically swivels the coverage to face whatever you have targeted. Shield Capacitor - For the weight, take a Modulator or Amp instead - the Capacitor works, but the risk of damaging your shield generator is too great. Laser Target Designator (LTADS) - Useful only if the mission briefing says artillery is available. Use squadmates to shield your attack (or go ECM/Cloak/Passive); you have to keep the target in view and target-locked while the shells are inbound. Range is 1500m, but you can spot while on the move. See Human Mission 7 below. Auxiliary Energy Storage - The Battery is a great item for vehicles with overloaded reactors; any lull in combat gives a great energy reserve. Energy Capacitor - Use the weight to mount a bigger reactor instead, or get a Battery, or better yet, just balance your weapon loadouts more evenly. Field Stabilizer - Disruptors aren't common enough to really be a threat, but if you know you'll be facing several, use this. Disruptor tanks are fortunately light enough that you can reliably kill them at range, and the effects of the Disruptor itself wear off fairly quickly. Turbine Booster - A nice little item that can really help on certain missions like Cybrid mission 6; it only lasts a few seconds per charge but it does work. Rocket Booster - Like the Turbine Booster but each charge lasts much longer. Nano Repair - Effective, but too heavy for general use; take a Shield Modulator or Shield Amp and avoid getting hit instead. Angel Life Support - Rad guns aren't common enough to really be a threat, but if you know you'll be facing several, use the Angel. When I have a unit with 1 slot left open and .5 tons free, I'll try maxing out the sensors and computer, and if they're the best available, I'll stick on an Angel just to have it. Alien Antigravity Device - Makes your unit 5 tons lighter with no side effects. Universal Ammo Pack - The doubled ammo capacity is nice if you're really into Nano Infusers and Nanite Cannons, or if you're looking to make a Heavy Blast Cannon or Railgun more useful. With ACs it's less of an issue, of course. MISSION WALKTHROUGHS The Human Campaign: Mars Resistance, Imperial Knights, and Cybrids The division into 3 segments here is arbitrary but it makes description easy. Note that even though the Cybrid campaign is supposedly "advanced", the human missions are overall much tougher. Mars Resistance Mission #1: Vulture Duty An easy intro mission - follow the nav beacons, take out the Basilisk and cargo ship, and be ready for a roaming Talon. Sprint back to the access tunnel. If you're adventurous (and greedy for salvage), hang out at the last nav point a minute or two longer and wait for 3 Minotaurs to show up - lure them back toward the tunnel, but don't approach the mission endpoint. When your allies power up to engage, turn back and help out, then proceed to the endpoint when you're done. Mission #2: Flashburn Follow Storm and Mary to the convoy, then help out by concentrating fire along with them. You're outnumbered, so kill the HERCs before bothering with the helpless vehicles. Be ready for 3 Talons and 2 Minotaurs when you head out to nav Bravo. Mission #3: Stealing Thunder Pack a cloaking device! Follow Storm through the canyon until he stops to let an Imperial patrol go by, and remember to activate the cloak. After powering back up, follow him to Nav Alpha but help with the fighting only in passing. Keep moving and you'll find the dropship. Carefully destroy 2 of the 4 large boxes on the ship's corners - these are the thrusters. This'll disable the ship, so you can go back to help the General if need be, as the original patrol will soon be returning. Call the recovery team to finish the mission. Mission #4: Diamond in the Rough Pick your first squadmate before starting the mission, and remember to assign him/her a well-customized HERC. The Olympian is near Nav Alpha but won't respond unless you come within about 200 meters of it. Search around a bit and kill wandering / patrolling / not-yet-activated enemies before contacting Dimarco; you'll want to kill the enemies far from her, since she takes 38 years to get to nav Bravo. Enemies can be thick here, but her Olympian can take more punishment than it looks like. Mission #5: Operation Jailbreak Grab another squadmate and park yourself in a shiny new Olympian, with LTADS intact, since you'll have artillery support. Stop on the edge of the ridgeline (or when you can see the turrets within 1500m), target an enemy, then (S)pot until you get the "ok" message from the artillery batteries. Remember to keep the target targeted until it blows up. When the turrets are gone, lose the Communication tower too - you may want to strike it early to save yourself some trouble with enemy reinforcements. If you can spot stationary or powered-down enemies, you may want to arty-strike them too, since you'll be overwhelmed if they all come at you at once. Expect 2 Minotaurs from the rear - a gang-attack by your squadmates should handle them. By the time they go down, all base turrets and the Comm tower should be toast, so charge in to attack any remaining enemies before they decide to nuke the hangar themselves. The Predator tank you gain is a sweet ride, and Sax will rock in it until the Myrmidons become available. Mission #6: Under the Gun Fill out your squad before launching. The building you need can be any one of the city structures, but as soon as you ID the correct one, a trap springs - enemy vehicles attack and artillery rains on the city. Before IDing anything, send your pals to the opposite edge of the city from your starting point, and let the convoy stop where it wants. Head to where you parked the squad then ID buildings until you find "Rebel Safehouse" - immediately order the convoy to retreat to Bravo and set your squad to Fire at Will. Three enemies appear from within the city, and your squad should take them on 1-on-1 (for once, don't let them combine fire). You must help them make quick and decisive kills, since you'll soon need all the help you can get. Just over the hill that borders the city-to-Bravo path, 3 Paladins will appear, the last one packing twin missiles that'll eat you (or the convoy) alive. Have all squaddies target it (it's the last tank in line) and kill it quickly. While they do that, target the 2 other tanks yourself to draw their fire. Watch for friendly fire, since the convoy (you only need 1 truck to make it) will be in the middle of the firefight right about now. Kill the Paladins and you're in the clear. Mission #7: Beheading the Snake Same as Mission 5 - bring an LTADS. Beware, there's a minefield between the ridge forward of the starting point and nav Alpha. Navarre is in the squat building in the WNW of the city, though you may want to inspect the other buildings first just for giggles. Here's the strategy: have patience and don't enter the city at all. First, inch into range (1500m) of the 2 closest turrets, peek over the ridge to target them, then back out to 1499m and Crouch while setting radar to Passive; Spot the turrets, then keep them targeted until they die. If two enemy patrols approach from the rear, use the Map to guide your wingmen to them. Then head directly East and go far, far around the city, then head North, then back West, making a big loop around the town. Crest the large hill North of town and repeat the peek-target-backoff-crouch-passive-spot process you used on the first two turrets. Keep an eye on the Map to see if the city's defenders have come after you - if you stay far away and keep your wingmen in check, they won't come hunting even if you hear the "intruders on the perimeter" message. The city itself is defended by 3 pairs of enemies and a single - a Gorgon/Gorgon combo closest to the start point, a Minotaur/tank pair in the middle, a Suppressor/tank duo in the North, and an Apocalypse alone. The pairs patrol East-West, and the Apocalypse patrols North-South on the Western edge of town. Each pair, though, patrols its area without helping the others, making combined-fire kills very easy. Once the turrets die, see if you can time another artillery strike to take out some city defenders; if not, attack one tank in the North while your squad takes the other; then move to the Minotaur/tank pair in the middle, but stay NE of them. The Apocalypse will soon round a corner, just concentrate on it, but order the squad to hold fire until it is well clear of the Police HQ building - stray fire can destroy it easily. The Gorgons are beastly opponents, so make sure to divert one's fire yourself and send the squad after the other, then gang up on the survivor. ID the Police HQ to finish the mission (no you can't save it, the briefing always says it was destroyed, likely by the artillery). Imperial Knights Mission #8: Imperial Retaliation This is a fairly standard "defend the base" setup - send the squadmates against approaching Knights in groups, especially versus the Gorgons, though you may want to delay an attacker or two by firing on a separate enemy yourself. Mission #9: Hunting the Icehawk Decide now if you want to complete the secondary objective. It's not necessary, but it's a sense of accomplishment. If so, roll full-speed through the gulley, killing everything in your path - try not to stop if possible, and engage enemies as they appear at max range. In the canyon you'll face Talons, Basilisks, then Disrupters. If an airborne dropship passes within 1000m, order all wingmen to attack it and fight the enemy ground units yourself for a few. When you hit the plains, head slightly left (don't approach the base yet) and take out 2 or 3 enemy dropships that are still on the ground to complete the secondary. If you don't care about the secondary objective, you can crawl through slowly and deliberately. In the canyon you'll face Talons, Basilisks, then Disrupters. If an airborne dropship passes overhead, ignore it and continue to fight the enemy ground units. Once you clear the plains, artillery will drop, but sporadically and inaccurately. Next order all wingmen to attack the Gorgon at the base while you toast the missile turret; when they both go down, gang up on the Apocalypse. Cybrids Mission #10: Dust to Dust Start Thumping as soon as the mission starts. Blast anything that moves as you head for the mountain pass (Seekers and Goads will attack first), but try to keep moving and keep the squad together. Cybrids will keep appearing (Recluse tanks from behind), but keep heading to the pass no matter what. When the convoy approaches the valley, turn off the Thumpers and haul butt to the other side, taking the squad with you at max speed. Soon as the convoy clears the canyon, turn the Thumpers back on. Nav Bravo is infested, so head immediately over the nearest hill, directly North, halfway to what will become nav Charlie. Problem: you'll have Cybrids coming from both Bravo and Charlie. The convoy will be okay on its own for a while; stay just SE of Charlie. Kill the two approaching Adjudicators then head to Charlie (make sure to fire on both to distract them) - the mission will end before the Bravo Cybrids will get close enough. Mission #11: Guardian Angel A relatively straightforward defense mission; Go with a friend to take out the Cybrid artillery that sits beyond the rim early on; use the others to help fend off other approaching Cybrids, and don't stand in front of the artillery! Watch the friendly fire; you're protecting those ships, not fragging them, remember? You'd better have the squad together by the time the two Adjudicators show up, otherwise you're in trouble. Mission #12: Glitch Hunt This is a total hack-n-slash: just follow the points to the city, blasting everything in the way (and coming from behind). The truck driver is right, the Nexus is to the southeast. The civilian secondary targets are in two of the remaining city structures, just target and ID them. Let shields and energy recharge a tad before heading that way, as the Glitches are thick and angry there. Don't blow up the Nexus - just call in the recovery team when the Adjudicators die. Mission #13: Ill Wind Blowing Make sure to save your game before this one. Yet another "defend the base" job, except that this one's deadly, and it took me many tries to finish it with all my wingmen left. Immediately upon starting the mission, order the truck to fix the Southern turret - it takes 30 seconds, and as soon as it finishes, send it (in order) East, North, then West. If you try to send it to the turret that covers the direction of any upcoming attack, it'll get blown away and you'll lose not only the secondary objectives but several very valuable MFAC turrets too. While it starts, send your squad to the NNW corner of the base and wait for some Seekers. When they die, head to the SSW corner for the next attack, then immediately head due West of the base and intercept the third wave before it powers up. The final attack comes from the ESE (one Adjudicator) and ENE (three, yes three Executioners). Now you can stop wondering why the first group never returned. To help fight the Executioners, you may want to retreat to the center of the base to let the Eastern MFAC turret get a few shots in before engaging - remember to concentrate fire, all wingmen on one Brid, you on another, then combine on the third. If they come far enough in, the Northern turret will also engage them if the Generator still stands. Two things I've never tried: First, order one wingman each to the NNW of the base just outside the turrets, one to the W, and one to the SSW. Give them Fire At Will orders, and fix the turrets in the normal order. Equip your own HERC with a Turbine or Rocket booster and follow the patrol group out. Doing this, would it be possible to kill at least 1-2 of the Executioners before they roll down the corridor? If so, you could Rocket back to the base to help with the Adjudicator and the tactical coordination. Second thing to try: could you mine the Eastern approach with HHG Proximity charges to heavily damage the Executioners as they head toward the base? Mission #14: Animal Tenacity A slaughterhouse featuring everything the Cybrids own - head to nav Alpha and defend, defend, defend. Don't bother following the other groups, just hang out at your assigned nav point, and remember that both the ship and the beam must survive. Mission #15: Ticket to Ride My suggestion: park the Olympians and other big HERCs, since you'll need speed aplenty, say 90+. Send the squad to nav Bravo while you swing slightly right to come within 200m of nav Alpha, but keep moving to catch up with the squad. Have the group attack one Bolo while you take the other, then head past the listening posts - don't bother attacking them. Three shepherds appear next just past the listening devices on the right; concentrate fire and take them out as quickly as possible. Immediately upon victory, or close to it, kill the Bravo turret and have the squad target the Executioner at Bravo - it'll sit still and get pounded until you get close. When it dies, gang up on the Adjudicator then kill the Comm tower. Now haul booty toward Charlie, and don't stop for anything - have 2 squadmates attack the 2 Shepherds in front of Charlie, but head beyond it with a third squaddie and activate your override as you pass it. As soon as you send the code to take over the ship, 2 more Shepherds appear who'll blow it away in one salvo - it's crucial that you attack one and your wingman attacks the other to draw their fire, quickly. If the first two are finished, call them in to help, but watch the friendly fire. By the way, the 30-second counter starts when you close on the dropship, so if you for any freakish reason take a slow vehicle or HERC, you must be certain to include a rocket booster or you'll never get to the ship in the 30 seconds it allots you (from your final approach to Charlie) or get past it to intercept the Shepherds. [Question: is there a time limit on the mission *before* approaching Charlie? If not, you could swing far around the nav points and kill the powered-down Cybrids before they get close enough to the dropship.] Mission #16: A Spear in the Dark Save the game now! Missions 16, 17, and 18 are all fought back-to-back with no new pilots or HERC choices allowed, though you can switch with a wingman or swap equipment between your own units. Take your best units, but remember that you need 95+ speed minimum - otherwise you'll never keep Icehawk alive here or Caanon through mission 17. As for 16... Kill the 2 Goads you first see then call the squad together, and head for the nav point. Kill anything that moves. If there are too many Cybrids to coordinate the attack personally, target Icehawk's pod and order the squad to Defend it while you hunt individual Glitches down yourself. Mission #17: Bowels of the Night Killing the Nexus is easy - keeping Caanon alive isn't. Head to Omega full speed, only stopping to take out stragglers that the rest have damaged for you; order the squad to Defend Caanon. He will not wait for you or anyone else, and he always moves at about speed 97, so try to stay one step ahead of him. If he gets to the Nexus first, he's toast. Mission #18: Fear No Evil Prometheus inhabits a super-mega-ultra-hyper-Executioner (with a tail) at the bottom of a crater; once you enter it, there's no getting out. Outside it, Caanon and your allies will battle endless waves of Cybrids (9999, to be exact - that's 9999 waves). Three strategies can work here: 1. Slugfest. Speed into the crater, duck behind a hill or a spire, and smack him when he gives you an opening. Careful, he's faster then he looks. I beat him using a Gorgon with 4 Smart Guns, constantly backing up around a spire or over the hill as I lobbed Smart Gun shots over and around the obstacles - the seeking shots will curve enough to eventually kill him. Took forever. 2. Sniper. He activates only when you approach him, so stop at activation distance just past the crater rim and lob missiles (brought plenty?) and 1000m guns his way. Work fast and relentlessly. I couldn't make this work, but I'm told it's playable. 3. Gang-attack. When you enter the crater, your wingmen automatically turn back to help Caanon. They do the same if you order them to help you out or approach Prometheus. Trick: there are 2-4 seconds between ordering them (using the map, not the hotkeys) and having them turn back. If you can get just one friend to get closer to Prometheus than to Caanon, then they'll attack him instead. I had Sax in a Knight's Myrmidon mounting a pair of MFACs, and the two of us nailed Prometheus in seconds. Oh, and in case you didn't know, Caanon is invincible in this mission. It can be fun to sit back and listen to him insult the Cybrids 20 or 30 times in a row. Speaking of invincible, for Mission 18's strategy # 4, see the editing guide later in this FAQ. The Cybrid Campaign: Mercury, Luna, and Earth Cybrid machines are smaller and faster with lighter shielding and fewer weapon mounts (no Apocalypse or Olympian equivalent), and so the game's description of it as an "advanced" campaign is quite correct. Again, the split into 3 sections here is an arbitrary but common sense one. Note that the Cybrids have tons of "kill everything" missions. Mercury Mission #1: Secure//Initiate Nothing special - follow the nav sequence, kill everything. Beware of the 2-on-1 fight against Talons at the end, especially if you brought a Shield Modulator. Mission #2: Sear//Strip//Eliminate This one's a sneak-and-snipe operation. Yes, that really is a Gorgon halfway to the nav point - get behind it, it maneuvers like a pig. Make sure to blow the entire facility it guards; the generator powers some nearby turrets. Enter the tunnel, blasting the doors and turrets as you go. When you get to the end, creep slowly out until you see the tips of 2 nearby turrets. Zoom in and snipe them from long range - if you can just barely see the tops of the turrets, they can't fire back. Do this carefully with every turret you face here - there are several. When they die, head into the inner tunnels and frag the supplies and boxes. For extra points, keep an eye out for the two cargo ships that drop in. Mission #3: Silence//Death Load up on Hubmates before leaving, and remember to customize their machines. While you can simply head nav-to- nav and kill everything, you can also opt to take a speedy HERC and take out just the installations "on the run", ignoring defenders. Mission #4: Inefficiency >> Death//Harm Ignore the mission description; your Nexus is about to be attacked, so head there fast. When you arrive, it's a standard defensive mission. Mission #5: Destroy//Deny Mount an LTADS; use it to take out the Generators and Communication structures quickly, then charge into the base and raze everything (faster in person with squaddies than using artillery). Use your squad for defense while you're spotting. Watch out for the Apocalypse as you enter the base. Luna Mission #6: Disarm//Neutralize You're given 3 options for a dropsite here: the easiest, by far, is to pack your Shepherd with max speed (I mounted a Turbine Booster and 4 Heavy ACs for this mission) and land at the far Listening Post. If you do, 2 of the 4 generators can be taken out at max range before even seeing an enemy (let the squad kill them, since they maneuver poorly in the base). Kill the farther 2 generators yourself; don't worry about the turrets or the other structures, including the Listening post. By this time reinforcements will be swarming; run flat-out for the extraction point back by the listening post, using a Booster if you have it. Order your squad to Fire at Will; if you try to call them to you, they'll get shot in the back, and you're the only one who needs to make it back to win the mission. On Fire at Will, they'll live just long enough for you to escape. If you choose the other 2 landing points (not recommended), let your wingmen tie up the enemy while you charge the base and hit the generators. Remember, just hit the generators - ignore the turrets and the big cannons. Mission #7: Starve//Demoralize The convoys you need to find are on the way to the nav point, so take a long-ranged radar if possible. Worry about the depot later; however, a new convoy soon leaves from the rear of it, and it'll get away if you let it. You may want to send the squad in to kill the depot's defenders while you wax the new convoy yourself. Then head back to the base and clean up whatever's left. Mission #8: Ground//Disrupt Pure hack-n-slash. Kill everything (including the guarded convoy to your right as the mission starts) but try to intercept as many outlying patrols as possible before entering the spaceport, and when there, try to take out as much as possible from max range. A starport furball too early can be very bad. Earth Mission #9: Arrive//Freeze//Burn Kill, kill, kill - the drop point you choose doesn't matter. Enjoy your Adjudicator. Mission #10: Gather//Retrieve Watch the friendly fire here. Kill HERCs at nav 1, then scan the buildings; kill HERCs at nav 2, then scan the buildings. Be prepared to meet HERC reinforcements after puttering around nav 2 for a while. Remember that you only need to find 28 humans, so killing all military targets isn't necessary. Mission #11: Escort//Insert Guard the Nexus well; it'll eventually end up at a soon- visible nav 3. Beware of committing your forces, especially approaching nav 3 - the Minotaurs are a diversion, so split the squad 2 and 2, then gang up on the surprise final Gorgon. Mission #12: Desecrate//Destroy//Demoralize Unless you're in a very fast unit, the escape ships are almost impossible to destroy. Stay together and take on the scattered enemies individually - isolate them. Make sure to raze several temples before firing on the statue in the center. The drop point you pick really doesn't matter. Watch out for the artillery pieces - kill them as soon as you're free to. Mission #13: Escort//Establish Take the squad far in front of the Nexus to nav 1 and kill everything on the way, but not the turrets - leave them all, and order your squad to Hold Fire if there are no HERCs to target. When the Nexus arrives, it will take over the turrets, and you'll need them soon. Don't depend entirely on the turrets, of course - when the humans arrive, slay them personally, and order the squad to Fire at Will when you can't take time to direct them individually. Mission #14: Hunt//Find//Kill Caanon's squad is extremely deadly - have all units target him at nav 1, kill him immediately, then take out his personal guards. You can then escape (not a bad idea) or hunt down his tough reinforcements. Mission #15: Heresy//Corruption Head directly between nav Metagen and nav Convoy at full speed - send the squad after the Metagens while you wax the convoy, and quickly. You'll soon be swarmed with enemies of every description from all sides. And if any of your squad's profiles says "susceptible to metagen//heresy//blasphemy", then prepare to have fun - it didn't happen with me, but I'm told those pilots can convert to the Metagen side in the heat of battle. Mission #16: Isolate//Inoculate//Annihilate Tons of killing - follow the lead group of Cybrid machines in to nav 1, letting them take the brunt of the damage. While they die, take out the turrets from long range, then concentrate fire on the large enemy HERCs that are everywhere. Wipe the base out after cleaning up any enemy reinforcements. Mission #17: Hurt//Maim//Kill Kill Harabec Weathers. Nuff said. He's in his Predator tank and his squad is ultra-elite, but if you concentrate fire and kill him quickly, they're toast. CHEATING There are no cheat codes in the game, but luckily most mission settings, including the universal Campaign settings, are stored as text that can easily be edited with Notepad. In your main Starsiege directory, look in the campaign folders for human and cybrid - each has a file called CAMPAIGN that has two very useful settings. The "use PlanetInv = true" line tells the computer to limit the available equipment to what's scripted for that planet. Change it to "use PlanetInv = bool" (yes, that's BOOL, like Pool with a B), and this will give you unlimited numbers of every item and vehicle in the game, limited only by Tech level. Change the line that says "techLevel = 3" to "techLevel = 10" to have no limits on available technology. With both lines changed, you'll have everything available at the start. For a challenge, start the Human game at Tech level 1 or 2 and fight just with minimal HERCs, lasers, and ACs. If the game's too hard, change just one of them - setting tech level to 10 lets you have any item available but not if the planet doesn't have any. Variant game: Set the first to "bool" and the Tech level to 1 - you'll have unlimited items to use and unlimited choice of vehicles, but you'll start very low-tech - quantity over quality. Note that these only affect the human player, of course, and they only take effect when starting a new Campaign - they won't affect games in progress. Other files can also be edited, notable the .MIS files in those same directories. Want help against Prometheus? Open up the last .MIS file; you'll see your squadmates are set not to approach within 1800m of Prometheus without turning back to Caanon, and Prometheus has a 1000m activation range. Set his to 100m and your squadmates' to 1 (you'll need to do this twice for them), and they'll follow you in while he won't activate until you're right in his face ready to unleash your quad Q-guns or whatever. Every mission can be edited similarly. FAQ HISTORY V1.4 - 27 April 2005 - Removed Sierra's Technical FAQ. V1.3 - 22 March 2005 – Minor editing after I rescued this from my original website's Fortunecity graveyard. I don't update much, do I? V1.2 - 7 March 2002 - Added some weapon entries and ordered weapons / equipment to match the order they're listed in the game. V1.1 - 2 March 2002 - Some typos corrected, weapon explanations corrected, and after replaying the game, several missions now have longer and more detailed walkthroughs. V1.0 - 27 February 2002 - The first version. THANKS -Electronics Boutique for selling Starsiege to me at $2.99 even though it wasn't priced, boxed, or labeled, and didn't come up in their system. -I was helped by the mission walkthroughs originally written by Alan Dunkin and Ethan O'Brien at http://www.gamespot.com/features/starsiege_gg/index.html