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... :)
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:
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
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.
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.
2.4 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.
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.
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:
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--------------------
-------------------------------------------------------------------------------
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.
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| Start of Bughouse 1 Walkthrough |
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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.
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| End Of Walkthrough For Mission BUGHOUSE 1 |
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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.
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| Start of Bughouse II Walkthrough |
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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.
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| End Of Walkthrough For Mission BUGHOUSE II |
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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.
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| Start of Paradise Lost Walkthrough |
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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.
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| End Of Walkthrough For Mission Paradise Lost |
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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.
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.
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| Start of Restore Hope Walkthrough |
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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.
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| End Of Walkthrough for Restore Hope |
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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.
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| Start of Royalty I Walkthrough |
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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.
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| End Of Walkthrough for Royalty I |
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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.
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| Start of Royalty II Walkthrough |
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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.
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| End Of Walkthrough For Royalty II |
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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.
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| Start of Black Ice Walkthrough |
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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 !!!
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| End Of Walkthrough For Black Ice |
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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.
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!
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.
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| Start of Desert Swarm Walkthrough |
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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 !!!
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| End Of Walkthrough For Desert Swarm |
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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.
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!
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.
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| Start Of Hydra Walkthrough |
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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 !!!
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| End Of Walkthrough For Hydra |
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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.
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| Start of Young Pioneers Walkthrough |
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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 !!!
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| End Of Walkthrough For Young Pioneers |
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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.
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!
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.
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| Start of Hell's Razor Walkthrough |
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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 !!!!
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| End Of Walkthrough For Hell's Razor |
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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.
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!
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.
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| Start of Invisible Fist Walkthrough |
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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 !!!
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| End Of Walkthrough For Invisible Fist |
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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.
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!
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.
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| Start of CLASSIFIED Walkthrough |
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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. ^_^
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| End Of Walkthrough For CLASSIFIED |
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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.
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!
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.
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| Start of Recovery Walkthrough |
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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 !!!
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| End Of Walkthrough For Recovery |
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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.
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!
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.
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| Start Of Heaven's Gate Walkthrough |
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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 !!!
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| End Of Walkthrough For Heaven's Gate |
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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.
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!
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.
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| Start Of Mindsnare Walkthrough |
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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 !!!
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| End Of Walkthrough For Mindsnare |
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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.
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Mission 17 - Xenocide I
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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.
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| Start Of Xenocide I Walkthrough |
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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 !!!
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| End Of Walkthrough For Xenocide I |
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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.
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| Start of Xenocide II Walkthrough |
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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 !!!
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| End Of Walkthrough For Xenocide II |
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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.
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| Start of Xenocide III Walkthrough |
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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 !!!
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| End Of Walkthrough For Xenocide III |
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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.
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| Start Of Xenocide IV Walkthrough |
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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 !!!
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| End Of Walkthrough For Xenocide IV |
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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...
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| Start of The End |
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You will enjoy a short screenplay of the dead queen and the credit screen.
Congratulation!! you have finish a great game !!
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| E N D |
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- 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)
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 |
|____________________________________|____________________________________|
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.
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.
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/]