WALKTHROUGH FOR BRUTE FORCE ONLY FOR THE XBOX
Version 1.00



By Chad Simplicio (a.k.a. Lord deArnise)
newgoldenwynde@hotmail.com



-- VERSION NOTES --

Version 0.00, May 30, 2003
The foundation of the walkthrough has been established.

Version 0.40, May 31, 2003
The walkthrough now has the first 7 missions and the first chapter 
of mission 8.  In addition, I've also added the information for the 
first four sections.

Version 0.60, June 1, 2003
More additions to the campaign walkthrough.  Now, there is 
information for Missions 8-16.

Version 1.00, June 6, 2003
Completed the walkthrough - basically.  Will get the complete 
scores rundown and DNA canister location ASAP.



-- TABLE OF CONTENTS --

1. Introduction
2. Basic Controls
3. Meet the Squad.
4. Personal Tips.
5. The Campaign Walkthrough
6. Thanks and Credits



** Writer's Note: I am not affiliated with Microsoft, its game 
studios, Digital Anvil, or anyone else.   The only site that can 
publish this FAQ is GameFAQs (http://www.gamefaqs.com) **



-- 1. INTRODUCTION --

The wait is finally over, ladies and gentlemen, for one of the most 
anticipated games of the year has finally come to the XBOX.  "Brute 
Force" is a 3-D 3rd-person tactical shooter where you control a 
squad of four powerful Confederate warriors in the year 2340, who 
can be cloned whenever they are killed in action.  You'll go 
through a total of 18 original campaign missions, plus you'll have 
the chance to download new content on XBOX Live if you're looking 
for more challenges, or play along with 3 friends on the same 
console, or up to 7 through system link.

This walkthrough goes over the basic controls so you don't have to 
fish for your manual should you "accidentally" lose it.  Next, 
you'll meet the team members where you will learn about their 
abilities and know their strengths and weaknesses.  Then I will 
give you some personal tips from my experience with this game.  
Finally, you will go through the meat of it all, the walkthrough 
itself.



-- 2. BASIC CONTROLS --
Left analog - Move, press and hold the left analog to crouch
Right analog - Aim and look around, click it to zoom with certain 
guns
Directional pad - Tap it in a certain direction to switch a 
character.  Press and hold to issue squad commands.  
X - Reload/Action
Y - Switch Weapons
A - Jump
B - Cycle Active Item.  Press and hold to display full inventory.  
White - Special Ability if you have enough stamina.
Black - Use Medkit
Left trigger - Use inventory item.  Press and hold to vary grenade-
throwing power
Right trigger - Fire weapon
Back - Pause and display mission objectives
Start - Pause and display options


** Squad Commands **

DIRECTIONAL PAD - Press corresponding direction to select/deselect 
character
Left = Hawk
Right = Flint
Up = Tex
Down = Brutus

X - Move To.  Your selected character can then select a position 
for teammates to move to and hold that position.
Y - Stand Ground
A - Cover Me.  This is the default command.
B - Fire at Will
White = Toggle Ability
Black = Have selected characters use Medkits
Back = Close menu without issuing commands



-- 3. MEET THE SQUAD --

** Listed by order of appearance. **

===
TEX - Human Male Heavy Assault Trooper
===

Special Ability: Berserker - Tex fires both weapons at once until 
he is either out of stamina, or out of ammunition on a gun's clip.

Skills: Assault Gear & Explosives Disarmament - Tex uses the 
heaviest armor and weaponry of the team.  He can also disarm enemy 
explosives of all kinds.

Will Use: Rifles, Cannons, Missiles, other Heavy Weapons

This is your lone warrior at the first mission and the early part 
of the second mission.  Tex is a bruiser.  Alone in a firefight, he 
will methodically seek out and destroy in an effort to outgun 
anything he sees.


======
BRUTUS - Feral Male Shock Trooper
======

Special Ability: Spirit of Vengar - Calling upon the power of his 
Feral deity, Vengar, Brutus can charge his enemies and kill them 
instantly.

Skills: Sense of the Beast & Spirit Warrior - Brutus can sense 
enemies and traps, and perceive things other might miss.  In Spirit 
of Vengar mode, he will slowly regenerate his health, become more 
resistant to damage, and see a living creature's essence.

Will Use: Rifles and a single Heavy Weapon

Joining you in the second part of the second mission, Brutus is a 
lethal mix of speed, stealth, and strength.  If he isn't pursuing 
mission goals, he will typically back up the operatives, working to 
flank or rush an engaged enemy.  He will pick his fight wisely, but 
he will refuse to leave if a squadmate is still in the fray.


====
HAWK - Human Female Scout
====

Special Ability: Stealth - Hawk will cloak herself and make no 
sound while she moves. Not only is she difficult to detect, she can 
sneak up on an enemy or an enemy turret and take them down.  Be 
careful, though, for she will lose stamina quickly if she fires her 
weapon.

Skills: Powerblade, System Bypass, & Awareness - Hawk carries a 
deadly powerblade that can silently eliminate targets; most 
effective when behind a targeted enemy.  Equip and use it like an 
inventory item.  In addition, her tech skills enable her to bypass 
computer and electrical systems that would otherwise sound alarms.  
She also possesses a level of awareness that allows her to see 
things that others might miss.

Will Use: Anything except large weapons (i.e. Pistols and Rifles)

An adept and careful scout, Hawk believes in gathering facts before 
bulldozing in-a tactical style that sometimes put her at odds with 
Tex.  She is the fastest and quietest member of the team, but has 
the least armor, and thus, the least amount of health.


=====
FLINT - Human Synthetic Female Sniper
=====

Special Ability: Advanced Targeting - Raising her rifle, Flint will 
automatically target any visible enemies that are within a wide 
area in front of her, stopping when she is out of stamina or out of 
a clip of ammo.

Skills: Air Recycling, Threat Analysis, & Advanced Sniping - Since 
her synthetic body does not require air to operate, Flint is 
resistant to gas-based attacks.  Her advanced synthetic eye 
implants allow her to zoom farther with sniper rifles than any 
other character, and to take out most enemies with a single, well-
placed headshot.  While in Advanced Targeting Mode, her enhanced 
combat abilities can display the current health of any enemy within 
her sights.

Will Use: Pistols and Rifles, although she prefers Sniper Rifles

Flint is a sniper whose augmented abilities give her lethal 
accuracy with any weapon.  Supremely confident in her ability, yet 
the voice of cynicism, Flint adopts a cautious hunting style of 
combat, prowling close to walls and trying to position herself high 
above the enemy to pick them off with ease.



-- 4. PERSONAL TIPS --

* Know the strengths and weaknesses of your squadmates.  I think of 
Tex as a tank, Brutus providing fire support, Flint sniping from 
the rear or a high vantage point, and Hawk using her speed to draw 
some enemy fire or stealth to take out some of the tougher targets 
before the others wade in.

* Explore thoroughly.  While some places may lead you to a tough 
enemy position, there are out-of-the way places that contain 
valuable ammunition, medkits or other healing items, or even a DNA 
canister to unlock models in deathmatch modes.

* Clean house and try to fully meet your primary and secondary 
objectives.  When you kill every enemy in the mission and fully 
complete all objectives, both primary and secondary, you will 
receive the maximum possible amount of cash, which varies by 
difficulty level.  The cash you receive funds the process needed to 
clone a killed squadmate, but don't forget to grab his or her DNA 
chip.  Personally, in sp mode, I just restart the mission or 
mission chapter if a squadmate is killed.  In multiplayer mode, a 
player just have to respawn the killed character.  Of course, this 
will cost you money.

* Use the map well.  Each squadmate are marked with green dots and 
have a light blue circle around them that represents their range, 
awareness or visual.  Your allies' positions are marked in green, 
neutrals in gray, enemies in red, and objectives in yellow, which 
turn into an arrow if it's out of range of the map.  The black 
arrow is just the direction facing North, so don't worry too much 
about it.

* To regenerate stamina faster, simply crouch.  This is very useful 
for Hawk and Brutus.



-- 5. THE CAMPAIGN WALKTHROUGH --

MISSION 1: WELCOME TO THE 23rd!
Day 1, Planet Estuary

Nothing too bad about your first mission, since you will be given a 
tutorial on the controls and commands, if you need it.  Otherwise, 
the Red Hand Mercenary soldiers aren't too tough to handle.  Just 
take good care of Tex, and kill every Red Hand you find.  There is 
a DNA sample the commanding officer will lead you to.  Grab it.

Maximum Scores (Standard/Hard/Brutal): 5040/ /11760



MISSION 2: RESCUE BRUTUS
Day 3, Planet Fenix

Primary Objectives: Locate Brutus, find the alien technology.
Secondary Objective: Save Feral colonists.

** Chapter 1 **

Tex is your lone squad member in this chapter.  Follow the paths 
downward until you're on the other side of the tree.  From there, 
you will run into a few Feral Outcasts.  Take them down.  At the 
third tree, you will be notified of Feral Allies.  Take out the 
Outcasts, then escort the 4 surviving allies to the evacuation 
ship, taking out the Outcasts the pop out on the way.  The two 
doors that were locked earlier are now open, revealing items 
inside.  Take the surviving allies to the ship.  1 surviving ally = 
$150.  When they're safely at or near the ship, go back to the 
third tree, taking out a couple of Outcasts that pop out from the 
right side of the second tree.  The new opening also has some items 
and weapons, but for Tex, the rifle will do fine.  Follow the paths 
from the third tree onward, taking the alien technology at the top 
floor in the third tree, and then taking out Outcasts along the way 
onward.  One of the tougher ones will drop a minigun.  Take it, and 
then proceed onward until you find where Brutus is being held 
captive.  When all Outcasts are slain, swap your rifle, cutter, or 
shotgun with the second minigun, and then approach the cage, and 
Brutus will break himself free.

** Chapter 2 **

New Primary Objectives: Kill evil Shaman, but Brutus must survive.

Brutus joins Tex, but you need to keep the Feral warrior alive.  
Proceed along the given paths, taking out all Outcasts along the 
way.  One opening contains a myriad of items, and in there, there 
is a door that can busted apart with a grenade for a DNA canister.  
Grab them if you need them.  One opening is blocked by Feral 
furniture that can be taken out with a grenade.  Take out the 
Outcast within and take the items.  Eventually, you will come to a 
long bridge with some Outcasts along the way.  Kill them all, then 
proceed on.  Throw a grenade into the last tree to take out a few 
Outcasts or send them scurrying about.  Once inside, have Tex go 
Berserk, for there will be a few tough Outcasts with miniguns to 
beat.  When they're all gone, proceed upstairs and to the balcony 
for extraction.

Maximum Scores: 12120/ /28280


MISSION 3: CEMETERY GATES
Day 9, Planet Caspian

Primary Objectives: Find downed Chopper & recover the lost 
documents.  Locate the mutant stronghold after you find the 
chopper.
Secondary Objectives: Liquidate all mutants from this sector.

It's just Tex and Brutus against a pack of Caspian mutants.  I 
would use Brutus as the active character for his Vengar ability to 
see the mutants in the distance.  Watch out for the mutants running 
with a flaming Molotov, the flames are devastating.  Past an area 
with plenty of mutants to liquidate and a fuel tank, which you can 
blow from a distance, there is a DNA canister in one of the mutant 
shelters.  When you get to a foggy area, use Brutus' Vengar 
ability, and stick to the high ledges and connecting pipes until 
you get to a ruined industrial area.  There, you will find the lost 
documents, then proceed to the high platform for extraction after 
you have cleaned out all mutants.

Maximum Scores: 17400/ /40600


MISSION 4: HUNTING FOR SHADOON
Day 17, Planet Osiris

Hawk joins you for this one, and she will be very useful for taking 
out Shadoon's minions.  Along the way, you will find towers with a 
blue light.  Take them out so that the Seers cannot warp to it.  
There are huts that when a squadmate enters, much-needed items will 
be farscaped in.  Take this slowly.  Have Hawk use her stealth 
ability to take out the enemies in an area ahead, especially the 
Seer Priests.  Tex and Brutus can hold a position and take out 
anything that comes their way, especially if they chase Hawk.

** Chapter 1 **

Primary Objective: Rescue the Spy

Move along the canyon, using the objective marker as a guide.  
Eventually, you will find a teleportation gate, which the CO will 
tell you about and you'll hear a response from Brutus, which is 
quite funny.  Proceed into the gate and move on.  A good tactic at 
the next area is to have Tex and Brutus hold position along the 
mountain walls on the other side of a Fire field and a large 
boulder while Hawk uses stealth and her powerblade to take out a 
few Seers.  Across the river of Fire, over a couple of rocky 
bridges, is another hut, and a path that takes you to another DNA 
canister.  Take it, but be ready to take out a couple of Seer 
Priests when you do.  Kill them and take their ruby that heals the 
taker lightly.  Go across the bridge and to the next teleportation 
gate.  On the other side of the teleportation gate, are some energy 
cages.  Some of the opened ones contain the dead recon squad that 
the Confederacy sent hours ago.  Take what you need, then proceed 
carefully by taking out the glowing red crystal in the shielded 
cage.  A pack of small Fire Hounds will come out and spew fire at 
you.  Take them out as quickly as you can, then proceed past the 
rocky bridge.  The first time I went through this, both Tex and 
Hawk were blasted, that's when I found out about the Seer Pylons.  
Have Hawk take out a few Seers with stealth, while having her or 
Tex use their lasers to take out the towers.  Proceed to the next 
hut, take the Medkits and ammo clips, then go to the next 
teleportation gate.

** Chapter 2 **

New Secondary Objective: Investigate the landing pad.

At the start, there will be a few Confederate grunts attacking the 
Seers.  Give them as much assistance as you can by taking out the 
Seers and the Seer Pylons.  Proceed cautiously through the canyon, 
methodically using Hawk to stealthily kill a few Seers and possibly 
a few Seer Pylons, then bringing in Tex, Brutus, and any surviving 
grunts to clean up.  Enter the hut to get some supplies, then you 
can approach the spire in one of two ways: stealth or assault.  
Either way, take out the lone Seer and the three Seer Pylons, 
activate the control pod, and then move out and on to the next 
teleportation gate.  The next area is where the Seer Spy is being 
held captive.  Take out all the Seers.  A good tactic is to have 
Tex and Brutus hold at a vantage point along the canyon that leads 
in, then have Hawk use stealth to take out the Seer Priests.  You 
can also use the sniper rifle Hawk is using to take out a few Seers 
you can see from a distance, but that increases the chance of 
alerting them.  When all the Seers are taken out, the Spy will be 
freed.

** Chapter 3 **

Now you must escort and protect the spy.  He will raise a bridge to 
the cross another Fire flow, then the hard part will come.  You 
must not get him killed while taking out all the Seers that attack.  
Take them all out and their Seer Pylons.  When you're done, enter 
the hut and resupply.  Now, use Hawk to thin out the remaining 
Seers and Fire Hounds between your present location and the next 
hut.  Take out any Seers and Seer Pylons you see, and then guard 
the next hut.  The spy will enter it, and a farscape portal will 
extract him.  Good work.

New Primary Objective: Retrieve the new technology.

But you're not done yet.  The CO gives you a new primary objective.  
Get the ball rolling by bringing Hawk up the high road, taking out 
any Seers she finds along the way, then sniping from a distance.  
When they're thinned out significantly, rejoin Tex and Brutus and 
go down the load road, taking out any remaining Seers and Seer 
Pylons, resupplying at the next hut, then taking the path up to the 
next teleportation gate.

On the other side of the gate, follow the rocky path, taking out 
all Seers along the way.  At the opening, a cutscene will occur.  
Have your Medkits ready.  There will be plenty of Fire Hounds and 
Seers to take out.  Afterwards, take out the Seer Pylons.  Have Tex 
and Brutus cover you for them to take out any Fire Hounds while you 
take the high road with Hawk and her sniper rifle, and take out any 
Seers you can find.  When ready, take the low road, clean out any 
remaining Seers and take out the Seer Pylons.  Enter the spire, 
take out the Seers within, and retrieve the new technology.  
Mission complete.   

Maximum Scores: 53700/ /125300


MISSION 5: TERRORIST GHETTO
Day 34, Planet Estuary

Primary Objectives: Destroy all targets marked on radar & eliminate 
all terrorists.

You start on a small beach.  There is a high road and a low road.  
Go the high road first.  Use Tex to take out the Red Hand soldiers 
up there and disarm and take the sentry mines.  There will be a 
great vantage point for Hawk to use her sniper rifle on the 
soldiers near the ruins and down below.  Take her there, while Tex 
joins Brutus in taking out the Red Hand soldiers that come from the 
low road.  When most, if not all, of the soldiers in visible range 
are dead, bring Tex and Brutus in.  Take out the chopper, then 
proceed across the opening to the path leading up to the ruins.  
Take out the mutants.  Have Hawk take a position at a point in the 
upper part of the ruins so that she can snipe any soldiers that 
come from the temple, while Tex and Brutus can head down and take 
care of the mutants down below.  While you're at it, activate the 
control pod.  Proceed into the main temple.  Use Hawk to stealthily 
kill the soldiers within, and then chuck a grenade at the control 
center to destroy it.  Do the same for the turret, if you haven't 
done so already (you can have Hawk do this with a sniper rifle from 
the cliff early on), and then the satellite dish.  When those three 
things and all Red Hand soldiers are destroyed, proceed to the 
farscape portal for extraction.

Maximum Scores: 17640/ /41160


MISSION 6: LONESOME DEATH OF EDWARD KINGMAN
Day 42, Planet Caspian

Primary Objectives: Proceed through the mutant shanty.  Eliminate 
Kingman's associate and Assassinate Edward Kingman.
Secondary Objectives:  Retrieve Edward Kingman's briefcase.

Flint joins you here.  Her sniping skills will be very useful for 
this mission.

** Chapter 1 **

Proceed carefully, taking care of all the mutants.  Use Flint's 
Advanced Targeting on some of the mutants.  You will come to three 
possible paths: a high, sweeping road, a direct road heading up, or 
one heading down.  The latter has a sentry mine in the middle.  Use 
Flint to take out some of the mutants on the other side, then bring 
Tex in to disarm and take the Sentry.  I then use the sweeping high 
road to take out the mutants on top, then snipe with Flint on the 
mutants below.  When all the mutants are taken out, proceed past 
the shanty.  You will see a small path going across the toxic pool.  
Move carefully, with Flint leading the way to snipe the mutants on 
the other side and on the vantage point to the left.  In the middle 
of the path is another sentry mine.  As usual, use Tex to disarm 
it, then disarm another mine on the other side, while the other 
neutralize the incoming mutants.  Move past the next set of 
shanties, taking what you need; watch out for the mutant hiding 
behind a wall.  On the high side of the area, take a left and 
approach the cliff.

** Chapter 2 **

Move everyone to the opening in the left and engage the mutants.  
Up a slope, take out the mutants on the left, dead-end side, then 
proceed downhill to the shanties on the right, being careful of the 
hiding mutants.  Past the shanties, is a passageway between some 
pipes and the side of an outcropping of rock.  Watch for the 
mutants that will jump down from above.  Grab the gas grenades and 
other items in the shanties to the right, then proceed towards a 
bridge.  Two problems occur.  One, the bridged is rigged with 
mines.  Two, mutants will attack from the left and from the other 
side.  The best approach is to use Flint to snipe the mutants, and 
Tex to disarm and take the sentry mines.  On the other side of the 
bridge, watch for more mutants; one of them has a Molotov grenade.  
Clean out the mutants on the left side first, being careful of 
another sentry mine in the shanty.  Afterwards, move to shanties on 
the other side, clear out the incoming mutants, and then move on to 
the next area.

** Chapter 3 **

No mutants here, but you will have to deal with Kingman's 
associates.  These boys in black are genetically enhanced, so they 
will be much tougher to kill.  Proceed carefully, following the 
path to a T-intersection.  Hold the squad near the intersection.  
Switch to Hawk, and have her use stealth to slit a few of the 
patrolling associates with her blade.  The rest of the squad should 
pick off the other patrolling associates.  Be careful, some of them 
will use bio rifles that will cause some nasty damage to all, 
except Flint.  In the building on the left path is the DNA 
canister.  To the right, is a path that leads to a good vantage 
point for Flint.  Have Hawk slit the sniper, then bring Flint 
there.  She should be able to snipe a few of the associates down 
there.  Return to the left side and snipe any associates you can 
see.  You may even be able to take a few shots at Kingman himself.  
Whatever you decide to do, make sure Kingman and his thugs are 
dead, then retrieve his briefcase and move to the extraction point.

Maximum Scores: 32940/ /76860


MISSION 7: SHIP GRAVEYARD
Day 48, Planet Fenix

This will be a tough fight against a determined group of Outcasts.  
Well, as Tex says, "Time for a good old lizard hunt."

Primary Objective: Secure the crash site & the munitions site.
Secondary Objective: Investigate all dwellings.

** Chapter 1 **

Move carefully along the path.  The Outcasts can either charge in, 
leap out from the water, or take sniping or missile shots at you 
from the dwellings.  A good tactic is to let Brutus lead the way 
with the squadmates covering and use Flint when you need to snipe a 
few lizard heads.  Don't forget about the medkits and healing 
fruits.  They will come in handy soon.  Eventually, you will reach 
a Feral fort.  Watch out.  There are Outcasts posted at the sentry 
towers and wall.  They either have sniper rifles or sweeper rocket 
launchers.  More Outcasts will come out from the fort.  Be careful 
of the tougher ones, for they will carry more sweepers.  Enter the 
fort and take out the remaining Outcasts in the area while 
investigating the dwellings within.  When all Outcasts in the area 
are clear, head for the extraction point.

** Chapter 2 **

This time, you will start among a yard of ships.  Move carefully 
and take out all Outcasts you find; some of them will come from the 
Confederation ships.  Going through an opening in the wall, a pack 
of Outcasts will try to ambush you.  Take them all out while trying 
to keep everyone alive.  Move in and take out any remaining 
Outcasts in the area.  Now move carefully.  Use Flint to take out 
the two Outcasts wielding sweepers.  From there, move carefully, 
watching out for hidden mines.  In the next area, take out all the 
Outcasts.  Flint can snipe from the elevated platform.  In a 
shanty, there is a DNA canister.  Take it.  

Maximum Scores: 35940/ /83860


MISSION 8: RETURN TO OSIRIS
Day 74, Planet Osiris

Primary Objective: Destroy the Dispersion Wave Transmitter.

** Chapter 1 **

As in the previous Osiris mission, a slow, methodical approach is 
probably your best option to completing this mission.  Have Hawk 
lead the way.  Take a left towards the opening, but do not show 
yourselves yet.  Have Hawk cloak and slice a few Seers, then 
retreat back to the rest of the squad.  Rinse and repeat, moving 
the squad forward on the way.  When you arrive at an opening, noted 
by the hut in the distance, hold in the canyon.  As Tex says, 
"Looks like we've interrupted prayer time."  Tex or Brutus can take 
out a pylon, while Hawk can slice apart a few Seers.  Creep closer 
and methodically mop up the remaining Seers and pylon in the area; 
you will know when the image of Shadoon disappear.  That said and 
done, enter the hut, then proceed to the next passageway.

New Secondary objective: Investigate the first spire.

Take out the next two pylons you find along the way.  Creep towards 
the opening with Flint.  There are some Seers here you can snipe 
while the CO reports the spire Delta Squadron reported.  Use 
stealth or brutal force to neutralize any Seers in the spire, take 
what you need (I would get the Ion Beamer for Hawk), then exit.  
Move carefully down the passageway, taking care of the pylons and 
any Seers you find.  Creeping in, use Hawk to move up the path on 
the right and enter the hut, silently taking out any Seers and 
pylons.  Bring her back to the rest of the squad and move down the 
passageway to your left.  Things get harrowing in the next opening.  
There are six statues here.  When you move across with one 
character, the statues will activate, and a pack of Fire Hounds 
will appear and attack.  Take out the small statues and the glowing 
ball on the hands of the larger statues as soon as you can.  A good 
tactic is to have the squad hold near the opening and use someone 
with an energy rifle to take out the statues.  When all this is 
done, move on to the teleportation gate.

** Chapter 2 **

New Primary Objective: Investigate the "Hot Zone."

Two paths lie ahead of you.  The left one sloping upward leads to a 
Seer Priest and a vantage point for Tex or Brutus to take out the 
nearby pylon, and for Flint to snipe.  Tex, Brutus, and Hawk should 
hold ground near the passageway leading into the large opening from 
the path to the right; while Flint snipes as many of the Seers and 
Fire Hounds as she can.  When the Seers are thinned out, move Hawk 
carefully, entering stealth mode and slicing off any Seers she 
finds.  Move her back as quickly as you can, for when a squad 
member passes the pipes, those Fire Hounds will appear.  Snipe or 
assault the stragglers, take out any pylons you see, then proceed 
left and clear it of Seers and active pylons.  At the T-
intersection, take the right passageway to the hut and resupply, 
then head left, taking out any Seers, Fire Hounds, and pylons you 
see up to the next hut.  By then, you should have or nearly 
completed your investigation of the "Hot Zone."

Follow the passageway to the next opening.  A few Seers will attack 
from the other side of the passage, and on the higher elevation to 
the right.  Move towards the next hut, but not too close.  When one 
of the squad members approaches the hut, the Seers will attack, as 
well as a trio of Fire Hounds.  Take out any visible pylons, and 
then use Hawk to stealthily slice off any Seers left on the high 
ledge.  When the area is secure enough, enter the hut and get the 
things you need.  Move carefully down the passageway, taking care 
of any pylons, Seers, and Fire Hounds you encounter.  Hold at the 
hairpin turn.  Take control of Flint, and have her enter the 
teleportation gates until she is at a tower.  Have her hold there 
while she snipes any Seers she sees.  Down below, move Hawk, Tex, 
and Brutus carefully.  There are some rocks that provide cover for 
you, but also the Seers.  Take out the pylon you see along the way.  
As you move past the rocky obstacles, more Seers will attack, 
especially on the left ledge that can't be reached.  Take out the 
Seers perched there, and destroy the pylon.  Move Tex and Brutus 
carefully to the other side, taking out the remaining Seers and 
securing the hut on the high ledge.  Make sure you have plenty of 
ammo and medkits from here.  Take the squad down the narrow 
passageway towards the section where the Dispersion Wave 
Transmitter is.  A good tactic here is to have Hawk and Flint hold 
near the opening so they can snipe or draw some heat away from Tex 
and Brutus.  Use the boys to destroy any Seers and Pylons you see.

There are three control pods that need to be used in order to take 
down the shields guarding the beams of the transmitter.  One of 
them has to be reached through a teleportation gate.  The other two 
are on each side of the transmitter.  Be careful when you destroy 
two of the beams and activate the third pod, for a pack of Fire 
Hounds will appear and attack.  Dispatch them, then destroy the 
last beam.  Mission completed.

Maximum Scores: 53700/ /125300


MISSION 9: SEERS ON THE BAYOU
Day 82, Planet Fenix

Primary Objective: Locate crashed Seer ship.
Secondary Objective: Save Ambassador Shaman Oil-Oak.

This will be your toughest fight so far.  The Outcasts will fight 
hard and in number.

** Chapter 1 **

Proceed carefully along the passageway, taking out all Outcasts on 
the way.  Behind a log, is a dead Confederate grunt.  Next to it, 
are some ammo.  Approach the first fort carefully.  Use Flint to 
snipe any of the visible Outcasts, then carefully move close to the 
opening.  An elevator shaft will come up, bringing in a horde of 
Outcasts, who will try to ambush you.  Take them all out.

New Primary Objective: Locate New Elevator Lift.

Move in carefully and to the other side of the fort.  It will open, 
and another pack of Outcasts will attack.  Get a good view of the 
dwelling in the distance and snipe the Outcast within.

New Secondary Objective: Rescue besieged colonists.

Move in, you will hear the CO inform you of some remaining 
colonists.  Try to save them all, if you can, but there will be a 
lot of Outcasts attacking their position.  When all is said and 
done, escort any surviving colonists to the farscape portals, then 
take any ammo and supplies you need from the slain Outcasts and the 
dwellings.  When everyone is ready, move across the next gate to 
end the chapter.

** Chapter 2 **

You start in a narrow passageway guided by a small creek.  Follow 
it to the opening.  A lot of Outcasts will attack, so be ready.  A 
good tactic is to position the squad on the near side of the rocky 
wall to engage a minimal amount of Outcasts.  There will be a few 
of them with sweeper rockets, so be very careful.  When all 
Outcasts in the area are dead, move on.  There will be a few narrow 
passageways to take.  Some of them have pockets of ammunition or 
healing fruits.  Whichever path you take, you will arrive at 
another opening.  This opening is ripe with Outcasts.  Take out the 
Outcast on the wooden ledge, then move onto the natural ledge and 
pick off the Outcasts you see.  Jump back down and onto the next 
outcropping of rock.  Take out the Outcasts that attack and have 
any wounded squad members take a fruit or two.  If possible, use 
Flint to take out some Outcasts in the dwelling up ahead.  Using 
either a frontal charge along the opening or using a flanking 
attack via a narrow passageway through an old pipe, mop up the 
remaining Outcasts nearby, and secure the dwelling.  Carefully move 
to the next gate.  There is another gate to the left of the first 
one if you're up to using a sneaky approach to taking out the 
Outcasts in the dwellings and down below.  Additional supplies can 
be found on the far southeast of this area.  When ready, move to 
the next gate and up the elevator shaft.

** Chapter 3 **

Time for a little treetop assault with an assault trooper leading 
the way (most of us will use Tex).  Methodically proceed along the 
paths, moving from tree to tree, taking out all Outcasts in the 
trees and breaking up some wooden doors and furniture to reveal 
hidden passages.  When you hear Tex talk about an awful smell, take 
out the attacking Outcasts, then break open the doors nearby to 
find slain colonists and some extra grenades.  Above you is a 
balcony.  If you can, take out the Outcasts with the sweeper rocket 
up there, carefully move up the path, evading the roller bombs 
until they roll off the path; then charge up and kill the outcasts.  
Blast apart the doors, then take out the Outcasts within.  Grab the 
ammo and fruits if you need them, then take the DNA canister in the 
balcony.  Proceed across the bridge, taking out the Outcasts that 
attacks while you head down the tree and onto the next passageway.

** Chapter 4 **

The second part of this treetop assault.  Again, have Tex lead the 
way so he can go berserk if a lot of Outcasts attack.  Follow the 
passageway methodically, moving to the far end of the path to get 
the medkits in an opening before crossing the bridge.  Blast open 
the first set of doors, then take out the Outcasts within, moving 
in to take the ammunition and supplies.  Head upwards and out, take 
out the attacking Outcasts, then cross the bridge and into the next 
tree.  Clear it out, then head downwards to the captive Ambassador 
Shaman.  Take out the Outcasts below, then free the Shaman.  He 
will give his thanks, then the Confederacy will extract him.  
Proceed by heading to the next passageway.  Take out the Outcasts 
in the tree ahead, then head downwards to the elevator.

** Chapter 5 **

New Primary Objective: Kill Seer Priest.

Brutus should lead once more, carefully moving along the swamp 
floor, taking out all Outcasts on the way.  Be careful when you 
move up to a ledge.  Outcasts will ambush you on two sides.  When 
they're all dead, proceed to the left.  Here, you have multiple 
options.  You can proceed straight ahead, or sidetrack to the right 
and take out some Outcasts down below.  Near the next gate, have 
Flint take out an Outcast with a sweeper rocket.  Carefully, move 
to that gate and in.  Alternately, you can use the ledge to the 
right of the gate and attack from above; a more preferable option.  
When ready, move down and attack any remaining Outcasts that 
attack.  On the other ledge, are a couple of fruits.  Move towards 
the vast opening.  The CO should tell you that you're nearing the 
Seer ship.  Carefully proceed, taking out any Seers and Outcasts 
you find along the way.

New Primary Objective: Kill all crash survivors.

When you get close enough to the Seer ship, your new objective is 
given.  Explore around the crash site thoroughly, taking out all 
Outcasts and Seers along the way.  When all is said and done, 
proceed to the farcast portals for transfer.  The Confederacy will 
blast apart the Seer ship with an Ion cannon.

** Chapter 6 **

Poker in the field?!  Tex and Hawk raise the stakes in a hand full 
of Outcasts and Seers.  Going through some tree stumps, a pack of 
Outcasts attack.  Kill them all.  A dwelling can be seen to the 
right.  Use Flint to snipe the Outcasts over there, including one 
wielding another sweeper rocket.  Move up a narrow passageway to 
your left.  Flint can snipe from that spot.  Be careful when moving 
across the dwellings.  More Outcasts will attack hard.  When all 
nearby Outcasts are gone, your next objective waypoint is given.  
Flint can take out another Outcast in the distant dwelling in the 
last fort.  Approach the fort slowly, taking care of any attacking 
outcasts.  Inside, attack with care.  Eventually, the Seer Priest 
and his fellow Seers will appear.  Kill them all and their Outcast 
friends.  I would suggest using Tex for his berserk so you can mow 
them all down.  Clean house and extract.

Maximum Scores: 80460/ /189980


MISSION 10: SQUIRM
Day 90, Planet Caspian

Primary Objectives: Locate terrorist compound.  Find and liquidate 
the rogue colonel.
Secondary Objectives:  Destroy all fuel storage tanks & missiles at 
the compound.

The Confederacy wants to send a clear message to everyone who 
supports their enemies, and the rogue colonel is one of them.  The 
mentioned rogue colonel has been helping the Red Hand, but Brute 
Force has been warned that he may escape once he knows you're 
coming.

Most of his hired guns will be well armored and use a variety of 
weapons, usually bio rifles or sweepers.  Carefully move across the 
fields, with Flint leading and sniping.  On the way, take care of 
any fuel tanks you find and thoroughly explore the fields, taking 
out all enemies on the way.  Two paths branch off at the second 
field.  The left one leads to a door that goes to the next section, 
but it is locked.  The right one leads up a slope to a building 
that contains the console that opens the door on the left path.  
Open the doors, then clear out the terrorists in front and behind 
the doors.

You will come to an area where it branches off into two paths.  The 
path of the left is a more direct route to the compound.  The path 
to the right is an indirect approach, and as you'll find out, a 
more useful approach.  First, take out the terrorists on the left 
path, blasting the fuel tank there.  Return to the intersection and 
take the right path, taking out any soldiers you find.  Activate 
the console on the platform and move through the door.  Take out 
the enemies there, clearing out the terrorists on the right path up 
to the locked set of doors that has no console.  Return to the 
left.  Hold the squad there, for the passageway to the opening is 
rigged with mines.  Use flint to snipe on the terrorists there, 
take out the missiles, and be prepared to take out the colonel when 
he flees.  This is why you're here and not on the direct approach.  
The colonel and his guards will come through this passageway, and 
you can pick him and his guards off with relative ease.  When he's 
dead, carefully move towards the compound, taking out any remaining 
terrorists and missiles.  In the compound, watch out for a mine; 
disarm it or blow it from a distance.  In there, is the DNA 
canister.  Return to the last intersection and take the right path 
to the now-opened doors.  Take out the terrorists beyond it, 
including a few in the pipes.  Carefully move towards the 
extraction point.  There is a turret guarding it with several 
terrorists.  Chuck a grenade or fire a rocket at it to destroy it, 
then move in slowly, taking out any terrorists and destroy the last 
missile there.  When all is done, extract.

MAXIMUM SCORES: 37080/ /86520


MISSION 11: SUPERMUTANT
Day 95, Planet Caspian

Primary Objectives: Liquidate the Supermutant. Open the main gate.
Secondary Objectives: Eliminate all mutants in the area. Destroy 
all missile racks & fuel tanks.

You're back in Caspian, this time to deal with the mutants and 
their leader, a green supermutant.  The first section is 
treacherous.  Carefully sweep across the fields, taking out all 
mutants and securing any ammo and medkits you find.  In a compound 
to the far left, is a console that opens doors to the right.  Move 
carefully, taking out any mutants you see.  Try to get to the high 
ground, for the supermutant will appear on the far side and attack.  
Try to keep him on the ground, for he will chuck roller bombs that 
can kill anyone still on the sands.  

New Primary Objective: Open the rear gate.

When he's gone, clean house, taking out all mutants as well as all 
fuel tanks and missiles.  On the far side, is a building with a 
console that opens the last set of doors.  Carefully move through 
the doors and clear out the mutants.  Eventually, you will have to 
go up a set of ramps up to the top of a battlements to reach the 
extraction point.  All done.

MAXIMUM SCORES: 27840/ /64960


MISSION 12: KILL SHADOON
Day 106, Planet Osiris

Primary Objective: Kill Shadoon.

** Chapter 1 **

Follow the passageway to the first opening to get an update from 
the CO.

New Secondary Objective: Investigate spire.

It seems as if Delta Squad's signatures is in yet another spire, 
for it is off the ground.  Hold the squad close to the opening and, 
as usual, send a cloaked Hawk in to slice apart a few Seers, then 
take out any visible pylons.  Notice the force field on the lower 
path.  When you get close, the CO will say that it is a "Wall of 
Torture," and inform the squad to send someone around it to take it 
out.  Have Hawk or whoever will take out the wall take the high 
path, taking out any remaining Seers and pylons in the area.  Use 
that character to blast the yellow glowing batteries to disable the 
wall.  Gather the squad and move carefully through the next areas.  
The path to the left leads to a hut, while the path to the right 
leads to the next area.  Clear out the Seers and pylons and move 
through the areas carefully.  Hold the squad by the entrance to the 
spire, and take someone in.  Looks like Delta squad didn't make it.  
Salvage what you can find and move on.  A narrow passageway to the 
left leads to the ledge where a few Seers will attack.  Have Hawk 
slice them apart.  Carefully move the squad up the incline, taking 
out any Seers and pylons you find, including those on the ledge to 
your right.  Follow the passageway, taking out a Seer on the bridge 
above you, and some Seers on the passageway, which goes below it.  
Take out the pylon to the right of the overpass, then the pylon 
ahead of you.  Bring the squad close to the bend.  Have Hawk slice 
off some Seers along the passageway, while Flint snipes some Seers 
on the ledge ahead of you, and the ramp leading to the next hut.  
Move the squad in and take out the pylons.

Hold the squad on the ledge next to the hut, and bring someone to 
follow the passageway.  As you move across some lava fields, a pack 
of fire hounds will appear and attack.  Retreat back to the hut, so 
that the rest of the squad can pick them off.  When they're thinned 
out, move the squad close to the next hut.  Pick off any remaining 
fire hounds, then the Seers after you investigate the next hut.  
Carefully pick across the next passage, taking out any Seers along 
the way.  You will approach a teleportation gate that will take you 
to the next chapter.  Take out the fire hounds that appear along 
the way, and move in.

** Chapter 2 **

Hold the squad near the bridge.  Have Hawk slice apart a few Seers, 
then bring Tex and Brutus in to take care of the pylons, then Flint 
to handle the Seers across the opening.  Clear out the dead-end 
path to the right, then the opening to the left of it.  Carefully 
move up the passageway, taking care of all Seers and fire hounds, 
especially up above.  When all is clear, take the teleportation 
gate.

Along the passageway, more Seers will attack, with a few on a ledge 
with a pylon to your right, across a lava field.  Take out any 
Seers you find, and secure the hut.  Move along the passageway, and 
take out the Seers on the ledge to your right.  

New Secondary Objective: Locate and help Delta Squad.

Across a narrow canyon, you will find Delta Squadron being pinned 
down.  Head down the path to the left and as quickly as you can, 
take out the pylons and the Seers.  You will get credit for 
rescuing them even if there's only one of them left.  They will 
give you their report on what's ahead.  Take any rubies you find, 
secure the hut around the spot where you entered the firefight, and 
proceed to the teleportation gate across from the hut.  Carefully, 
move into the cavern, then enter the next teleportation gate.

** Chapter 3 **

Now you are in a cavern.  Carefully, move down the hall.  Seers 
will attack from the left, so be ready to defend yourselves.  A 
good tactic is to have Hawk slice some Seers, then retreat, drawing 
a few more Seers, back to the hallway, where the rest of the squad 
can pick them off.  Move in with caution, for more Seers can 
attack, including a Seer or two on the high ledge to the right of 
the wall.  Move a character up the ramp to the left of the wall, 
get around it, then take out the batteries to disable it.  You will 
reach a floating building.  As you take out the batteries that are 
keeping it afloat above the lava, take out any Seers, pylons, and 
fire hounds that attack.  Secure the hut for more supplies.  When 
all batteries are destroyed, the building will splash into the 
lava.  Across from the hut, a teleportation gate will open.  Take 
out the defending fire hounds, and proceed inside.  Inside is 
Shadoon himself.  Blast away at him, take the DNA canister, and 
then proceed into the teleportation gate.  Take him out outside, 
evading his attacks, and just shredding him to pieces.  When he's 
dead, mission complete.

MAXIMUM SCORES: 49260/ /114940

MISSION 13: ABADDON
Day 117, Planet Singe

Primary Objective: Locate the satellite and uplink the data.

Tight, narrow passageways, and numerous fire hounds and terrorists 
make up the enemies on this planetoid.  Hawk will be very important 
to keep alive in here because she will have to be the one to 
restore the satellite and uplink the data.  A good suggestion is to 
have Tex lead the way.  He can tank while pummeling the fire hounds 
and terrorists.  

New Secondary Objective: Eliminate any terrorist opposition.

Carefully follow the passageway, eliminating any terrorists and 
fire hounds you find.  Along the way, are Confederate corpses.  
Take what you need, and move on.  There will be ambushes of fire 
hounds and terrorists, so be ready, and don't be afraid to use 
those valuable medkits.  When you get to the satellite, numerous 
terrorists will attack from the far end of the site, and from above 
the cliffs.  Take them all out, then have Hawk tap into the 
satellite to uplink it.  When it's all done, mission complete.

MAXIMUM SCORES: 29640/ /69160


MISSION 14: SETI 2049
Day 124, Planet Caspian

Primary Objectives: Eliminate Ty McTavish.  Shutdown primary 
communication dish.
Secondary objective: Retrieve five briefcases.

** Chapter 1 **

The CO tells you to salvage whatever can be found, and for good 
reason.  Your team starts with little ammo.  Search all bodies and 
buildings for ammunition, taking a briefcase in one of the 
buildings then proceed towards the objective waypoint.  The doors 
will open automatically.  Carefully, move down the canyon, taking 
out all terrorists along the way.  These guys are formidable, so 
hit them hard and don't get hit too much since you have a small 
amount of medkits.  At the bend, use the cover of the rocks and the 
wall to evade enemy fire while taking them out.  Across the next 
set of doors that open, move carefully from building to building, 
taking out the terrorists within and retrieving any ammunition and 
briefcases you find.  In one of the small buildings, is a console.  
Activate it to open another set of doors.  In the garage, watch out 
for the terrorists wielding shotguns inside.  Behind some 
containers, is another briefcase.  Another briefcase lies in the 
larger building on the far side, which is guarded by several 
shotgun-wielding terrorists.  Move through the newly opened doors 
carefully.  Lots of terrorists will wield bioreactive and sniper 
rifles.  Going up a ledge, have Flint snipe some of the terrorists, 
then drop some roller bombs.  Move down, clean house, take what you 
need, including some medkits on the platform, then activate the 
console in the building.

** Chapter 2 **

You begin on the same side of the doors near the building where you 
activated the console.  When the doors open, take out the 
terrorists and the two turrets on the other side; including a 
couple of snipers on the far, high ledge.  When it's clear, move 
the squad near the incline, while someone takes the items in the 
small building.  Next, use Flint to snipe the terrorists on the 
high ground, then use it to snipe on the terrorists in the next 
compound.  Move in carefully, for a pack of terrorists will charge 
in and attack.  The building on the left is locked, but Hawk can 
bypass it.  Do so, take the valuable items inside, including the 
fourth briefcase.  The building on the right has some frag grenades 
hidden behind a fallen container.  Take the medkits flanking the 
console that opens the doors on the far side.  Activate the 
console, then listen to your CO's report.  The next area leads you 
to where the dish and McTavish is.

Carefully, move past the doors, using Tex to disarm the sentry 
mines while clearing out all terrorists and turrets that attack.  
Past where the mines are, hold the squad near the garage.  When one 
gets close, the doors will open, and a few terrorists will attack, 
so don't let your guard down.  Move past the garage, taking out the 
terrorists near another small building with some medkits and 
grenades.  Outside, is a cache of bio ammo.  Move to the next 
buildings, taking out some terrorists guarding a small compound 
with various ammo.  In the larger building, watch out for an 
ambush.  Keep the squad near the garage doors and pick them off.  
Move up the ramp, taking out any terrorists there, then move close 
to where McTavish is.  Hold the squad in the middle of the ramps.  
McTavish has a lot of terrorists as bodyguards, so it would be wise 
to pick off his guards one at a time.  Use Tex or Brutus to clear 
them out.  When it's only McTavish left, have the entire squad 
charge in, guns blazing.  

When he's gone, the doors on the far end of the ramp will open, and 
some terrorists will attack.  With the high vantage point, Flint 
can snipe well.  On the leftmost end of the middle platform, is the 
McTavish DNA canister.  Take it.  Head back down and move carefully 
past the doors.  The terrorists near the satellite dish will attack 
if they see you, including a few snipers, so move Flint in 
carefully and snipe as many of them as possible, then bring the 
squad in to mop up.  The door on the shaft to the left is busted, 
so you can blast it open with an explosive, such as a frag grenade, 
have Tex disarm the sentry mine, and take the last briefcase.  
Proceed to the dish, taking out any remaining terrorists, then 
activate the console.  Mission completed, head for the extraction 
point.  

MAXIMUM SCORES: 73680/ /171920


MISSION 15: HOSTILE RECEPTION
Day 133, Asteriod LB-429, The Waste

Primary Objective: Investigate LB-429.

You'll come up with a new breed of enemies, the Shrike.  These 
aliens are small, nimble, and are experts in all kinds of weapons.  
In addition, the pools are very toxic, so don't dip in.  Finally, 
watch out for meteor impacts, they can be quite deadly.

** Chapter 1 **

Lead with your favorite character, moving carefully down the trail.  
You can take the lower, straight path, past a wrecked ship to take 
out a few Shrikes that comes down and attack, or you can go around 
by using a narrow path circling a toxic pool and attack from a 
flanking position.  Whatever you do, take out the Shrikes and 
salvage any inventory.  Go past the door, take out a few Shrikes, 
then proceed carefully into the tunnel network.  Lead with Tex or 
Brutus in these tunnels.  Some of the tunnels will lead to some 
valuable items, while others lead into dead ends.  From the 
entrance, clear out the Shrikes on the right side, then move left.  
Move up carefully, taking out ambushing Shrikes, and one sniping 
from a high ledge to the right.  Proceed down the passageway, 
keeping your eyes peeled for any Shrikes.  There will be Shrikes 
attacking from a high ledge, plus a Shrike fighter ship will drop 
bombs from above on a patrol path, so take extra caution.  Take out 
the Shrikes on the way to the door that ends the chapter.

** Chapter 2 **

Be careful early on.  Shrikes will bring some artillery here, 
including some roller bombs.  After taking out the initial wave of 
Shrikes, hold the squad near the starting point, put Hawk into 
Stealth mode, then move up the passageways, taking out the heavy 
fighters.  If she's still cloaked, the roller bombs should not find 
her unless she gets close or is slashing with her blade.  When all 
is clear, move up.  Take what you need, and have Tex take the 
sweeper rocket launcher.  A dead-end contains a console, which 
controls the turret.  If possible, take out the Shrikes with it, 
then you can let it be destroyed or self-destruct it for some extra 
cash.  Move down the passageway towards a cliff.  After Flint 
snipes any remaining Shrikes from the sneaky turret attack and on 
the passageway below to the right, leap on down.  Down below, take 
out some Shrikes along the way.  You'll come to an intersection.  
Hold there, and drop some roller bombs on the left path.  They 
should roll down and hone in on the Shrikes down there.  When you 
investigate down there, the Shrikes on the other path will attack.  
Watch out for a Heavy Shrike with a sweeper.  Take him out, then 
hold the squad near the downward path.  Roll some rollers down on 
the unwary Shrikes down below.  

Hold near the next intersection.  Some Shrikes will attack, 
including a few Heavy Shrikes on the right side when the door 
opens.  The path to the left takes you to where you were picking 
off some Shrikes with the turret or Flint's sniping.  The right 
path takes you to a passageway.  Use a rocket on the turret that 
fires, take out the Shrikes down below and hold the squad near the 
slope.  You want to do this because some Shrikes will attack along 
the way, while another turret from the far right will fire, and a 
Shrike Fighter ship will be patrolling.  Bring Tex up the ledge and 
along the cliff.  Have him disarm the sentry mine, then take the 
items that the mine was guarding.  Going right, clear out the 
Shrikes until you arrive at the next tunnel network.  Clear out the 
Shrikes around the tunnels, then move into the tunnels.

Inside, some Shrikes will attack, and be careful of the rollers 
they dish out from the left, which is the only viable passage.  You 
can either assault, or slice them with Hawk.  Either way, move down 
the tunnel, taking out Shrikes along the way.  When all is clear, 
move to the next tunnel.

** Chapter 3 **

This time, you're in a vast network of tunnels.  After a cut-scene 
where a blinded Confederate grunt ends up getting hacked in a fan, 
move the team along the pathways, leading with either Tex or 
Brutus.  

Take out the green nodes on the ceilings, then the middle one to 
open a door.  After taking out the Shrikes, move down the open 
tunnel to a cavern with a console.  Use it to take out some Shrikes 
that can be seen.  Move in, taking out any surviving Shrikes.  
After blasting apart another turret, move up the ledge on the left 
side.  

New Primary Objective: Destroy Outrider base.

Hold the squad near the ramp leading out, for there will be some 
Shrikes in an ambush position, supported by probes that will drop 
bombs, and a turret or two.  Move outside and keep moving.  You 
will see a hive where the probes are launching.  Take it out with a 
few rockets.

New Secondary Objective: Rescue Confed Marines.

Going up a ledge to a door, the CO informs you of a pack of marines 
that were inserted there, but are pinned down.  After taking out 
the turret, move in as fast as you can.  You'll have to take out 
all the Shrikes and turret while keeping at least one of them 
alive.  They will move up a ramp.  Give them support.  When all 
Shrikes, including the rocket-wielding one on the high ledge near a 
tunnel containing some goodies and a Thermal Sweeper, a double-
barreled rocket launcher, are dead, the surviving marines will be 
farcasted out.  The door on the far end will open, and some Shrikes 
will attack.

New Secondary Objective: Disable palace tower exits.

Head up the slope on the right, taking out all Shrikes along the 
way.  You will see a node that is teleporting in enemy 
reinforcements.  Use a rocket or two to blast it apart.  Go through 
the door that is now open.  A few more Shrikes are here for the 
blasting.  Take them out, then the turret on top of a large Shrike 
structure.  Behind that structure is the next tower exit.  Take it 
out and the Shrikes that manage to get through.  Go through the 
next door.

New Primary Objective: Mark Planetary Cannon with light grenades.

You will come to a planetary cannon.  Until it's down, the squad 
won't be able to extract out of the asteroid.  Take out the Shrikes 
around the cannon, then plant a light grenade on the cannon so that 
an ion cannon strike can take it down.  Proceed to the next door.  
Past it, watch for a few Shrikes, including one with a sweeper 
rocket.  Move down the passageway, taking out any Shrikes on the 
way to the tower exit; blast it.  When all is clear, move into the 
tunnels and to the doors.

** Chapter 4 **

New Secondary Objective: Disable the tunnel nodes.

After a cut-scene, proceed left along the tunnels, taking care of 
the Shrikes.  After clearing out the intersection, move carefully 
to the left.  A pack of Shrikes will attack, with one of them 
wielding a sweeper rocket.  On the way, you will meet a new group 
of Shrikes; one with a green haze that spits poisonous blobs of 
gas.  Follow the open paths to a cache of weapons and ammo, taking 
out any Shrikes along the way.  Return to the intersection with the 
just-destroyed node.  Take the right path, taking out a few 
teleporting Shrikes along the way.  At the opening, you will meet 
the Hunter Lord.  Take out his guards, then damage him enough to 
make him teleport to his dropship.  After a cut-scene, you will see 
the weapon it was using.  If you're willing, take it, but note that 
you will only have a finite amount of ammo, based on what you find 
from the site where you were fighting the Hunter Lord.

New Secondary Objective: Destroy Hunter Lord's dropship.

Whatever you do, proceed down the tunnels, clearing out all Shrikes 
along the way.  A door leads to more Shrikes, but a cache of 
medkits and a thermal sweeper.  Back in the opening, head up the 
incline and head outside.  Outside, take out the turret directly 
above the tunnel exit, then head up the slope, taking out the 
Shrikes along the way.  Watch out for a large Shrike tower, for a 
Shrike may be up there.  On the far left is a Heavy Shrike with a 
rocket launcher; blow him up.  To the right, is another Shrike 
tower, holding a Shrike with a rocket launcher.  Below it, more 
Shrikes will attack.

Head left underneath the second tower, and through the door.  
Switch to Tex, wield the thermal sweeper and rush towards the 
dropship.  Don't worry about the Shrikes and turrets.  Just keep 
using rockets on the dropship, and you will destroy it.  
Afterwards, mop up any remaining Shrikes, including a few in a 
tunnel opening, then head to the objective marker for extraction.  
Well done.

MAXIMUM SCORES: 118200/ /275800


MISSION 16: RIPE FOR PLUNDER
Day 138, Planet Caspian

Primary Objective: Destroy all 6 Shrike weapons crates.
Secondary Objectives: Eliminate all Shrike in the compound.  
Destroy all M-5175 missiles.

The Shrike Invasion is on, and Brute Force will have to hold them 
back alone until the Confederacy can bring in reinforcements.  
Reports of a Shrike Shock Force in Caspian is heard, and Brute 
Force is brought in to take them out.  The extraction point won't 
be ready until all weapons crates are destroyed.

Proceed down the canyon.  On a dead-end to the right, are a few 
Shrike Hounds.  Take them out, then proceed forward down the 
canyon.  A few Shrikes are here, including one perched high on the 
rocks at a dead-end to the left.  Be careful here, as there is a 
Shrike perched on the pipes ahead, waiting to blow you up with a 
sweeper rocket.  In addition, there are some additional Shrikes 
down on the ground.  Take them all out.  There is an opening in the 
left with some Shrikes there.  On the far end, is the first weapons 
crate that must be destroyed.

Return to the intersection and go past the pipes.  On a small hill, 
Flint should be able to snipe the second weapons crate.  Watch out 
for the roller bombs that come your way, then, if you're still 
standing, take out some Shrike Hounds.  You can go straight into 
the compound now, but there is a ledge leading into a narrow 
passageway.  Not only are there medkits there, but you can also 
pick off a few Shrike from behind.  Nearing the compound, watch out 
for more Shrikes, including one with a rocket launcher on another 
high ledge.

Near a set of doors, guarded by a couple of sentry mines, are more 
Shrikes, including some Heavy Shrikes.  Flint can snipe a few 
Shrike Soldiers on a battlement in the distance and more on the 
ground, but be careful when moving in.  Not only are there Heavy 
Shrikes hidden in the narrow passageways to the left, but more 
roller bombs will come at you.  Clear out the Heavy Shrikes in the 
left passageway, then any remaining Shrikes near the doors.  There 
is another passageway to the right.  Shrikes hold position at a 
dead-end where a cache of grenades and ammo are kept.  Have Tex 
disarm the mine at the crack in the wall, then move on.   It is a 
good thing you went this way, for the Shrikes will roll some 
rollers at you, but as long as you stay on the ledges, it won't 
make contact with you.  In addition, Flint can snipe on the Shrikes 
down below or roll some rollers down at them.

When you feel that all is clear in the compound, move in.  Take out 
any missiles you find, and head up to the battlements to take out 
the third weapons crate.  From above, you can snipe the Heavy 
Shrikes across the doors and on the narrow passageway.  In the 
building is the fourth weapons crate.  A fifth weapons crate is in 
a small building, while the last one is in the large building, both 
buildings guarded by Shrikes (a Shrike DNA canister is in the 
hallway of the large building).  There are a couple of missiles to 
blow up behind the large building.  Mop up any remaining Shrikes, 
then head to the extraction point.  But you find that it is a trap, 
as more Shrikes teleport in.  Take them all out, then head to the 
other extraction point.  On the way, watch out for Shrike ambushes, 
especially Heavy Shrikes with thermal sweepers.  When all are dead, 
extract.

MAXIMUM SCORES: 71280/ /166320



MISSION 17: SHRIKE ROGUES
Day 148, Planet Estuary

Primary Objectives: Eliminate all Shrike.  Destroy all Shrike 
Devices.

Try to preserve yourself in this mission, because you'll have 
plenty of medkits to start, but there are only a few of them lying 
around dead Confederate grunts.

Hold the squad near the start point.  Take flint and have her move 
up the ledge on the right.  As she does, a Shrike fireteam will 
attack, but the rest of the squad should have no problem taking 
them out.  Keep Flint moving to the cliff overlooking the main 
ruin.  Watch out for the Heavy Shrikes with sweepers.  As she moves 
along the cliff, more Shrikes will appear down below.  Here's the 
twist.  As long as the nearby Shrike device is active, the Shrikes 
will keep teleporting into the area.  Therefore, you must hold back 
the Shrikes and take the device.

For the first one, Flint can snipe from above, while Tex, Brutus, 
and Hawk take care of the Shrikes on the way to the ruin.  Disarm a 
sentry mine heading into the ruins, then head up to the second 
floor and take the device.  On top of the ruins, you will find the 
Shrike Hound DNA canister.  Watch out for the Shrikes with rocket 
launchers.  Back on the ground, take out the device marked on the 
map.

From here, you can go one of three ways.  Each of the remaining 
devices are on beachheads, so you will have to mow past some 
Shrikes and destroy the device.  I suggest leading with Tex and 
give him a Sweeper V rocket launcher.  He can exchange fire with 
the Heavy Shrikes while launching a rocket at the device.  When all 
is clear, head for the extraction point.  

MAXIMUM SCORES: 55380/ /129220


MISSION 18: THE ANVIL
Day 157, Asteroid LB-429, The Waste

Primary Objectives: Kill the Shrike Hunter Lord.
Secondary Objective: Open the first gate.

The alien technology has brought forth some of the heaviest guns 
you'll ever get to use in this game.  Tex has a Rail CLVR, which 
will shoot rail slugs at a much faster rate.

As you would expect, this is the toughest and the last mission in 
the official campaign.  This mission calls for the destruction of 
the Shrike Outpost's shield generators so that the Confederate 
fighters can blast it apart.  However, the Shrike Hunter Lord and 
his army will not let Brute Force do this without a fierce fight.

** Chapter 1 **

Proceed down the ramp and along the passageway.  A few Shrikes are 
on the ledge in the distance and down below.  Take them all out and 
move on.  There is a tunnel opening to your right.  Take out the 
Shrikes perched on ledges to your near left, then take the cache of 
weapons and ammo on the far left.  Come back out, then carefully 
move up the slope.  A roller bomb will come, so get back as quickly 
as you can.  Coming back up, take the items on the ledge to your 
left, the move slowly down the passageway.  Snipe the Sweeper-
wielding Heavy Shrike on the far left, then carefully move along 
the passageway circling the tower.  Another sweeper-wielding Heavy 
Shrike will teleport onto the tower, along with additional Shrikes 
ahead of you.  There is a passageway to the right.  Take out the 
snipers while dealing with more Heavy Shrikes on the other side of 
the circular passageway.  Chuck a grenade at the bend to take out a 
couple of turrets.  Keep your guard up as you move inside a tunnel 
covered in red mist.  Take out a couple of turrets that pop up, 
then grab the cache of ammunition.

Returning to the circular passageway, continue to take down any 
Heavy Shrikes that come and attack.  Have Tex take the Sweeper 
rocket launcher.  Across a circular tower, move slowly across a 
misty passageway.  Shrikes will pop out of opening to the right.  
Coming to an opening with a couple of dropships, snipe the Shrike 
in the tower to the right.  Move closer to the opening and snipe 
any more Shrikes you see, especially on the ledge to the right.  To 
the left, near a tower, is a passageway up to the ledge where you 
sniped a few Shrikes.  Be careful, for there are roller traps as 
you move up the slope.  A good suggestion is to use Hawk in Stealth 
Mode to get some ammunition and grenades.  Move to the objective 
marker, but be careful.  There are several turrets that need to be 
taken out, but some of them are on the ceiling.  Move in, take out 
the ambushing Shrikes, then activate the console to open the first 
gate.  Take out the guarding Shrikes, then move in.

** Chapter 2 **

Grab some medkits and sniper ammo in the cover to your right, then 
move carefully.  Ahead is an intersection that will become infested 
with Shrikes as a dropship comes close.  Take out the Shrikes that 
deploy, take out the device at the ledge up ahead, then follow the 
right passage, for the second door at the left passage is locked.  
After seeing a gruesome end to a poor Confederate grunt, follow it 
to the second console.  Watch out for Heavy Shrikes at the sides, 
and another at the tower ahead.  When they're dead, activate the 
second console and proceed to the second gate.

The third door is ahead, but of course, it is locked.  Be ready for 
a heavy fight, as a mass of Shrieks will attack from both flanks 
and up ahead, including a Heavy Shrike at the tower.  Head down the 
right passage, At the bend, take out some more Shrieks and the 
devices on the high ledge to the right.  Go up the slope to the 
ledge on the left, taking the medkits and ammo, having Tex shove a 
rocket up a turret's pipe, then head to the far end of the ledge to 
take out a sniping Shrike.  Return to the bend and move up the 
passage.  Take a detour to the right to secure some valuable ammo 
and medkits.  Return to the objective waypoint and activate the 
third console to open the third door.  Carefully move to that door, 
taking out the ambushing Shrike, and go through.

You'll come to a canyon.  Hold the squad at the far right side.  
Have Hawk go into Stealth mode and draw the Shrikes, which the rest 
of the squad should pick off.  Return to the squad, taking cover 
and chucking grenades to kill off the Shrikes perched on the high 
ground.  When it is all clear, move the squad down the passageway.  
A few Shrikes will ambush as they slide down the slope from the 
left, but shouldn't be too hard.  Move carefully down the passage, 
watching for any Shrikes that come from the openings to the left.  
Peek to the right near the building, taking out the turrets.  Ahead 
is a tower with two Shrieks that will snipe or chuck rockets.  Take 
them out with Flint or Tex.  When all is clear, head down the right 
and into the tunnel.  Move on until you see a circular room.  Take 
position on the high platform, then move a cloaked Hawk to the far 
door.  It will close and the Shrikes will deploy an ambush.  Take 
them all out, then the door should open.  Go through it, taking any 
ammo you need.

** Chapter 3 **

New Primary Objective: Destroy all three Shield Generators.

You'll come to an opening and then into a narrow.  Carefully move 
through, picking off all Shrikes and turrets along the way.  As you 
make the first bend, watch for a Heavy Shrike with a rocket 
launcher.  Near the first generator, watch for Shrikes and turrets.  
Take out the nodes providing the shield, then find and activate the 
console.  Take cover, though, for you've just disabled the meteor 
control for that generator, and in seconds, a meteor will crash 
into the generator.

Move carefully along the passageway towards the second generator.  
Again, clear out all Shrikes and turrets along the way.  Along a 
cliff, you will see signs of the incoming Shrike fleet.  Continue 
along the passage, clearing out any ambushing Shrikes.  Approach 
the second generator cautiously, for you won't clearly see the 
Shrikes in the mist.  Take out the node near a turret, clear out 
the Shrikes, then get the squad to where the console is and 
activate it.

Return to the passage by the cliff and move carefully towards the 
third generator.  Take out the Heavy Shrike before his thermal 
sweeper can do a lot of hurt, then move carefully, taking the 
higher ground when you see a roller.  At the top of the incline, 
wait near where you killed the Shrike, as a meteor will come 
crashing down.  Watch out around the bend, a dropship will come, 
and a trio of turrets and Shrikes will attack.  When all is clear, 
move up the incline, taking out the Shrikes and the nodes, then 
before you activate the console up on top, have everyone take cover 
away from the generator.  Activate the console, run off the ledge, 
then when the dust clears, head to the door on a passage heading 
down.

** Chapter 4 **

New Primary Objective: Destroy Hunter Lord Chamber shield.

Ahead is where you will fight the Hunter Lord and all other Shrikes 
and any turrets.  He will use a rocket launcher, so you need to 
keep moving.

Move up the passageway and up the slope, being careful of the 
Shrikes that attack, probes that swoop by and drop bombs, and the 
rollers that come down.  As quickly as you can, get anyone 
surviving into a canyon.  Clear the passages of Shrikes, then take 
out the nodes.  If you can, go along a narrow path to take the DNA 
canister.  Quickly get to the lower passage, take out the Shrikes 
and turrets to activate the console to open the door.  Now comes 
the hard part.  You have to hurt the Hunter Lord bad enough for him 
to retreat to where he recharges his shield.  As quickly as you 
can, Hawk is preferable, run to the console to activate the meteor 
control console.  The Hunter Lord will get one nasty surprise when 
a meteor falls on his head.  It will destroy him and the shield 
platform.  The Shrike has been defeated for now, and it's time for 
Brute Force to get some well-deserved R&R.

MAXIMUM SCORES: 839340/ /1958460



-- 6. THANKS AND CREDITS --

First of all, I want to thank everyone for reading this.  Second of 
all, I want to thank GameFAQs for providing wonderful services for 
FAQ contributors and all the chit-chat that goes on in the boards.  
Third, to all those who provide us with the DNA locations (you know 
who you are).  Finally, to Microsoft and Digital Anvil for not only 
making a game that kicks, but also for making a great PC game 
(Freelancer).

I hope you enjoy, ladies & gentlemen.  Any questions, suggestions, 
or concerns, you can e-mail me at the listed address.



**********
Copyright 2003 Lord deArnise, all rights reserved.  This FAQ cannot 
be rewritten or modified in any way without the writer's written 
consent.  All sites illegally posting this FAQ will be subject to 
violation of copyright laws and brought to justice to the fullest 
extent of the law.