Terra Nova: Strike Force Centauri Unofficial Strategy Guide and FAQ by Kasey Chang (ksc1@aol.com) released November 26, 2001 0 Introduction 0.1 A word from the author A quick browse through the gamefaq.com shows that there despite the age of Terra Nova, there is no FAQ for it. So here's my version. This is a FAQ, NOT a manual. You won't learn how to play the game with this document, and I'm NOT about to add it to ease the life of software pirates. This USG only covers the PC version since that's the only version that I have and ever existed (as far as I know). Some of you may recognize my name as the editor for the XCOM and XCOM2: TFTD FAQ's, among others. 0.2 Terms of Distribution This document is copyrighted by Kuo-Sheng "Kasey" Chang (c) 2001, all rights reserved excepted as noted above in the disclaimer section. This document is available FREE of charge subjected to the following conditions: 1) This notice and author's name must accompany all copies of this document: " Terra Nova: Strike Force Centauri Unofficial Strategy Guide and FAQ" is copyrighted (c) 2001 by Kasey K.S. Chang, all rights reserved except as noted in the disclaimer." 2) This document must NOT be modified in any form or manner without prior permission of the author with the following exception: if you wish to convert this document to a different file format or archive format, with no change to the content, then no permission is needed. (Adding advertisements to the document is a modification!) 3) No charge other than "reasonable" compensation should charged for its distribution. (Free is preferred). See 6) for web archival rights. 4) Sale of this information is expressly prohibited. If you see any one selling this guide, or offer this guide in a paid- membership-only situation, or on a CD being sold, let me know. 5) If you used material from this, PLEASE ACKNOWLEDGE the source, else it is plagiarism. 6) The author hereby grants all games-related web sites the right to archive and link to this document to share among the game fandom, provided that above restrictions are followed. Please read 2) very carefully. You are under NO obligation to send me ANY compensation. However, I do ask for a VOLUNTARY contribution of one (1) US Dollar if you live in the United States, and if you believe this guide helped your game. If you choose to do so, please make your US$1.00 check or $1.00 worth of stamp to "Kuo-Sheng Chang", and send it to "2220 Turk Blvd. #6, San Francisco, CA 94118 USA". If you don't live in the US, please send me some local stamps. I collect stamps too. 0.3 Distribution This USG should be available at Gamefaqs (http://www.gamefaqs.com) and other major PC game websites. You can forward this FAQ in its entirety to another person, but I'd much rather you tell them about it on gamefaqs.com Gamefaqs.com will ALWAYS have the latest version of my guides. Any sites that try to "leech" gamefaqs.com may not have the latest. I have received MANY comments that have already been addressed. because the commenter read the guide from some "leech" sites. 0.4 Other Notes There is no warranty for this unofficial strategy guide. After all, it depends on YOU the player. All I can do is offer some advice. PLEASE let me know if there's a confusing or missing remark... If you find an question about this game that is not covered in the USG, e-mail it to me at ksc1@aol.com. I'll try to answer it and include it in the next update. Please include where you found this guide (URL if possible). 0.5 The Author I am just a game player who decided to write my own FAQs when the ones I find don't cover what I want to see. Lots of people like what I did, so I kept doing it. Previously, I've written Unofficial Strategy Guides (USGs) for XCOM, XCOM2:TFTD, Wing Commander, Wing Commander 3, Wing Commander 4, Fade to Black, Spycraft, 688(I) Hunter/Killer. Mechwarrior 3, MW3 Expansion Pack, Need for Speed: Porsche Unleashed, Mechwarrior 4, Dungeon Keeper 2, and a few others. They are available on gamefaqs.com. You can also find some of them on my KC Game Nexus website at http://www.geocities.com/TimesSquare/Alley/6275 If you need to write me, send e-mail to ksc1@aol.com. 0.6 Disclaimer/ Copyright Information Terra Nova: Strike Force Centauri is a trademark of Looking Glass Productions. May they rest in peace. This USG is not endorsed or authorized by Looking Glass Productions. The information compiled in this USG has been gathered independently through the author's efforts. 0.7 Spoiler Warning The USG contains spoilers about all missions in Terra Nova. Only get enough help to get past the hump, so you don't spoil the sense of accomplishment. 0.8 The Most Frequently Asked Questions Q: Can you send me Terra Nova? A: No. I just BOUGHT a copy in a store. Why shouldn't you? Q: Can you send me the manual (or portions thereof)? A: Why would I do that? Q: Can you tell me how to play the game? A: Read the manual. Q: What's the latest version? A: This is before games get patches, though there may be a V1.09 patch out there. That is the latest known version. Q: How many missions are there in the campaign? A: Total of 37, completely linear. There's also the random scenario builder. 1 Game Information 1.1 Introduction Your manual's intro should serve as adequate introduction. 1.2 Troubleshooting This is a DOS game, so some people have problem running it in Windows. There are two ways to make it work in WIN98, don't know about 98SE or ME. One, create a full "DOS mode", but that means you have to load DOS drivers for the CD and mice, and you lose the use of any USB peripherals (if you need any). Second, open a DOS prompt, make it full-screen by hitting ctrl- enter, then look for the _tn.bat file in the game directory and run THAT. That will by pass the "reboot" sequence, allowing you to use the Windows drivers. I was able to complete the game successfully with this method. 2 Your Weapons I recommend the "particle beam" over all other weapons. It's energy-based so there's no ammo limit, and it has good range so you can hit enemies from far away while having chance to dodge incoming shots. Its firing rate is rather low, though, and it doesn't do a LOT of damage. 2.1 Laser Your standard energy rapid-firing weapon, it has very low range (only 75m) and only deals low damage. It fires extremely fast though, almost continuous beam. In general, reserve this for close-range firefights, and replace with better weapons ASAP. You would usually want to stay away and use multi-pulsars instead. Laser is also good for hunting drones. 2.2 Multi-Pulsar Fires very slowly, but has almost twice the range of the laser. Keep moving back and shoot, or circle-strafe the enemy. Your multi-pulsar has the range, so use it. It is too slow to hit fast- moving targets though. 2.3 Smoke Grenade Launcher Generates some smoke to obscure the sight. There's no use for this weapon at all, in my opinion. 2.4 EM Emitter Basically a grenade that shows you where the enemies are. They are not that useful except on scout missions, where you can use its output to route you away from the enemy. Combine with EM Dampener module. 2.5 Grenade Launcher Launches a grenade that explodes with area damage. Lock on target to get the proper range. Keep in mind that if the enemy is heading toward you and you're backing up, you'll be wasting your grenade! Drop it on STATIONARY targets to get optimum results. 2.6 Railgun Plenty of shots, with damage that cannot be repaired. decent range, but not that much damage. Not worth the trouble, IMHO. You want to kill the enemy NOW, not damage him so you can kill him later. 2.7 Particle Beam Basically a better multi-pulsar, particle beam has a lot of range and decent damage, and fires quite slowly. Use this as sort of a sniping weapon. Fire, and back up, and keep firing and backing up until the enemy goes down. 2.8 Thermal Disruptor Damages the target directly instead of going through armor, the range is rather limited. and slow recharge. Not really worth the trouble, IMHO, unless you LIKE knife- fighting melees. 2.9 Missile Launcher Finally, a HEAVY weapon is available! Essentially a huge version of grenade launcher, this takes up two slots and has only 15 shots. Reserve this for the heavy targets, like tanks, heavy turrets, and such. Remember to lock on. 2.10 Ionic Fusion Rifle Despite the name, IPR is simply a laser with more damage (and a blue beam), and slightly shorter range. Keep one for melees if you like, but I personally would rather stick with the particle beam. 2.11 SIR Mark IV Causes electrical damage. its range is simply too short (only 30m!) and it causes AREA damage. Skip this weapon completely. It's so useless it's actually dangerous to you! 2.12 M-B Cannon Basically a better missile launcher with more range and more damage, the main problem is only 5 shots per weapon, and it takes up two slots (and a heavy suit). Definitely bring along an energy weapon as backup so you don't end up as a sitting duck after the 5 shots run out! Reserve for the most important targets, and don't waste any shots! 2.13 M-B Accelerator The best weapon, it's only available for the final mission. With 10 shots each, tons of damage, and incredible range, the only thing you need to worry about with this weapon is running out of ammo (much less of a problem) and causing collateral damage (i.e. friendly fire). 3 Your PBA's Power Battle Armor is something right out of Robert Heinlein's Starship Troopers (not that stupid movie, but the novel!). Heavily armored, plenty of weapons, tremendous strength, and jumpjets. These are one-man arsenals. 3.1 Standard The standard suit offers average protection, average mobility, average sensors, and 4 weapon slots. 3.2 Scout The scout suit (with camouflage pattern) offers low protection, high mobility, longer sensor range, but only 2 weapon slots. 3.3 Heavy The heavy suit offers high protection, low mobility, average sensors, but still 4 weapon slots. Some newer weapons require heavy suit slots. 4 Your ASF's The ASFs are optional but useful modules that add additional capability to your PBA. You can only pick one ASF per PBA, so choose carefully. 4.1 Demolition Pack Standard equipment for demolition specialists, these are used to blow things up. Read the manual on how to use demolition specialists. 4.2 Repair Pack Standard equipment for repair specialists, these can help you survive long missions. Read the manual on how to use repair specialists. 4.3 Dynamo Dynamo doubles the "recharge" rate of energy weapons, allowing to fire energy weapons more often for longer periods of time. Useful if you have energy weapons, but doesn't really help you that much. The standard recharge rate is quite sufficient, at least in lower difficulty levels. 4.4 Jumpjet Booster Jumpjet booster doubles the "recharge" rate of jumpjet, allowing further and longer jumps. It also gives you more jumpjet fuel. This one could be useful with scout suits, but personally I've found no use for it at all. 4.5 Universal Backup Replaces damaged systems, this is almost as good as having a PBA repair specialist on the team. It only "fixes" 5 subsystems though, and you need some free time to activate them. In general, this is not that useful as most subsystems will still work even damaged. If you need a replacement, you probably lost already. 4.6 EM Dampener Essentially a limited duration "cloaking device", this allow you to "sneak by" enemy units. Only useful on scout/recon missions, and maybe not even then. Combine with EM Emitter for best effect. 4.7 Auto-Doc Fixes any damage to you personally, like damage caused by thermal disruptor. In general, if you are damaged, you're pretty dead, while a different ASF can be more useful in preventing damage. 4.8 Mine Layer Allow you to lay mines to protect certain areas. This is great for defensive missions when you need to defend specific locations or approaches, like rescue missions where you need to protect a unit until he's back in business, and so on. However, the auto-turrets available later can be more helpful. 4.9 Personal Shield Gives you additional protection for limited amount of time. Activate it and charge into heavy combat! Remember to deactivate when out of combat to save the power. 4.10 Auto Turret Drops up to 24 auto-turrets that'll fire at any hostiles in range Essentially a smarter version of the mine-layer, it's great for traps and defend missions. It's also very helpful when you wade into a gaggle of enemies. One useful tactic is to lay a line of those across enemy path, then "tease" a few of them to attack you. Retreat across the turrets and wipe out the enemy, repeat. 4.11 Explode-a-drone Turns your remote drone into a true kamikaze. Not that useful, as I NEVER use the drones, even for recon. 5 Your Squadmates The squadmates don't have skill levels, and they don't improve. The only noticeable changes are their kill stats. Their availability is randomly generated except for the scripted departures (death, promotion, etc.). As long as you get the right pre-requisites (i.e. an electronics expert, a demolition expert, and so on) the others can be just about anything (pick weapon experts, of course). There's no point in listing them all. You can see the game for them. 6 Your enemies To be honest, it should be pretty obvious which enemies are the most dangerous. Any enemy should be engaged from as far away as possible. There are basically six types: Pirates, Heg PBAs, Clones, Tanks, Drones/Probes, and Turrets. 6.1 Pirates Pirates come in two flavors: regular, and captain. Captain comes closer to SFC equipment, but both have bad equipment and are easily killed. They do outnumber you though, so don't charge right into the middle of them. Stay back and snipe them to death. 6.2 PBAs Hegemony (Hog) PBAs are slightly inferior to equivalent SFC PBAs in the appropriate class (scout, regular, heavy). Engage at long range. 6.3 Clones The three types of Hog clones are roughly extra-heavy and deadlier versions of Hog PBAs. Engage at long range. 6.4 Tanks The light, medium, and heavy are pretty hard to kill without some heavy artillery, like missile launcher, MB cannon, or MB Accelerator. On the other hand, their mobility is limited, and you can get away from them easily and snipe them from long range with particle cannon. 6.5 Drones Drones are basically fodder except bomber drone, which can get REALLY annoying. Keep a laser or ionic fusion rifle to hit them at close range. And keep moving! 6.6 Turrets Turrets are basically big targets. The heavy turret can throw some heavy missiles your way, but you can see those coming and dodge easily. Stay out of range, kill the mobile units first, then get in closer and snipe it to death. 7 General Tactics 7.1 Retrograde Most units can be easily engaged at long range, where your superior fire control and range will let you get in unanswered hits. Just keep backing up to keep the range open. 7.2 Take your time if possible Most missions are not time-critical. On those missions, take your time to take on one enemy at a time, wait for armor to regenerate, then repeat. 7.3 Escort Tactics With four squadmates, it's best to assign two squadmates to guard the leading vehicle in the convoy, while you take the remaining squadmate to scout ahead and engage any enemies. 8 Campaign Walkthru You can call in the drop ship when the primary objective is complete. Dropship will come automatically if you have completed all objectives. 8.1 Intro As you can see from the intro, there's a traitor in SFC. 8.2 Mission 1 Scouting mission. How hard can it be? This will be your first live-fire exercise though. Just remember, those pirates are out to KILL YOU. Your target, the pirate base, is to NW of drop point. Consider moving west, until you are directly north of the base, then go south toward the base. You will encounter THREE pirates on this mission. Use your multi-pulsar to hit them from long range, don't forget to zig-zag as you back up! Kill all three and get on the evac. 8.3 Mission 2 Search & Destroy, clearing pirates from the canal locks. After drop, start moving north. Your teammate will follow you and engage pirates as necessary. She can take care of herself. Take out the 2 pirates at the lookout station as you approach the locks. You should see another pirate patrolling the locks on your side, kill him. Approach the western lock slowly, and you'll see 3 pirates there. Take them out. Go south, then east, and approach the eastern (from south) lock slowly. Two pirates will shoot at you from the other side. Don't chase them. You are more accurate than they are (should be) so take them out from a distance. After coast is clear, jump across and approach the area to the north of western lock slowly. You should see 3 more pirates among the cargo. Try to tease them out of there before engaging. Once you take them out, the mission's done. 8.4 Mission 3 Scouting mission. Is one of the Clans shipping stuff to pirates? Do NOT be seen! The enemy base is to your east, a good distance away, but you don't want to head there directly. They have plenty of guards, and not even your EM Emitter will help you avoid them all if you just walk in. You may want to head north, go around the lakes, and approach the base from the northwest, or go southeast, and hook around from the southwest. Use EM Emitter before cresting the hill or such to avoid the guards. There's actually a smaller depot to the west (on the road) of the main base that has some of the crates you are looking for (at least on easier difficulty levels) so you may not have to approach the base at all. Any way, once you get pretty close to the base/depot, about 250 meters, creep up slowly and once there, start zooming in and check every object you can see. The crates should be out there in the open. Use the cursor to "browse" the objects until you find a crate. Lock on to it, and you'll transmit the ID. You can now back away from the crest of the hill slowly. When the transmission was confirmed, it's time to go, but NEVER head toward the pickup point directly! Move slowly, circle around, before heading to the pickup point. Don't run into a sentry now and ruin the mission! 8.5 Mission 4 Capture pirate convoy. This is a tough mission, watch your target carefully. You'll want to go a little further SOUTH of the intercept point, right around the bend. There are two pirates as roaming patrol in your way, and you'll probably want to avoid them. There will be five pirates at the intercept point. Take them out fast since there are more pirates with the convoy. Six pirates guard the convoy. Make sure you don't slag the convoy trucks in the firefight! And kill those pirates FAST. Stay close to those trucks! You have to catch them BEFORE they reach the spaceport. 8.6 Mission 5 S&D, wipe out the pirates blockading the steading. There's two ways to do this mission: the brute-force way, or the nasty (ambush) way. First, follow the road south, and take out the 2 pirates guarding the intersection. Second, decide on your approach. There are 6 pirates around the blockade area, and 6 more will rush up from the south as reinforcements when you attack the first 6. You can beat all 12 if you take your time and distance (the brute force way), or you can be nasty. The nasty way: stay out of range a little and have a demolition guy plant a demo charge (use all 9 if you feel like it) on the road the reinforcements will be arriving on. Now start attacking, and keep an eye on the radar. When the reinforcements pass over the demo charges, detonate it, and you'll kill all six (or most of them) in one shot! After you take out both groups, it's time to clean up. There are six more pirates to the south, 3 to east of the road and 3 to the west. Set your squadmates to aggressive mode, move in slowly, and you should have no problem at all. 8.7 Mission 6 Attack/Destroy pirate base. Now's your chance to attack that base you scouted in mission 3. You can spread out your squadmates, or keep them together, it's up to you. I personally prefer keeping all together for better firepower, though you could separate and "sweep" the land. There are six perimeter guards around the base. Five pirates and two small turrets guard the base itself. Take them all out, flash the buildings, and you win! 8.8 Mission 7 S&R, recover lost trooper Colin. Finding the solider is easy: he's just north of that small lake inside the circle. Getting there will be rather tough. There's a lot of enemies moving south combing the area, and you MAY want to head northwest to approach the location from the west in order to avoid most of the pirates. As soon as you see him, order the repair guy to "repair SFC PBA", and the electronics guy to "Reboot PBA". You don't really have to wait for one to finish before starting the other. Be on guard for attacks. When Colin pops up on your MFD, it's time to head back out. Remember that Colin is in a SCOUT suit, so don't let him fight. It's okay if you lose some of your squadmates, but you can't lose Colin! Some pirates will be near your pickup point. Clean them out. The dropship may come and abort. Just clean the area and call the ship back. 8.9 Mission 8 Attack pirate base. Those stolen goods are going here, so flash it! Just make sure you take out that transport first. You have exactly 45 seconds from the time you're detected to the ship takes off, so either you sneak close, or you go straight up the middle blasting all the way. Sneaking: you can get out of range and sneak to the hills, and it is possible you can climb those hills and come at the base from one of the less-guarded sides. However, you better be fast once you start the attack. Load grenades and keep firing at the ship. If the ship takes off, switch to particle beam, as you still have a few seconds to blow it out of the sky before it gets out of range. Brute-forcing: take out the two turrets, and run in and let your squadmates take care of the guards. You just take out that ship. After you wipeout the ship, clean out the base and any remaining guards, and wait for the armor to regen before evac-ing. There are three more pirates between the base and the pickup point, so be careful. 8.10 Mission 9 Attack and S&D. Take out the pirate convoy, then all those pirates too hiding in the islands. As the briefing says, you have two choices: take them all at once, or take out the convoy, and hunt the rest down one at a time. It's up to you. All-at-once: sit at the north/northeast hill and wait for the convoy. Once they're there and pirates start to appear, grenade the convoy, and stay well back to wipe out the guards. You may want a recon guy to sit near the docks to give you warning on the pirates approaching. Once you wipe out the guards (6 of them), use the hills to help you wipe out the 12 pirates running around. Don't chase them into the water as it severely limits your mobility (i.e. dodge ability). One-at-a-time: flash the convoy and the 6 guards, then hop the islands and clean them out one at a time. Try to stay out of water. You may use up all your jumpjet juice, so don't jump unless you can't help it. Jumpjet pack may help here. 8.11 Mission 10 Scout, and maybe attack. This suspicious base is out in the middle of nowhere. Why? This mission is simple if you do it right. Pick ALL scout suits, as you'll be mainly running, not fighting. You will need at least an EM Dampener for yourself, if not all your squadmates. Once you dropped, look at the map carefully. See the words "presumed location"? There's a "valley" there (the dark region). Do NOT go there directly. The valley is FULL of Hegemony troops and pirates. Instead, move VERY slowly toward that area. Have your squadmates "hold position" once you get near the valley. Engage EM Dampener and head down the valley and try to ID some buildings from as far away as possible. Your scout suit should make that relatively easy. Once you got it, run for the evac! 8.12 Mission 11 Defend mine, protect the agamemnite mine from the Hog troops. Once you drop, move directly onto the mining platform ASAP. You'll be quickly hit by two waves of soldiers, one from northeast, and another from east. Remember to issue "hold position" order to defend the location properly. Once you take out both groups, take one squadmate and head east quickly, as you need to intercept the artillery before they deploy. They deploy at the hill about 140 meters to the east of the mine platform. You should notice the artillery piece accompanied by artillery squad. Kill all the artillery squad, but don't destroy the artillery, for the highest score. 8.13 Mission 12 Repair the lunar telescope with Gags. Simply approach the lunar telescope, as there are no enemies on this mission. Once there, get Gags to activate the scope. He will fail and be injured. Don't worry, this is scripted. There is nothing you can do to prevent Gags from being injured. Simply head to pickup point and evac. 8.14 Mission 13 Repair the lunar telescope with Gags again. Not so easy this time, as you will be attacked. Take heavy stuff, with plenty of grenades and close-range hard-hitting weapons. You don't have the range nor the time to snipe. Go straight for the compound after drop, and give Gags the repair order ASAP. Start positioning your squad for the FIVE waves of enemy attack coming from all directions. Make sure the squad will stay put to defend. Watch for the Heg demolition squad, as that's the only TRUE threat to the telescope. They will be coming in from the southeast. Kill them FIRST! Don't let them get NEAR the telescope! Once you cleaned out all five waves, the telescope is safe, so evac. 8.15 Mission 14 Attack fuel depot. Frankly, this is relatively boring unless enemies overwhelm you. After drop, stay away from the road. Move up to the fuel tanks. Get to a range where you can shoot at the fuel tank but stay as far away as possible, then just keep firing the particle beam until the tank goes boom. Repeat as you move around the base. Your squadmates should handle any one approaching you. If the enemies get too close, help out a little. Wipe out enough tanks to satisfy the primary objective, and you can go home. 8.16 Mission 15 Heg forces are attacking Bishop Steading. Clear them out. As the village is full of buildings, you'll probably want a recon specialist to help you pinpoint enemies. Also, try not to use any grenades, as you want to keep collateral damage to a minimum. Upon drop, move south, and move through the village clockwise starting from the 3 o'clock position. Move only a little bit at a time, wipe out all the Heg forces you encounter. Once you get them all, you win. 8.17 Mission 16 Heg forces have taken the scientists. Get them back! This mission is tough. You are under a time limit so you have to move fast, which means scout suits. Don't bring along any grenade launchers as their area effect may accidentally blow up the truck(s). Upon drop, run toward the trucks as fast as possible, and spread out your squad, aggressive. Once you get there, take out the guards, then head for the pickup point. You'll want to get there a little BEFORE the trucks as you may run into a Heg patrol on the way, and you want any firefight to be as far away from the trucks as possible. 8.18 Mission 17 Protect convoy. Take regular suits, scout suits if you're really good. You need to move fast, and heavy suits are just too slow for this. Upon landing, it should be obvious that you're too late: the Heg forces have already wiped out the defending squad and gotten the convoy. However, it's not too late to chase them. Follow the road and kill those two Hog soldiers, run fast. When you come to the fork in the road, turn right (notice the burn marks on the road). You need to reach the trucks before they reach the hills if possible. Use jumpjets if it'll let you move faster. Kill the guards. Once you got the trucks, assign two squadmates to follow it, and take the remaining one ahead to flush out any ambush. If you're too late to prevent the trucks from reaching the hills, then you'll just have to go in there and assault the Heg base. You'll run into a LOT of enemies there, but it CAN be done. If there are too many enemies, you can always destroy the truck(s). 8.19 Mission 18 Destroy Hog Telescope This one will test your patience, as you need to whittle down the opposition before you can mount a direct assault. The amount of patrols around the area is amazing. Take heavy armor and weapons. Consider taking a mine-layer ASF for setting up traps and ambushes. You'll also need particle beam for sniping. Upon landing, move to a flat spot about 300m from the scope, and order your squadmates to stay in place. Move carefully up to the telescope, and start sniping at those turrets. You can dodge those missile shots easily by moving sideways. If enemy mobile units come to play, drop some mines and lead them to your squadmates' crossfire. Repeat until you've eliminated all the patrols (should be like 4 groups) and the turrets. Once that's done, get your squad together, and move toward the telescope carefully, sniping away if possible. Once all guards are down, wire the telescope for demolition and get out of there! 8.20 Mission 19 You're assigned to this solo scout mission. Except you never got there. The dropship went kaboom, and you barely jumped out in time. And right into Hegemony hands. Just watch the movie. When the time comes, it's time for your escape. The pickup point is 480 m north of you. When mission starts, START RUNNING and call for dropship after you started moving. No matter what, do NOT stop and fight. Keep issuing "move to pickup point" order (ALT-P) to your squadmates (though most of them will probably eject) as you keep running. Schuyler will die on this mission. That is scripted and there's nothing you can do about it. 8.21 Mission 20 Another solo mission, except this is a sneak attack. You need EXTREME stealth, and here's a little fun fact: the west side is undefended, despite what the briefing shows. Take scout suit, particle beam, EM Dampener, and EM Emitter. Upon drop, go south a little then west, then north. You need to be just due west of the enclosure. Use EM Emitter to pinpoint sentries (there shouldn't be any to the west) and use EM Dampener to go around them. Once you got there, zoom in, and zap the sensor station. Start running south. Enemies will approach, but only drones can catch you in scout suit, and those can't do you too much damage. You should make it to the dropship with no problems. 8.22 Mission 21 While the briefing make it sound simple, this is actually an ambush, as you can hear Gags mumbling "bad feeling" all the way. You need heavy suit, missile launcher, particle beam, and grenade launcher. The heavy stuff. In fact, give them to everybody, and take as many weapon specialists as you can. Upon drop, move slowly north, and look for enemies as you crest the hill. If you spot a group of enemies, start lobbing missiles at them. You should get the radio message about this being an ambush. Issue "go to pickup point" to squad, then start running. You all should make it. 8.23 Mission 22 Find Petrov's plane and defend it. You'll need heavy suit, good weapons, and a mine-layer ASF. The plane is a little north of the small lake. Run there quickly, let your squadmates take out any of the drones. Once you got there, lay a ring of mines around the ship (a bit away from the ship so if someone does hit the mine the damage won't destroy the ship), and set your squadmates to the 4 compass positions a bit beyond the minefield, and wait. You'll be attacked from north, south, and south/southeast. Use long-distance weapons as much as possible, and keep the fight away from the plane as far as possible. You don't any stray shots to accidentally destroy the transport. 8.24 Mission 23 Demolish the Heg harvester. Give your squad (including yourself) heavy suit, missile launcher, particle beam, and one other weapon of your choice. Take useful ASFs like auto-doc. Move to the harvester slowly, as you don't want to meet too many enemies at once. Stop at 150m, and order everybody else to stay put. Move in, plant the charges, then run really fast. There's another set of guards at your pickup point. 8.25 Mission 24 You're supposed to intercept a convoy... Take the Personal Shield as your ASF. After you drop, head directly to "intercept point". Once you get there, fire at one of the soldiers to team them, and then back off. Let the unknown aircraft finish them off. Once the ship has started bombing the enemy soldiers, continue running down the ravine, straight past the pickup point, to where the main ravine turns left. Don't stop to fire until you've gone around the bend. Turn around and activate your Personal Shield. Since the enemies' attention will be on you, they won't fire on the dropship when it arrives. Engage the enemy until the dropship lands, then sprint for it past the enemies and tell it to open the hatch from as far away as possible. 8.26 Mission 25 Destroy the construction site, and hopefully NOT fighting the large reaction force to the south. Equip your squadmates with missile launchers and personal shields. Upon dropdown, order your squadmates to move directly to the construction site. While they approach from the west, take up a position about 200 meters south of the site. Also, launch a drone and send it a spot about 150 meters south of the pickup location. When your squadmates begin to attack, some of the guards will attempt to flee past you. Kill them before they make it to the large Hegemony patrol to the south. Then go in and help your squadmates finish off the construction site. If you don't receive confirmation of mission victory after the site is leveled, it means that at least one guard escaped, and that you'll have to fight the group of enemies to the south. 8.27 Mission 26 You are in a pirate suit... To find the traitor. Upon landing, move to the location marked "pirate base" on the map. You don't need to shoot at anybody, so don't! Stand inside the walled area between the two buildings and activate the descrambler. After about 25 seconds, the dropship pilot will confirm the identity of the traitor. As soon as that happens, sprint for the pickup, just jump over trees and such and do a little zigzag. You should barely make it. 8.28 Mission 27 You need to borrow the cannon from the Heg, and use it against them. Outfit your electronics specialist and yourself with autoturrets. Bring a demolitions specialist to blow the cannon afterwards. Upon drop, head west to the southwest corner of the outer wall, and move to the top of the hill there. Drop multiple autoturrets near the top of the hill, then move your squad to the hill and give them the Defend Position order. Run and jump over the outer wall, and drop one autoturret. Fire at one of the enemies and get the group to chase you. Jump back over the wall to the hill, and let your squadmates and autoturrets kill the enemy. Repeat this process of luring enemy groups over the wall, until either all the enemy soldiers are dead, or until you can defeat the remaining few. Take your squad into the center of the base, and tell your electronics expert to fire the cannon. Once the cannon has fired, have your demolitions expert destroy the cannon and the control station. Then call for the dropship and head for the pickup point. 8.29 Mission 28 Base raid. You and all your squadmates should have at least one missile launcher. After the drop, go southwest until the base comes into view down below. Move your squadmates a little ways apart from one another, but keep them all up on the hill with you. Zoom your view in as far as it will go, and bombard the enemies down in the base with missiles. Even if your targeting box says the enemies are out of range, you should still hit them because of the difference in your elevations. Make sure you get the two medium tanks in this barrage. When there are no more enemies in sight, head down the hill with your squad and clean up the area. 8.30 Mission 29 Convoy capture and escort, pretty tough mission. Make sure you take autoturrets as your ASF in this mission. Upon drop, send all of your squadmates to a point about 75 meters south of the base, right on the edge of the water. They will intercept the pirates coming up from the south. Then run as fast as you can up the road to the north. When drones come to pester you on the way, drop a few autoturrets, but do NOT stop to fight them yourself. Once you get to the intersection, turn to the right, drop a line of autoturrets, and back away. Let your autoturrets kill most of the enemies, and pick off any that make it past the line. Once all those enemies are dead, escort the trucks down to the base, and help your squadmates kill any remaining enemies there. 8.31 Mission 30 Protect the convoy stopped by the landslide. Upon drop, immediately send your demolitions expert east to blow up the bridge. Take the rest of your squad straight to the landslide to take out the Hegemony soldiers there. As soon as your demo expert is done, detonate the bridge, then have him follow you. After the enemies at the landslide are destroyed, give one of your squadmates the "follow object" and specify one of the trucks. Take the other two squadmates east down the road, and destroy the two smaller groups of enemy PBA's which are waiting in ambush. 8.32 Mission 31 Protect the farm. Take as many weapons specialists as you can. Equip yourself with the Personal Shield as your ASF, a Missile Launcher, and a Particle Beam. Equip your squadmates with Autoturrets or personal shields. Upon drop, proceed straight up the road and take out the heavy tank with your missile launcher. Do NOT immediately go to the farmhouse. Instead, take a position to the south and eliminate all enemy PBA's south of the farmhouse. Then order your squadmates to a point about 50 meters to the east of the farmhouse, and give them the Defend Position order. After the second wave of enemy soldiers has been destroyed, take your squad north into the orchard and destroy the group of enemies heading in through the trees. Be on the lookout for the last Hegemony Demolitions expert, who will be coming from the northwest. 8.33 Mission 32 Take out the control station. Take two demolitions specialists and an electronics specialist on this mission. Give everybody Personal Shields. Upon drop, move north and attack the guards around the control station, but protect your demo specialists After that battle, reprogram the station with your electronics specialist, and have one of your demo specialists set one demo charge on the building. Don't detonate it yet. Take your squad north, toward the pickup point. When you encounter the southern-most perimeter guard around the tower, give BOTH demo specialists to plant charges on the tower, using the same colored fuse on the control station. Do NOT follow the demo expert to the tower. Instead, try to draw away enemy fire and provide him with cover, so that he can sneak in and set his charges. Do NOT drop missiles near him! Use precision weapons! Once the charges are set, withdraw your squad to the pickup point, and detonate the charges, which will destroy both buildings. Call for the dropship, and fight off any enemies who may wander into you before it arrives. 8.34 Mission 33 Destroy all four towers in enemy base. Equip yourself with MB cannon, a particle beam, and the Personal Shield. Give similar equipment to your squadmates. After the drop, leave your squadmates at the drop point, zoom in your view, and move due north. When the two Mech Bipeds come into view, use one MB Cannon shell to destroy each Biped. Then head toward the southern entrance of the base, and take out as many of the enemies there as possible from long range, using your remaining MB shells and your particle beam. Once those enemies are destroyed, call your squad in and enter the base. There are a few enemies inside the base which you and your squad can handle without much difficulty. Once the area is clear of enemies, have your demo experts set charges on all four towers, and all on the same colored fuse. Don't set off any of the charges until all four of the towers are wired. Move back to the pick-up point, and detonate the charges from there. Then immediately call for the dropship. 8.35 Mission 34 Take out the cloning domes. There are two ways to do this: the direct way, or the demolition way. Direct way: Equip yourself with two MB Cannons. Change all squadmates to weapons experts, and equip them with one MB cannon each. Give everyone the Personal Shield. Upon drop, head west away from the base for about 150 meters, then go due north, and then east, so that you are approaching the cloning domes from the north. Zoom in your view and get a good look at the Domes from a distance of about 240 meters. Bombard the domes from there with your MB Cannon -- 10 shells should be enough to destroy all three. Make sure that before you fire, you are target locked on a dome, and that you are within range. Your squadmates should be able to hold off the enemy units. Demolition way: Equip yourself with one missile launcher (more ammo) and a good long-range beam weapon. Bring along two demo specialists and one weapon specialist with similar weapons. Personal shields for every body. Upon drop, get to the base, pick a spot, then order each demo expert to wire a building, while you and your weapon specialist keep blasting away to distract the enemies. Wire all three buildings to the same fuse, and keep blasting. Once all are wired, recall everybody and blow all three and use the combined firepower to kill all that remains. Once the vats are destroyed, call the dropship and head for the pickup. 8.36 Mission 35 Kill enemy convoy. Outfit yourself with 2 MB cannons. Take all weapons' experts if possible, and give everyone the Personal Shield, at least one MB cannon, and at least one beam weapon. Upon drop, activate your Personal Shield and charge down the hill to the road. Give your squadmates the Aggressive Attack command, and help them destroy the few clones on the road. Head east, paralleling the road while staying south to gain terrain advantage. As soon as the trucks come into view, start blasting them with your MB cannon. Remember that you only have 10 shots, so always make sure you're target locked correctly, and aim at the frontmost of the trucks. Once the trucks and their guards are destroyed call the dropship, and then go west as fast as possible to meet it. 8.37 Mission 36 Recover the enemy scout ship as you'll need its codes. Outfit yourself with 2 MB cannons, and give yourself and your squadmates the Personal Shield. Upon drop, move directly for the ship, which again is just to the northeast of the word "Area" on your Nav Map. Activate your Personal Shield and destroy the pair of clones that will attack half way between the drop and the downed ship, but don't waste more than a few MB shells. Save the rest for the group of tanks and clones at the foot of the cliff in front of the gully with the ship. Once at the ship, tell your electronics specialist to repair it, and then tell Brandt to fly it out. Brandt will get in eventually, and the ship will take off. After that, run for the evac point. 8.38 Mission 37 Plant the super-bomb on the base HQ, then run for it! Take two of the MB accelerators. Select two weapons specialists in addition to Brandt, and give them Personal Shields and one MB Accelerator each. Take a personal shield for yourself. Upon drop, activate your shield, and head immediately to the western entrance to the base. Use your MB accelerators to destroy the tank, clones, and heavy turret as you go in. Cover Brandt with MB fire all the way to fuel tank, being careful not to damage him accidentally by firing too close. More enemies will be coming at you from the south and east than from the north and west, so set yourself up to that side while defending Brandt. Once the charge is set, order your squad to head to the pick up and flee the station as fast as possible. More and more clones are coming into the station, so don't bother staying and fighting. You may find it difficult to jump jet over the station walls in your heavy suit, so use the actual entrance to the station when escaping. Run for it and watch the fireworks!