hide results


    Version: 1.4 | Updated: 04/27/05 | Search Guide | Bookmark Guide

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

    FAQ Display Options: Printable Version