*******************************************************************************

                        ____  ____  _   _ _____ _____
                       | __ )|  _ \| | | |_   _| ____|
                       |  _ \| |_) | | | | | | |  _|
                       | |_) |  _ <| |_| | | | | |___
                       |____/|_| \_\\___/  |_| |_____|
                        _____ ___  ____   ____ _____
                       |  ___/ _ \|  _ \ / ___| ____|
                       | |_ | | | | |_) | |   |  _|
                       |  _|| |_| |  _ <| |___| |___
                       |_|   \___/|_| \_\\____|_____|


*******************************************************************************
A Comprehensive FAQ/Walkthrough for Brute Force (Brutal Difficulty) by Thuyker
Version 1.1
E-mail: Thuyker AT aol DOT com
*******************************************************************************

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
TABLE OF CONTENTS
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

                                                                     (KEYWORD)
  I. Introduction .................................................... kw-int
 II. Frequently Asked Questions ...................................... kw-faq
III. Game Basics ..................................................... kw-bas
       A. Background Story ........................................... kw-sto
       B. Playable Characters ........................................ kw-cha
       C. Controls ................................................... kw-con
       D. General Strategies ......................................... kw-str
 IV. Walkthrough ..................................................... kw-wth
       A. Mission 1: Welcome to the 23rd! ............................ kw-m01
       B. Mission 2: Rescue Brutus ................................... kw-m02
       C. Mission 3: Cemetery Gates .................................. kw-m03
       D. Mission 4: Hunting for Shadoon ............................. kw-m04
       E. Mission 5: Terrorist Ghetto ................................ kw-m05
       F. Mission 6: Lonesome Death of Edward Kingman ................ kw-m06
       G. Mission 7: Ship Graveyard .................................. kw-m07
       H. Mission 8: Return to Osiris ................................ kw-m08
       I. Mission 9: Seers on the Bayou .............................. kw-m09
       J. Mission 10: Squirm ......................................... kw-m10
       K. Mission 11: Supermutant .................................... kw-m11
       L. Mission 12: Kill Shadoon ................................... kw-m12
       M. Mission 13: Abaddon ........................................ kw-m13
       N. Mission 14: SETI 2049 ...................................... kw-m14
       O. Mission 15: Hostile Reception .............................. kw-m15
       P. Mission 16: Ripe for Plunder ............................... kw-m16
       Q. Mission 17: Shrike Rogues .................................. kw-m17
       R. Mission 18: The Anvil ...................................... kw-m18
  V. Weapons and Items List .......................................... kw-wea
       A. Cannons .................................................... kw-can
       B. Pistols .................................................... kw-pis
       C. Rifles ..................................................... kw-rif
       D. Explosives ................................................. kw-exp
       E. Miscellaneous Items ........................................ kw-mis
 VI. Enemies List .................................................... kw-ene
VII. DNA Canisters ................................................... kw-dna
VIII. Multiplayer (incomplete)......................................... kw-mul
       A. Squads/Characters .......................................... kw-squ
       B. Deathmatch Maps (incomplete)................................ kw-map
 IX. Guide Information ............................................... kw-inf
       A. Version History
       B. Email information
       C. Credits
       D. Legal Stuff


  To quickly jump to a specific section, click HERE first, then press CTRL-F
  and type in the Keyword.


_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
I. INTRODUCTION                                                          kw-int
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Brute Force was released in late May of 2003 for the Xbox, after many delays.
Billed as a squad-based tactical action game, some may dismiss it as purely
"run-and-gun" gameplay.  Admittedly, the standard difficulty leaves much to be
desired, as squad-management is simply unnecessary.  To even stand a chance of
surviving (let alone score well) on Brute Force's highest difficulty setting,
however, skillful use of the entire squad is an absolute necessity.

Even then, the "Brutal" difficulty is aptly-named, and completing missions with
a perfect score extremely difficult.  It is the intention of this Walkthrough
to help you achieve this goal, by preparing you for what lies ahead and by
suggesting certain strategies that may prove useful.  Even if you decide to
tackle the easier difficulties first, this guide should still be helpful.  I
hope that you'll agree, and that, most importantly, you enjoy your time playing
through the game!  Good luck!


_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
II. FREQUENTLY ASKED QUESTIONS                                           kw-faq
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Q: What kind of game is Brute Force?

A: Brute Force is a squad-based tactical shooter.  Playing in a third-person
  view, you control a squad of up to four operatives, each with their own set
  of skills and specialties.  Any of the four operatives can be controlled at
  any time, and tactical commands issued to any of the other three.  Of
  course, you can have friends control the other three characters as well.

---
Q: Are there any vehicles in Brute Force?

A: That you can drive, ala Halo?  Unfortunately, no; we can always hope that
  downloadable content might include such a feature, unlikely as that may
  seem.

---
Q: When do I get to spend all the money I make during missions?

A: Sadly, you don't.  It'd have been nice to have been able to use it for new
  weapons, armor, etc., but instead, the money is only used to keep score.

---
Q: What do the four icons on the "Select Mission" screen stand for?

A: These are your "medals."  The first means that you've collected the DNA
  Canister for that particular mission, and the next three represent what
  difficulty level you've completed the mission on (Brutal, Hard, and finally
  Standard, in that order).

---
Q: Some of my medals are red/gold, some are blue/silver, etc.  What does that
  mean?

A: If you complete a mission with 100% of the possible cash obtained, you will
  receive a Gold medal.  Less than that, and you'll receive a different type
  of medal, i.e. silver.


_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
III. GAME BASICS                                                         kw-bas
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

===============================================================================
= A) Background Story                                                    kw-sto
===============================================================================

It is the dawn of the 24th Century, yet even in the future, the idea of peace
sadly remains an unattainable dream.  Nonetheless, the Confederation of Allied
Worlds is attempting to maintain order among its many member worlds and races.
When threats to this "order" are discovered, they are quickly eliminated by
teams of elite Operatives.  Unfortunately, the Confederation is anything but
Utopian, and is itself plagued by political corruption within its circles.

High-ranking politicians, perverted by power and wealth, often use these
Operatives to achieve their own personal goals, even if it means defying the
Confederation.  As such, the Operatives are merely pawns - dispensable tools,
if you will.  Of course, during the course of performing their duties, the
soldiers often discover the nature of their missions, and in doing so, become
liabilities.

This is the case with such Operatives as Tex, Hawk, and Flint (three of Brute
Force's main characters), and each have been betrayed by their commanders
(controllers) and killed.  Of course, wasting the talents of such talented
soldiers isn't economical, but fortunately, cloning has become somewhat of a
perfected practice.  Each Operative is implanted with a memory chip, which can
be recovered and implanted into the new clone, complete with all the talents
and abilities of the previous incarnation.  Of course, certain short-term
memories could be erased, to protect the corrupt politicians in control.  Upon
successful cloning and memory deletion, Operatives could be put back into
service in no time at all - and here, with Tex's latest cloning, the game
begins.


===============================================================================
= B) Playable Characters                                                 kw-cha
===============================================================================

There are four characters that you will control over the course of the game,
each with distinct strengths and weaknesses.  As such, it is extremely crucial
that you know the skills of each operative, and how they best complement those
of the other operatives.

                                                         _________________
   _____________________________________________________/     Brutus      \
  /                                                                       |
  |                                                                       |
  |  Race: Feral                                                          |
  |                                                                       |
  |  Role: Shock Trooper                                                  |
  |                                                                       |
  |  Special Ability:  Spirit of Vengar - heals self and sees enemies in  |
  |                    infrared vision.  Also allows him to perform the   |
  |                    Dash attack, although doing so drains the rest of  |
  |                    his stamina meter.                                 |
  |                                                                       |
  |  Skills:                                                              |
  |    _______________________________________________________________    |
  |   |  SKILL NAME   |                    EFFECT                     |   |
  |   |_______________|_______________________________________________|   |
  |   |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|   |
  |   | Sense of the  | Brutus will occasionally sense things other   |   |
  |   |   Beast       | squad members will not (i.e. enemies, traps)  |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | Dash Attack   | Brutus eliminates enemies by dashing into     |   |
  |   |               | them, but it will drain his remaining stamina |   |
  |   |               | (must be using Spirit of Vengar ability)      |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | Speed         | Walk: 1.34 m/s; Run: 3.35 m/s                 |   |
  |   |_______________|_______________________________________________|   |
  |                                                                       |
  |  Weapon Proficiencies:  Can carry one Cannon and one Rifle or two     |
  |                         Rifles.                                       |
  |                                                                       |
  |-----------------------------------------------------------------------|
  |                    ---  RECOMMENDED TACTICS  ---                      |
  |                                                                       |
  |  While some may prefer the raw killing power of Tex, I feel that      |
  |  Brutus is a far better choice to be at the vanguard of any assault,  |
  |  for several reasons.  First, he is much, much faster, so can quickly |
  |  retreat to the safety of the rest of the squad.  Secondly, his       |
  |  Spirit of Vengar ability allows him to spot enemies that are very    |
  |  well-hidden or camouflaged, even at great distances.  Third, and     |
  |  most importantly, Brutus has the amazing ability to heal himself.    |
  |  There is really no way to avoid taking damage when making a direct   |
  |  attack, so this healing capability saves Med Kits for the rest of    |
  |  the squad.                                                           |
  |                                                                       |
  |  Thus, when attacking a position where the enemy is entrenched, a     |
  |  good tactic is to position your squad in a relatively safe place,    |
  |  then run forward with Brutus.  Attack what you can, and if you start |
  |  to get overwhelmed, quickly back up to your squad, so that they can  |
  |  help you finish the enemies off.  Even if you took a lot of damage,  |
  |  Brutus can heal himself fully with a couple of Spirit of Vengars.    |
  |                                                                       |
  \_______________________________________________________________________/

                                                         _________________
   _____________________________________________________/      Flint      \
  /                                                                       |
  |                                                                       |
  |  Race: Human/Synthetic                                                |
  |                                                                       |
  |  Role: Sniper                                                         |
  |                                                                       |
  |  Special Ability:  Advanced Targeting - allows Flint to auto-aim at   |
  |                    any enemies in a wide area of view.                |
  |                                                                       |
  |  Skills:                                                              |
  |    _______________________________________________________________    |
  |   |  SKILL NAME   |                    EFFECT                     |   |
  |   |_______________|_______________________________________________|   |
  |   |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|   |
  |   | Air Recycling | Flint does not require oxygen, so can survive |   |
  |   |               | in hostile environments and withstand gas     |   |
  |   |               | attacks                                       |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | Threat        | While using her Advanced Targeting ability,   |   |
  |   |   Analysis    | Flint can gauge an enemy's remaining health   |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | Advanced      | Due to her eye implants, Flint can zoom in    |   |
  |   |   Sniping     | much further with her scoped weapons than the |   |
  |   |               | other squad members can.                      |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | Speed         | Walk: 1.23 m/s; Run: 3.13 m/s                 |   |
  |   |_______________|_______________________________________________|   |
  |                                                                       |
  |  Weapon Proficiencies:  Can carry one Rifle (always starts with an    |
  |                         L-Shot) and one Pistol.                       |
  |                                                                       |
  |-----------------------------------------------------------------------|
  |                    ---  RECOMMENDED TACTICS  ---                      |
  |                                                                       |
  |  Because Flint's role in the squad is the Sniper, it is needless to   |
  |  say that she should almost always be positioned far from intense,    |
  |  short-range melees, such as the type that Tex and Brutus partake in. |
  |  Position her far from the site of any such battles, preferably on    |
  |  high ground, so that she has a better view of the action.  There,    |
  |  she can spot enemies from great distances away, including those that |
  |  are spotted by squad mates closer to the action.  Use the Advanced   |
  |  Targeting ability to quickly locate distant enemies, then turn it    |
  |  off and manually zoom in for headshots.  Of course, if you ever find |
  |  Flint in a close-range fight, use the Advanced Targeting to quickly  |
  |  fire a few shots into approaching enemies.  Note that she cannot run |
  |  while using her special ability, however.                            |
  |                                                                       |
  \_______________________________________________________________________/

                                                         _________________
   _____________________________________________________/      Hawk       \
  /                                                                       |
  |                                                                       |
  |  Race: Human                                                          |
  |                                                                       |
  |  Role: Scout                                                          |
  |                                                                       |
  |  Special Ability:  Stealth - turns invisible and moves silently.      |
  |                                                                       |
  |  Skills:                                                              |
  |    _______________________________________________________________    |
  |   |  SKILL NAME   |                    EFFECT                     |   |
  |   |_______________|_______________________________________________|   |
  |   |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|   |
  |   | System Bypass | Hawk can bypass electronic security and even  |   |
  |   |               | reprogram such things as enemy turrets        |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | Powerblade    | Hawk is the only squad member with a melee    |   |
  |   |               | attack, and it is devastating; one hit with   |   |
  |   |               | the Powerblade is enough to kill most enemies |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | Speed         | Walk: 1.67 m/s; Run: 4.02 m/s                 |   |
  |   |_______________|_______________________________________________|   |
  |                                                                       |
  |  Weapon Proficiencies:  Can carry one Rifle and one Pistol.           |
  |                                                                       |
  |-----------------------------------------------------------------------|
  |                    ---  RECOMMENDED TACTICS  ---                      |
  |                                                                       |
  |  Hawk is, in my opinion, easily the squad's most valuable member, if  |
  |  you know how to use her correctly and are patient.  Obviously, her   |
  |  forte is not in weapons combat, but stealth and assassination.  You  |
  |  should almost always use her to scout forward, Stealth activated, of |
  |  course, to locate any enemies ahead.  Once located, the Powerblade   |
  |  makes short work of any but the toughest foes.  An important thing   |
  |  to remember is to keep an eye on the stamina meter - if it's running |
  |  low, make sure to head back to the safety of the rest of the squad.  |
  |                                                                       |
  |  Even when you know what lies around the next corner, it is usually a |
  |  good idea to keep using Hawk, rather than bringing in the rest of    |
  |  the squad into a firefight.  Simply wait and let her stamina refill, |
  |  then run back in and whittle down their numbers before heading back  |
  |  to safety.  This can pretty much be repeated as many times as you    |
  |  desire - conceivably, you could take her through most missions and   |
  |  kill most enemies without even using the rest of the squad!  That    |
  |  isn't the most practical strategy, of course, but don't ever feel    |
  |  that Brutus, Tex, or Flint HAVE to do the most killing in the group. |
  |  Once you're an expert with the Powerblade, you can even kill two     |
  |  enemies with a single swipe!  Run at an angle in which two enemies   |
  |  are right behind each other, then pull out your Powerblade while you |
  |  run "through" them - you should kill the first one as the Powerblade |
  |  pulls out, the second one as it gets put away.                       |
  |                                                                       |
  \_______________________________________________________________________/

                                                         _________________
   _____________________________________________________/      Tex        \
  /                                                                       |
  |                                                                       |
  |  Race: Human                                                          |
  |                                                                       |
  |  Role: Assault Trooper / Heavy Weapons Specialist                     |
  |                                                                       |
  |  Special Ability:  Berserker - attacks with two weapons at once.      |
  |                                                                       |
  |  Skills:                                                              |
  |    _______________________________________________________________    |
  |   |  SKILL NAME   |                    EFFECT                     |   |
  |   |_______________|_______________________________________________|   |
  |   |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|   |
  |   | Explosives    | Tex can disarm heavy explosives (from mines   |   |
  |   |   Disarmament | to complex Shrike devices)                    |   |
  |   |_______________|_______________________________________________|   |
  |   |               |                                               |   |
  |   | Speed         | Walk: 1.0 m/s; Run: 2.2 m/s                   |   |
  |   |_______________|_______________________________________________|   |
  |                                                                       |
  |  Weapon Proficiencies:  Two of either Cannons or Rifles.              |
  |                                                                       |
  |-----------------------------------------------------------------------|
  |                    ---  RECOMMENDED TACTICS  ---                      |
  |                                                                       |
  |  When something or someone has to be utterly destroyed, as quickly as |
  |  possible, Tex is your go-to guy.  None of the other squad mates can  |
  |  match the pure power of two weapons (especially of the Cannon type)  |
  |  at once.  He excels particularly in close-range combat, such as in   |
  |  enclosed areas.  In more expansive areas, however, or when running   |
  |  ahead to draw the attention of enemies, Brutus is probably a better  |
  |  choice.  Tex does have the toughest armor and can take the greatest  |
  |  amount of damage, but using him to lead every assault simply results |
  |  in having to use Med Kit after Med Kit.  As such, I prefer to use    |
  |  him only when melees are a necessity or for taking out enemies that  |
  |  chase after your "bait" (i.e. Brutus) when running back to the rest  |
  |  of the squad.                                                        |
  |                                                                       |
  \_______________________________________________________________________/


===============================================================================
= C) Controls                                                            kw-con
===============================================================================

                       ______                ______
                      /L.TRIG\              /R.TRIG\
                   /¯¯¯¯¯¯¯¯¯¯¯¯`-,____,-`¯¯¯¯¯¯¯¯¯¯¯¯\
                  /                                    \
                 /   /¯¯¯\        \¯\/¯/        (Y)     \
Left Stick------|-> |     |       /_/\_\     (X)   (B)   |
                |    \___/         XBOX         (A)      |
    (Back)------|-> O      _____                         |
(Start)---------/--> O    /_| |_\         /¯¯¯\      O <-\------(Black)
               |          |_ + _|        |     |    O <---|--------(White)
    D-PAD------|--------> \_|_|_/         \___/ <---------|----Right Stick
               /                                          \
               |        /`--------¯¯¯¯¯¯--------`\        |
               |       /       Controller S       \       |
               |      /             by Thuyker     \      |
                \____/                              \____/

Brute Force offers the ability to do a great amount of customization when it
comes to controls.  Both the Trigger Settings and Thumbstick Settings can be
adjusted independently of one another, and are described below.  In addition,
aiming can be set to inverted or normal.  Feel free to choose whatever
combination you're most comfortable with.

_____________________________________________________________________________
|                                                                             |
|                        ---   TRIGGER SETTINGS   ---                         |
|_____________________________________________________________________________|
|         ||                                 |                                |
| TRIGGER ||             DEFAULT             |              LEFTY             |
|_________||_________________________________|________________________________|
|¯¯¯¯¯¯¯¯¯||¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|  Left   ||        Use inventory item       |           Fire Weapon          |
|_________||_________________________________|________________________________|
|         ||                                 |                                |
|  Right  ||           Fire Weapon           |        Use inventory item      |
|_________||_________________________________|________________________________|

_____________________________________________________________________________
|                                                                             |
|                       ---   THUMBSTICK SETTINGS   ---                       |
|_____________________________________________________________________________|
|         ||                |                |                |               |
|  STICK  ||     DEFAULT    |      LEFTY     |     LEGACY     |  LEGACY LEFT  |
|_________||________________|________________|________________|_______________|
|¯¯¯¯¯¯¯¯¯||¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
|  Left   || Move Character |   Turn, Aim    | Turn, Move Fwd | Aim Up/Down,  |
|         ||                |                |  and Back      | Strafe L/R    |
|_________||________________|________________|________________|_______________|
|         ||                |                |                |               |
|  Right  ||   Turn, Aim    | Move Character | Aim Up/Down,   | Turn, Move    |
|         ||                |                | Strafe L/R     |  Fwd and Back |
|_________||________________|________________|________________|_______________|


Most of the face buttons, unlike the triggers and thumbsticks, can not be
customized to your liking, unfortunately:

-(A) Button-
  Jump

-(X) Button-
  Reload/Action

-(B) Button-
  Tap to cycle through and select the active inventory item
  Hold to display your full inventory

-(Y) Button-
  Switch weapons

-(Black) Button-
  Use a Med Kit (even if it's not the active inventory item)

-(White) Button-
  Use your operative's Special Ability

-(Start) Button-
  Options Menu

-(Back) Button-
  View Mission Objectives

-Left Thumbstick-
  Click in and hold to crouch

-Right Thumbstick-
  Click in to zoom (if current weapon has a scope)

-D-Pad-
  Tap Up, Left, Down, or Right to switch player control over to Tex, Hawk,
    Brutus, or Flint, respectively

  Hold to bring up the Squad Command screen.  From here, tap on the D-Pad to
    select which squad members to issue orders to, then (X) to "Move To," (Y)
    to "Stand Ground," (B) to "Fire at Will," and (A) to "Cover Me."


===============================================================================
= D) General Strategies                                                  kw-str
===============================================================================

"The clever combatant imposes his will on the enemy, but does not allow the
enemy's will to be imposed on him."

  Use your squad members' special abilities as much as you can.  Since there
  is almost never really a time limit, you can always sit back and let your
  stamina meter recharge, before heading back into battle.  Note that moving
  and running results in your meter filling slower, while crouching will help
  your meter refill quicker.

---
"All warfare is based on deception.  Hence, when able to attack, we must seem
unable; when using our forces, we must seem inactive; when we are near, we must
make the enemy believe we are far away; when far away, we must make him believe
we are near.  Hold out baits to entice the enemy. Feign disorder, and crush
him."

  Hawk is probably the first operative that comes to mind when you think of
  "deception."  However, characters such as Brutus can also be used as bait.
  Position your squad around the corner from enemies, and use one member to
  grab the enemies' attention, before running back to the squad.  Many times,
  they will charge blindly after you, ending up in a "kill zone" in which your
  entire squad's combined firepower makes short work of them.

  "The Meat Grinder"

              ///////////////////////           _______________
              ''''''''''-.///////////          |               |
              o           '-.////////          | LEGEND:       |
                o            '///////          |               |
               o  o           '//////          |   o = Enemy   |
              ''''''-.         `.////          |   T = Tex     |
              ////////`.        `.///          |   B = Brutus  |
              /////////|         |///          |   H = Hawk    |
              /////////|         |///          |   F = Flint   |
              /////////| T  B    |///          |_______________|
              /////////|         |///
              /////////|    F    |///
              /////////|H        |///

     The above diagram represents a path, with enemies around the next corner.
     Of course, the presence of enemies should first be assessed by Hawk, by
     using her Stealth ability and checking out the area, possibly even taking
     a couple of them out.  Now, position your squad in the manner shown in
     the diagram.  Have everyone stand their ground, then take control of
     Brutus, before moving forward and around the corner.  Take a few shots,
     then quickly retreat to the above position.  Now, as enemies come around,
     they immediately find themselves in the "meat grinder" - that is, they
     have exposed themselves to the combined firepower of all four members of
     Brute Force at the same time.  It goes without saying that noone lives
     very long when they find themselves in such a dire situation!

---
"There are not more than five musical notes, yet the combinations of these five
give rise to more melodies than can ever be heard."

  Use combinations of your squad's abilities to form different strategies,
  depending on the situation.  In many cases, it is safer and more efficient
  to rely on your squad as a whole, rather than requiring too much from one
  individual (although that individual can certainly soften targets up before
  battle).

---
"It is only one who is thoroughly acquainted with the evils of war that can
thoroughly understand the profitable way of carrying it on."

  In most, if not all, cases, achieving the most profit (i.e. "cash") requires
  the systematic killing of all enemy forces in the area.  Even if a lone
  enemy in the distance poses no threat, eliminate him to increase your cash
  flow.

---

  Positioning of your squad is perhaps one of the most fundamental aspects of
  Brute Force.  Take note of your surroundings, and arrange your squad in such
  a manner that threats are minimized, but offensive capabilities are still
  maximized.  For instance, have Flint move ahead to take out as many enemies
  as possible at long range.  However, if a large number of enemies start
  charging, it makes no sense to leave her at the vanguard.  Instead, move her
  to the rear of Tex and Brutus, so that they bear the brunt of the assault
  while she continues killing from a distance.

---

  Make good use of the "Stand Ground" command.  It is usually a bad idea to
  move your squad as a whole into unknown areas.  Have the rest of the squad
  hold their positions, while you scout ahead.  Use Hawk to silently kill any
  nearby enemies and explore areas ahead, rushing back to the rest of the
  squad for protection when necessary.  When an area has been deemed safe by
  your scout, move your squad there, then have them stand their ground again,
  while the scout checks out the area ahead.

---

  In close-quarters combat, make sure to move constantly, especially against
  heavily-armed or heavily-damaging enemies such as Fire Hounds.  Moving will
  dramatically decrease the chances of an operative dying or even getting hurt
  at all.

                                  (Quotes are from Sun Tzu's "The Art of War")


_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
IV. WALKTHROUGH                                                          kw-wth
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

The following walkthrough was written while playing through the game's "Brutal"
difficulty.  Note that enemies, equipment, etc. all appear in the same spots,
so the walkthrough will work fine, regardless of what difficulty level you are
currently playing on.  The main difference seems to be that enemies are more
adept at hitting and damaging you, and can take a bit more damage themselves;
as such, I wanted to make sure that anyone using my walkthrough would find that
my strategies do work.  What may work on "Standard" may not work on "Brutal,"
for instance, but anything that works on "Brutal" will certainly work on the
easier difficulties.

Also note that the strategies that my walkthrough entails is certainly not the
only way you should play.  In fact, trying different things is a huge part of
what makes the game so fun to play.  Personally, I am a rather cautious player,
almost never rushing headlong into battle.  I prefer to keep all of my squad
members alive, especially since your score is affected by this.  Some of you
may not care about such things, so feel free to wade into battle with guns
blazing, especially if you prefer a faster pace than me.  The important thing
is to have fun!  Good luck!


===============================================================================
= A) Mission 1: Welcome to the 23rd!                                     kw-m01
===============================================================================

  __________________________
-=| BRIEFING: Estuary, Day 1 |=-
  ¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\
    | Apparently, the operative code-named Tex is being cloned for a ninth  |
    | time, and is specifically hand-picked to join a new squad: the 23rd.  |
    | His first task is to eliminate the Red Hand mercenary organization -  |
    | former allies, based on the planet Estuary, who now work for someone  |
    | else.  Normally reserved for transporting fleets, "Farcasting" will   |
    | be used for insertion and extraction.  Of course, considering his     |
    | history of being stranded, Tex is a little distrustful.               |
    |_______________________________________________________________________|

     ___________________________________________________________________
 +--| PRIMARY OBJECTIVES: Eliminate every terrorist at their main base. |--+
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
        _____________________________________________________________
    +--| SECONDARY OBJECTIVES:  Investigate all terrorist buildings. |--+
        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Directly ahead of you is a large dark boulder with several barrels in front of
it.  Move to the left of the boulder and continue down the hill, and you'll see
a short cutscene of two Red Hand terrorists approaching.  It's pretty difficult
to try and catch these guys by surprise, but if you wish, zoom in with your
MK-ASLT and wait for them to come around the large sculpture resembling a head.
Or, simply rush in with guns blazing - just make sure that you keep moving, to
avoid taking too much damage.  They shouldn't be too much trouble to kill, and
leave behind some ammunition for your MK-ASLT and some Frag grenades for you to
pick up.

Make sure to reload after every engagement, even little ones like this one,
before moving on.  Go past the head sculpture they were near and bear slightly
right.  Move forward, and you'll see another short cutscene, showing another
Red Hand terrorist up above on a hill ahead.  Run to the large boulder with the
grenades next to it, but know that you may take a few hits running toward it.
From here, aim at the tops of the trees on the hill and throw a grenade as hard
as you can.  Alternatively, you can also try zooming in with your MK-ASLT and
shooting the barrels near him, causing an explosion.

Continue on, bearing slightly left.  You'll come to a narrow path between some
pools of lava.  Before you go to far over the path, however, look to the right,
near another head sculpture.  Throw a grenade over there if you wish, and mop
up another two Red Hand terrorists with your MK-ASLT.  When they're dead, head
over the path and over to where they were.  These particular enemies were using
Confed LZR-23s.  While you don't have to ever worry about running out of ammo
with these, they don't pack much power.  Go ahead and trade one of your MK-ASLT
rifles for one, if you wish.  Turn right past where the two troops were, and
you'll go up to the hill where you threw the grenade - you can pick up a couple
more up here.

Head back down the hill and continue forward (the head sculpture should be to
your left).  Bratton will inform you that they have the place mined, so slowly
walk forward to each of the three Sentry mines and hold (X) to disarm them.
Continue bearing left past where the three Sentry mines, and Bratton will tell
you that this would be a good place to try out your Berserk.  Peek left around
the hill, and you'll see a building to the right, and a high platform to the
left and past it.  There's already some enemy emplacements up top, and they'll
fire at you as soon as you get into view.

I like to try and throw a grenade at the platform and another one at the nearby
building before rushing in.  It doesn't hurt to use your Berserk, but watch out
for more enemies that may exit from the building and from atop the platform.
When it's all clear, run around and scavenge for more ammunition and grenades,
as well as the Med Kits inside the building.  Continue on past the platform,
turning slightly right and through the path between the hills.

Shortly thereafter, you'll meet up with two V-squad soldiers, Corporal Stout
and Private Cogburn.  Tell them both to cover you, then continue on, keeping
the hill close to your left side.  Up ahead and slightly below you are a bunch
of boulders - throw a Frag grenade down there to take out the two terrorists
taking pot shots at you with Confed LZR-23s.  When they're dead, head down to
the boulders and continue on.

Pretty soon, you'll just barely be able to see the tips of a large fan whirling
on the other side of the hill ahead, which means that you're pretty close to
the base.  To the right, you'll see a crate, which you should run over to and
crouch behind.  Pick up the L-Shot-50, face the large crate ahead and to the
left, zoom in, then take out the Red Hand terrorist with a single headshot.
Run over to where he was, then peek around to the right of the nearby hill.  Up
above, you'll see the top of the gate, and toward the right side at the top,
look between the railings to just barely spot another terrorist to take out.
Repeat with a single headshot to each of the two terrorists down below guarding
the gate, but try to save at least one or two rounds of ammunition.

Make sure to restock on supplies and reload, then run over to the sandbags near
the gate.  Order your two soldiers to cover you, and then go run up to the
panels and hold (X) to open the gate.  Quickly run back to where your two
troops are, and after a little while, one Red Hand Terrorist usually runs up
toward you.  Finish him off quickly, then move over to the sandbags at the
right of the gate.  Zoom in with your L-Shot-50, and move left until you can
see a Red Hand terrorist high up on the platform.  Take him out with your
remaining ammunition, then run back and get your MK-ASLT.

Now, order your troops to either "Fire at Will" or cover you, then run through
the gates.  Quickly throw a grenade toward the enemies ahead, then switch on
your Berserk mode, taking out any enemies that show up.  Remember to keep
moving to avoid taking too much damage, and take cover behind obstacles when
necessary.  Also make sure to not accidentally step into the lava pool, as it
means instant death.  Take out all of the troops in the immediate area, then
peek around the right side of the next gate and throw another grenade.  When
you have the chance, run up the platform and grab some Med Kits and even the
L-Shot-50 if you wish.  Another thing you may try is taking control of one of
the V-Squad troops, and then using your special ability - this will call for
an aerial bombardment where you are aiming.

In the far building, just past the large fan, watch out for one guy that tries
to snipe you from behind cover, as well as another one hiding inside the
building.  Once they're all dead, you should get a message from Bratton.
Before you head for extraction, however, go all the way back to where you
entered the base.  The first building, near the platform, has the Confed Marine
DNA Canister, as well.  Now, head to the blue extraction point, as indicated by
the yellow contact on your radar.  Congratulations!

           _______________________________________________________
          /                MISSION PAYMENT SUMMARY                \
          |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
          | PRIMARY OBJECTIVES:                                   |
          |   Eliminate every terrorist at their main base =      |
          |     $7000                                             |
          |                                                       |
          | SECONDARY OBJECTIVES:                                 |
          |   Investigate all terrorist buildings = $1400         |
          |                                                       |
          | KILL BONUSES:                                         |
          |   Red Hand x 24 = $3360                               |
          | _________________________                             |
          |  TOTAL PAYMENT:  $11,760                              |
          |_______________________________________________________|



===============================================================================
= B) Mission 2: Rescue Brutus                                            kw-m02
===============================================================================

=-=-=-=-=-=-=
= Chapter 1 =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=

  ________________________
-=| BRIEFING: Ferix, Day 3 |=-
  ¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\
    | Bratton tells you the newest member of the Confederation is Planet    |
    | Ferix.  Outcasts, however, have been gathering into groups, and then  |
    | slaughtering innocents.  Apparently, they have also been using alien  |
    | technology in their attacks.  The newest member of your the 23rd is a |
    | Feral Warrior named Brutus - Tex isn't too happy about being paired   |
    | with an "animal," but he doesn't have much choice in the matter.      |
    |                                                                       |
    | Brutus has apparently saved many lives, but according to a Feral spy, |
    | he has been captured.  Tex will have to find him, as well as a few    |
    | Feral Colonists that are still missing.  He'll then have to escort    |
    | them to a waiting Confederation dropship.                             |
    |_______________________________________________________________________|

              ________________________________________________
          +--| PRIMARY OBJECTIVES: Locate Brutus.             |--+
          +--|                     Find the alien technology. |--+
              ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
               ______________________________________________
           +--| SECONDARY OBJECTIVES:  Save Feral colonists. |--+
               ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

You start out with the MK-ASLT, which you should be pretty familiar with, as
well as a Bower 20 Shotgun.  Don't bother trying to use the Bower from long
range, but up close, it'll give you one-hit kills.  Head off the circular
platform into the building ahead, then turn right.  Outside, you'll see the
waiting dropship, so keep that in mind for later.  For now, though, head down
the nearby ramp all the way to the bottom floor.  Go through the door to the
outside and turn right, heading down the winding ramp.

Eventually, you'll come to a Feral Outcast standing outside a sealed door.
Quickly kill him with either weapon, then turn left and focus your attention on
another one on the bridge.  Both of these guys drop Feral Cutters, which you
can go ahead and try out.  If you like it, go ahead and keep it.  Continue over
the bridge and turn left, past the bloodstains on the building, then turn left
onto the next bridge over.

As soon as you cross the bridge, turn left and then make a quick right into the
open door.  You'll get the message to protect the Feral Colonists, so quickly
take out any RED Ferals you see; the green ones are the good guys.  As soon as
the two Feral Outcasts are dead, exit the room and go back over the bridge you
just crossed to get here.  Another two Feral Outcasts will be on the far side,
so run ahead of the Colonists and take them out.  Turn right, then right again
onto the next bridge, taking out another Outcast as you do so.  Now, run all
the way up the ramp (the building will be to your left), and you'll eventually
get to a couple of Confederation troops, who will escort the Colonists the rest
of the way.

After you see the message that all four have been saved, head back down the
ramp and turn left over the bridge.  You may encounter another couple Outcasts,
so quickly take them out and head on.  Before you head back across the next
bridge, however, move past the bloodstained walls and enter the newly-opened
door.  You'll find some Healing Garo Fruit and some High ROF ammunition.  Exit
the room, turn left, then right onto the bridge.  Cross it, turn left, and then
right into the room, where you first saw the Colonists.  Find the ramp along
the perimeter of the room, and head up it.

You'll find a strange alien artifact, so walk over and pick up the Alien Doo-
dad, to complete your first Primary Objective.  Head out the nearby door and
turn left, taking out the Feral Outcast near the bridge.  Cross over the bridge
and when you get close enough, the door directly ahead will explode open.  I
like to use the Bower 20 here, taking out each of the Outcasts with a single
point-blank shot.  You'll also find the RVG50 Minigun, so swap out whatever
else you're using besides the Bower 20 for it.

Head down the stairs in the room the Outcasts burst out of and turn right at
the bottom.  Continue down the ramp until you get to a door to your right; now,
be very careful before entering.  The Outcasts inside are pretty heavily armed,
using such high-powered weaponry as the Bower 20 and RVG50 Minigun.  Now,
you've seen firsthand what such weapons can do at close range, so don't get
drawn into an ambush.

There is usually an Outcast just inside and to the right of the entrance, so
quickly take him out before he does too much damage.  You'll also find that you
are on the top floor of the room as you enter; on the level below are several
more Feral Outcasts, so throw a few grenades down there to soften them up
before you head down there to mop up.  Don't take too long, because they'll
sometimes start firing on the caged-up Brutus.  You can also pick up a second
RVG50 Minigun from one of the Outcasts on the bottom floor.  When the room is
clear, walk over to the wooden cage.

  __________
-=| Briefing |=-
  ¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\
    | Brutus busts out of his wooden cage, and is happy to see you.  He     |
    | likes the idea of fighting and dying together, and Tex agrees with the|
    | first part, at least.  Before the two head for extraction, however,   |
    | Brutus wants to avenge his clan, and Tex is perfectly willing to help.|
    |_______________________________________________________________________|


=-=-=-=-=-=-=
= Chapter 2 =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=
                 __________________________________________
             +--| PRIMARY OBJECTIVES: Kill evil Shaman.    |--+
             +--|                     Brutus must survive. |--+
                 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Go ahead and take control over Brutus, if you wish.  Either way, both of your
squad members are very capable of fending for themselves, so feel free to order
them to "fire at will."  Personally, I prefer to order them to cover me, but
only because I like to be at the point.  Also note that Brutus must survive no
matter what, or the mission is over.  Anyways, head straight ahead over the
bridge and turn right, taking out a Feral Outcast ahead.  There is also another
Feral Outcast above and to the right, so watch out for him as well.

As you head counterclockwise around the building, keep an eye out for a door to
the left, as well as another Feral Outcast across the way to your right.  Kill
him first, and then enter the door and take out a couple more Outcasts, before
picking up the Garo Fruit, if you need it.  In the back of this room is a door
with a small slit running down the middle.  Shoot it with your weapon until it
is destroyed, then head through and pick up the Feral Colonist DNA Canister.

Exit the building from the door you entered through, then turn left and proceed
around the building counter-clockwise (you should be climbing).  As the ramp
starts to level out, be prepared for several Feral Outcasts that emerge from a
room to the left.  Blow them all away, using your Berserk attack to make things
a little easier.  When they're dead, enter the room to the left and grab the
Frag Grenades and Healing Garo Fruit.  Exit the room, turn left, then take a
right onto the bridge.

As you cross the bridge, more Feral Outcasts will show up; one to the left, and
one from the nearby door.  After they're dead, go in and pick up any more ammo
you may need, then exit and turn right.  The ramp should now be descending, and
you'll soon come upon a door to the right.  At the base of the door is some
stacked up furniture, forming a barricade.  You can actually use this to your
advantage, throwing grenades inside to kill the Outcast within.  Go in, pick up
more grenades, then exit and continue down the ramp.

As you make your way around and pass under some bridges overhead, Brutus will
remark that we are being hunted.  Cautiously move forward, and you should see
a pile of logs.  Throw a grenade in that direction, to take out a Feral Outcast
hiding behind it.  There's some Healing Garo Fruit there, but first take out
the two Outcasts on the bridge to the left.  When they're dead, start heading
across.

In the distance ahead, you'll see a door at the end of the bridge, and a Feral
Outcast nearby will start charging you.  Take him out before he even fires a
shot, then continue forward.  As you get closer, Bratton will warn you that a
lot of enemy activity is detected within.  As soon as the door opens, try
throwing a few grenades through the door to soften the enemies up, and mop up
the rest with your RVG50 or Bower 20.  Make sure that ALL of the enemies inside
are dead before you enter the room.

The reason I say this is because as soon as you enter, the "Evil Shaman" will
enter the top level of the room, accompanied by a couple of his goons.  If you
had left some at the bottom before you entered, you'd have move enemies to deal
with - and from two sides, no less.  Anyways, enter and throw a couple of Frag
grenades onto the upper level, then start your Berserk and take out anything in
your way as you head up the ramp.  There isn't much that can stand up to double
RVG50 Miniguns, but make sure that if you are severely hurt, to try and quickly
find cover, put a weapon away, then use a Med Kit.  I like to use Tex for this
sequence, as our charge upstairs is a more dangerous position than I'd like to
put Brutus in.  When they're all dead, head through the open door on the upper
level to the blue extraction point.  Congratulations!

           _______________________________________________________
          /                MISSION PAYMENT SUMMARY                \
          |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
          | PRIMARY OBJECTIVES:                                   |
          |   Locate Brutus = $7000                               |
          |   Find the alien technology = $2800                   |
          |   Kill evil Shaman = $2800                            |
          |   Brutus must survive = $7000                         |
          |                                                       |
          | SECONDARY OBJECTIVES:                                 |
          |   Save Feral colonists = $1400                        |
          |                                                       |
          | KILL BONUSES:                                         |
          |   Feral Outcast x 42 = $11760                         |
          |   Feral Meancast x 4 = $1680                          |
          |   Outcast Shaman x 1 = $840                           |
          | _________________________                             |
          |  TOTAL PAYMENT:  $28,280                              |
          |_______________________________________________________|



===============================================================================
= C) Mission 3: Cemetery Gates                                           kw-m03
===============================================================================

  __________________________
-=| BRIEFING: Caspian, Day 9 |=-
  ¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\
    | A Confederation carrier chopper on the planet of Caspian has sent a   |
    | distress signal from a refueling station.  The station is manned by   |
    | former colonists who have been turned into mutants by radiation; they |
    | are assumed to all be hostile.  Bratton informs your squad that you   |
    | must find the chopper, and more importantly, the attache case that    |
    | was being transferred on it.                                          |
    |_______________________________________________________________________|

              _________________________________________________
          +--| PRIMARY OBJECTIVES: Find downed Chopper.        |--+
          +--|                     Recover the lost documents. |--+
              ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
     ___________________________________________________________________
 +--| SECONDARY OBJECTIVES: Liquidate all the mutants from this sector. |--+
     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Turn left and head past the dingy little shacks.  Bratton will inform you that
the mutants have been terrorizing the locals, so you have permission to take
every single one out.  Past the final shacks, you should see the path narrow,
in between two hills.  Move one squad member to the right of the path and have
him stand his ground.  Now, keep an eye on the path as you walk forward - as
soon as you see the mutants, throw a grenade to kill a couple and then back up
to where your other squad member is waiting.  Oftentimes, the mutants will come
after you, making for easy mop up with weapons fire.  Note that you may have to
pop your head around the corner if they don't come, however, and that there is
also a barrel nearby that will blow up if you shoot it.

Once this nearby group of mutants is dead, run past the narrow path and take
cover  behind the large boulder just past the path.  Bring in your other squad
member as well, but make sure that you order them to stand their ground, so
that he doesn't go out into the open and get fired upon.  While using the
boulder for cover, throw a grenade over it into the encampment down below, to
hopefully kill a few mutants there.  Also throw one far across the way, to take
out some mutants sniping at you.  Make sure you kill the ones all the way
across, then move left of the boulder and look for any surviving mutants down
in the encampment.  When it's relatively clear, make your way to the narrow
pipe and run all the way across.  Have him stand his ground, then switch to the
other squad member and have him run across as well.

By this point, a mutant or two may be coming from the right, but they shouldn't
be much of a problem between the both of you.  Have your fellow squad member
cover you, then cautiously head down into the encampment and search the shacks
for more ammunition, before heading toward the nearby gate.  Toss a couple of
grenades over the gate before opening it, then back up as soon as you do so.
Try to kill the mutants at long range, hopefully before they throw any Molotov
cocktails in your direction.  When they're done, carefully proceed beyond the
boulders, picking up ammunition as you go along.

As you move past the rocks, you'll see a large explosion ahead and to the
right - it looks like we've found the chopper.  Unfortunately, the mutants have
taken the documents, so we'll have to make our way to their base.  First, pick
up some more ammunition, and the L-Shot-50 if you wish, but there's only six
rounds for it.  Ahead and to the left, you'll see a flaming barrel, which you
should carefully head in the direction of.  Just past it and to the right are
a couple of mutants, so throw a grenade over there to take them out.

Now, those mutants dropped some 11mm ammunition for your L-Shot-50, but before
you run and pick it up, look around the left corner.  There's a mutant sniping
at you from far away, so take him out before getting the bullets.  There's also
another mutant closer by, on a ledge also to the left, but he usually doesn't
notice you right away, so take him out after the far one.  Now, climb the
nearby hill to your left (don't get too close to the barrels), and put another
round through the head of the mutant on the pipes.  Now, before you head around
the left corner, put one of your squad mates near the bottom of the hill and
have him stand his ground.

Run around the corner into the encampment, then quickly head back to your
waiting squad member.  A couple of mutants should come after you, so gun them
down when they come around the corner.  When it's relatively safe, order your
mate to cover you and head into the camp, taking out anything else that moves.
Now, go and pick up all the ammunition and Med Kits you can.  There's some more
11mm ammunition for the L-Shot-50 on the ledge near the first hill that we
peeked around.  Climb up the hill, and you can jump to the ammunition with
ease.

Move through the encampment, and to the left, you'll see another gate.  Zoom in
with your L-Shot-50 and take out a mutant above and beyond it.  Another one may
come and take his place, so watch out for that as well; if he doesn't, then he
will probably be on the large pipe.  Move a tiny bit to the right, until you
can see a third mutant standing on some pipes - take him out with a single
headshot.  Now, have your squad mate cover you, then walk over to the gate and
open it.

Take out any nearby mutants left, but do not walk beneath the large pipes ahead
just yet.  Zoom in with your L-Shot-50 and take out a mutant in the distance,
on the next set of pipes over.  Now, look to the left, just past the pipes you
are near.  Move ahead just until you can see any mutants standing on the hill
to the left, and take him out, hopefully before he notices you.  Repeat for the
right side as well, using grenades to supplement your attack.  Once the mutants
on both the left, right, and front have been cleared, have one squad member
stand ground here, then cautiously move forward, looking for more.  If you get
overwhelmed, run back to your other squad mate for support.  Note that there is
also a Med Kit where the mutant on the left was standing.

Use this hill to scan for more enemies, using the scope on the L-Shot-50; there
are a couple over across on the right side, near the tower/blue and white tank.
When you don't see any more to snipe, cautiously move forward, until your hear
Bratton say to watch yourself around the fuel tanks.  At this point, a bunch of
mutants will start charging your position, so either try to snipe them as fast
as you can, or run back to your squad mate to take them out then.  Again, be
careful of Molotov cocktails they may throw.  If you run back to the first gate
quickly enough, the mutants may lose interest and just wander in the area near
the tower.  Of course, this is a perfect opportunity to take them out with your
L-Shot-50.

When you think that you've bagged all of the enemies near the tower to the
right, carefully take both Tex and Brutus to the nearby fence and order one to
stand their ground behind it.  Use the L-Shot-50 to scan the large fuel tank
(with the Kingman logo on it) to the left; there should be at least two mutants
nearby, so take them out from long range.  To get a better vantage point, you
can even try going up the nearby tower - there is also a Sweeper V up here as
well.

When the mutants near the fuel tank are dead, cautiously move both of your
squad members over there, and have one stand his ground.  Move around the right
side of the fuel tank, and look for more mutants down below to take out with
the L-Shot-50.  There's quite a few (at least six), and some of them use
Molotov cocktails, so don't get too comfortable.  When you're pretty sure that
it's safe to proceed, cautiously head down and pick up some much needed Med
Kits and ammunition.  Also, on the hill to the left (with the burning tires),
go into the shack to get the Feral Outcast DNA Canister.

Carefully approach the broken wall, with the pipes ahead, and Brutus will say
that we should stick to the high ground.  Watch out for a couple of mutants
slightly to the right and past the pipes; use Brutus' Spirit of Vengar to help
spot them.  Move Brutus along the right side until you are just barely past
them, then activate his special ability to spot a couple of mutants down below.
Fire at them from long range, then deactivate and wait for the meter to charge
up again.

Run across the pipes, then use the Spirit of Vengar to make sure there are no
more mutants in the immediate area.  Order Brutus to stand his ground, then
switch to Tex and move him over to the same position, before ordering him to
stand his ground as well.  Switch back to Brutus and pick up the nearby Med
Kits before proceeding.  Keep taking a few steps, activating your Spirit of
Vengar to check for any enemies, then deactivate it and walk a few more steps.
Keep doing this until you spot a couple of mutants, then take them out from
afar.  If you get hit by any mutants, simply use your Spirit of Vengar to heal,
wait for it to recharge, then use it again to heal more.

Eventually, as you continue along the left wall, you'll reach some more pipes
to the right.  Again, use your Spirit of Vengar to spot enemies and quickly
take them out.  When you are sure that all of the nearby mutants are dead, move
both of your troops over the pipes to the other side.  There's another Med Kit
nearby as well.  Tell one of your troops to stand their ground, then continue
ahead a little ways.  To the left, you'll spot more mutants, and Bratton will
say that the mutants apparently think the briefcase is worth dying for.

Snipe a mutant across the way, high above on a bridge near where the pipes
meet.  Also be prepared for a couple of Molotov Mutants that try to charge
across the pipe toward you.  Once you've taken them out, continue along the
right wall and you'll find some more ammunition and Med Kits.  Carefully take
your troops over the pipes to the other side when you're sure all of the nearby
mutants are dead.

Now, have Tex wait near the entrance to the camp with his RVG50 Minigun
equipped.  Using Brutus, run into the camp until you see the red contacts on
your motion tracker, then quickly run back to Tex.  Use your Sweeper V against
the mutants that charge you, if you wish.  You may have to repeat this tactic
of rushing in, then retreating, a couple of times until the mutants stop coming
out of the shack up on the hill.  When they do stop coming out, run up to the
shack, but be ready to kill any mutants still inside.  Enter and pick up the
Med Kits and briefcase.

Unfortunately, we still have to fight out way to the extraction point.  Bring
both of your squad members to the bridge near the building, then have Tex stand
his ground.  Run across until you see two mutants charge you, then back up to
Tex and take them out between the two of you.  Now, move both of them over the
bridge and once again have Tex stand ground.  Using Brutus, run further into
the next area, then run back to Tex to have several Molotov Mutants chase after
you.  Kill them before they can throw their explosives, shooting the barrels if
you'd like.

Move further in, then take out several more mutants in the distance; these are
not likely to charge you, especially the one on the  platform.  If you kill
them all, you'll hear the message "Objective Completed."  Now, you know it's
safe, since that means you "liquidated" all of the mutants from this sector.
Head on up the platform and to the blue extraction point - great job!

           _______________________________________________________
          /                MISSION PAYMENT SUMMARY                \
          |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
          | PRIMARY OBJECTIVES:                                   |
          |   Find downed Chopper = $5600                         |
          |   Recover the lost documents = $8400                  |
          |   Locate the mutant stronghold = $280                 |
          |                                                       |
          | SECONDARY OBJECTIVES:                                 |
          |   Liquidate all the mutants from this sector = $1400  |
          |                                                       |
          | KILL BONUSES:                                         |
          |   Filthy Mutant x 42 = $11760                         |
          |   Ugly Mutant x 19 = $5320                            |
          |   Molotov Mutant x 28 = $7840                         |
          | _________________________                             |
          |  TOTAL PAYMENT:  $40,600                              |
          |_______________________________________________________|



===============================================================================
= D) Mission 4: Hunting for Shadoon                                      kw-m04
===============================================================================

=-=-=-=-=-=-=
= Chapter 1 =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=

  __________________________
-=| BRIEFING: Osiris, Day 17 |=-
  ¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\
    | The 23rd now finds itself with a mission on Osiris, a moon orbiting   |
    | Caspian.  Osiris is the home of the Sword of Shadoon cult; while most |
    | of Osiris' inhabitants, the mind-reading Seers, are peaceful, the     |
    | cult itself is evil, led by a priest named Shadoon.  Brutus vows that |
    | Shadoon will suffer for betraying his people - he's gone through an   |
    | experience similar to this one, after all.                            |
    |                                                                       |
    | Apparently, the Alien doo-dad that Tex found on Ferix has been traced |
    | to this cult, and a spy that has infiltrated it has failed to show up.|
    | Bratton informs Tex and Brutus that this mission is to be a stealth-  |
    | based mission, and as such, they will be joined by another operative, |
    | Hawk.  Tex is a little surprised that Hawk is a "she," but Bratton    |
    | reassures him that she is the best the Confederation has.             |
    |                                                                       |
    | The mission in question is to rescue a spy and bring him back alive;  |
    | the three members of the squad meet up on Osiris and make their       |
    | introductions.  Hawk is quite impressed with Tex' files - even more   |
    | so than he is himself.  And, of course, she wants this mission done   |
    | quietly - not something Tex is quite used to.                         |
    |_______________________________________________________________________|

                    _____________________________________
                +--| PRIMARY OBJECTIVE:  Rescue the spy. |--+
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Take over control of Hawk, and order Tex and Brutus to stand their ground.  Run
in the direction of the yellow navigation contact on your radar, but stop at
the left side of the large arch.  Pull out your L-Shot-50, then zoom in and
look to the right, to locate a pair of Seers.  Select your Powerblade, then
activate your Stealth ability and run over to them, slicing both of them from
behind.  Once they're dead, turn off your Stealth and let your meter refill.
Order Tex and Brutus to cover you, and they'll come to your side.

Continue up the ramp that the second Seer was on, and go up the small ramp.
Bratton will tell you that he's getting a good signal from this structure, so
he Farcasts some ammunition down for you.  When you're stocked up, move back
down the ramp and bear right around the pool of lava.  Go beneath the blue arch
and slightly up the hill ahead, while having Tex and Brutus stand their ground
near the arch.  Look to the right, and you'll see a slightly pyramidal-shaped
structure (bluish-colored on top).  Now, keep these structures, called Seer
Pylons, in mind; although they are rather harmless looking, the Seers use these
them to teleport from place to place.

Destroy the structure, and Bratton will congratulate you for doing so.  Now,
carefully move further up the hill, and you should see some Seers arrive.  Very
quickly run down to where Tex and Brutus are, and let them finish off any that
were chasing after you.  Now, continue toward the lavafall and turn left, but
watch out for any Seers on the ledges ahead.  After you turn left, look for a
three more of the Seer Pylons to destroy.  Two are relatively close by, and the
other further away, at the base of a hill.

Destroy the Seer Pylons from long range, then continue forward carefully,
letting Tex and Brutus kill any Seers that you encounter.  Near the last
Seer Pylon is another hut which you can enter, to receive more supplies from
Bratton.  Exit the hut and move past the Seer Pylon you destroyed.  When you
can see a small path leading up to the left, tell Tex and Brutus to stand their
ground before you move forward.  You'll then see a short scene, showing several
Seers and one of their priests.

Activate your Stealth ability, then quickly run up the ramp and slice through
the Seers with your Powerblade before your meter runs out.  Hopefully, you'll
get them all; after you do so, however, you're not quite finished.  There's yet
another Seer Pylon here, so destroy it with your Confed LZR-10.  Make sure to
also destroy the one in the nearby lava pool, although this one doesn't seem to
give you a cash bonus.  When you're ready, tell your squad mates to cover you,
then move around the ledge that had the Seer priest until you see a strange,
structure with a floating, blue orb.  Bratton will radio in, letting you know
that it'll teleport you somewhere.

Before you enter, switch control over to Tex; you're going to have another
battle waiting for you as soon as you teleport.  Run forward, destroy the
Seer Pylon nearby to the left, and two others further ahead in the distance,
slightly to the left and right.  As soon as they're destroyed, focus your
attention on the large number of Seers present, using your Berserk attack.
After they're all dead, cross over the narrow pathway in between the last two
Seer Pylons and enter the hut to receive more Med Kits and ammunition.

Now, tell Brutus and Hawk to stand their ground inside the hut, then walk under
the archway right next to the hut (you'll hear Tex say, "hmmm...the road less
traveled.")  Further down the path are four Seers, so quickly take them out,
making sure to move side-to-side in order to avoid getting hit.  After they're
dead, move back to the hut, order Tex to stand his ground, then switch to Hawk.
Move Hawk all the way to the structure past where Tex killed the four Seers
and destroy the Seer Pylon.

You'll notice something at the base of it...but before you pick it up, equip
your Powerblade and turn on your Stealth ability.  Grab the Seer Follower DNA
Canister, and two Seer priests will immediately teleport in.  Quickly chop them
up with your Powerblade, and you'll note that they dropped some red Psychic
Rubies.  Using whoever in your squad is most damaged, pick them up, if you even
need them.  Walk back to the hut, take control of Tex, then cross the narrow
path over the lava and turn left, taking the next teleporter.

Tell Brutus and Hawk to stand their ground, then move over to the right to find
a dead recon unit, along with some grenades and weapons (the types can vary).
Now, walk to the large, glowing sphere, and Bratton will tell you to shoot
the red button.  Just to warn you, however, you're in for a pretty tough fight.
I like to give Brutus the Confed LZR-50 that Tex has been carrying around, as
it is more powerful than the Feral Cutter he normally uses.  While I would
normally like to use Tex' Berserk in a firefight, I don't think it's a good
idea here - the enemies that show up do tons of damage, and you want one hand
free to use Med Kits as necessary.

Have Brutus shoot the red button until it is destroyed, causing the prison
to deactivatee.  Now, look to your right: a whole bunch of Fire Hounds will
appear from the lava, and Seers across the small land bridge.  Focus on the
hounds first, making sure to constantly move.  Just before they appear (Hawk
will mention something about them), you can also try throwing a couple grenades
near the lava, hoping that the Hounds will appear just before the grenades blow
up.  Anyway, there flaming projectiles do massive damage, but you should have
plenty of Med Kits in your possession.  Let Brutus fire at will while you use
Tex, and remember to have Hawk stand her ground far back, near the teleporter,
so that she doesn't get killed.

This battle is actually quite short, but it can go either way very quickly.
Hopefully, you'll get through without losing any operatives, but remember to
use Med Kits if necessary after the battle.  Don't get too comfortable yet,
as more enemies are nearby.  Don't you wish this game had checkpoints?  Cross
the land bridge, making sure not to fall into the lava, and quickly destroy the
Seer Pylon to the right as soon as you cross.  Then, use a grenade to take out
some more Seers to the left, then finish them off.

Destroy another Seer Pylon to the left, right after you cross the bridge, and
another one also to the left, but much further away.  After you do so,
carefully approach the last one you destroyed, checking for any stray Seers in
the area.  When it's safe, go right into the hut for some much needed Med Kits
and ammunition, then exit and walk over to the blue teleporter.  That ends this
chapter of the mission - good work.


=-=-=-=-=-=-=
= Chapter 2 =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=

Bratton has sent in some Confederation troops to help you out, and they are
already in the midst of an intense firefight.  Using Tex still, run forward and
slightly to the right, until you get to the battle.  Have Brutus fire at will,
and Hawk if you wish, but make sure she doesn't die.  Now, concentrate on the
Seer Pylons first, so that more enemies don't warp in.  There's one ahead of
you, on the high ledge, one to the left (near the base of the ledge), and two
to the right; make sure you get them all before concentrating on the Seers that
are already present.

Pick up any Psychic Rubies the priests may have left, then move under the large
arch, near one of the Seer Pylons.  You'll hear and feel a large rumbling, and
Bratton will inform you that a ship has just taken off from near your position.
He'll mark the location of a landing pad on your radar, and tell you to go
investigate it; the cult may have tried to move the spy somewhere else.  Take
control of Hawk and activate your Stealth ability before running around the
left corner.

There are several Seers to slice with your Powerblade, but more importantly,
make sure you locate some Seer Pylons up ahead, on a ledge just past a river of
lava.  Run back to Tex and Brutus before your Stealth wears off, killing any
Seers on the way back if possible.  Now, use Brutus, and try to take out the
Seer Pylons from long range, with the Confed LZR-50.  Cautiously head forward
and to the left, taking out any enemies nearby, then turn left and destroy
another Seer Pylon close by, and then another in the distance, to the left of
the landing pad.

Continue toward the landing pad ahead, killing any nearby enemies quickly, then
go to the right of the landing pad, up a small ramp.  There's one final
Seer Pylon up ahead, on another ledge.  Continue around the side of the landing
pad, mopping up any surviving Seers.  When the area is clear, head into the
small hut near the landing pad for more Med Kits and ammunition, before walking
into the landing pad's blue orb.

Up above is another Seer and three Seer Pylon, so have your squad mates fire at
will, while you take out the Pylons.  Do it quickly, so that reinforcements do
not arrive.  Bratton will tell you that the spy was indeed on the ship that
took off.  Walk over to the large control pod (with the large bluish-colored
circle), and hold (X) to activate it.  A nearby teleporter is then activated,
so head back into the blue orb to get back to ground level, then turn left and
head around the landing pad to the teleporter.

Once you're through the teleporter, take control of Hawk and order Tex and
Brutus to stand their ground.  Cautiously head forward, then when you can see
the lake of lava ahead and to the left, equip your Powerblade and activate your
Stealth.  Quickly run forward and turn left, then try to slice open a couple of
Seers and Seer Priests.  Don't try to get too many - when your Stealth meter is
half empty (or half full, for your optimists), run back toward the teleporter
and take cover.  Crouch to recharge your meter until it's full, then run back
and chop up some more of those cultists.  Fortunately, there's no teleportation
structures to worry about, so concentrate on the enemies already here.  Note
that the priests are all scattered around, so it'll take a couple of trips.
When they're all dead, you'll automatically release the spy.

  __________
-=| Briefing |=-
  ¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\
    | The spy confirms your suspicions; Shadoon is responsible for the      |
    | Outcast problem on Ferix.  Technology from another planet was taken   |
    | to what the spy refers to as the "Spire."  However, there is no time  |
    | for talk, as enemies are probably on their way.                       |
    |_______________________________________________________________________|


=-=-=-=-=-=-=
= Chapter 3 =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=

The spy really isn't all that smart.  He's going to keep running, rather than
hiding behind three well-armed operatives such as yourself, so you need to make
sure that you stay ahead of him as he runs, so that you take the brunt of any
attacks.  Obviously, you'll want to be in control of Tex or Brutus for this.
Run up ahead of him in the direction he was going, and you'll come to a large
pool of lava.  Fortunately, the spy is able to create a land bridge for you to
cross.

Head over the bridge and up the ramp slightly to the right.  Keep heading as
far in front of the spy as you can, and you'll soon encounter a whole mess of
Seer Priests.  Throw grenades at the Seer Pylon, then focus your weapons fire
on the Priests while waiting for the grenades to explode.  I like to start out
by throwing a grenade at the first Pylon, right in front of you, then running
to the left, before throwing another grenade at a Seer Pylon up on a ledge.  I
then turn right, destroy a third Pylon nearby, and then continue running back
toward a hut, destroying a fourth Seer Pylon on the way.  After the battle, go
into the hut so that Bratton will send some more ammunition and Med Kits.  Make
sure to grab them and the psychic rubies dropped by the Priests before heading
on.

The spy will then crouch near some blue pipes, waiting for you to clear the way
first.  Continue a little past him, taking out several Seers that appear to
your front.  Also make sure that you take out the teleportation structure to
the right; aim high and throw a grenade over the lava and pipes at it.  If you
stayed far enough back, the Fire Hounds will not have appeared yet.  Cautiously
move forward with either Tex or Brutus, leaving the others two standing their
ground behind you.  When you hear the loud rumbling, some hounds should appear
from the lava to your left (you'll be right next to it).

Back up quickly, and they hopefully won't come after you.  Throw a grenade over
by where they emerged from the lava, and you'll hopefully take them out.  If
you did it right, they won't even fire a shot at you!  Move forward and take
out another Seer Pylon, just past the lava where the Fire Hounds came from.
Keep moving forward, and several Seers and a Seer Priest should appear; they
shouldn't be much trouble however.  Once they're dead, continue on, and the spy
will run into a hut ahead.  He's now safe, but we have a new objective:

             ___________________________________________________
         +--| PRIMARY OBJECTIVES:  Retrieve the new technology. |--+
             ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Move into the hut that the spy ran into, and pick up the grenades and iKahn-GPL
Grenade Launcher, if you wish.  Exit the hut and go up the slope to your right.
Don't go all the way up top, however; switch control to whoever is using the
Confed LZR-50, and have the others stand their ground.  Move to the top of the
slope, taking cover behind the boulder.  Down below are a Seer Priest or two,
so take them out, then take out the one on the ledge directly across from you.
Make sure to take out the Seer Pylon there as well, or they will keep warping
in.

Now, look to the left, on the ground level.  There should be a teleportation
structure down there as well, beneath a teleporter in the distance.  There's
another one to the right of the teleporter, but your laser weapon probably
won't be able to reach that far - the L-Shot-50 will, however.  Further to the
right of that one (to the right of two statues) is another one, partially
hidden behind a rock.  Take that one out as well (it takes about six 11mm
rounds to destroy it).  When all of the Seer Pylons you can see are gone,
gather your troops and head back down the slope.

Turn around 180 degrees at the hut, and go down the path leading into the area
that you were just overlooking.  Be watchful for any stragglers you may have
missed earlier.  Move up to the lavafall to your right, then look around the
left corner.  Check to make sure it's clear, then head into the hut ahead for
more supplies.  When you've picked up everything you can, head up the ramp to
the right of the hut and make your way over to the teleporter.

Switch over to Hawk, turn on your Stealth, then run forward to scout ahead and
take out a couple of Seers.  Carefully make your way around the big curve to
the left, and you'll see the face of Shadoon talking to you.  Immediately back
away around the corner; hopefully, nothing follows.  Carefully peek back around
and throw a grenade to take out the Seer Pylon to the right.  Use whatever
squad member has the Confed LZR-50, position your squad around the corner, then
peek around it, looking far to the left, to destroy another Seer Pylon on a
hill and another one on the ground to the left of the hill.  There is one
final one, on a slope on the same hill that you've been peeking around, so
don't forget about that one as well.

If the Fire Hounds start charging you, run back to near your squad, then throw
a grenade as they come around the corner.  Between that and your weapons-fire,
they should go down without you taking any damage.  When all the enemies and
Seer Pylons have been destroyed, approach Shadoon's face and he will disappear,
complete with evil laugh.  Move to the path behind where his face was, but
leave your other two squad members to stand their ground below.

Move further up the path until you encounter more Seers and Fire Hounds, then
back up and take them out, making sure to constantly move side-to-side, in
order to avoid getting hit.  Switch back to Hawk and take out a teleportation
structure far ahead up the ramp, using the L-Shot-50.  Switch back to whoever
is using the Confed LZR-50, then head up the ramp and take out another one to
the right, on a high ledge.  Hidden among some rocks further ahead and to the
left is yet another one, as well as a Seer or two.

The path up should be relatively clear by now, so continue up, but as always,
watch out for any stragglers that may be hiding.  At the top is the Spire that
the spy had mentioned earlier; don't head in yet, however.  While you certainly
can bring your whole squad in, I feel it's safer to go in undetected - it makes
it much less likely to have an unfortunate accident this close to the end of
the mission.  Switch control back to Hawk, then tell the others to stand their
ground.  Equip your Powerblade and activate your Stealth ability, then walk
into the blue orb.  Quickly slice up the lone Seer Priest above, then pick up
the alien technology on the pedestal.  A very nice job, congratulations!

           _______________________________________________________
          /                MISSION PAYMENT SUMMARY                \
          |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
          | PRIMARY OBJECTIVES:                                   |
          |   Retrieve the new technology = $14000                |
          |   Rescue the spy = $8400                              |
          |                                                       |
          | SECONDARY OBJECTIVES:                                 |
          |   Investigate the landing pad = $5600                 |
          |                                                       |
          | KILL BONUSES:                                         |
          |   Fire Hound x 15 = $4200                             |
          |   Seer Slave x 75 = $21000                            |
          |   Seer Pylon x 40 = $44800                            |
          |   Lesser Priest x 19 = $18620                         |
          |   Seer Priest x 6 = $5880                             |
          | __________________________                            |
          |  TOTAL PAYMENT:  $122,500                             |
          |_______________________________________________________|
            *NOTE: This is only 97% possible; please let me know
                   if you find out what I missed ($2800).



===============================================================================
= E) Mission 5: Terrorist Ghetto                                         kw-m05
===============================================================================

  ___________________________
-=| BRIEFING: Estuary, Day 34 |=-
  ¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\
    | The Confederation is still analyzing the technology you took from the |
    | Sword of Shadoon.  Meanwhile, however, Red Hand mercenaries are still |
    | active on the planet Estuary; according to the attache case we found  |
    | earlier, it seems that they have formed an alliance with the Caspian  |
    | Underworld.  The Red Hand is currently excavating ruins, recording    |
    | hieroglyphics, and then transmitting them to Caspian.  Brutus feels   |
    | that ancient writings can allow you the power to control spirits.     |
    | Anyways, once planetside, your squad needs to destroy the Red Hand's  |
    | means of escape and of communication, but hopefully save the ruins -  |
    | after all, they are obviously of great interest to someone.           |
    |_______________________________________________________________________|

         ___________________________________________________________
     +--| PRIMARY OBJECTIVES:  Destroy all targets marked on radar. |--+
     +--|                      Eliminate all terrorists.            |--+
         ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Upon starting the mission, Brutus will immediately say that he senses something
approaching.  Switch over to Hawk and order Brutus and Tex to stand their
ground, then equip your Powerblade and activate your Stealth ability.  Run in
the direction of two lights and two barrels (the water should be to your left),
then turn right and quickly slice up two Red Hand mercenaries heading down the
hill.  Now, have your whole squad move partway up the hill, past the first set
of boulders.

Up ahead, you should see some Sentry bombs planted in the path.  Have Hawk and
Brutus stand their ground, then take Tex up to the Sentries and carefully try
to disarm all of them.  You may notice some red contacts on your radar while
you are doing so, but you probably won't be noticed.  Have Tex stand his ground
while you take Hawk up to the boulder on the right.  Peek around the boulder
with your L-Shot-50, and you should see a pair of Red Hand mercenaries standing
guard at the top.

Go ahead and snipe them if you wish, but I much prefer using Stealth and the
Powerblade to take them out.  Now, try to get some cover behind the nearby
trees, then zoom in with your L-Shot-50.  Scan the large building complex far
ahead and slightly to the right, looking for any enemies to take out with
headshots.  Be careful, however, as many of them are armed with sniper rifles
as well.  There are also a couple of enemies down below, but they probably
won't be able to hit you.  If you're taking too much fire to safely line up a
shot, try using your Stealth ability to gain some free time.  If you fire a
shot while in Stealth mode, your meter will rapidly drain, but hey, there's no
rush - simply crouch and wait for it to refill again.

Take your time to spot each and every Red Hand mercenary down below and in the
general vicinity of the large building.  Most of the time, they aren't moving,
so your radar doesn't do much good - you'll have to rely on your eyes.  Also
note that down below and far to the right is a chopper, which we'll want to
destroy later, and a large turret on top of the building complex.  For now,
though, both are too far away to worry about.  Head back down to Brutus and
Tex, then back to where you first started the mission.  Now, look for a second
pair of lights leading the way.

Head through the foliage, but don't go around the right corner.  Tell Tex and
Brutus to stand their ground, then activate your Stealth ability and go around
the corner to chop up two more Red Hand mercenaries with their back turned, and
one more further ahead and to the right.  Bratton will then tell you to take
out their chopper, so lob two grenades at it to blow it up.  Now, have your
squad stand their ground in the path facing where the helicopter was.  Take
control of Brutus, then move around the left corner.  Pretty soon, several Red
Hand mercenaries will start charging toward your position.

Take them out from long range, retreating to the rest of your squad if it is
necessary.  They shouldn't be too much trouble, however; the ones armed with
Bower 20s shouldn't be able to get close enough to do much damage.  Once they
are dead, cautiously move over the hill and have your Hawk and Tex stand their
ground.  Move Brutus a little ways up the hill, and more mercenaries should
start pouring down from the path.  Back up to your squad and take them out from
long range, as they come down.

Near the top of the path, you'll come to another right turn.  Switch back to
Hawk, have the other two stand their ground, then activate Stealth and move
around the right bend, looking for another mercenary or two to Powerblade.  Up
ahead, you should see the large building complex from before.  Have your squad
stand their ground near the large courtyard, then take control of Brutus.  Move
a little to the left toward the courtyard entrance, and you'll see several
mutants approach!

Back up and try to take them out from a distance, watching out for the green
lasers the turret may fire.  If you're lucky, the turret may even accidentally
take out a mutant or two.  Anyways, once the mutants are dead, leave Tex and
Hawk behind in a safe spot, out of range of the turret.  We're going to have to
enter the building complex, and Brutus has the best mix of speed and toughness.
Stay by the entrance to the courtyard, taking cover behind a pillar, and look
to see how you'll get down below.  In the near left corner of the large hole is
a ramp, so when you're ready, run over to it and take it down.  Arm yourself
with the Bower 20, as we're going to be in close quarters with any enemies.

Turn on your Spirit of Vengar and run down the ramp, taking out any enemies
that get in your way.  At the bottom of the ramp, turn right and take cover
behind the wall, then pop out and take out more enemies with the Bower 20.
When they're all gone, feel free to run around near the walls of the bottom
floor: there are about five Med Kits to be found, as well as grenades and ammo.
You'll also discover a computer, which you'll see Hawk can bypass.  Before we
bring her down here, however, run up the ramp that you didn't take down, turn
turn left at the top.

The turret won't be able to reach you at this angle, so exit the courtyard into
the grassy area, taking out any Red Hand mercenaries you encounter.  If you get
hurt, run back down to the bottom floor of the courtyard and use your Spirit of
Vengar to heal; these enemies don't really chase after you.  Now, once the area
is clear of enemies, quickly bring Hawk and Tex down into the bottom floor of
the courtyard, one at a time.  Keep moving, and you shouldn't take much damage.
Take the whole squad over to the computer, and have Tex and Brutus each guard
one side, just in case.  Move Hawk over to the computer and hold (X) to start
the bypass.  When it's done, you can select (A) to disconnect it, or (Y) to
reprogram it.  I like to choose the latter, so the turret will fire at any
enemies we face.

Now, move your squad up the other ramp and just into the entrance to the ruins.
The area should be relatively clear from before, but be careful, just in case.
Have Tex and Hawk stand their ground, then use Brutus to jump up the steps to
the right of the entrance, on the outside of the ruins.  You won't be able to
jump all the way up, but to the left is the turret and probably a Red Hand
mercenary or two.  The turret will have taken out any faraway enemies, since we
programmed it, but any close by are safe.  Thus, throw a grenade over by the
turret and destroy it and the Red Hand.

Go back down into the entrance, and take the second right (it should go up a
small ramp).  Turn left and go up the next small ramp, but watch out for any
Red Hand mercenaries in here.  Take them out with the Bower 20 and then turn
right at the top of the ramp we were just on.  To the right, you'll see a
control panel, as well as a familiar green object.  Pick up the Militia DNA
Canister, then back up and destroy the control panel with a grenade.  When it's
gone, turn around and go up the ramp to the roof of the ruins, with the turret.
Look for any remaining mercenaries to kill; you'll get a message from Bratton
when you get the last of them.

Now, we just need to finish off the base, so locate the radar dish and throw
another grenade to destroy it.  If you're out, there are some Energy and Frag
grenades nearby that you can use.  That should be it for the base; Bratton will
tell you that you're all done here, so walk back down to where you entered,
turn left upon exiting the ruin, and head to the blue extraction point.  Pretty
simple mission, especially compared to the last one, but congratulations!

           _______________________________________________________
          /                MISSION PAYMENT SUMMARY                \
          |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
          | PRIMARY OBJECTIVES:                                   |
          |   Destroy all targets marked on radar = $14000        |
          |   Eliminate all terrorists = $5600                    |
          |                                                       |
          | KILL BONUSES:                                         |
          |   Filthy Mutant x 6 = $1680                           |
          |   Red Hand x 33 = $18480                              |
          |   Turret x 1 = $1400*                                 |
          | _________________________                             |
          |  TOTAL PAYMENT:  $41,160                              |
          |_______________________________________________________|
            *NOTE: The Turret is not listed on-screen, but you do
                   get $1400 for destroying it, whether you had
                   Hawk reprogram it or not.



===============================================================================
= F) Mission 6: Lonesome Death of Edward Kingman                         kw-m06
===============================================================================

=-=-=-=-=-=-=
= Chapter 1 =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=

  ___________________________
-=| BRIEFING: Caspian, Day 42 |=-
  ¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\
    | Edward Kingman is a wealthy businessman; his current incarnation is   |
    | his sixth clone, and at this point, he has augmented himself so much  |
    | that he is barely human anymore.  The 23rd's mission is to eliminate  |
    | Kingman - the reason being that he is the man funding the Red Hand.   |
    | He is going to be accompanying a illegal shipment of cash and weapons |
    | to a military base on Caspian, which is overrun by lawlessness.  By   |
    | assassinating him here, the blame will fall on Caspian's many bandit  |
    | groups.  Bratton also informs the squad that the base is guarded by   |
    | well-equipped and augmented Caspian Militia.                          |
    |                                                                       |
    | In addition, the squad will be joined by the fourth and final member  |
    | of the 23rd: a sniper codenamed Flint.  Bratton warns that she is a   |
    | synthetic (part cyborg), and Hawk is a little wary.  After all, the   |
    | synthetic program was deemed a failure, as they were found to be too  |
    | dangerous.  Tex isn't much more pleased with the prospect of having   |
    | another woman in the squad - an artificial one, at that.  Brutus is   |
    | clearly the most welcoming, being nonhuman himself.  After meeting up |
    | with her squad, Flint introduces herself by putting a 11mm round into |
    | a distant mutant's head; actions speak louder than words.             |
    |_______________________________________________________________________|

           _______________________________________________________
       +--| PRIMARY OBJECTIVES:  Assassination of Edward Kingman. |--+
       +--|                      Proceed through mutant shanty.   |--+
       +--|                      Eliminate Kingman's associates.  |--+
           ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
         _____________________________________________________________
     +--| SECONDARY OBJECTIVES:  Retrieve Edward Kingman's briefcase. |--+
         ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Well, the Brute Force squad is finally completely assembled, and it is much
more deadly with Flint in the group.  Anyway, continue straight ahead toward
the wall and broken gate, and you'll see a short cutscene of the mutants.  They
are extremely psychotic, Bratton says, and appear to be eating human flesh.
Take control of Hawk, equip her Powerblade, then activate Stealth and quickly
run through the gap in the wall.  There are about four mutants nearby, feeding
on human bodies, so slice them up and run back out.

Making sure this first area is clear, move your entire squad through the gate
and have them stand ground out of view, behind the wall to the right.  When
Hawk's stamina meter has recharged, activate Stealth once again and run forward
to take out several more mutants further ahead (some are in the shacks) and to
the left.  Note, however, that you should NOT use the Powerblade on Molotov
Mutants (you'll see them caring a flame), as they explode when killed.  These
you should probably kill from long range - go ahead and try Flint out.  Make
sure to check out the shacks for ammunition and Med Kits after they are dead.

Note that to the right of the large pool of green, radioactive goo is a slight
downward slope.  Underneath the large pipes is a sentry bomb, which you can
either shoot or have Tex disarm.  Shooting them is safer, but the Sentry bombs
may come in handy later.  Before you send him down there, however, we need to
clear the area of mutants.  Take control of Flint and shoot a single mutant on
a hill far behind the pipes (you may have to move around to the right to get an
angle).  There are also a couple of mutants on either side of the pipe, so
don't head down there yet.

Before you continue down that way, use Hawk's Stealth and Powerblade and move
around past the radioactive pool to the left.  There are several more mutants
along this way for you to kill.  Again, watch out for the Molotov Mutants.  As
you climb the hill to the right, there are many more mutants, so you probably
won't be able to get all of them.  At least one of these drops a Jax-iP Pistol,
if you'd like Hawk to use that.  Bring Flint up here and clear out all of the
mutants from a distance.  Continue past the fuel pumps to the left, and you'll
be able to look down at a wide-open area.  Alternatively, you can give Brutus
a laser weapon such as Tex's Confed LZR-50, then take him here and go to town
on all the enemies - since he can heal himself, you don't need to worry about
taking damage.

There are more mutants far down below, so use Flint to take them out from long
range.  Also make sure to check down to the right; that is where the pipe with
the sentry bomb we found earlier was.  When it's all clear, take your squad
down into the area that Flint was just firing down upon (you can go either
under the pipes that had the sentry bomb or down the large slope up here), and
check the shacks for more supplies.  Also go and pick up the sentry bomb near
the pipes with Tex, but make sure the wall nearby is clear of mutants.  When
you're ready, continue up the hill with the triangular-shaped railing, and
Bratton will update your radar with directions.

Take control over Flint and move up to the squat pillar on the hill.  Ahead of
you is a large pool of radioactive goo again, but scan around with Advanced
Targeting to try and locate more mutants.  There is usually at least one to the
left, near a long land bridge crossing the radioactive goo.  Also note the
Sentry bombs on the land bridge as well.  Carefully head on to it, looking to
the left.  You should see a about four more mutants in that direction, across
the radioactive goo, among the boulders.  Keep an eye on your radar for any
mutants that try to cross the bridge and come after you as well.  Sometimes,
they can be pretty sneaky, hiding behind the rocks at the end and throwing
Molotov cocktails at you.  Retaliate by throwing a grenade over the rocks at
them.

When you are sure that the area is pretty safe, have your squad wait near the
hill with the squat pillar, then have Tex go and disarm the Sentry bombs.  One
is in plain sight, in the middle of the land bridge, and another is hidden in
the bushes at the end.  Carefully cross the land bridge with Brutus, watching
out for a third Sentry bomb to the left of the bridge, near the radioactive
pool.  Now, you see the entrance into the next area?  Around the right corner
are a bunch of enemies, and ordinarily, we'd want to send Hawk in to clean up.
However, these are Molotov Mutants, so don't do that - instead, throw a grenade
around the corner or pop out and then retreat, to hopefully get them to chase
you.

If you positioned Flint in an area with a good view of the entrance of the area
we passed into, she should take them out easily when you retreat.  There are
also more mutants on a hill in the area ahead, so use Brutus to take them out
with the Confed LZR-50, using his Spirit of Vengar to heal after the skirmish.
When all the mutants in this area have been killed, scrounge around for ammo,
Med Kits, etc. in the shacks.  When you're ready, move your entire squad up to
the hill ahead and turn left.  Head down a little ways, and you'll finish the
first chapter of this mission.  Good work.


=-=-=-=-=-=-=
= Chapter 2 =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=

The 23rd will jump down the large drop safely, so don't worry.  Just ahead of
you is a pillar to the left, a boulder to the right.  Don't go through them
yet, however.  Just around the left corner as you go through are more mutants,
as well as some that come from a distance.  Have the rest of your squad stand
their ground, then move Brutus toward the boulder and turn left.  Take out the
nearby mutant, then continue firing on the others that approach.  If you put
Flint in a good spot, where she can see through the gap but remain relatively
covered, she'll take out a few on her own.

After the first charge, carefully head forward with Brutus until you get to the
pipes on your right.  Take out any other nearby mutants that show their face,
then have him stand his ground and move the rest of the squad over to the same
pipes.  Have them hold their ground, switch to Hawk and equip your Powerblade,
then turn on Stealth and run up the hill straight ahead.  There are about three
mutants up here, so kill them quickly, then run back to the squad and wait for
your Stealth to recharge.

As soon as it does so, go around the corner of the pipes, turning right.  Make
sure to check the shacks for more mutants to slice up, then run back when your
stamina meter starts to get low.  Don't worry if you can't get all of them on
the first run - we're not in any rush, so simply let it refill again and make
another trip.  When it's all clear (make sure to check the left side, under the
latticework, as one tends to hide in this back corner), bring the rest of your
squad down.  Check all of the shacks for ammunition, Med Kits, and even an
RVG50 Minigun for Tex!  Also, in the left corner underneath the latticework
(where I told you a mutant might be hiding), there is a section of wall that
is looks charred and burnt up.  Blow through it with a grenade, and you'll find
some Bio Ammo and more grenades.

When you're ready, position your squad so that they are facing the path below
the pipes to the right side.  Tex and Brutus should be slightly in front, with
Flint in the rear.  Now, turn on Hawk's Stealth ability and run through.  Get
ready to slice any mutants you encounter with your Powerblade, but remember to
ignore Molotov Mutants - they will be taken care of by the rest of the squad.
Up the hill to the right are several shacks, with more mutants.  Take them out
quickly, then run back to your squad when your stamina is low.  Also, watch out
for a mutant on the pipes to the left of the path.

After they have all been eliminated, check the shacks on the right for more
ammunition, then move around the left bend in the path to the walls ahead.  As
you pass them, you'll see a bridge going to the right, and Bratton will inform
you that it is lined with explosives.  Don't bother trying to get Tex to disarm
them.  Instead, shoot them and destroy them.  You can use Flint if you wish,
but I prefer to use a laser weapon to conserve ammunition.  Destroy the first
two that are nearby, then move to the boulder on the right.  Peek around the
corner and aim for more Sentry bombs, but be ready to retreat if mutants start
charging.

Once they're dead, step onto the bridge and take out any more Sentry bombs you
see.  Watch out for a couple of mutants that appear on an island to the left,
however.  When the bridge is clear, head down toward the end and look left.
Fire a shot or two at the mutants, then run all the way back to the beginning
of the bridge, and take them out between your fire and that of the squad.  As
always, be on the lookout for any Molotov cocktails that are tossed in your
direction, as well as a couple of mutants hiding in the grass at the end of the
bridge.  Now, run to the end of the bridge and look right (you'll have to move
further past the bridge than when you looked left), to spot some more mutants.
Get their attention, then run all the way back to the beginning and take them
out with the help of your squad.

When both sides of the end of the bridge are clear, move your squad to the end.
Continue using Brutus, then have the rest of your squad stand their ground at
the end of the bridge.  Run all the way to the left, curving around the pool of
radioactive goo.  As you round the bend, you'll encounter more mutants, so try
to take them out from long range, backing up as necessary.  They are Molotov
Mutants, so it would've been a bad idea to send Hawk.  Once they're dead, do
NOT go into the shacks with Brutus!  Instead, slowly move Tex in, disarming the
Sentry bomb before you pick up the ammunition.

Now, move all the way back to the end of the bridge, and face the large hole in
the broken wall.  Take control of Hawk, and have her activate her Stealth
ability before moving through.  Remember not to kill any Molotov Mutants with
the Powerblade, but all others are fair game.  When all the other mutants have
been taken care of (it may take a couple of trips), move Brutus in to attack
the Molotov Mutants, backing up to the rest of the squad if necessary.  After
they are all dead, move through, checking the shacks for Med Kits and ammo.

Position your squad so that they are facing the nearby hill, then take over
control of Hawk and activate Stealth, before running up it.  Check to make sure
no mutants are in the area, and Bratton will mark the location of Kingman.
When you're sure that it's safe to proceed, move your whole squad through to
the broken wall and go through the gap and down the slope.  Very good - on to
the next and final chapter of the mission.


=-=-=-=-=-=-=
= Chapter 3 =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=

Bratton marks the last known location of Kingman on your radar, and points out
that there are quite a few enemies in the area.  The good news is, there are a
bunch of vantage points that could be useful, especially for a sniper like
Flint.  Anyway, head slightly to the left and up the hill, but don't go all the
way up just yet.  Have your squad take cover behind one of the short segments
of wall, then send Hawk up.  Activate her Stealth ability of course, then take
out a couple of enemies to the right.  After you do so, take cover in one of
the large pipes and let your stamina meter recharge.  Also note that one of
these guys drops an A10 Bioreactive weapon, if you're interested in giving that
to Hawk.

When you're ready, head out and go further up the hill.  This leads to a rather
wide-open area.  Now, you can try several different things.  You can drop a
few Sentry bombs, and then fire a shot or two to get the enemies' attention,
before running back down to your squad.  Another thing you can do is to try and
kill them with the Powerblade, but they're pretty spread out, so you won't be
able to get very many each trip.  I prefer to do the Sentry bomb trick, laying
them in the small gap between the wall and pipes leading into the wide-open
aea, then running down to the rest of the squad.  Switch to Flint, then snipe
away at any enemies that make it past the bombs.  Of course, Tex and Brutus
should also be positioned in a spot where they can take out anyone that gets
too close.

When all the enemies that were at the top of the hill are dead, take Hawk down
the right path (the one where we killed a couple of enemies first).  Toward the
end, there is a sniper near some sandbags, so kill him with the Powerblade.
Put Hawk out of sight behind the big pillar and have her stand her ground, then
take control of Flint and have her run all the way up here.  Exchange her
L-Shot-50 for the enemy's L-Shot-75.  Carefully look over the edge for several
enemies in the distance, using Advanced Targeting to help you locate them, then
put a single round through each of their skulls.

Now, bring your whole squad up to the top of the hill.  Continue straight
forward until you see the two piles of sandbags, then have your squad stand
their ground.  Use Flint and peek over the edge again, looking for more enemies
to snipe.  Also make sure to investigate the very large building in this area,
as it has ammunition, Med Kits, and the Confed Marine DNA Canister.  Now, head
over through the path to the left of where you first reached the top of this
hill, near the building that had the DNA canister.  Of course, send Hawk first,
as there are a couple of enemies a ways down this path.  Kill them with the
Powerblade, then move on.  Be careful as the path starts to descend; there are
Sentry bombs ahead.  Either shoot them or disarm them with Tex.

Go past the broken wall and Kingman fuel tank just past where the Sentry bombs
were, then turn left.  You'll see some pipes ahead of you, and underneath, a
path.  Staying near the wall, position Tex and Brutus slightly forward, and
Hawk off to the side.  Take control of Flint, and use your scope to look past
the pipes to the next area.  You'll see Kingman walking around, but focus on
the many enemies guarding him first.  It should be a pretty easy battle, with
Flint taking out most of the bad guys.  Eventually, you won't be able to see
any more, so focus on Kingman; he's pretty tough, but he just stands around for
the most part, for you to have target practice with.  After Kingman is dead,
Bratton will tell you to dispose of the witnesses.

Turn on Hawk's Stealth ability, then head down to the path, watching out for
an enemy hiding on the left side (near some sandbags, just before passing under
the pipes), on the right side (directly across from the last one, also behind
some sandbags), and on the right side (past the pipes, behind a section of
wall).  Be particularly careful of these terrorists, as they like to throw
grenades.  Run back to recharge your stamina after all three are dead; these
were most likely the last of the enemies, however - Bratton will let you know
that all of Kingman's associates are dead.  As soon as you get the message, you
know it's safe, so head down and scrounge around for Kingman's briefcase.  Go
back up to the blue extraction point, near where your squad was positioned
during this last fight.  That's it for this mission - congratulations!

           _______________________________________________________
          /                MISSION PAYMENT SUMMARY                \
          |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
          | PRIMARY OBJECTIVES:                                   |
          |   Assassination of Edward Kingman = $28000            |
          |   Proceed through mutant shanty = $280                |
          |   Eliminate Kingman's associates = $1400              |
          |                                                       |
          | SECONDARY OBJECTIVES:                                 |
          |   Retrieve Edward Kingman's briefcase = $2800         |
          |                                                       |
          | KILL BONUSES:                                         |
          |   Filthy Mutant x 84 = $23520                         |
          |   Subversive x 18 = $12600                            |
          |   Edward Kingman x 1 = $4900                          |
          |   Terrorist x 6 = $3360                               |
          | _________________________                             |
          |  TOTAL PAYMENT:  $76,860                              |
          |_______________________________________________________|



===============================================================================
= G) Mission 7: Ship Graveyard                                           kw-m07
===============================================================================

=-=-=-=-=-=-=
= Chapter 1 =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=

  _________________________
-=| BRIEFING: Ferix, Day 48 |=-
  ¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\
    | Back on Ferix, a Confederation transport vessel was shot down on its  |
    | way to an inspection of a decommissioned shipyard.  Bratton believes  |
    | that Feral Outcasts were involved in the incident, so Brutus will get |
    | yet another chance to take out his agression on the traitors.  The    |
    | 23rd's mission is to locate the crashed ship and secure the area for  |
    | a salvage team.                                                       |
    |_______________________________________________________________________|

                _____________________________________________
            +--| PRIMARY OBJECTIVES:  Secure the crash site. |--+
            +--|                      Secure munitions site. |--+
                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Bratton lets you know that the crash site is pretty far off, so he will update
your radar with waypoints as you proceed.  Turn right and head that way, until
you see the first small pond.  Immediately stop and have your squad stand their
ground, then switch to Hawk.  Activate your Stealth ability and run forward,
then kill two Feral Outcasts with the Powerblade.  Alternatively, you could
just use Brutus, since he can easily heal any damage he takes from them.  Turn
left after you pass where they came from.

Cautiously move forward, toward the next small pond.  Be prepared for a single
Outcast that charges from the right side of the pond.  In the distance ahead,
but obscured by fog, is a raised hut, with a Feral Outcast in the window.
Using Flint, slowly head closer until you can spot it, then put a single round
into his head.  Now, activate Hawk's Stealth ability once again, and run
forward and to the right of the hut.  There should be several Outcasts moving
around, so kill them quickly; take cover in the hut if your stamina runs low
before you get them all.  Note that there is ammunition and Healing Garo Fruit
in the hut if you need it.  Once Hawk's stamina recharges, activate Stealth
again and quickly venture out to slice up a couple more.  Also note that there
is a single Outcast on a high branch, so don't forget to take him out, using
Flint or Brutus.

Carefully look forward, using Brutus' Spirit of Vengar, and you'll notice more
Outcasts in the distance, including one in a second hut.  Again, use Flint to
take them out with headshots, or use Hawk to stealthily execute them.  Make
sure to check the second hut for Med Kits and more ammunition.  To the left are
a couple more huts, but you should know what to do.  Use Hawk or Flint to take
them out, however you prefer.  Note that many of these enemies are carrying
some very heavy weapons: you'll likely find several RVG50 Miniguns, iKahn-GPL
Grenade Launchers, and even a Saryl-99, so switch out Tex and Brutus' weapons
if you prefer.  Turn right at this set of huts, and look forward once again.

More Feral Outcasts in the distance for you to pick off with Flint or slice and
dice with Hawk, near a pond under a large tree.  After this is yet another set
of huts, and this one is much more heavily guarded than the last.  Just make
sure that if you decide to use Hawk, that you keep an eye on your stamina
meter.  With such heavily armed enemies, she doesn't last long without the
ability to hide.  Pay particular attention to the Outcast in the higher of the
two huts, as this one is wielding a Sweeper V Missile Cannon, which you may
want to pick up.

To the right of this set of huts are even more Outcasts, of course.  Have Flint
move up onto a high vantage point, then take out the faraway Outcasts, making
the ones wielding Sweeper V weapons a priority.  Cautiously head toward the
next set of huts, once you've cleared the Outcasts from near them.  Turn left
at the pond, then stand your ground.  Send Brutus (with his Spirit of Vengar
activated) or Hawk forward to scout ahead, and you'll discover more waiting
enemies.  This next set is pretty far ahead, so use Flint to pick them off.

Beyond the next pool (beneath a large tree branch) is another distant hut, high
off the ground.  Use Brutus' Spirit of Vengar to locate the distant Outcasts,
and then when you have a general idea of their location, use Flint to take them
out.  Do not enter the pool yet, however.  Position Tex and Brutus near it, and
Hawk and Flint further back.  Move Brutus forward, and a couple of Outcasts
should leap out to ambush you.  With your squad there, though, they shouldn't
be any problem.  Continue forward to the hut ahead, but before you reach it,
look to the left.

Another hut is nearby, with a high railing.  Take out the Outcast in the window
first, and then a second to the left, on the walkway.  Checking with the Spirit
of Vengar to make sure the area is clear, now go ahead and enter the hut ahead,
picking up more ammunition and Med Kits.  Approach the next hut that we just
cleared, but look far to the left.  Up on a tree branch is another Outcast to
take out with Flint.  Now, position Brutus and Tex near the pool that the hut
we were moving toward is on.  Put Hawk and Flint further back, then move Brutus
into the water.  Once again, two more Outcasts will leap out in an ambush, but
should fall quickly.

From the walkway of the nearby hut, look past the tree branches that we shot
an Outcast off of earlier.  Beyond the tree branches, you can just barely make
out another hut with an enemy in the window, so take him out with a headshot.
Head forward to the next hut ahead, using Brutus.  Two Outcasts will leap out
of the water beneath the hut as you approach, so circle-strafe and take them
out with the assistance of your squad.  Checking to the left for more enemies,
go up the ramp to the hut and collect more supplies, as well as a Garo Fruit if
you need it.

Turn left and continue moving forward with Brutus, with the rest standing their
ground behind.  Again, use the Spirit of Vengar to watch for enemies.  Take
cover behind one of the large rocks in your path, and look around the bend to
the right to spot another hut in the distance, above a tall, spiked fence.
Carefully move Flint and zoom in on the window.  You'll notice that this Feral
is yellow, meaning that it's a Shaman, and this one is also wielding a Sweeper
V.  Make sure your aim is true, then put a 11mm round into his head.  As soon
as you take him out, be prepared for another Shaman and an Outcast or two that
charges you on the ground.  Remember to move side to side, to avoid getting hit
by the Sweeper V, and use Advanced Targeting to quickly take him out while
doing so.  Backtrack to the previous huts to grab Healing Garo Fruits, if you
saved them and if it is necessary.

Now, if you didn't go very far around the right bend (which you shouldn't have
done), there's a second hut above the fence, more to the right.  Position your
squad so that Tex and Brutus are closest to the bend, but not around it, and
have Hawk far, far back.  Using Flint, move behind the large boulders and look
for more targets to snipe.  After you kill a bunch of enemies, the gate will
open and more enemies will start pouring out.  Back up to your squad, letting
Tex and Brutus take the brunt of the damage, while you use Advanced Targeting
to kill any enemies, even at close range.

When the gate and the area outside it is clear (use Brutus' Spirit of Vengar to
check), move Hawk closer, using Stealth of course.  As you reach the entrance
of the gate, two enemies should pop out of the water nearby.  Quickly kill them
before running back to the squad.  Wait for her stamina meter to refill, then
make another run - this time, go through and quickly check the positions of any
enemies, particularly those using Sweeper Vs.  You probably won't have enough
time to kill them, so run back out and let the stamina meter recharge again.
Also note that more enemies will pop out of the water beyond the gate.  Slice
them with the Powerblade if you have the chance on your way out, but don't let
the meter run out.

You can always let Brutus run in quickly then retreat to draw them out, where
they should fall to your squad quickly.  Carefully pick off any enemies in the
far away huts with Flint, then move her back.  Leaving the rest of the squad
outside the gates, explore the huts and inner area with Brutus, with the Spirit
of Vengar activated, of course.  If things get too hairy, retreat outside the
gates and let your squad help you out.  Go back in and explore the remainder of
the huts, picking up ammunition and Med Kits.  Continue circling around the
edge of the inner area, looking for more enemies.  Eventually, after you've
killed them all (Brutus should have no trouble by himself), Bratton will inform
you that, unfortunately, the munitions have been moved.  He'll then send a blue
extraction point to the next area.  Before you go in, however, continue looking
around for more supplies, then walk over to it when you're ready.


=-=-=-=-=-=-=
= Chapter 2 =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=

You'll immediately be Farcasted to the next area, but in this one, you don't
really have a set place you need to go.  Instead, you just have to look around
for each enemy and kill every last one - sounds simple enough, right?  Move
Brutus and Flint forward and slightly to the right, toward the broken wall.
Using Brutus' Spirit of Vengar, locate the general location of enemy Ferals,
including a bunch of Shamans, then switch over the Flint and zoom in with the
L-Shot-50.  The Spirit of Vengar seems to have a longer range than Flint's
Advanced Targeting, so you'll have to aim your headshots manually.  There are
quite a few targets, so take your time to find as many as you can.  Also note
that there is a hard to spot one on top of the left wing of the nearby ship,
armed with a Sweeper V.

This particular enemy can be avoided for awhile, however.  Move only Brutus
through into the area, then move along the right side.  The Feral on the ship
will not be able to see you, being on the other side of the fuselage.  Continue
around, taking out an Outcast that pops out of the water, and more as you go
down the right side.  Approach the building that is now to your left, and the
doors will open.  Continually move side-to-side while firing, then use your
Spirit of Vengar to heal.  Make sure the check out the building for any ammo
and supplies you may need.

Now, exit the building and move across the front of it, until you can finally
see the enemy atop the ship.  Again, continually move side-to-side to avoid his
missiles, and he'll eventually fall.  Continue your circle around this first
area, making sure everything is dead.  When it's safe, move your squad ahead
toward the second ship, to the left of the building, then have them hold their
ground.  Now, before you head through the gap in the wall, note that there are
some Sentry bombs near it.  You could have Tex disarm them if you wanted, but
he may take fire, and there isn't much use for them in this mission.  So, stand
far back and shoot them to clear them out of the way.

When it's safe, activate Hawk's Stealth ability and move through the gate.  On
either side, there will be a couple of Outcasts to kill with the Powerblade:
one very close on the right side, and a couple to the left, near the ships.  As
soon as you get them, run back and hide behind the gate with the rest of the
squad, before the stamina meter empties.  Wait until it refills, then run back
through and head for the platform ahead.  Go up and slice up the Shaman with
the sniper rifle up there, then run back to safety.  Of course, you could take
him out with Flint, but it's riskier than sneaking in undetected.  When Hawk
has finished clearing the area, move the squad by the many ships and go to the
left side.

You'll see another path, through a small pond filled with boulders.  Have your
squad face down the path from the left side, but not go down into it.  Tex and
Brutus should be further ahead as usual, with Hawk off to the side and back.
Carefully have Flint move around the right side of the nearby wall, and zoom
far ahead - there are at least a couple more enemies in the distance, so use
Advanced Targeting to help locate them.  Once you've killed the distant ones,
have Flint move back near the rest of the squad and also facing the path.  Now,
shoot the Sentry bomb near the water, then turn on Brutus' Spirit of Vengar and
head down there.

As you reach the end of the water, two Outcasts will leap out in an ambush.
Quickly back up while firing, and they should go down in no time, with the help
of your squad.  Head back in, and a second pair will jump out, so just repeat
as before.  Continue on, and the next area should be relatively clear, so move
your squad.  Have Hawk activate her Stealth and check the surrounding shacks
for any hiding enemies.  Again, you may have to recharge and make a second trip
to clear most of the area.  You may also have noticed some enemies hiding in
the large building, but we'll take care of those later - for now, just clear
the enemies on the ground.

Go ahead and use Sweeper V missiles against the enemies in the building, as
they are pretty deadly shots with their sniper rifles.  There are plenty of
refills around, so fire missile after missile into the building until Bratton
tells you that's the last of them.  Make sure to explore the building and the
shacks (in the shack near the platform, you'll find the Outcast Shaman DNA
Canister) to complete the secondary objective, before heading to the extraction
point.  Great job!

           _______________________________________________________
          /                MISSION PAYMENT SUMMARY                \
          |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
          | PRIMARY OBJECTIVES:                                   |
          |   Secure the crash site = $11200                      |
          |   Secure munitions site = $11200                      |
          |                                                       |
          | SECONDARY OBJECTIVES:                                 |
          |   Investigate all dwellings = $5600                   |
          |                                                       |
          | KILL BONUSES:                                         |
          |   Outcast Shaman x 25 = $21000                        |
          |   Feral Outcast x 53 = $22260                         |
          |   Feral Meancast x 28 = $11760                        |
          |   *                                                   |
          | _________________________                             |
          |  TOTAL PAYMENT:  $83,860                              |
          |_______________________________________________________|
            *NOTE: You can see that the numbers don't quite add
                   up; while it is not listed, you get the extra
                   $840 for killing the Feral on top of the plane,
                   in Chapter 2.



===============================================================================
= H) Mission 8: Return to Osiris                                         kw-m08
===============================================================================

=-=-=-=-=-=-=
= Chapter 1 =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=

  __________________________
-=| BRIEFING: Osiris, Day 74 |=-
  ¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\
    | The Sword of Shadoon is still a problem, but the cult is effectively  |
    | blocking surveillance attempts, through the use of the "Dispersion    |
    | Wave Transmitter."  The 23rd's mission is to find and destroy it; it  |
    | should be noted, however, that a heavy Priest population is guarding  |
    | it.  Representing their strongest minds, the cult will surely know    |
    | that Brute Force is coming.  Tex doesn't think it's the place for two |
    | women, so insists that he and Brutus will go at it alone.  Flint and  |
    | especially Hawk aren't too pleased with his comments, however, and    |
    | bickering ensues.  Bratton's decision is final: all four are going.   |
    |_______________________________________________________________________|

       _______________________________________________________________
   +--| PRIMARY OBJECTIVES:  Destroy the Dispersion Wave Transmitter. |--+
       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
             ___________________________________________________
         +--| SECONDARY OBJECTIVES:  Investigate the 1st spire. |--+
             ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Bratton will inform you that a reconnaissance unit was dispatched earlier, and
had found some type of spire.  Unfortunately, that was the last that was heard
from them, so you need to be on the lookout for them.  Activate Hawk's Stealth
ability and move around the left corner.  Quickly take out a Seer or two, as
well as the Priest on the ledge.  Run back toward the rest of the squad when
your stamina meter is low, but before you leave, throw a grenade at the Seer
Pylon on the ledge.  If any Seers started chasing you, finish them off with Tex
and Brutus.  Continue moving forward, using Brutus' Spirit of Vengar, and take
out another Pylon to the left.  When you spot some Seers ahead, go finish them
off with Hawk again, or even Brutus, if you wish.

Keep moving forward, killing Seers as you proceed.  When you see the familiar
supply hut ahead, stop and bring the rest of the squad to your position.  Move
just a bit forward, and you'll see a short cutscene of some Seers worshipping
a hologram of Shadoon.  Wait for Hawk's stamina to refill, then run forward and
turn right just before the hut.  Instead of slicing them up, however, quickly
locate the Seer Pylons and throw a grenade at each.  It is important to note
that throwing grenades reduces the stamina meter quickly, so make sure that you
aren't spotted.  Run back to the squad when it gets low, then crouch and wait
for it to recharge.

Once again, head through to the ceremony, but now that the Pylons are gone, go
ahead and focus on Powerblading the enemies present.  You won't have time to
get them all, but you should bag quite a few.  Run back, wait for the stamina
meter to recharge, then go again.  Alternatively, you should have softened them
up greatly, so bring in your squad if you'd rather take the direct approach.
Either way, the rest of them should be rather easy to deal with, but make sure
to enter the hut for more supplies, including Med Kits, grenades, and ammo.

Walk over to where the hologram of Shadoon's face was, then grab the Seer
Priest DNA Canister.  Now, walk toward the path into the next area, and you
should spot another Seer Pylon to the right, so take it out quickly.  The Sonic
weapons you're carrying work especially well against them.  As the path bends
around to the left, you should spot another Pylon, so repeat as above.  Have
the squad stand their ground, then take control of Hawk and move down below
(using Stealth, of course).

Powerblade a couple of Seers on the way down, and you should see the Spire
straight ahead.  You should have enough time to get all of the enemies, but
feel free to run back and refill on stamina if necessary.  When they are all
dead, remember to move past the spire and destroy a couple more Seer Pylons in
the area (one behind it on the right, one past it to the left).  Have the rest
of the squad stand their ground outside the spire, then equip Hawk's Powerblade
and activate Stealth, before quickly walking in.  Immediately, a Seer and a
Priest appear in front of you, so slice them up quickly.

As soon as they're dead, Bratton will tell you to pick up whatever you can from
the dead recon team.  There's some good weapons up here, including the Ion
Beamer, and plenty of grenades.  When you're all restocked, head back onto the
center section to transport back down.  Continue up the path past the spire,
using Hawk (with Stealth activated) or Brutus.  Several Seers will make their
appearance, but also watch out for a ledge to the left, with another Pylon and
Seer.

At the top of the path, you'll come to a junction, and more enemies will
appear, mostly to the right.  There's another Pylon up on a ledge to the right,
so take it out and the nearby Seer Priest as soon as possible.  When the nearby
enemies have been disposed of, have the squad stand their ground, then activate
Hawk's Stealth ability.  Run all the way up the path bending to the right, then
when you see the hut ahead, throw a grenade onto the ledge to the left, with
the Pylon and Priest.  Then, quickly slice up the remaining Seers and another
Priest before the stamina meter runs out.  If you need to, you can hide in the
hut, as they will usually not spot you if you get there before it deactivates.

Collect supplies, then destroy another Seer Pylon, just past the supply hut.
Make your way all the way back down to the junction and rejoin your squad.
Cautiously move down the path toward the pool of lava, and you'll hear that
Shadoon is treated like a god, as demonstrated by all the statues.  Now, be
VERY careful.  Move only Tex and Brutus into the area with the lava pool, with
Hawk and Flint far back, in the path leading to it.  Okay, get ready for a
fight.

Destroy one of the statues around the lava pool, and Fire Hounds should appear
out of the lava.  Remember to move side-to-side to avoid their attacks, and
they should fall quite easily, between the firepower of your squad, especially
with Flint sniping them from a distance.  Keep repeating with each statue (note
that the tall ones need to be shot where the yellow glowing orb is) until each
one is destroyed.  Remember to heal as necessary, after every statue and set of
Fire Hounds.  The fight should be much easier than if you had brought everyone
in and headed straight for the teleporter.  After the last statue is destroyed,
the way to the teleporter is cleared, but first head back to the spire and hut
to refill on ammunition.  When you're ready, step into the blue orb.  Good job!


=-=-=-=-=-=-=
= Chapter 2 =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=
              _________________________________________________
          +--| PRIMARY OBJECTIVES: Investigate the "Hot Zone." |--+
              ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Bratton still hasn't been able to locate the exact location of the Dispersion
Wave Transmitter, but has found a suspicious "hot zone," in which many Seers
are gathered.  One of your new objectives is to go check it out.  To start,
have your squad stand their ground, while you take Hawk up the lighted path
straight ahead (not the one on the right, near the statues).  As the path bends
to the right, turn on your Stealth ability, then go around the corner and
Powerblade the Seer Priest.

Peek over the edge, and you'll see a Seer Pylon, which you should take out.  Go
ahead and bring your squad up here now, but don't take them to the very top.
Have Brutus use his Spirit of Vengar to show you the general location of some
faraway enemies, then use Flint to take them out with headshots.  Also look
above and slightly to the left of the nearby Seer Pylon, and you should just be
able to see the top of another.  Take that out with Brutus' Jax-iR.  When all
of the enemies you can see have been killed, carefully head down the path.  Be
very careful, however, as there may be a couple of Fire Hounds waiting for you
at the bottom, if you were noticed earlier.  Use Hawk to take care of them
while invisible, but note that the angle to slice them at is kind of weird.
Alternatively, use Brutus and move side-to-side while firing and while using
the Spirit of Vengar.  If they're not here, you'll encounter them soon enough,
as you pass through the next path.

Move down to the statues near the next path and have your squad stand their
ground.  Activate Hawk's Stealth and run forward and to the right, taking out
any Seers you missed earlier with the Powerblade.  Make any Fire Hounds you see
the priority, however, then run back to recharge when your stamina gets low.
When it's full, make another run, or simply bring in your whole squad.  Of
course, I prefer using Hawk, to avoid using ammunition and avoid taking damage.
Also take note of a Seer Pylon on a high ledge just to the right after you run
through the gap in the pipes, and another one further ahead, where most of the
enemies you just killed were.  To the far left, you should also be able to see
a supply hut, with a Seer Priest guarding it.  When the immediate area has been
cleared, use Flint to take him out from long range.

Move through the cleared area, and you should see another Seer Pylon just past
where Hawk killed a bunch of enemies earlier.  Take control of Brutus and turn
left after destroying it, taking out more Seers and a Priest down this way.
Remember, use your Spirit of Vengar after every battle to heal and avoid having
to use a Med Kit.  Move your squad here, then have them stand their ground.
Take Hawk up the right path, with her Stealth activated just in case, to the
supply hut at the top.  Restock, then head back down to the squad and wait for
the stamina meter to refill.  When it's ready, turn on Stealth and continue
further ahead and kill a couple of Fire Hounds that emerge and a Seer Priest or
two if you have the chance.  Run back to recharge, then go at it again.

The path bends up and to the right, so you might not have the time to make it
all the way up with Hawk to kill stuff and get back safely, but try to take out
as many as you can before heading back.  Also try to throw grenades at the Seer
Pylons in the area, but remember, doing this drains your stamina very quickly,
so keep an eye on it to avoid being spotted.  Fire Hounds also wait above as
well, and they take priority after the Pylons.  It'll definitely take a couple
of trips with Hawk, but it's better than losing someone in battle.

As you keep making these trips up to systematically kill a few enemies at a
time, you may have noticed another supply hut to the right as you climbed the
hill.  There's usually a Seer Priest in here, so be ready to slice him up.  A
good idea may to even take him out first, as the hut can be used as a starting
point for your stealth attacks.  After all of the enemies that you can reach
have been killed, bring Brutus up to take care of any enemies that may be out
of reach, such as by the Pylons on the ledges across the lava.  When they're
dead, move your squad to the top of the hill, where the path turns left.

Go around the corner, then have your squad stand their ground on the higher
part, before it drops down.  Now, these next set of Seers are in a strongly
defensible area.  Scout ahead with Hawk, and you'll see that they are on a
high ledge to the right of the path, with no easy way to get up there.  Go back
and make sure your stamina is full, then run all the way around the path until
you can see a Seer Pylon.  Throw a grenade at it, then run back to cover, such
as in the nearby supply hut.  Crouch down while in there, and no enemies should
spot you.

When your stamina meter is full again, activate Stealth and run back up to the
high ledge with the Pylon, slicing any Seers that remain up there.  Keep taking
cover in the hut to recharge, making as many trips as necessary to also clear
out the remaining Seer Pylons, Fire Hounds, etc. in the area.  Again, I really
want to stress that your TOP PRIORITY are the Seer Pylons, so use a grenade for
each one before you even start worrying about the other enemies.  If you get
tired of the guerilla tactics that I like to use with Hawk, feel free to bring
your squad up for a firefight.  Just at least clear the Pylons before you do
so, to avoid any headaches.

After the immediate area has been cleared, take your squad through carefully,
ignoring the teleporters that you pass.  Eventually, you'll reach a point where
the path makes a huge left turn (you will see a tall statue just after the
turn) - have your squad stand their ground here.  Activate Hawk's Stealth and
run around the left corner, with grenades ready.  There are plenty of Seers
around, but again, the Pylons need to be taken care of first.  There's one in
a little nook to the left, and one far ahead, on a ledge (this one will most
likely require a second trip).  Once the Pylons have been taken care of, finish
the Seers and Priests any way you choose; of course, I still prefer using Hawk
mostly.

When most of the path has been cleared, move your squad a little bit further
forward.  Watch out for a high ledge on the right, however, as it usually has
some enemies on it - take them out from long range with Flint.  Move your squad
down to where the path now turns right, going uphill.  Most of the enemies will
probably have been killed by now, but use Brutus Spirit of Vengar just in case.
Take out any survivors, then go up the path to the right into the hut for some
much needed supplies.  Remember, you can also go all the way back to the last
one as well, in case that one had some stuff in there you were full on before,
such as grenades.

After you've stocked up, approach the next path, between two tall statues.  Go
on through, following the large right bend.  Eventually, you'll see a large
archway ahead - approach it, and Bratton will inform you that you've found the
Wave Dispersion Transmitter.  The three feeder beams need to be destroyed, but
the problem is that they're heavily shielded, making such things as sniper fire
useless.  In other words, you're going to have to find some way to disable the
shields.  Let's first try to whittle down the enemies first, however.

Activate Hawk's Stealth ability, then run through.  Look for a nearby Seer
Pylon to the right, on a ledge, then hit it with a grenade, before running back
to safety.  Try not to dawdle and let your stamina meter run out, but if you
can, get a look at the other Pylons in the area, to make things a little easier
to destroy.  You may have guessed what I'll tell you next: keep running in and
destroying the Pylons with grenades, then running out to let the stamina meter
refill.  Trust me, this will make this battle much, much easier.  After all the
ones you can see and reach have been destroyed, focus on the Seers and Priests.

When the area is relatively clear, take control of Brutus or Tex (have the
other one come along as well), then head into the area and turn right.  Take
another right up a path, and you'll find another Seer Pylon that was out of
sight before.  Destroy it and anything guarding it, then use the Spirit of
Vengar to heal fully.  Continue forward, and you'll find a teleporter.  Step
through and immediately destroy another Pylon to the left, before focusing on
the enemies nearby.  If things get too hairy, step back into the teleporter,
because they won't usually follow you.  Heal again with the Spirit of Vengar if
necessary.  Now, head back and fight your way through to the end of the ledge,
then destroy another Seer Pylon.

Turn right, and you'll see a small console on the edge of the cliff.  Very
carefully walk over to it and hold (X) to activate it, and you'll see that the
shield is down.  Turn right and fire at the feeder beam until it is destroyed,
then head all the way back to the teleporter and step through.  Go back down
the path you used to get up here, then turn left at the bottom.  Turn right and
go up to the Dispersion Wave Transmitter, then head to the left, down another
small path.  Hold (X) to activate the console, then turn left and destroy the
second feeder beam.

Finally, run back to the central platform with the Dispersion Wave Transmitter
and across to the other side, going down the small path to the final console.
Now, before we activate it, I should warn you that Fire Hounds will appear as
soon as you do.  Position Flint far back somewhere, but at a good angle so that
she can help out with her L-Shot-75.  Ready?  Quickly activate the console then
take the Fire Hounds out, moving side-to-side to avoid their shots.  Of course,
don't do something clumsy like fall into lava!  After they're dead, destroy the
final feeder beam and you're done!  Congratulations!

           _______________________________________________________
          /                MISSION PAYMENT SUMMARY                \
          |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
          | PRIMARY OBJECTIVES:                                   |
          |   Destroy the Dispersion Wave Transmitter = $22400    |
          |   Investigate the "Hot Zone" = $4200                  |
          |                                                       |
          | SECONDARY OBJECTIVES:                                 |
          |   Investigate the 1st spire = $1400                   |
          |                                                       |
          | KILL BONUSES:                                         |
          |   Seer Follower x 66 = $18480                         |
          |   Fire Hound x 37 = $10360                            |
          |   Seer Slave x 14 = $3920                             |
          |   Seer Pylon x 34 = $38080                            |
          |   Seer Priest x 27 = $26460                           |
          | __________________________                            |
          |  TOTAL PAYMENT:  $125,300                             |
          |_______________________________________________________|



===============================================================================
= I) Mission 9: Seers on the Bayou                                       kw-m09
===============================================================================

=-=-=-=-=-=-=
= Chapter 1 =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=

  _________________________
-=| BRIEFING: Ferix, Day 82 |=-
  ¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\
    | The intelligence discovered on Shadoon led to the information that a  |
    | Seer ship was headed to Ferix.  The Confederation was able to shoot   |
    | it down, and it crashed in a swamp in Feral Outcast controlled land.  |
    | The 23rd's mission is to go back and clear the area of every hostile  |
    | unit, so that a retrieval unit can be sent in.  First, they'll have   |
    | to cross an Outcast city, however.  Tex takes a little umbrage when   |
    | Bratton says "we" will be heading down there, however.  Down on the   |
    | planet, Hawk asks what Tex's problem with Bratton is, insisting that  |
    | he deserves respect; however, Tex seems to have quite a few issues    |
    | with the controller.                                                  |
    |_______________________________________________________________________|

               _______________________________________________
           +--| PRIMARY OBJECTIVES: Locate crashed Seer ship. |--+
               ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
           _______________________________________________________
       +--| SECONDARY OBJECTIVES: Save Ambassador Shaman Oli-Oak. |--+
           ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

As soon as the mission starts, Bratton will inform you that an important Feral
Ambassador has been captured and may be held in the village controlled by the
Outcasts - your secondary objective is to find him.  He will also point out
that there is an elevator that should take you up to the village.  Anyway, you
should start by having your squad stand their ground.  There are several ways
to approach the coming battles - for instance, you could use Hawk's Stealth
ability and Powerblade, but in my opinion, there are far too many enemies in
far too open of a place.  So, use either Flint or Brutus to carefully proceed,
then back up and take out the enemies as they proceed.  I like to use Brutus,
personally, because he can heal himself with the Spirit of Vengar, saving us
some Med Kits.

Of course, have Flint positioned behind you, with a clear field of view.  Run
in the direction of the navigation marker, then back up and start strafing the
large number of enemies that come.  Focus on the closest ones, especially those
armed with anything other than Feral Cutters, then move on to the next when he
is dead.  Flint should be taking out Outcasts left and right at the same time,
so it shouldn't be much trouble.  Remember to heal with the Spirit of Vengar
after the first wave of enemies is dead, as many times as is necessary.

Once you have ascertained that the immediate area is safe, tell your squad to
cover you, so that they move in behind you.  Now, have them stand their ground
again, then move forward, checking for more enemies.  If there are more, simply
kill them as before, using the Spirit of Vengar to help you out.  If there are
none, tell them to cover you, wait for them to move in behind you, then have
them stand their ground while you again move forward to check if it's safe.
This is a very useful strategy to keep in mind, as it allows your squad to
provide covering fire from behind, yet remain relatively safe.

Eventually, you will see a large, spiked gate to the left.  Have Flint take out
a nearby enemy armed with a Sweeper V, then have the squad stand their ground.
To the right of the gate, near a steaming pond under a large tree, look for a
stockpile of ammunition and Med Kits, but be ready for several Outcasts that
leap out of the water to ambush you.  Now, once the area is clear, cautiously
approach the gate.  Bratton will tell you that the elevator he told you about
is nearby.

Once the area outside the gate is clear, have your squad stand their ground
some distance from the small door leading through.  Using Flint, look through
the door, but don't get too close to it - there's an ambush on the other side.
Instead, just move around trying to get an angle so that you can look through.
As you change angles, you should spot several enemies in the distance, so take
them out.  If any approach, run back to your squad for backup.  Once all the
enemies you can see from outside are sniped, have Brutus move in, with his
Spirit of Vengar activated.  Look for any surviving enemies, but watch out for
Sweeper V missiles.  When the area is clear, Bratton will tell you of another
lift.

               _______________________________________________
           +--| PRIMARY OBJECTIVES: Locate New Elevator Lift. |--+
               ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Move the rest of your squad through the gate, then have them stand their ground
near the elevator.  Run around and pick up any supplies you might need, as well
as Healing Garo Fruits, if necessary.  Note that there are a lot of little
nooks in the area, with Med Kits and tons of ammunition.  When you are ready,
approach the next gate, to the left.  Take out an Outcast up on the gate, but
as you approach, the door should open, letting more out.  Kill the one armed
with a Sweeper V first, then finish off the rest.  Once the area is safe, move
through the gate, again using Brutus' Spirit of Vengar to look for stragglers.

             ___________________________________________________
         +--| SECONDARY OBJECTIVES:  Rescue besieged colonists. |--+
             ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Continue forward, and Bratton will tell you that there may still be a few
remaining colonists.  Have Tex and Brutus run forward to battle the Outcasts,
with Flint further behind, to take potshots.  You can have Hawk fight if you
wish, but I prefer to have her stay back, so that she doesn't get herself
killed.  There's quite a large number of enemies, so watch your health, picking
up Healing Garo Fruits as necessary, and using Med Kits as a last resort.  Pay
particular attention to the ones in the huts, as a few of them may be using
Sweeper V Missile Cannons.

When the Outcasts have all been killed, Bratton will open up an extraction
point for the colonists, who automatically enter.  Meanwhile, run around and
pick up any supplies you need, making sure to check every nook and cranny for
some hidden Med Kits.  After you're stocked up, head up the next ramp (in the
direction of the navigation marker).  Drop down, then move along until you
enter the water, ending the first chapter.


=-=-=-=-=-=-=
= Chapter 2 =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=

Move your squad forward until the path bends to the right.  Have them stand
their ground, then take control of Hawk and equip her Powerblade.  Activate
Stealth, then run around the right corner, looking for a couple of Outcasts in
the area.  Chop up all the ones you can, before heading back to safety.  Note
that some pop out of the water near the gate ahead, so you probably won't have
time to kill all of them.  That's okay, though - we can always make another run
to get the rest.

When all of the Outcasts on the ground have been disposed of, move your squad
around the corner and facing the large hill in the middle of the area, with the
big tree root in it.  When they're standing their ground, carefully move Flint
until she can see the enemies on the gate, armed with the Sweeper Vs.  Take
them out with headshots, but be careful of more enemies, including Shamans,
that pop out of the water and rush your position.  If they do so, run back to
the squad for backup, taking them out with your combined firepower.  Keep at it
until they are all dead and the path to the gate is clear.  Standing this far
back, the enemies that keep popping out won't notice you, so feel free to use
Hawk to run up and kill a couple each trip.

Once they stop coming out of the water or from the other side of the gate, use
Brutus and his Spirit of Vengar to double check and make sure that there are
no more nearby enemies, before heading to the gate.  On the left side before
proceeding through the gate is a little nook with some Energy grenades.  Take
Brutus up the path to the right of the gate, then quickly step through the door
and back out quickly; there are usually some more enemies to the right, waiting
to ambush you.  Focus on the one with the Sweeper V first, then mop up the rest
with the help of your squad.  When they're dead, carefully move Hawk or Brutus
up the right ledge and through the door, then turn right and pick up the Med
Kits and ammunition in the little nook.

Again, carefully ascertain that the area is safe, then move the squad through
the gate.  If you go up to the upper right ledge (near where you found the Med
Kits and ammunition) and follow the path around, you'll find a couple of Garo
Fruits that may be useful.  When you're ready, go up the path immediately to
the left right after going through the gate.  It'll open up to an expansive
area, with a small ramp to the left.  Leave your squad in the narrow path, then
activate Hawk's Stealth and run up the ramp.  You should see a bunch of
Outcasts make their appearance, so quickly kill a couple of them before heading
back.

Once again, wait for her stamina meter to recharge, then make another killing
run.  While it shouldn't take long to kill the enemies in the surrounding pools
of water, there are some more far to the left, so you can go ahead and kill
those with Hawk as well, if you wish.  Or, take the more direct route, but you
may take some damage this way.  Note that there is a large hill near the small
ramp we went up earlier, with several Healing Garo Fruits you can munch on if
you're hurt.  Carefully move your squad to this hill, but not on top of it,
except to quickly grab a fruit if necessary.  Look to the left and right, and
you should see some more Outcasts in the distance, including one in a hut to
the left.

Carefully approach the hut, but be mindful of Outcasts that may appear.  If you
had taken Hawk down here earlier, as I suggested, the area should be pretty
clear.  As you approach the hut, you'll see another large gate just beyond it.
Go ahead and run up the hut and grab the Med Kit and ammunition, then get back
down.  Use Brutus to clear any enemies that may be near the gate, but note that
there is yet another gate to the left, up the path.  If you go up there, you
can get to higher ground, as well as find a Healing Garo Fruit, but you may
want to clear out some enemies that you can see from the main entrance first.

As always, take out the ones in the huts first, as they are wielding Sweeper V
Missile Cannons.  I like to use Flint to take these out, then position her,
Tex, and Hawk outside of the gate, to the left side.  Now, keep moving Brutus
in and out of the main entrance, taking potshots at the enemies you spot with
the Spirit of Vengar.  Back out and take them out as they come through the gate
after you.  Keep doing so until the entire fenced in area is clear, then check
all of the huts for more ammunition, Med Kits, and grenades.  There is also a
stockpile of supplies at the end of the path to the right, just after entering
through the main gate.  There's also an abundance of Healing Garo Fruits lying
around, so you should be doing very well on supplies and health at this point.
Step through the next gate in the direction of the next navigation point, and
you'll have completed one objective, finding the new elevator lift.  Run up
onto it, and you'll move on to the next chapter.


=-=-=-=-=-=-=
= Chapter 3 =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=

You start on the bottom floor of a building, with a couple of Healing Garo
Fruits nearby.  Have your squad stand their ground, then take control of Hawk
and run up the ramp to the top floor.  Activate Stealth, then go through the
door and Powerblade the patrolling Outcast, then another one on the bridge.
Run back to the building for safety, but be careful, as the Outcasts will often
come in after you, even if you weren't spotted.  So, either have the rest of
your squad move up top, ready to fire at anything that enters the door, or have
Hawk run all the way to the bottom floor, just in case.

Also note that there are two more Outcasts all the way across the bridge, near
a door.  You can go and Powerblade them if you wish, but the door will blow
open as you approach, revealing another one inside.  It's a long run, so don't
try and kill too many at once, or your stamina will run out.  The building that
is now accessible has ammunition and Garo Fruits inside, so pick them up if you
have the chance.  During these killing runs, you may have noticed Outcasts up
above and to the right, out of reach.  When you've taken care of the ones that
you can reach, bring Brutus or Flint out to take care of the rest.

I prefer Brutus, simply because he can heal himself.  Once you start firing,
you'll hear Hawk mention that they know we're here, but there's not much we can
do about that anymore anyway.  Cross the bridge and turn right at the door that
blew open earlier, going up the ramp.  Continue up, and you'll see a few piles
of logs, with about four Feral Outcasts behind them.  Throw a grenade to try
and whittle their numbers down, then finish the rest off with Tex and Brutus.
Brutus alone could take them down, but we might as well let Tex have a little
bit of fun.

As you continue up the ramp, you'll very shortly come to a door on your left.
Quickly peek in and take out an Outcast or two, then back up.  They probably
won't come out after you, and some are heavily armed with Bower 20s, so just
keep using the Spirit of Vengar to heal before popping back in and taking them
out one by one, from long range.  Or, use Hawk's Stealth ability and Powerblade
them to death.  Make sure you get the ones on the upper levels as well, then
bring your team up to the top and have them stand their ground.  Now, exit the
door on the upper level with Brutus and turn right, going up another ramp.

As you continue up the ramp, you'll hear Tex comment on the awful smell (he
must have one damn strong nose, considering we left him down below).  Continue
up a little further, and you'll encounter a few more Outcasts, so take them out
while backing down the ramp.  If it's necessary, run all the way back to your
squad.  Once they're dead, heal with the Spirit of Vengar, then head back up.
There's a door to the right you can shoot down, and once you do, you'll find
the source of the smell: the rotting corpses of several Feral Colonists, as
well as some Gas grenades.

Continue up the ramp, and you'll very shortly come across another door to the
right, with more supplies and a single Outcast, wielding a Bower 20.  Now, be
very, very careful.  As you proceed up the ramp, an enemy above will be using
Rollers against you from above.  Now, if this is your first experience with
them...well, let me just say that they HURT.  Flint and Hawk can be killed with
a single hit.  Go ahead and bring your whole squad up to this room with the
supplies, however, and have Hawk and Flint take cover behind the table.

Now, using Brutus, exit the room and turn right, continuing up the ramp.  As
soon as you hear/see the Roller drop, start backing up and shooting at it as
fast as you can - hopefully, you'll destroy it before it hits you.  Quickly run
back up and take out the Meancast you see, then blow open the door, before
heading back down the ramp (don't peek your head in the door just yet).  Of
course, you could've used Hawk to try and take out the enemy with the Rollers,
but one hit would've easily killed you, and he does toss them, even if you have
Stealth activated.

Now, bring Hawk up, using Stealth of course, then Powerblade a couple of the
Outcasts in the room that you just opened.  Run back down before the stamina
meter empties, then repeat again after it refills.  Make sure to kill the one
wielding the Sweeper V, on the balcony in the back.  On the same balcony is the
Feral Shaman DNA Canister!  Grab it, as well as the Garo Fruits in the room if
you need them.  Now, exit the room and turn left, going back down the ramp we
used to come up.

Soon, you'll come to a bridge on your right.  Have your squad stand their
ground, then cautiously move Brutus all the way across.  You should be able to
see an enemy inside the next building, but there's quite a few hiding to the
sides, out of sight.  Fire at the ones you can see, until they start pouring
out.  Back up the bridge while firing, and your squad should help take out some
as well.  When they're dead, you'll hear that your navigation marker has been
updated.  Bring your squad into the room, picking up the ammunition and Garo
Fruit if necessary.  Move down the ramp to the bottom floor, pick up any more
ammunition you may need, then head out the door into the next chapter.


=-=-=-=-=-=-=
= Chapter 4 =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=

Well, we're about halfway done with this mission.  Yup, that's right, only
halfway: there are six chapters total.  Fortunately, this chapter is VERY easy,
especially if you like using Hawk.  Anyways, you start off outside the last
building you exited, looking down the ramp.  Have everyone stand their ground,
then run down with Hawk, Stealth activated and Powerblade at the ready.  You
will very shortly come across four Outcasts on the ramp, and you should have
plenty of time to slice every one of them into pieces.  Bring your squad down
to this point, then have them stand their ground again.  When Hawk's stamina
meter is full, activate Stealth a second time and run forward, killing a trio
of Outcasts that you soon encounter with the Powerblade.

Again, wait for your stamina meter to recharge, then activate Stealth and make
your way down even further.  You'll come across another group of four Outcasts,
which you should again have plenty of time to deal with.  Continue down a bit
further, and you'll see a door to the left.  When you get close enough, a few
Outcasts will emerge, so try to take one or two out if you can, but make sure
that you have enough stamina to get back to safety.  Finish off any survivors
any way you choose, then enter the room they came out of and pick up ammunition
and grenades.

Now, using Hawk again, exit this room and continue around, ignoring the bridge
to the right for now.  There's another room just past the bridge, with two
Outcasts that are easy prey for your Powerblade.  Once they're dead, pick up
the Med Kits in the room.  Now, take Brutus or Tex and have them shoot the door
across the bridge, without going all the way across or getting too close to the
door.  If you destroy it from far enough away, no enemies will come pouring out
of the room.  Now, switch back to Hawk, make sure her stamina meter is full,
then activate Stealth and charge across the bridge into the room.  There's an
Outcast Shaman in here, as well as about four Outcasts, but once again, you
should have plenty of time to scramble their insides with the Powerblade.

Move your squad into the room when it's safe, then pick up the supplies on the
ground, including the Healing Garo Fruit if you need it.  There is another
Outcast Shaman and Outcast upstairs, but they won't notice you until you head
up there.  Use your entire squad if you wish, but I still prefer Hawk to make
things as silent and painless as possible.  Again, there's a couple of Garo
Fruits on the floor if you need them.  Now, I hope you're not getting bored of
using Hawk, because she's pretty useful for this next part as well.

On the upper floor is a door leading to the outside again, and a nearby bridge
to another building.  Across the bridge are several more Outcasts, so use Hawk
to run across and Powerblade them.  Again, feel free to use your squad if you
wish, but there really is no advantage to it, since Hawk can handle herself
quite well.  There's about two outside guarding the door, and another four in
the upper level of the room.  Wait for your stamina meter to recharge, then
head back down and Powerblade about two Outcasts and two Outcast Shamans down
below.  Once they're dead, head over to the crate and let the Feral Shaman out
of the crate.  He'll automatically move to a Farcasting point that Bratton will
open up.  Bring the rest of your squad down, picking up more Garo Fruits if
necessary.  Of course, if you've been using Hawk all along, you should have no
need for them.  By the way, don't step in that red pit in the middle of the
floor, unless you feel like being burned to a crisp.

Have your squad stand their ground in this room, then activate Hawk's Stealth
and exit the nearby door, turning left and going down the ramp.  Eventually,
she will come to a door that blows open, revealing several Outcasts and Outcast
Shamans inside.  Powerblade a few of them, then run back up when your stamina
meter gets low.  Repeat as before, waiting for it to refill before making
another run - you should be able to clear the top floor by the time her stamina
gets low.  Bring your squad in, then head to the bottom floor, and you will
automatically take the elevator back down to the swamp.


=-=-=-=-=-=-=
= Chapter 5 =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=
                   _______________________________________
               +--| PRIMARY OBJECTIVES: Kill Seer Priest. |--+
                   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Directly ahead, you'll see lots of water and trees, which means that you should
most definitely be expecting ambushes at every turn.  Hawk can still be useful
in large expansive areas such as this one, but it is much riskier, as she has
much more ground to cover.  You may want to use her Stealth and send her out
first, to locate the first set of enemies, but you probably won't have time to
kill them all and get back to your squad safely, unless you can successfully
hide behind a large tree root.  Alternatively, use Brutus as we have in earlier
chapters, using him to draw attention and spotting enemies with the Spirit of
Vengar, before withdrawing to the rest of the squad.  Either way, try to clear
the area before moving your squad forward.

Look for a small path to the right after crossing a large body of water and
passing a large tree to your left.  This small path, on dry land sloping just
a bit upwards, leads up to an Outcast and Meancast, so kill them before picking
up a couple of Med Kits and some ammunition.  Now, head back down the path and
continue on in the direction of the navigation marker, but watch out for any
Outcasts that may be hiding.  As you pass the large tree on your left, you'll
see that moving forward will drop you down into a pool of water.  Note that it
can be confusing to climb back up to high ground, so Hawk is probably not the
best person to use right now.  Of course, if you insist on using her, remember
to check out the route you'll need to take to get back up to safety.

I prefer to use Brutus, however.  Position Tex and Flint so that they can look
down into the area below and ahead, then move Brutus to the right side of the
drop.  Look down, and you should see a couple of Outcasts that are in plain
view.  Take them out quickly, then move to the left side of the drop - there is
the only path leading up here on this side, so take the enemies out as they try
to come up, using grenades and weapons fire, as well as the assistance of your
squad.  Once all of the enemies in the immediate area are dead, move Brutus and
Flint down the left path.  Use the Spirit of Vengar to locate more enemies in
the far distance, up on another spiked gate, then use Flint to take them out
with headshots.  When you can't see any more enemies, use Hawk to scout ahead
for any more Outcasts.

Pay particular attention to the right side of the area, looking for a row of
flaming torches.  Once you've found them, go up the nearby path and you'll find
some Garo Fruit and 11mm ammunition straight ahead.  To the left up here, the
path winds around to a bunch of Outcasts that are waiting to ambush you.  Wait
for Hawk's stamina meter to recharge, then run through the path and door and
Powerblade a couple of enemies, before retreating to the rest of the squad (who
should be waiting near where the Garo Fruit was).  There's only a couple of
Outcasts that you'll be able to Powerblade, but there are more down below.
Send Brutus or Flint in now, to take care of those, picking up some Med Kits to
the right as well.  These enemies were waiting to ambush you as you entered the
main gate, but instead, we caught them by surprise!

Once all the enemies that you can see from this vantage point are dead, you
should go back down the path and go through the main gate.  You could just drop
down if you wished, but I prefer to make sure that all my bases are covered, to
prevent any stragglers from getting me from behind.  Once you are through the
main gate, I like to send Hawk forward, Stealth activated, to look for more
Outcasts ahead.  As you move forward, Bratton will inform you that you are
nearing the area of the crashed ship.  Don't worry about that yet, however,
instead focusing your attention on any enemies that are still in the area.
Make sure you can get back to safety, then make another run if you wish, or
simply bring Brutus in to finish them off.  There are usually a large number of
them over the dark ridges straight ahead, as well as some to the far left.

Once you've killed the enemies in the area of the dark ridges, face toward the
navigation marker.  You should see several rows of ridges ahead, with bodies of
water between each pair of ridges.  Have Hawk run forward, with her Stealth
activated, down the leftmost body of water between the ridges.  Two Meancasts
should pop out, so Powerblade them or let your squad finish them off, before
heading back to the squad.  Now, wait for the stamina meter to recharge again,
then repeat the same thing, but this time, run through the next body of water
over, between the next set of ridges.  Once again, two Meancasts should pop
out, so deal with them in the same manner.  Now, repeat with the next body of
water over, then finally, with the rightmost body of water.

While you were doing the last body of water, you may have noticed the glowing,
green segment of the crashed Seer ship.  Move your whole squad closer, but have
them stand their ground as soon as you pass underneath it.  Move Brutus further
ahead, and you should see some Seers and Outcasts, who decide to attack you
together.  Take them out, backing up to your squad if necessary, then heal with
the Spirit of Vengar.  However, be on the lookout for any enemies, usually on
high ground, armed with Sweeper Vs.  Make sure to constantly move, then when
you have found their location and eliminated the nearby ground enemies, move
Flint into position and take them out (there is usually one on the far right,
one on the far left).

Another thing to remember is that you can always run back to places that you
visited earlier in this chapter.  For instance, you can run all the way back to
the gate and grab some of the many Healing Garo Fruits in that area, if you
saved them earlier.  Once you've cleared the area, cautiously move Brutus
toward the crashed ship, leaving the rest of the squad behind.  If any enemies
approach, shoot them while backing up to the rest of the squad, then move back
toward the ship when they're dead.  You'll then get the message that you have
completed one of your objectives, but Bratton will give you a new one:

            _____________________________________________________
        +--| PRIMARY OBJECTIVES:  Eliminate all crash survivors. |--+
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Make sure to check all around the ship, in case there are any enemies that may
be hiding in the area.  Also make sure to check the area under the crashed ship
for a couple of Med Kits and even some Rollers!  Move your squad over the green
ramp to the left of the crashed ship, then have them stand their ground on the
dry land.  If you move up to where the Sweeper V wielding enemy was earlier
(in the opposite direction of the navigation marker), you'll find a Garo Fruit,
ammunition, and a Med Kit.  Now, with your squad facing the navigation marker,
move Brutus or Hawk (with Stealth activated) forward, and a whole swarm of
Seers and Outcasts should attack.  It shouldn't be too much trouble, however,
as they should easily wilt under your squad's combined firepower.

Now, move up onto the ridge next to the crashed ship and continue along it,
and you should see another swarm of enemies approach.  Be very careful, as this
one includes one with a Sweeper V Missile Cannon.  You can bring Flint up here
once the other enemies are killed, if you wish, but I prefer to use Brutus just
in case, since he can take more than one direct hit.  After this last group is
completely dead, move along the top of the ship and grab more Med Kits and a
Roller, as well as some rockets, if you're using a Sweeper V as well.

The new navigation marker is to the right of the ship.  You can get there by
moving along the left side of the ship to the very front of it, then turning
right at the base of the large tree and curving around.  Bring your whole
squad, but have them stand their ground after you curve around.  Continue with
Brutus toward the next navigation marker, but be ready for any more enemies
that come from the narrow area ahead.  Once these are dead, you should get the
message that you have completed an objective.  Bratton will radio in and tell
you that there's a village nearby, where the Seer Priest may be hiding.  Move
to the Farcasting points he sets up, near the crashed ship.  Just one more
chapter to go!


=-=-=-=-=-=-=
= Chapter 6 =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=

The squad actually seems to be getting along rather well!  Anyways, have them
stand their ground, while you activate Hawk's Stealth and run forward.  You
should see a large group of Outcasts slightly to the left, and more coming in
from the right.  Try to take out a couple before heading back to the squad, who
should already be firing on the survivors.  You'll probably be able to take out
all of them before they even get within range to fire a shot.  Run forward with
Hawk again, bearing slightly right, and looking for any nearby enemies.  When
you see the hut in the distance, drop down into the large crater to let your
stamina meter recharge.

When it's full, activate Stealth and run back out and up to the huts, to slice
up the enemies in the area.  Note that there is a small path to the left (where
you saw the first enemies emerge) that leads to a back entrance into the huts.
Run back to the crater when your stamina is low, or take cover in one of the
huts that you clear out, but this can be somewhat risky.  Alternatively, you
could have Flint try and snipe the enemies in the huts from far away.  Either
way, once they're all dead, make sure to scavenge for some much needed ammo.
There's also Med Kits, but I'm usually at the maximum of 25 by now.  Be very
careful for another group of Outcasts that may attack, however, while you are
near the huts.

Carefully proceed in the direction of the navigation marker, then use Flint to
take out a Meancast with a Sweeper V in a hut in the distance.  This will
probably result in a couple of Outcasts charging her position, so use Brutus
and Tex to take them out.  Scout ahead with Hawk, moving through the gate below
the hut and looking for any enemies.  You probably won't have time to kill any
with your Powerblade, so just try and get a feel for the layout of the village.
Move Flint over to the large crater outside of the gate, and you should be able
to peer over the gate and take out a couple of enemies.  Now, position your
squad so that they can see the door into the compound, yet are still protected.

Move Brutus through the door and to the right, looking for more huts.  Take out
the one with the Sweeper V, then start backing up when more Outcasts start
giving chase.  Back out the door, and take them out with help from the squad.
Keep doing so, going in further to find more, before backing out for help.
Once most of the Outcasts are dead, a few Seer Priests will warp in.  You do
NOT want to be stuck in this compound against them (and the other enemies that
show up), so back out of the gate.  Your squad should still be assembled
outside, so you shouldn't have too much trouble taking them all out when they
come out after you.  If you're still lugging around the Sweeper V, use it
freely, since there's no use in saving rockets anymore.  The same goes for Med
Kits.  Bratton lets you know when they're all dead, but note that there may be
some Outcasts still around.  Carefully use Brutus and his Spirit of Vengar to
enter the compound and search around.  You've gotten this far, so be sure to
not let your guard down and get hit by a Sweeper V.  When the area is clear,
Bratton opens up the extraction point.  Great job on finishing the longest
mission yet!

           _______________________________________________________
          /                MISSION PAYMENT SUMMARY                \
          |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
          | PRIMARY OBJECTIVES:                                   |
          |   Kill Seer Priest = $22400                           |
          |   Locate crashed Seer ship = $16800                   |
          |   Eliminate all crash survivors = $5880               |
          |   Locate New Elevator Lift = $1400                    |
          |                                                       |
          | SECONDARY OBJECTIVES:                                 |
          |   Save Ambassador Shaman Oli-Oak = $2800              |
          |   Rescue besieged colonists = $5600                   |
          |                                                       |
          | KILL BONUSES:                                         |
          |   Outcast Shaman x 113 = $57540                       |
          |   Feral Outcast x 167 = $70140                        |
          |   Seer Follower x 16 = $4480                          |
          |   Seer Priest x 3 = $2940                             |
          | __________________________                            |
          |  TOTAL PAYMENT:  $189,980                             |
          |_______________________________________________________|



===============================================================================
= J) Mission 10: Squirm                                                  kw-m10
===============================================================================

  ___________________________
-=| BRIEFING: Caspian, Day 90 |=-
  ¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\
    | Brute Force's next mission is to go after Gunthar Ghent, a Colonel in |
    | the Confederation.  Hawk recognizes the name, as he used to train     |
    | with her Reconnaissance unit.  Apparently, Ghent is now selling arms  |
    | to the Red Hand and hiding in an outpost on Caspian.  Bratton warns   |
    | the squad that if Ghent discovers the 23rd's presence and intents, he |
    | will certainly try to escape.  With Ghent's death, Bratton hopes to   |
    | send a message to any traitors in the Confederation ranks.            |
    |_______________________________________________________________________|

        ____________________________________________________________
    +--| PRIMARY OBJECTIVES:  Locate terrorist compound.            |--+
    +--|                      Find and liquidate the rogue colonel. |--+
        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
         __________________________________________________________
     +--| SECONDARY OBJECTIVES:  Destroy all fuel storage tanks.   |--+
     +--|                        Destroy missiles at the compound. |--+
         ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Upon arrival on Caspian, Bratton informs the squad that he has equipped them
with an Organic Sensor.  Almost immediately, Hawk will mention that she thinks
that she heard something.  Have your squad stand their ground, then have Flint
look through the gap in the broken wall.  In the distance, you should see three
Red Hand mercenaries running around, so it's a good time to take some target
practice.  Watch their movement patterns, then aim where their heads are going
to be, firing as soon as they walk into your reticule.  Once all three have
been taken out, run along the right side, staying on the high ground.  When you
are near the end, zoom in beyond the gate and look for another one standing on
a distant pipe (he may be partially obscured by the top of the gate, so just
move around till you can see him) - take him out with a single headshot.

Alternatively, you could have used the Powerblade to kill the three near the
gate, but this can result in them setting off an alarm, opening the gate.  Move
Hawk down to the gate, grabbing the High ROF ammunition from the three Red Hand
mercenaries we killed earlier on the way.  Activate Stealth, then hold (X) to
activate the panel and open the gate.  Quickly run through, and you will then
encounter a group of enemies just behind the barricade on the other side.  Kill
the four of them with the Powerblade, then run back through the gate and take
cover, waiting for your stamina meter to recharge.

When you're ready, run back through and forward, taking out several more Red
Hand.  When your stamina meter is low, take cover behind one of the large
boulders on either side of the path.  You may have noticed a high ledge on the
right, right after passing the boulders.  On the ledge is a fortified position,
with several enemies behind some sandbags.  Nearby is a large Kingman fuel
tank, which you'll want to destroy as part of a mission objective.  Throw an
Energy grenade up there, hopefully taking out the nearby enemies with the tank.
Otherwise, use Stealth to run up there and Powerblade them.  Be sure to check
the nearby building for ammunition, including some Rollers.

Once again, wait for your stamina meter to recharge, then run and kill the Red
Hand on the pipes ahead (or use Flint).  Once you reach them, Bratton will tell
you to see what's around the corner ahead.  There's several more enemies in the
shacks below, so Powerblade them as well.  Of course, make sure that Hawk's
stamina meter doesn't run out.  When it gets low, run back to the other side of
the pipes, or take cover behind one of the shacks.  After all of the immediate
enemies are dead, move your squad over to Hawk's position.  With Flint, stand
on the hill to the right of the pipes we just passed, then look in the distance
beyond the next set of pipes.  Hiding in a short piece of pipe is another Red
Hand, so take him out with a headshot.  Note that he is not always there right
away, however, so you'll take care of him a bit later.

In the encampment that you cleared out with Hawk, you may have noticed that
there are paths to both the right and left.  Get on high ground in a place that
you can see down the right path, then snipe at the Red Hand in the area.  When
you've gotten most of them, move Hawk in to Powerblade the rest.  Remember to
destroy the fuel tank in the area, then move into the shack and pick up any
ammunition you need.  However, do NOT activate the control panel inside yet!
You can leave her here if you wish, because we will eventually have to use it,
but we can always come back later.

Run back down to the encampment, then turn on Stealth before heading up the
left path.  There are several more Red Hand enemies here, so take out as many
as you can, before running away to refill your stamina meter.  Make sure not to
set off the sentry bomb near the gate, as it'll come in handy later, not to
mention severely damage Hawk if she steps on it.  Now, once you've cleared the
area near the gate of enemies, bring your squad in, but do not approach the
gate yet, even to disarm the Sentry bomb.  Look past the gate and large pipes,
and you should see a vertical pipe.  Cautiously move forward with Flint, until
you can see the enemy within, then quickly take him out with a headshot, before
he can fire his Sweeper V.  (Note that you may have taken care of him before
already.)  Also check the railings in the distance, slightly to the left, for a
couple more enemies to snipe.

Now, position your squad so that they are off to one side of the gate, then
run Hawk all the way back up the right path from before, into the building with
the console.  Hold (X) to activate it, then run back to the squad.  Hopefully,
noone's come through the gate.  Turn on Stealth and quickly move through the
gate, Powerblading as many enemies as you can before running back to cover.
Repeat a second time to clear the ones you missed on the first run, then pick
up the Med Kit at the base of the vertical pipe and any ammunition you might
need.

When you're ready, move your squad into the encampment you just cleared.  You
should see two gates in the distance - one to the left, one to the right.  Send
Hawk down the left with Stealth activated, killing a few more Red Hand enemies
down this way (one is on the far platform, so if you don't have enough stamina
to make it, take cover and wait to make a second run).  Now, do NOT activate
the console on the platform yet!  The reason is because that you will the have
to chase Ghent, while going through a gauntlet of his lackeys - not a very wise
choice if you're trying to get through without anyone dying.  Do pick up the
Rollers, and shoot the fuel tank that you passed on the way to the platform,
however.  Move your squad over to the platform near the RIGHT gate, then have
Tex disarm and pick up the Sentry bomb on the ground near the gate.

Now, move your squad back, so that they can not be seen from the other side of
the gate when it opens.  Have Hawk activate the console on the platform near
the gate (the right one, remember), then turn on her Stealth and run through.
There are about four more enemies to Powerblade, including a couple on the next
platform, right as you go through the gate.  Run back to safety if your stamina
gets low, wait for it to refill, then make a second run to clear the nearby
enemies.  Now, you see that path to the left?  That's where Ghent is.  Position
your squad such that they will have a clear field of fire when he starts his
retreat.  For example, have Tex and Brutus near the path, with Flint up above
on the platform.  Zoom in with Flint, and you should see a fuel tank and maybe
a Sentry bomb on the ground in the distance.  Don't shoot it yet, however.

Activate Hawk's Stealth and go down the other path (past the platform).  It's
a long run, but you'll eventually come upon another gate with several more Red
Hand enemies.  Kill a couple of them, then quickly run back and take cover.
There is a large rock on the right that makes an excellent hideout.  When the
stamina meter is full, run back and Powerblade the rest.  Note that there is
also a sniper above the gate, so you'll probably have to bring Flint in to take
care of him.  Now, move Tex in and get a third Sentry bomb, on the ground near
the gate.  Head back to the platform and reposition your troops so that they
are once again going to be ready to cut Ghent off when he runs.

Using Hawk, go down the left path and find a narrow place that Ghent will
likely have to go through, then move forward until you hear Bratton radio in
that the colonel is likely to start running.  That's your cue to lay your
Sentry bombs, then run all the way back to the rest of the squad.  Put Hawk in
a safe place, the switch over to Flint.  When you think that the Ghent is near
the Sentry bombs (not yours, but his), shoot them, hopefully damaging him.
Now, switch to either Tex or Brutus, then wait for him to show up.  Hopefully,
he'll be damaged by the Sentry bombs that you set earlier.  As soon as you can
see him, have Tex and Brutus start firing at will, but make sure to keep moving
side-to-side, because he fires very damaging rockets.

Meanwhile, Flint should be sniping at him from above.  Use everything in your
arsenal, including Sweeper V missiles, Rollers, grenades, etc.  If he gets
past you, give chase, but again, remember to move sideways to avoid being hit.
Eventually, he should go down, and Bratton will tell you to head for the
extraction point.  You can go ahead and do so, if you wish, but most likely,
you haven't finished the secondary objectives yet.  Head down the left path,
where Ghent came from earlier, and you should see a fuel tank in the distance.
Destroy it from far away, and use Brutus' Spirit of Vengar to look for any
surviving enemies, which you can finish off however you choose.  Then, destroy
two missile racks to the right and one to the left, making sure you do so from
a distance.

Up on the platform is another Roller and a Med Kit, so go pick those up, then
head toward the large building nearby.  Head inside with only Tex, then turn
left and pick up the Med Kit and grenades.  Now, slowly go up the ramp to the
right and disarm the Sentry bomb, then grab the Gunthar Ghent DNA Canister!
Head all the way back to the platform, then turn left and head down the path
that we partially cleared earlier and that Ghent was trying to run down.  The
gate that was closed before should now be open, but don't go running through
carelessly.

As soon as you go through, there are some pipes above and to the right, with
an enemy hiding within.  Take him out with Brutus, using the Spirit of Vengar
to make him easier to locate, and to heal after he's dead.  Now, look to the
left, and you should see another enemy atop a boulder.  Use Flint to take him
out with a single headshot.  Move further in, and you should see a couple more
near where he was, so take them out the same way.  As you continue ahead, you
will hear Bratton say that they're packing some major firepower ahead.  Take
Brutus behind one of the rocks on the right side, then turn left and face the
gate ahead, making sure there are no more nearby enemies.  You may want to
shoot the barrels in the path to the gate, just in case they don't get hit
while you're heading forward.

On the left side, just past the entrance, you'll see a turret.  Now, there are
several ways you can take care of it.  If you don't already have one, you can
pick up a Sweeper V and use that to take it out.  Or, use Hawk, by activating
Stealth and then running forward and throwing a grenade at it.  I prefer the
former, because it just seems alot safer to do it from far away.  Once you see
the turret blow, you'll probably see a couple more Red Hand mercenaries running
around in the compound, so once again, use Flint to put 11mm rounds into their
skulls.  When it looks relatively safe, bring Brutus in, using his Spirit of
Vengar to locate any hiding enemies.  There shouldn't be many left, so once
they're all gone, destroy the final rack of missiles to complete an objective,
then head into the extraction point.  You finally had to deal with a time limit
in this mission, and you succeeded!  Great job!

           _______________________________________________________
          /                MISSION PAYMENT SUMMARY                \
          |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
          | PRIMARY OBJECTIVES:                                   |
          |   Locate terrorist compound = $5600                   |
          |   Find and liquidate the rogue colonel = $35000       |
          |                                                       |
          | SECONDARY OBJECTIVES:                                 |
          |   Destroy all fuel storage tanks = $1400              |
          |   Destroy missiles at the compound = $1400            |
          |                                                       |
          | KILL BONUSES:                                         |
          |   Gunthar Ghent x 1 = $3080                           |
          |   Terrorist x 66 = $36960                             |
          |   Turret x 1 = $1400                                  |
          |   * = $1680                                           |
          | __________________________                            |
          |  TOTAL PAYMENT:  $86,520                              |
          |_______________________________________________________|
            *NOTE: The Turret is not listed on-screen, but you do
                   get $1400 for destroying it.  However, I was
                   paid $86,520, which leaves $1680 unaccounted
                   for.  Please let me know if you find out what
                   that extra cash was for.



===============================================================================
= K) Mission 11: Supermutant                                             kw-m11
===============================================================================

  ___________________________
-=| BRIEFING: Caspian, Day 95 |=-
  ¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\
    | On Caspian, mutants have murdered the local militia, and have taken   |
    | refuge in a refueling facility.  The mutant's leader is much smarter  |
    | and tougher than "normal" mutants, and is believed to be the cause    |
    | behind most of the uprising on Caspian.  This Supermutant is very     |
    | effectively coordinating raids, and may be Shadoon's pawn.  Bratton   |
    | tells the squad that he must be eliminated, allowing the militia to   |
    | neutralize the rest of the mutants.  Shadoon will be dealt with at    |
    | a later time.                                                         |
    |_______________________________________________________________________|

              ________________________________________________
          +--| PRIMARY OBJECTIVES: Liquidate the Supermutant. |--+
          +--|                     Open the main gate.        |--+
              ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
       ______________________________________________________________
   +--| SECONDARY OBJECTIVES: Eliminate all the mutants in the area. |--+
   +--|                       Destroy all missile racks.             |--+
   +--|                       Destroy all fuel tanks.                |--+
       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Ordinarily, I would tell you to use Hawk to scout ahead and take out mutants
with her Powerblade.  However, there are several reasons you may not want to:
first, a lot of the nearby mutants are Molotov Mutants, and thus, not a good
idea to Powerblade.  Second, even with her Stealth activated, Rollers can still
chase after Hawk, and there's a mutant using them ahead.  Instead, move Hawk
and Flint to the back of the area that you start, near the base of the large
mountain.  Now, send Brutus ahead, using his Spirit of Vengar, and take out the
nearby Molotov Mutant, next to the pipes.  This should get the attention of the
other mutants in the area, so just keep moving and shooting, taking them out as
they come over the hill toward you.

Make sure to heal with the Spirit of Vengar when the battle is over, then head
over down to the mutants' encampment, checking for any nearby enemies.  Pay
particular attention to the right side, as there is usually a mutant around
there with the aforementioned Rollers.  Listen and watch for their beeping
sound, then shoot it while backing up.  Finish off the mutants, then head into
the small building on the right, switching the Feral Cutter for the Ion Beamer,
if you wish.  Exit the building and take out the missile rack straight ahead,
then a second one near the platform on the left.

Head up onto the platform and pick up some supplies, then look down and you
should see some more mutants on the other side of the pipe.  None of these are
very heavily armed, so you could probably handle these with Brutus alone, but
bring in your squad if you wish.  More mutant should rush out of a shack a bit
further ahead, so kill them and enter the shack they emerged from.  Note that
these mutants will have tossed a couple of Rollers at you, but if you are far
enough away (which you should be), they won't even come close to hitting you.
Inside are more Med Kits (note that a lot of these mutants also drop them), and
a console.  Don't activate it just yet, however.  Run around and collect all of
the ammo and Med Kits from the nearby shacks, then position your squad so that
they are facing the nearby gate.  Of course, have Flint and Hawk further back
(a good sniping spot for Flint is on the pipes facing the gate).  There may be
another mutant on the platform beyond the gates, so make sure to scan carefully
and take any you spot out with headshots.

Now, have Hawk run into the building and activate the console, to open the
gate.  Quickly switch back to Brutus or Tex, then take out the Molotov Mutants
that rush through, before they can even throw their cocktails.  Carefully head
through the gate with Brutus, picking up the Med Kits the mutants dropped, then
check out the pipes to the right.  There's usually a mutant hiding within, so
take him out and pick up the supplies inside, including and RVG50 Minigun for
Tex.  Now, exit the pipes and look for a high platform a little ways away, and
take out the mutant on top with Brutus or Flint.  VERY cautiously approach the
large building in the back left corner (if looking from the gate), and as soon
as you see it open, start firing and backing up.  Note that you may have to
kill one last mutant to the left before it opens - you'll hear a message that
your navigation beacon has been updated just before it opens.

Two Rollers will probably be bouncing after you, so take them out with your
fastest-firing weapon, then take care of the mutants after that.  As long as
the Rollers are out of the way, they should be no problem.  Pick up the ammo
and Med Kits they drop, then head into the building that they came out of.
Pick up the supplies, but once again, do not activate the console just yet.
Also note that there is a Confed LZR-50 on the nearby platform, which may come
in handy, if you're running low on ammunition.  Now, look for the gate near the
platform, then position your squad in good positions.  The platform works well,
but make sure you destroy the explosive barrels and tanks, so that you're not
damaged by them later, if the mutants hit them.  Also disarm and pick up the
two Sentry bombs near the gate with Tex.

To be honest, I would recommend putting ALL of your squad members atop the
platform at first, except for whoever is going to activate the console and open
the gate.  The reason is because, well, your squad's A.I. simply sucks when it
comes to avoiding Rollers.  They won't even shoot at them or run away from
them, meaning instant deaths.  Up on the platform, they are more protected from
them, and also have a clear field of fire at anything that moves through the
gate.  I like to use Brutus to enter the building, then activate the console
and run toward the gate.  Immediately take out the Molotov Mutant on top of the
gate, on the left side, before he can throw his cocktails.

Now, cautiously move toward the gate, and you should see a mutant straight
ahead, on a platform.  Take him out with Confed LZR-50, then wait for it to
recharge.  Now, cautiously move through the gate until you hear the Supermutant
laugh.  Immediately back up, and place the two Sentry bombs you picked up by
the gate.  Look for two Rollers that should be headed your way, then fire as
rapidly as you can to destroy them.  A Molotov Mutant should chase after you,
but be killed by the Sentry bombs or your squad's combined gunfire.  Remember,
everyone should be on the platform but Brutus, who you are controlling.

Shortly, the Supermutant should come out to play, so keep running around and
shooting at him, using Med Kits as necessary.  You'll definitely recognize him:
he's a bright green, Incredible Hulk-looking fellow.  Hopefully, your squad
will do quite a bit of damage while he is chasing you around (try and stay near
the platform).  Don't let him go up the platform, either - shoot him and he'll
most likely start coming after you again.  Always be on the lookout for more
Rollers, listening to their distinctive beeping.  Note that sometimes, the
Supermutant will just stay on the other side of the gate.  That's okay - just
keep pecking away at him with the unlimited ammunition of the Confed LZR-50,
still watching out for Rollers.  Unlike the previous mission, there's no time
limit, so take as long as you want to kill him.  When he finally falls, you'll
get a new mission objective:

                 __________________________________________
             +--| PRIMARY OBJECTIVES:  Open the rear gate. |--+
                 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Use Brutus' Spirit of Vengar to check for any remaining enemies; there is most
likely one or two in the nearby buildings.  First, climb up the nearby ramp to
the right to the top of the gate, picking up a couple of Med Kits and the
iKahn-GPL Grenade Launcher, if you wish.  Also remember to destroy the fuel
tanks and missile racks in this area, and you should complete another secondary
objective.  One building to the left contains several mutants, so it may come
in handy, if you fire it as soon as the door opens.  The building that they
came out of has a couple more Med Kits and some ammunition.

Once you have checked all of the towers and building for surviving mutants and
supplies, head into the last building, near the next gate, with just Brutus.
Put the rest of your squad rather far back, in a safe place.  Activate the
console, then exit the building and back a short distance away from the gate,
being ready for a couple of mutants that show up.  Take them out from a safe
distance, making sure to not get hit by their cocktails.  When the ones that
are visible have been eliminated, quickly pop through the gate then back up
immediately.  More mutants should come, and you should also have noticed one on
a platform to the right.  Finish off the ones that come after you first, again
from a distance, to avoid their cocktails.

After they have been killed, and if the one on the platform is still giving you
trouble, bring in Hawk to take him out stealthily.  He's not a Molotov Mutant,
so you don't need to worry about him exploding as soon as you Powerblade him.
You can also try shooting the missile rack near the platform, since we want to
destroy it anyway, and it'll hopefully take him out.  Anyways, once it's safe,
move Brutus through the gate and check the left-hand side for more mutants to
kill.  Position your squad a little ways back of the gate, if they aren't
already so, then move Brutus around the large pipes.  More mutants should then
attack, so back up to your squad and take them out as quickly as possible.

The area should be pretty clear, but carefully head back through the gate and
look around the large pipes for more mutants.  If you see none, go to the pipe
on the ground to the left, and enter to find the Militia DNA Canister.  Exit
the pipe and cautiously approach the building to the left of the platform.
The door should soon open, so throw a grenade and run back to your squad.  Take
out this final group of mutants, and you should get the message that you have
completed an objective.  It's now safe, finally, but don't forget to destroy
the missile rack near the platform to complete your final secondary objective.
Excellent work!  Head up the large ramp just past the platform and into the
extraction point, and you're out of here!

           _______________________________________________________
          /                MISSION PAYMENT SUMMARY                \
          |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
          | PRIMARY OBJECTIVES:                                   |
          |   Liquidate the Supermutant = $33600                  |
          |   Open the main gate = $2800                          |
          |   Open the rear gate = $2800                          |
          |                                                       |
          | SECONDARY OBJECTIVES:                                 |
          |   Eliminate all the mutants in the area = $4200       |
          |   Destroy all missile racks = $2100                   |
          |   Destroy all fuel tanks = $2100                      |
          |                                                       |
          | KILL BONUSES:                                         |
          |   Filthy Mutant x 22 = $6160                          |
          |   Supermutant x 1 = $5040                             |
          |   Ugly Mutant x 16 = $4480                            |
          |   Molotov Mutant x 11 = $3080                         |
          |   *                                                   |
          | __________________________                            |
          |  TOTAL PAYMENT:  $64,960                              |
          |_______________________________________________________|
            *NOTE: Another strange note with the payment!  I got
                   100% on the mission, with $64,960 paid.  If you
                   add up all of the totals above, however, which
                   was listed on-screen, it actually adds up to
                   $66,360!  In other words, we seem to have been
                   shortchanged $1400 - oh well.



===============================================================================
= L) Mission 12: Kill Shadoon                                            kw-m12
===============================================================================

=-=-=-=-=-=-=
= Chapter 1 =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=

  ___________________________
-=| Briefing: Osiris, Day 106 |=-
  ¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\
    | Well, it's finally time to deal with Shadoon.  Ever since the 23rd    |
    | arrived, the cult leader has been orchestrating one rebellion after   |
    | another throughout the system, so he must be eliminated.  Brutus vows |
    | to do anything to stop him.  According to Intelligence reports, the   |
    | death of Shadoon will clear the entire system of his "infection."     |
    |_______________________________________________________________________|

                    ____________________________________
                +--| PRIMARY OBJECTIVES:  Kill Shadoon. |--+
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
                 __________________________________________
             +--| SECONDARY OBJECTIVES: Investigate spire. |--+
                 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

We're back on this god-forsaken moon once again, but don't worry: if you recall
from the last time we were here (Mission 8), Osiris is prime hunting ground for
Hawk.  Have your squad stand their ground, then activate Hawk's Stealth and run
down the hill, turning right at the bottom.  Run forward, and Bratton will tell
you that he's getting a weak signal from Delta Squadron - we'll have to check
out yet another spire.  For now, though, run straight ahead, then throw a
grenade at the Seer Pylon to your front.  Turn around and run back to where you
came from, but throw a grenade at the Pylon on your right (as you're heading
back) as well.  Find some cover, then wait for your stamina meter to refill.

As soon as you're ready, equip your Powerblade and run back to the Pylon was
straight ahead, then turn left and go up the ramp, ignoring the Seers that you
pass.  There's another Seer Pylon up ahead, so throw a grenade at it, before
running back down the ramp, slicing and enemy or two before taking cover.  Note
that you don't have to run all the way back to your squad.  There's nooks and
large rocks all around that you can hide behind.  Now that the Pylons have been
taken care of, make as many killing runs as necessary to clear all the Seers
from the area.  During this time, Bratton will mention the large "Wall of
Tortured Souls" that you'll need to destroy.

The last run you make should be up near the last Pylon you destroyed.  Kill the
Seers nearby, and approach the Pylon.  Bratton will mention that this is a good
spot to take out the batteries powering the wall.  Look down and to the left,
and you'll see large yellow spots on the pillars to either side of the wall.
Shoot either one a couple of times, and the wall will be deactivated.  Run back
down to the lower ground, but be on the lookout for any more enemies in the
area.  You'll notice more Seer Pylons past where the deactivated wall is, so
wait for your stamina meter to refill, then run forward and try to grenade a
couple of them.  You could try and get a third, but it's kind of risky, as your
stamina meter will be almost completely drained by that point.  There really is
no time limit right now, so take as many trips as necessary to get them all,
without taking a single hit.

Once you have cleared all of the Pylons, you could bring in your whole squad to
mop up the Seers if you wish.  Of course, I prefer to use Hawk, even though it
requires a bit of patience, waiting for her stamina meter to refill so many
times.  Either way, clear out all of the Seers and then head up to the supply
hut on the left, for some Med Kits and ammunition (no grenades, unfortunately).
Since the area has been cleared, go ahead and bring the rest of your squad up
to the hut, if you haven't already.  Now, take Hawk down to the Pylon at the
base of the large spire we need to investigate, but don't go around the corner
just yet.

When her stamina meter is full, run around the left corner and Powerblade the
Seer Followers near the entrance to the spire.  Note that you'll probably have
to make two runs, however, just to be safe.  Enter the spire, and pick up all
the ammunition you can carry.  I also like to trade weapons around so that Tex
is carrying the A50 Bioreactive and RVG50 Minigun, while Brutus has the Jax-iR
and Confed LZR-50, but that's just a personal preference.  Now, have the rest
of the squad stand their ground, then have Hawk exit the spire.  Take the
small, narrow path to the left (not the big one) and run around up it, with
Stealth activated.  Quickly Powerblade the three Seers waiting up there, then
run back down to the Spire.  Wait for her stamina meter to refill again, then
run up the large path ahead.  Ignore the enemies present for now, then throw a
grenade at each of the two Seer Pylons (one to the right, one further ahead,
slightly to the left), before running back to safety.

Now, have your squad or Hawk take out the Seer Followers that were near the
Pylons, then continue on toward the path on the right.  Have your squad stand
their ground before moving around the corner, then activate Hawk's stealth and
run forward.  You'll pass beneath a land bridge with a Seer on top, but ignore
him for now, throwing a grenade at another Pylon up ahead.  Turn the left
corner and throw a grenade at another one, then run all the way back to safety.
Have Brutus come around and take out the Seer on the bridge, then another Pylon
above and to the right of the bridge, with his Confed LZR-50.  There is one
final Pylon, up a path to the left, near the supply hut.  After the Pylons have
all been destroyed, finish off the surviving Seers and enter the hut for some
Med Kits, grenades, and ammunition.

Activate Hawk's Stealth ability and run all the way through the winding path,
past a lava pool to the left.  When you hear the message that your navigation
beacon has been updated, turn back and take cover somewhere, for your stamina
meter to refill.  Several Fire Hounds will have emerged from the pools of lava
straight ahead, so when you're ready, run back and Powerblade them.  Just make
sure you don't fall into the lava, since they're standing right on the edge.
Of course, you could do it the direct way as well, with Tex or Brutus, but they
do a lot of damage, especially in a rather confined area like this one.  Also
feel free to use Flint, which is actually a pretty safe way to go, if you're
far enough away.  Note that there are two Seer Pylons far to the left, past the
supply hut, so you may want to take those out first; otherwise, the Seers and
Fire Hounds next to them will keep regenerating.

It'll take a long while if you go the Hawk route, but it's much safer.  Either
way, once you've cleared out the Fire Hounds, Pylons, and Seers that were in
the area, enter the supply hut for more Med Kits and ammunition.  Proceed along
the path that had the Seer Pylon you destroyed earlier with Hawk, checking for
any enemies waiting in ambush.  Now, follow the pipes around the lava pool,
until it touches the ground again, near a big right corner.  Have Tex, Brutus,
and Flint stand their ground, then send Hawk forward.  A Seer Priest and about
four Seers are waiting around the corner, so Powerblade what you can, then run
back and take cover, before making a second trip or using your squad to finish
the rest off.

Move your squad back around the corner that we came from, if you brought them
up, then run forward with Hawk, Stealth activated.  As you start to approach a
teleporter ahead, several Fire Hounds will emerge.  Powerblade one or two if
you can, then run back to safety.  Hopefully, they won't follow you.  Now, just
make another run or two to finish them off without risking a careless death
right before the end of the chapter.  When the way has been cleared, step into
the teleporter, thereby finishing this segment of the mission.


=-=-=-=-=-=-=
= Chapter 2 =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=

That first chapter wasn't too bad, was it?  You could seriously clear out every
single enemy in that chapter with Hawk alone.  Anyways, expect Hawk to be doing
a lot of the work in this chapter as well.  Tell your squad mates to stand
their ground, then move toward the large arch with Hawk, Stealth activated, of
course.  Cross the narrow bridge and immediately turn left once you do so, to
destroy a Seer Pylon.  Move further forward, past the large rock, and look for
a couple more Pylons to destroy: two to the left, one to the right, across some
lava.  Quickly run back to your squad, but this time, it's okay if the Seers
spot you.  The bridge to your squad makes a very effective chokepoint, so they
are easily taken care of.

As long as the four Pylons have been taken care of first, go ahead and bring
your squad over the bridge to do battle.  Again, I prefer to use Hawk to finish
off the Priests and Seers, simply because it saves ammunition and health.  The
huge rock near the bridge and the first Pylon you destroyed makes an excellent
hiding place for Hawk to refill her stamina.  Note that you won't be able to
reach the enemies near the Pylon to the right, since they are across the lava,
so use Brutus and Tex to take them out.  If you head up the ramp to the left
and approach the hologram of Shadoon, he'll simply disappear.

Have your squad stand their ground again, then move forward beneath the next
large arch with Hawk.  There's a whole bunch more Seer Priests and Followers
here, as well as some Fire Hounds, but fortunately, there are no Seer Pylons
you have to destroy first.  I like to soften up their forces, especially the
Fire Hounds, with Hawk's Powerblade, then finish the rest off with the whole
squad.  As usual, feel free to use Hawk to kill every last one, but make sure
you don't get caught up there with your stamina meter drained, or she's a
sitting duck.  Also note that there are some enemies on a high ledge to your
left, that you'll also need to deal with - I'd recommend using Brutus, so that
he can self-heal afterwards.  If anyone in your squad is hurt, make sure to
pick up the Psychic Rubies that the Seer Priests so kindly left behind, then
head up to the top of the ramp and step through the teleporter.

As you get to the other side, you'll notice a supply hut just ahead.  Don't go
rushing in yet, however.  Move to the left of the hut, but not past it, and
look to the right.  Destroy the nearby Pylon, and then another Pylon further
ahead and to the right, across the lava.  Switch over to Flint and take out the
Seer Follower on top of the large rock ahead with a single headshot, then send
Hawk all the way across the land bridge to deal with the rest of the Seers.  By
this point, Bratton will probably have contacted you, telling you that should
look for the missing Delta Squad.  Also note that if you had any extra Psychic
Rubies laying around from before you stepped into the teleporter, you can go
ahead and run back to grab them, if necessary.

Enter the supply hut and grab everything you can, then move your squad over the
land bridge to the large rock that the Seers were on/near.  Send Brutus around
the large right bend to take out the Seer Followers on an island to the right.
Now, move to the corner bending around to the left, but don't go around yet.
I should warn you that you're about to encounter another time limit, in that
you're going to have to protect the surviving Delta Squad members.  Take over
control of either Brutus or Tex, then have Hawk and Flint cover you, so that
they follow.  Run as fast as you can around the left corner and straight ahead,
and you'll hear a distress call from Delta Squad.  Shortly thereafter, you will
see the path branch to the left and right.

            ____________________________________________________
        +--| SECONDARY OBJECTIVES: Locate and help Delta Squad. |--+
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

You can have Flint take the right path, so that she can snipe down at the Seers
below, but I find that moving her separately can waste precious time.  I prefer
to just have everyone Fire at Will and quickly run down the left path.  Have
Hawk come along if you wish, but be careful that she doesn't get killed in
action.  Either way, while the rest of the squad is attacking, start running
around the area in a counter-clockwise direction, playing as either Brutus or
Tex (he should be using his Berserker special).  Make your way around the area
while shooting at enemies the whole time, but make sure to throw grenades at
the Pylons as you continue around.  If you are quick enough, you'll be able to
save Delta Squad.  Note that they CAN die and you CAN fail this objective!
Although you can still complete the mission, you may want to simply restart the
chapter over if you fail, if you're trying to achieve a perfect score.

Once all the enemies are dead, the leader of Delta Squad will tell you about a
teleporter nearby, which leads to an enormous cavern.  Inside the cavern, there
was some sort of structure high above a lake of lava, and they couldn't figure
out how to get in.  Meanwhile, they'll guard your escape, while you go and take
care of Shadoon.  Check and make sure all your squad mates are healthy, and if
not, scrounge around for the Psychic Rubies the Priests left.  Also go ahead
and make another quick patrol of the area, checking for any Seer Pylons you may
have missed before.  The dead Delta Squad marines will have ammunition and some
grenades you can pick up, and the nearby supply hut will have even more.  Now,
head over the short land bridge to the teleporter and step through, then go
straight across to another one, ending the chapter.  Good work.


=-=-=-=-=-=-=
= Chapter 3 =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=

Start off by positioning your squad so that they are facing through the narrow
corridor, into the large cavern beyond.  Have Hawk run through and turn a right
as you exit the corridor, then left after moving through the pillars.  A Seer
Pylon should be right there, so destroy it quickly with a grenade, and then a
second one further ahead, before running back to the squad.  Take out any Seers
that gave chase, then send Hawk through again, once her stamina has refilled.
Continue around in a counter-clockwise direction, then take out more Seers and
a third Pylon further ahead.  Run back to the safety of the squad once again,
then go ahead and bring all four members out, to finish off the rest of the
Seers (or, use Hawk).  Don't forget to pick up the supplies scattered around
the area.

When you have cleared all of the enemies up to the "Wall of Tortured Souls,"
move your squad up the narrow path to the left.  The path eventually leads into
a narrow tunnel, and just to be safe, send Hawk through with Stealth activated
to check it out.  There's usually a Priest right after the tunnel exit, so kill
him and move a little further ahead.  You'll soon see a short cutscene with the
floating platform that the Delta Squad marine mentioned.  As soon as the scene
is over, run back to the tunnel and let your stamina meter recharge.  There are
a lot more enemies around here, and you don't want to get caught out here with
your pants down.

When your stamina meter is refilled, run back out and take out a couple more
enemies, as well as the Seer Pylon to the right (after exiting the tunnel).
Once the area has been cleared, go ahead and enter the nearby supply hut and
grab what you can, and go ahead and shoot the battery to take down the wall.
Now, look up at the floating platform - you'll see more yellow batteries, which
you need to destroy.  You can shoot two of them out from near the supply hut/
tunnel exit.

Now, you can go in either direction, but for my walkthrough, I'll go around the
area in a clockwise direction.  Send Hawk around the left side, ignoring any
enemies you might have missed earlier.  Behind a large boulder, you'll find a
Seer Pylon, which you should grenade.  Run back as fast as you can to the
tunnel (where the rest of your squad is waiting), then wait for your stamina
meter to refill.  Now, run back out and Powerblade the Seers you encounter.
Fire Hounds will also have emerged nearby, so be very careful when you try to
Powerblade them.  They may be so close to the lava, that you may want to bring
Tex and/or Brutus out to finish them off instead.  Remember, move side-to-side
and take them out from as far away as possible.

After the immediate area is clear, look back up to the platform, and you should
be able to draw a bead on another yellow battery.  Take it out, then hide your
squad behind the large boulders.  Send Hawk forward, again circling the area in
a clockwise direction, and you'll soon come across a land bridge.  Run across,
and you'll see another Seer Pylon ahead.  Throw a grenade at it, then run back
to your squad.  Most likely, a Seer Priest will chase you, even if your Stealth
held up the entire time.  That's okay, though, he won't last long against all
four of you.  When Hawk's stamina meter has refilled, send her forward again to
finish off any survivors in the area of the last Pylon we destroyed.

Once you have ascertained that the immediate area is clear, bring your squad
forward to this position and take out another yellow battery.  Activate Hawk's
Stealth again and run up the next winding ramp, then down the opposite end.
Another Seer Pylon is ahead, so throw a grenade at it and run all the way back.
Again, even though you make it all the way back in time, the Fire Hounds and
Seer Priests may still come after you.  As soon as you get Hawk behind the
large boulder that you're hiding your squad behind, switch to Brutus or Tex and
take out anything that comes after you.  It shouldn't be too much trouble, as
they have to go up and down the winding ramp you just ran across, which serves
as a chokepoint.

Send Hawk back over to make sure that the area is clear, then move the rest of
the squad over.  Don't forget to look up at the platform and shoot the yellow
battery (a good spot to shoot from is at the top of the windy ramp).  Now, you
know the drill.  Send Hawk through the boulders ahead and then over the land
bridge to the right, throw a grenade to destroy the Seer Pylon, then run your
ass off all the way back to the rest of the squad.  Switch to Brutus or Tex and
take out the Fire Hounds and Seers that come after you.  Note that you can run
all the way back to where you started for more Med Kits (I was full before, so
couldn't pick up anymore) or Psychic Rubies, if you are in need of healing, but
Fire Hounds may have respawned back there.  There are almost always a bunch of
Med Kits lying around as you move around the area, also.

Now, get ready.  With this last area clear, you should be free to move around
and take out the last three yellow batteries, causing the dome to fall.  Make
sure everyone is at full health, then approach the dome.  Bratton will point
out that a teleporter has opened, but first, take care of the Fire Hounds that
appear.  Teleport in, then approach the yellow door ahead, and it'll open,
revealing Shadoon.  Tell everyone to fire at will, and he should teleport away
pretty quickly.  Pick up the Shadoon DNA Canister he drops, then head into the
blue teleportation orb.

You'll find yourself in a wide-open area, with Fire Hounds guarding Shadoon.
Have everyone fire at will again (make sure that you, playing as Tex or Brutus,
are closer to them than Flint or Hawk, so that they aren't killed), then take
out the Fire Hounds first, before focusing on Shadoon.  Keep firing away, but
make sure you NEVER stop moving.  Shadoon has a very devastating attack, in
which he raises a cyclone of fire out of the ground.  Stay in it, and you're
toast.  He'll also keep teleporting around once you do enough damage, so keep
an eye on your radar to quickly locate him again and press your attack.  There
isn't much you can do in terms of strategy - this is pure run-and-gun and a lot
of pure luck, keeping your squad mates alive.  Just keep at it, and he will
eventually go up in flames.  Congratulations!  Of course, Bratton has to put a
damper on things, by saying things are far from over...

           _______________________________________________________
          /                MISSION PAYMENT SUMMARY                \
          |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
          | PRIMARY OBJECTIVES:                                   |
          |   Kill Shadoon = $56000                               |
          |                                                       |
          | SECONDARY OBJECTIVES:                                 |
          |   Investigate spire = $2800                           |
          |   Locate and help Delta Squad = $4200                 |
          |                                                       |
          | KILL BONUSES:                                         |
          |   Seer Follower x 80 = $22400                         |
          |   Fire Hound x 50 = $14000                            |
          |   Seer Pylon x 32 = $35840                            |
          |   Seer Priest x 30 = $29400                           |
          |   Shadoon x 1 = $7000                                 |
          | __________________________                            |
          |  TOTAL PAYMENT:  $114,940                             |
          |_______________________________________________________|
            *NOTE: Strangely, I'm having a hard time matching up
                   the theoretical maximum with the numbers that
                   are displayed on-screen.  As you can see from
                   the numbers above, they FAR exceed the listed
                   100% value of $114,940, by almost $60,000!
                   Shortchanged again, I suppose - oh well.



===============================================================================
= M) Mission 13: Abaddon                                                 kw-m13
===============================================================================

  __________________________
-=| Briefing: Singe, Day 117 |=-
  ¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\
    | The Confederation has lost control of a communications satellite less |
    | than 24 hours ago, and its last transmission is a cause for alarm.    |
    | The garbled message indicates that someone has hacked into it and the |
    | military's communications, so the Confederations is already changing  |
    | the codes.  However, the satellite, located on the volcanic planet of |
    | Singe, must be manually reset.                                        |
    |_______________________________________________________________________|

      ________________________________________________________________
  +--| PRIMARY OBJECTIVES:  Locate the satellite and uplink the data. |--+
      ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

And you thought you were all done with those damn lava levels!  Singe is very
similar to Osiris, with Fire Hounds aplenty.  Fortunately, you don't have to
worry about Seer Pylons, Priests, etc. here.  Anyways, start off by moving your
squad backwards to the end of the small peninsula that they are on, then have
them stand their ground.  Switch over to Hawk, then activate Stealth and run
over the small slope.  Bratton will then tell you to watch out for Fire Hounds,
and, you guessed it, four of them emerge (two from the left, two from the right
side).  Powerblade all of them if you can, then run back to the squad.  Now, go
ahead and use your squad to take out any that survived Hawk's assault.

Move your entire squad over to the hill near where the Fire Hounds were, and
you will see that you can go around either the left or right of it.  Go around
either side (with Hawk), although I prefer going left first, and some more Fire
Hounds will emerge.  Once again, try to Powerblade as many as you can, before
bringing the rest of the squad around the hill to finish off the rest.  The
reason I like to go around the left first is so that you aren't flanked by the
Fire Hounds on that side, but either way, you'll want to clear all of them to
get 100%.

Pull your squad back a little bit, then have Hawk go around the next right
corner and Powerblade a few more Fire Hounds.  You'll also see a few Terrorists
running around, so try and get some of them as well, but just make sure you
have enough stamina to get back to your squad.  Now, either use Hawk again, or
simply bring in all four members to finish them off.  Looks like we've found
out the culprit of the satellite hacking.  Bratton will give your squad a new
objective:

        ____________________________________________________________
    +--| SECONDARY OBJECTIVES:  Eliminate any terrorist opposition. |--+
        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Continue on a little bit further, and you'll find a body with some Med Kits and
Sonic Grenades next to it, which you'll definitely want to pick up.  Now, do
you see that large arch to the left of the body?  Just beyond it is a large
drop, which you won't be able to climb back out of.  So, it'd probably be a bad
idea to send Hawk in alone, since she'll be stuck down there, if she can't get
all of the Fire Hounds in time.  So, position Flint and Hawk right at the drop,
looking down, then send down Tex and Brutus.  Immediately to the left is a
second body, with more supplies, so head toward it.  Several Fire Hounds will
soon emerge, so start moving side-to-side and shooting.  With Flint sniping
from above, they shouldn't last long at all.

Now, heal up if necessary, then continue forward with Brutus, leaving Hawk and
Flint still up above, and Tex behind near them.  You can go down either the
left land bridge or straight ahead - it doesn't matter.  Either way, a couple
more Fire Hounds will emerge, as well as a large number of Terrorists that
pour down from the high ground that you were heading towards.  Immediately run
back to the rest of your squad, while firing at long range.  Once you're close
enough for everyone else to help, have Tex fire at will.  Again, the battle
shouldn't be too difficult, and Hawk and Flint will be relatively safe up on
the ledge.

Most of these terrorists drop Med Kits, so make sure to pick up any that they
left behind, as well as some more from other bodies lying around in the area.
Now, continue around to the left path (there's another body near here), and go
through the narrow opening with only Brutus, leaving the rest of the squad a
bit further back.  As you turn left, more Fire Hounds and Terrorists will try
to ambush you, so back up to your squad and take them out.  Or, you could have
also used Hawk, if you wanted.  Once they are all dead, move your squad to the
site of this last battle.

Have the squad stand their ground, then send Hawk up the hill ahead, with her
Stealth ability activated.  As you climb it, Bratton will mention that this is
a good place for an ambush, and he's right.  Four Terrorists are up here, so
take them all out with the Powerblade.  Pick up the supplies from the nearby
body, then bring up the rest of the squad.  Send Hawk down the hill when her
stamina meter has refilled, and more Fire Hounds will emerge.  Take them out
with the Powerblade, as well as a couple of Terrorists further ahead.

While you were taking out the Terrorists, more Fire Hounds will probably have
emerged from the lava ahead, so run back to your squad for safety, to let your
stamina meter refill.  Even if they come after you, your squad should be able
to take care of them easily, from the top of the hill.  If not, go ahead and
send Hawk in to make another run, or bring in your squad, if you wish.  Around
the left corner are several more Fire Hounds and Terrorists, so you'll probably
have to make a third run to get them all.  As you kill these enemies, Bratton
will mention that the satellite should be around the next bend.  Don't forget
to pick up any supplies you need from the dead Terrorists and nearby body.

Just ahead and to the right is the satellite and Terrorists guarding it.  Now,
you have several options.  One, you can bring in your whole squad and have Hawk
manually bypass it, while the rest of the squad tried to defend her from wave
after wave of Terrorists.  Second, you could not even try to bypass it, but
just concentrate on killing the enemies, until they are all dead.  Note that if
you go this route, however, that you'll miss some cash, and won't be able to
get 100%, if that really matters to you.  Finally, you could try a diversion
tactic.  Try to draw all of the Terrorists to your squad, which should be at
a distance.  Keep doing so until they stop respawning, but there will still be
one Terrorist near the satellite.  You could then bring in Hawk, with Stealth
activated, and sneak behind him to manually bypass the satellite (don't kill
him, or more will come).  This last route can be VERY nerve-wracking, but I've
tried it twice, with success both times.

Having tried all three of the strategies I mentioned, I would really recommend
the last one.  You can then take out the waves of Terrorists at your leisure,
as the next one won't spawn until you run in toward the satellite again, at
which point you can simply run back to your squad to take them out.  Of course,
they drop Med Kits, so use as many as you want, and you'll probably still be
holding the maximum of 25.  One thing in particular to watch out for is that
they like to throw grenades, so make sure to not stand still for too long, if
ever at all.  The key to getting this strategy to work, however, is to somehow
get just one of the Terrorists to not chase you, but stay at the satellite.
This can depend somewhat on luck, unfortunately; either way, once you're done
fixing the satellite, finish off the last, and Bratton will open up the blue
extraction point.  Do NOT step in yet!  Head past the small pool of lava in the
back and pick up the Fire Hound DNA Canister first, and then head into the
extraction point.  Good job!

           _______________________________________________________
          /                MISSION PAYMENT SUMMARY                \
          |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
          | PRIMARY OBJECTIVES:                                   |
          |   Locate the satellite and uplink the data = $42000   |
          |                                                       |
          | SECONDARY OBJECTIVES:                                 |
          |   Eliminate any terrorist opposition = $2800          |
          |                                                       |
          | KILL BONUSES:                                         |
          |   Fire Hound x 30 = $8400                             |
          |   Red Hand x 50 = $28000                              |
          | __________________________                            |
          |  TOTAL PAYMENT:  $69,160                              |
          |_______________________________________________________|
            *NOTE: Numbers don't quite add up again...



===============================================================================
= N) Mission 14: SETI 2049                                               kw-m14
===============================================================================

=-=-=-=-=-=-=
= Chapter 1 =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=

  ____________________________
-=| Briefing: Caspian, Day 124 |=-
  ¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\
    | One of Edward Kingman's agents has taken control of a SETI 2049 relay |
    | station, and has been using the satellite to reroute information to   |
    | the Wastes, an asteroid ring on the edge of the system.  The agent in |
    | question is Ty McTavish, who needs no introduction to Flint.  Bratton |
    | doesn't know what information McTavish is sending or why, but knows   |
    | that the satellite must be deactivated by any means necessary - even  |
    | the death of McTavish.  Planetside, Tex asks Flint how he knows of    |
    | him, and she explains that he is an early model synthetic, responsible|
    | for sabotaging the program and the slaughtering of most synthetics.   |
    |_______________________________________________________________________|

        ____________________________________________________________
    +--| PRIMARY OBJECTIVES:  Eliminate Ty McTavish.                |--+
    +--|                      Shutdown primary communications dish. |--+
        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
             __________________________________________________
         +--| SECONDARY OBJECTIVES:  Retrieve five briefcases. |--+
             ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

As the mission starts, in an abandoned area of the relay station, Bratton tells
you to go ahead and scavenge around the area for supplies.  Go ahead and do so
freely, as there are no enemies in the immediate area.  Check all of the bodies
for ammunition, but remember to check inside the buildings for even more, in
addition to some Med Kits.  The building ahead and to the left of where your
squad starts out contains one of the briefcases we're looking for.  Also, you
may want to switch someone's weapon for a laser weapon, to use for blowing up
crates.  The Powerblade can also slice open crates as well.  Many of them
contain items such as grenades, and you can always switch weapons back when
you've destroyed them all.

When you are all stocked up, move ahead to the gates, which will automatically
open.  Go through, but don't turn around the left corner just yet.  Have your
squad stand their ground, then take Hawk around, with Stealth activated, to
Powerblade four Terrorists.  As soon as all four are dead, the gate will open
and more will run out, but your stamina meter is probably about drained, so run
back around the corner to your squad.  Wait for it to refill, then make another
run to kill the ones that came out, before running back to your squad.  There
are a couple more up on the gates, so you can carefully bring Flint around to
snipe them if you wish, but I'd recommend using Brutus - they'll most likely
spot you anyway, and Brutus can just heal himself, unlike Flint.  Note that
they are very well-armed, including one with an L-Shot-75.

When they are dead, you may want to send Hawk in further into the compound, to
take out the Terrorist out in the open.  Move your squad up to the gate, then
take Hawk to the door of the building to the left.  Activate Stealth, then hold
(X) to activate the panel and open the door.  Inside are two enemies you should
Powerblade, before picking up the Med Kit and Rollers.  When her stamina has
refilled, exit the room and go further into the compound and to the right.
Near the jeep is a building with an opened door, and several Terrorists in the
area.  Powerblade them, then grab the supplies inside.

Once again, wait for your stamina meter to refill, then exit the building and
go straight past the jeep, to the next building.  Turn on Stealth and activate
the console to enter, and you'll find several more Terrorists inside.  Try to
Powerblade as many as you can, but feel free to retreat when your stamina gets
low; we can always make another run.  This building has a lot more ammunition
and supplies, as well as another briefcase (in a corner with the Particle
ammunition).  Now, move your squad in and position them so that they are near
the first building that we entered, to the left, but facing the last building
in the area, with the large garage doors.  Have Hawk run toward it, and they
doors will automatically open; quickly Powerblade as many as you can, before
running back to the squad.  The surviving enemies will pour out, but won't last
long against all four of you.

After her stamina meter has refilled, send Hawk into the building and quickly
check for any enemies on this level.  If there are none, head downstairs and
clear out the Terrorists below (you may have to make two runs).  Open up all
the crates below for a ton of Med Kits and an A50 Bioreactive Cannon, if you
want it.  Behind one of the crates in a corner is a third briefcase.  If you
didn't do it earlier, make sure to check the nooks upstairs for supplies also.
Now, move into the first building that we entered (to the left of the entrance,
when first coming in), and activate the console.

You will see some gates that we passed earlier on the way to this compound open
up.  Move your squad to the gates of this compound (not the one that we just
opened), then have them stand their ground.  Take Hawk, activate her Stealth,
then run through the gate and turn left.  As soon as you go through the newly-
opened gates, turn right and Powerblade a couple of enemies, before running
back to safety.  Make another run or two to finish the ones by the gate off.
Or, if you prefer, position your squad so that it is facing the gate, then use
the bait-and-run tactic to draw them out.  This isn't as effective, however, as
they may simply take cover behind the jeeps.  There are no Terrorists on top of
the gate to worry about this time, at least.

When the area near the gate has been cleared, cautiously move in.  Send Hawk up
the hill and turn left, and you'll encounter some more enemies further ahead.
Again, Powerblade what you can, before running back.  This next area is pretty
well entrenched, with enemies on the platforms and down below, so it would be
a good idea to use Hawk to clear out most (if not all) of them, before bringing
in the rest of the group.  Just make sure the ones on the platform are killed
first, as they are using incredibly damaging L-Shot-75s.  There are more bad
guys to the left as well, near the next gate, so finish them off however you
choose.  That's about it for this chapter!  You could seriously complete the
whole thing using only Hawk.  Anyways, enter the small building near the
platform and activate the console, automatically taking you to the second
chapter.


=-=-=-=-=-=-=
= Chapter 2 =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=

You will start the chapter in the same area as you were just in, although your
squad will be scattered around, taking cover.  Just beyond the gate are two
Turrets and Sentry bombs, not to mention several Terrorists, so take the couple
of seconds you have before the gate opens to move your squad up onto the hill
facing the platform.  Sending Tex in to disarm the bombs right now would be
suicide, obviously.  So, what I like to do is activate Hawk's Stealth ability,
then run near the gate (but not through) and throw a grenade at each of the
two turrets, before running back to the squad.  If the Terrorists come after
you, take them out with the help of the team, or try to shoot the Sentry bombs
as they pass them, hopefully taking them out.  Note that these enemies will try
to throw a lot of grenades, so don't leave your squad too bunched up or still.

When they are all dead, move Tex in to disarm the Sentry bombs, or simply shoot
them, but be careful of any enemies that may be lurking further ahead near the
building (especially two snipers on the high ledge above it - snipe them with
Flint first).  Carefully enter the building with Tex and disarm the Sentry
bombs on both sides of the door, then pick up the Med Kit, grenades, and Roller
inside.  Now, activate Hawk's Stealth and run up the hill to the left, where a
couple more Terrorists should be waiting.  Powerblade them, then get a glimpse
of the compound ahead before running back to your squad, waiting in the area
that you just cleared out.

There are a ton more enemies in the next compound, so you can try a couple of
different things.  If you want, bring your whole squad onto the hill looking
down into the compound, and you'll be able to snipe them from afar.  Or, simply
bring Hawk down there to Powerblade most of them.  Either way, make the one on
the platform in the back a priority, because he's also wielding an L-Shot-75.
Also make sure you get all of the ones to the right side - there are quite a
few enemies guarding this place.  When the area is clear, bring Hawk over to
the building to the left of the compound gate, then have her bypass the system
to gain access.  Don't worry - there are no enemies inside, so pick up the Med
Kits and, if you wish, the iKahn-GPL Grenade Launcher.  Also, don't forget to
pick up the fourth briefcase as well.

Now, enter the building that was to the right of the gate, as you entered, by
holding (X) to activate the panel.  Once again, there are no enemies inside, so
grab the Med Kits and bust open the crate for some more grenades.  When you are
ready, walk over to the console and activate it to open the gates ahead.  You
will see a short cutscene of the interior of the base, with Ty McTavish on a
high platform.  Have your squad so that they are out of view of the gates you
just opened, then activate Hawk's Stealth and run over to them.

This set of gates looks almost exactly like the one at the start of this
chapter, with two Turrets, Sentry bombs, and Terrorists aplenty.  Throw a Frag
grenade at each of the Turrets before running back to your squad.  If any of
the enemies come after you, simply take them out as a team.  A good sniping
position for Flint is on the nearby platform, by the way.  Clear a spot through
the Sentry bombs by throwing a grenade or shooting at them, or disarm then with
Tex, but be careful of any Terrorists in the area.  Move your squad back, then
send Hawk into the compound, toward the building with the garage doors on the
right.

As you approach, the doors will open, revealing about five Terrorists.  Try to
Powerblade most of them if you can, then run back to your waiting squad mates.
Now, finish them off as a team, or simply wait to use Hawk again.  Once they
are all dead, enter the back area of the building for some more Med Kits.  Use
Hawk to move further into the compound, looking to the right.  You'll see more
Terrorists outside of another building, so Powerblade them and run back to
cover.  Make another run to finish off the rest of them, and you'll probably
notice that there is another sniper, up above on the circular landing platform
to the right.  Either use Flint, or have Hawk pick up an L-Shot-75.  Use her
Stealth to give her time to line up a shot, then put a round through his head.
Of course, make sure there are no other enemies in the area, so that you don't
reveal yourself after firing.

Continue to check all the buildings in the area with Hawk, Powerblading any
enemies that appear and running back to safety as many times as necessary.  You
should be doing quite well on Med Kits and such by the time you're done looking
through all of the buildings.  Of course, be on the lookout for more snipers on
high areas, and ignore the ramp leading up to the platform until the ground
level has been completely cleared.  When it's clear, send Hawk up the ramp to
Powerblade a large number of Terrorists guarding the way up to the top.  Again,
you'll have to make several runs.

Feel free to bring your whole squad in to take care of the Terrorists guarding
the ramp, but running up the narrow ramps to fight isn't a very safe way to
proceed - using Hawk saves much more ammunition and health, which you will most
definitely need for McTavish.  After the first level has been cleared, make
sure to check the back area, to the left of where you came up the ramp, for the
McTavish DNA Canister!  Wait for your stamina meter to refill, then head to the
side of the platform opposite of where you got the DNA Canister and head up the
small forked ramp.  Once again, Powerblade as many Terrorists as you can before
running back to cover.

NOTE: before you take on McTavish, do you see the gate on the ground level of
the compound, near the ramp up to the landing platform?  You may want to lay
a couple of Sentry bombs near there for later.  Anyways, use Hawk to finish off
all of McTavish's guards before you take him on, since they do a lot of damage
but are much easier to kill.  There are several ways to kill McTavish.  You
could keep using Hawk and her Powerblade, if you wish, but it will take many,
many runs, since he is so tough.  A more dangerous way would be to bring up the
whole squad, but you could probably kill him faster this way.  I wish you could
bring up Flint and take him on with her alone to get payback for what he did to
all of the synthetics, but quite frankly, she's likely to get her ass whooped
one-on-one against him.  He likes to hide behind the crates, so make good use
of grenades to flush him out, if not downright damage him.  Using Hawk to sneak
up on him and then using Rollers is also a pretty effective way to deal with
him.

Once McTavish is dead, pick up his incredibly damaging Rail RVR weapon, then be
prepared for a bunch of Terrorists that run up the landing platform to attack
you.  Remember how I said to lay some Sentry bombs near the gate?  Hopefully,
they will take out a couple.  Mop up the rest (they shouldn't be any problem,
after McTavish), then head down.  Move up to the gate, but not through.  Now,
send Hawk in and turn right.  Ahead, usually hiding behind some large boulders,
are a bunch of Terrorists.  Powerblade as many as you can, then run back to the
rest of the squad.  Go ahead and bring the rest in now, since this is the last
battle of the chapter.

Once the last of the Terrorists are dead, shoot through the partially-opened
door of the building to the left, but do not enter yet!  Send Tex in to disarm
the Sentry bomb and pick up the final briefcase, completing your secondary
objective.  Now, head up to the top of the satellite, ahead and to the right,
then go over to the console and activate it.  Bratton then congratulates you
and opens up the extraction point.  Good work!

           _______________________________________________________
          /                MISSION PAYMENT SUMMARY                \
          |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
          | PRIMARY OBJECTIVES:                                   |
          |   Eliminate Ty McTavish = $70000                      |
          |   Shutdown primary communication dish = $28000        |
          |                                                       |
          | SECONDARY OBJECTIVES:                                 |
          |   Retrieve five briefcases = $2800                    |
          |                                                       |
          | KILL BONUSES:                                         |
          |   Subversive x 30 = $21000                            |
          |   Terrorist x 74 = $41440                             |
          |   McTavish x 1 = $3080                                |
          |   Turret x 4 = $5600*                                 |
          | __________________________                            |
          |  TOTAL PAYMENT:  $171,920                             |
          |_______________________________________________________|
            *NOTE: The Turrets are not listed on-screen, but you
                   are paid $1400 for each one you destroy.



===============================================================================
= O) Mission 15: Hostile Reception                                       kw-m15
===============================================================================

=-=-=-=-=-=-=
= Chapter 1 =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=

  ____________________________
-=| Briefing: Outpost, Day 133 |=-
  ¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\
    | Bratton informs the squad that the transmissions that McTavish was    |
    | sending was going to an asteroid, LB-429, in the Wastes.  What he was |
    | sending and why is still unknown, however.  The 23rd's mission is to  |
    | go find out what's on the asteroid, so Brutus is a little wary - evil |
    | lurks there.                                                          |
    |                                                                       |
    | Planetside, some strange creatures are seen running about and meteors |
    | are constantly crashing into the surface.  The objective is on the    |
    | other side of a ridge, and Bratton mentions some tunnels that should  |
    | lead through to it.                                                   |
    |_______________________________________________________________________|

                 __________________________________________
             +--| PRIMARY OBJECTIVES:  Investigate LB-429. |--+
                 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

First off, the squad will notice a large pool below.  Flint points out that it
is Mercuric Chloride, and that it must be avoided at all costs.  Anyways, start
moving forward slowly, and a meteor will soon hit the path ahead.  Brutus will
notice a crashed ship in the distance, and mentions "Shrikes" - the evil he
spoke of earlier.  Head down the steep slope toward the ship, then have your
squad stand their ground once it reaches it.  Activate Hawk's Stealth and run
past it and around a bend to the right.  Two Shrike Hounds will then emerge -
these are very similar to the Fire Hounds you've grown to love.  Powerblade
both of them, then head back to your squad.

Move your squad past the ship to the strange, narrow corridor, then send Hawk
through.  You'll encounter your first Shrike (two of them, actually).  As scary
as they look, they can still only take one hit from the Powerblade.  Hawk will
start the mission out with a Rail RVR, but you may want to have someone else in
the squad pick up a second one, that one of these Shrikes was carrying.  Keep
in mind, however, that the sonic weaponry that Flint and Brutus start out with
are also VERY effective against Shrikes.

Position your squad so they are looking down the large tunnel, near where the
Shrikes were.  Send Hawk down, with Stealth activated, and you'll soon come to
a fork in the tunnel.  An explosion will come from the right one, followed by
a large group of Shrikes.  Powerblade as many as you can, then run back up to
the rest of the squad, before finishing off the rest as a team.  Once Hawk's
stamina meter has refilled, head back down into the tunnel and take the left
fork.  About four Shrikes will be down this way, so Powerblade all of them
before they can run up and attack.  Again, wait for Hawk's stamina meter to
refill, then head back down the right fork.  You'll see some strange orb that
is hanging from the ceiling beam down a couple more Shrikes.

Powerblade a few of them, then run all the way back up, before finishing the
rest off as a team.  If you're interested, an Ion Beamer or two will drop, and
it too is a nice weapon to use against Shrikes.  Anyways, both forks of the
tunnel should now be clear, for the time being, so head down the left one with
your entire squad, since the right one is a dead-end.  When you get to the area
with two large boulders on either side, just before a left turn, have your
squad stand their ground, so that they are facing that way.  Send Hawk through
the boulders and around the left turn, and the door ahead should open.  A whole
bunch of Shrikes should jump down from above, so Powerblade a couple and run
back to your squad.  Then, take the survivors out together, as they come around
the corner after you.

Make sure to pick up the Med Kits and ammunition they drop, then send Hawk back
out, with Stealth activated, of course.  There should be a Shrike standing on
a ledge just ahead, but if you run up underneath him, he will oftentimes jump
down, making for an easy Powerblade kill.  Now, you may have noticed several
more forks in the tunnels.  Take the right one, then Powerblade another Shrike
or two, but make sure you have enough stamina to make it back to the safety of
your squad.  You could always bring your squad if you wish, but Shrikes are so
well-armed that you will without a doubt take some serious damage.  Anyways,
this right tunnel leads up to a ledge above where your squad is hiding, so make
as many runs as is necessary to take out the Shrikes waiting to snipe at you.
NOTE: be very, very careful of occasional bombing runs made by Shrike aircraft,
as they can kill Hawk with one hit.  Destroy them with a couple of Rail RVR
rounds to make your life easier.  Also, as you come out of the tunnel, look
high to the right, above a dark colored rock, and take out the sniper up there
(with Flint or Brutus) after you've gotten the ones you can Powerblade.

Now, take Hawk down the nearby slope until you hear the screech of more enemies
showing up (Hawk will also say something about taking heavy fire from the hill
ahead).  If you can, try to Powerblade something, but just make sure you can
run back to safety, as it is a pretty long run.  Use Flint to snipe the Shrike
on the hill ahead and slightly to the right (after exiting the tunnel), then
take cover again.  Now, send Hawk back to Powerblade the rest of the enemies
that showed up further ahead, before moving the squad forward to join her.  As
you pass the strange, cone-shaped structures with bluish-colored rings coming
out the top, destroy them.  One shot from the Jax-iR will suffice.  Continue
ahead until you get to where there are two paths: one straight ahead, one to
the right.  Send Hawk forward to take out the Shrikes quietly and painlessly.

I'd recommend going up both paths, just to make sure you get all of the Shrikes
that are lurking in them.  The path does circle around, by the way, and make
sure to pick up the Cutter ammunition laying around near the cone-shaped
structure.  As you make your way around, you may notice a really steep hill,
with several Shrikes on the slope and several scattered around its base.
Powerblade the ones on the lower ground first, including the ones in the nook
to the left of the slope, but ignore the narrow corridor down there for now.
There's usually at least one Shrike standing guard at the very top of the hill,
so try to snipe him before you head up, so that you aren't fighting an uphill
battle.  You may even want to send Hawk up by herself first, since there are
even more further behind him.  Another thing you may want to note is that every
once in awhile, there is another airship flying in the area of the hill, so
shoot it down, if you want full points.  Look for the orange vents, which the
airships fly out of.

After the Shrikes up top have been killed, enter the green pit to pick up some
supplies, including Med Kits, Sonic grenades, and a Sweeper V (recommended).
Don't worry, the green stuff won't hurt you.  Now, head back down to the nook
to the left of the hill and to the narrow opening I told you to ignore earlier.
Make sure you pick up all the supplies and weapons you want to have, because we
aren't coming back here.  I was usually completely full on Med Kits, with more
still lying on the ground, so I healed up anyway, even if I was only missing a
tiny bit of health.  Walk through, and you're done with the first chapter!


=-=-=-=-=-=-=
= Chapter 2 =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=

As you can see, the opening to the first chapter's area has sealed, so you will
not be able to run back and pick up any of the goodies you left behind, sadly.
No matter.  Take a gander at the area around you, and you will see that there
are two uphill paths nearby: one straight ahead, one to the right.  Have your
squad stand their ground, then activate Hawk's Stealth and start running up
either of the paths.  Both have Shrikes that run down as you start heading up
them, so you'll want to clear out both of them anyway.  Also be on the lookout
for another airship that flies over the right path, then shoot it down with the
Rail RVR as soon as it comes into view.  I usually go up the path to your front
first, because you can Powerblade the Shrikes there before they come into view
of your squad.  The ones on the right path start shooting from the very top of
the hill, before you can reach them and slice them up.  Also, be very careful
any Rollers that you see bouncing toward you.  Run back down the hill, and they
should blow up before they can hit you.

Make as many trips as is necessary to kill the Shrikes on the paths and at the
top of the hill.  There should be plenty of Med Kits laying around already, and
some of the Shrikes drop some as well.  Anyways, at the top of the hill is yet
another fork.  Take the left one, and you'll see a strange structure with an
orange light above it.  Walk up to it, then hold (X) to activate the Shrike
console.  If you use Hawk, this will bring up the option of reprogramming it or
deactivating it.  Anyone else can't reprogram it, but can cause it to self-
destruct.  I just choose the latter, since it gets destroyed so quickly anyway.
Now, bring Flint up here to snipe at the many Shrikes below.  When all the ones
that you can spot from here have been killed, move over to the right fork and
snipe any others that you missed earlier.

At this right fork, you'll notice a broken pipe far below.  Unfortunately, that
is the only way to go, and you're going to have to drop down.  If you're full
on Med Kits and some are still lying around, go ahead and use them, even if you
are only missing a sliver of health, since we won't be able to get back up here
to get the extra ones on the ground.  When you're ready, have your squad drop
down to the pieces of broken pipe, one at a time.  Of course, you'll want to
move Brutus and Tex first, just in case any Shrikes are down there.  Once your
squad is together below, move Hawk to the right, past the large boulder to the
right.

There's usually a Shrike near the boulder, since he was out of Flint's field of
vision earlier, so Powerblade him, then continue on.  You'll soon come upon a
left turn, so go down it and Powerblade a few more Shrikes, before running back
to safety.  Bring your squad down here to finish off any survivors, then check
the round, green pit for more Med Kits and Rollers.  Now, there's a large rock
somewhat obscuring a small nook further ahead, past the green pit.  Carefully
peek around and shoot the Sentry bomb, to hopefully kill/damage the two Shrikes
nearby, then activate Stealth and Powerblade them to finish them off.  Past the
two Shrikes is a pair of Shrike Hounds, so Powerblade them as well.

This area is a dead-end, so head back to where you were before you turned left
into here.  Continue on, and you'll encounter another Shrike to Powerblade.  To
your left is a large drop, with several Shrikes below.  Hopefully, a meteor
that impacts nearby will take out a couple of them.  Either snipe the enemies
below with Flint or use Hawk to Powerblade them, before bringing your squad
down there.  If you really want to, using your whole squad also works, since
the high ground gives you an advantage, but you will still take some damage.
Once the area has been cleared, head down to where the Shrikes were, then wait
for another airship to appear.  Blow it to pieces with a few Rail RVR slugs,
before it can drop its bombs.

Now, you can either go right, toward the navigation beacon, or go left.  I'd
recommend going left, first.  This takes you to the area with the turret your
reprogrammed/destroyed and the Shrikes that we sniped at earlier.  It should be
completely clear if you were thorough, so pick up the ammunition and Med Kits
freely.  When you're ready, head back to the junction and send Hawk through the
small opening, Powerblading any enemies nearby.  Note that there is a Sentry
bomb to the right, and a turret up above and ahead.  Don't waste your ammo on
the turret; instead, run up the hill (where we turned left and went down into
this area), then turn left at the top.  You'll see another small opening (which
was sealed earlier), so run through and Powerblade the Shrike, then activate
the console.  Again, if you use Hawk to do it, you can reprogram it to manually
shoot at Shrikes, but you can just simply have it self-destruct if you use
anyone else.  From this area, you can also use Flint to snipe at some Shrikes
below.

Now, head back down and move through the narrow opening, taking out any Shrikes
that may still be alive.  Move Tex cautiously toward the Sentry bomb, but be
ready to retreat once you see some explosions come down from above.  That takes
care of the bomb, at least.  Move your squad forward and then up the hill to
the left, turning left at the top.  Snipe a Shrike in the distance (it is up
above, kind of near the small opening that you entered this area from).  Now,
you can run across to where he is, but you'll get fired upon by a distant
turret.  Once you locate it, use Tex and his Sweeper V to take it out.  After
it is gone, have Tex cautiously head toward the Shrike you just sniped and
disarm the Sentry bomb before picking up the supplies.

Make your way through the large pipe nearby, then have your squad stand their
ground inside.  Move Tex all the way through and around the bend to the right,
to disarm a Sentry bomb ahead.  Sometimes, the Shrikes around the next right
corner will spot you, so back up to your squad to take them out.  Otherwise,
send Hawk in once you've disposed of the Sentry bomb to Powerblade them.  Go
back to the rest of your squad to safely refill your stamina meter, then go
back around and PAST the pipe to the left.  Another shrike or two lie in wait
here, along with another turret console, but we've already destroyed the turret
that it belongs to.

Again, wait for your stamina meter to refill, then head through the pipe that
you passed on your way here.  More Shrikes are waiting to ambush you, so try to
Powerblade as many as you can before running back to the rest of the squad.
Just make sure you know how to get back in and out; there are a lot of little
nooks in this room, and it's easy to get lost.  Bring your whole squad down
when it's relatively clear, then mop up any Shrikes that may be hiding out in
the side tunnel.  Be VERY cautious going up this tunnel, as Rollers will be
used against you, and in such a narrow place, you don't have much room to try
and maneuver out of the way.

Rather than heading all the way through, put Flint at the entrance and zoom in.
Sometimes, you'll be able to spot a Shrike from long range, so fire a shot to
kill/damage him, and the rest should start charging.  That's good, though, as
that lets us ambush them while they run through the tunnel to us.  It wouldn't
be a bad idea to use a Sweeper V rocket or two, since they won't be able to
dodge them in the tunnel.  When they are dead, send Brutus forward to scout
ahead and check for any Rollers that might get thrown at you (although there
shouldn't be any).  Stop when you see where the tunnel bends to the left, then
send Hawk forward to Powerblade the two Shrikes around the corner.  Continue
on to the door ahead, and you're done with this chapter!


=-=-=-=-=-=-=
= Chapter 3 =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=

As the chapter starts, a fellow Confederation marine is running around like a
chicken with its head cut off, and winds up getting chopped to bits by a large,
whirling fan blade.  Wouldn't you run AWAY from the loud noise if you were
blind?  Oh well.  Start off by moving Flint and Hawk toward the periphery of
the room, while leaving Tex and Brutus roughly in the center.  Take control of
one of these two, then have the other Fire at Will.  Now, look up toward the
ceiling and you will see a large green orb, and two smaller, green "nodes" on
either side of it.  Destroy the large one first, and several Shrikes will then
teleport into the room.  Destroy the two on the ground floor, and then two on
the upper ledge (you may have to move around the room to get an angle).  Now,
destroy the two nodes, and the large door that was across the room from where
you started, next to the large fan, will open, revealing several more Shrikes.
Throw a grenade and fire away until they are all dead.  Now, you could've
destroyed the small nodes first, but you would have had to deal with all of the
Shrikes a lot quicker, rather than opening the door at your own pace.

Make sure your squad is healed up, then look around for equipment.  One of the
Shrikes that came in from the door drops a VERY nice Jax-iC Cannon, which works
wonders against Shrikes.  Move your squad through the tunnel until they are
facing the next door, then send Hawk forward and through it when it opens.
Activate the console and reprogram the turret, firing on as many Shrikes as you
can until they destroy it.  Now, run back into the tunnel (or Powerblade a
Shrike or two, if you have the stamina), then wait for them to come in after
you.  When they stop coming, cautiously move Flint out and slightly to the
right.  Use Advanced Targeting to locate a few Shrikes all the way across the
cavern, then zoom in and manually snipe them in the head.  There is also a
turret there, so use a Sweeper V rocket to destroy it.

When the area is clear, move along the left side, past the large boulders, and
you will find a small path that you can take to the bottom level.  Move your
squad in the direction of the navigation beacon, up a small tunnel.  Stop
before going all the way up, though, and send Hawk up alone, turning left at
the top.  Run forward through the small, half-open tunnel and Powerblade the
Shrikes that are waiting there, before moving your squad up to join you.  Don't
forget to pick up the ammunition and supplies that the Shrikes you sniped
earlier left behind, by the way.  Continue forward in the tunnel, but as it
bends to the right, send Hawk forward again, to take out a couple more Shrikes.
You should see that outside world again, and Bratton will warn you of flying
probes.  These aircraft drop grenades, so needless to say, can be very, very
damaging.  To get rid of them, Bratton gives you a new objective:

                ____________________________________________
            +--| PRIMARY OBJECTIVES: Destroy Outrider Base. |--+
                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Move your squad so that they are facing the right-hand corner that goes up to
the outside, then send Hawk outside when her stamina meter is full.  Powerblade
the Shrikes in the area, but don't go too far.  Run back to your squad, then
wait again for your stamina meter to refill.  Now, head back up with just Hawk
again, then move around to the right.  On a high ledge is another turret, so
throw a Sonic Grenade or two to destroy it, before running back to safety.  If
you didn't get the nearby Shrike in the blast, he'll usually come after you,
even if you were invisible the whole time, so be ready for him.

The Outrider base we need to destroy is outside and to the left; unfortunately,
the probes seem to be able to sense Hawk, even when she's using Stealth, so it
probably isn't a good idea to use her to destroy it.  I also think it's too
risky to bring out your whole squad, because that's that many more people you
have to watch out for, and with grenades being dropped all over the place, it
ain't easy.  So, I'd recommend Brutus, since he has the best mix of speed and
durability.  Run up and around the left side, until you get to a large dome-
shaped structure, with a large hole.  Pretty obvious weak spot, here: throw as
many grenades as it takes into the hole, until it is destroyed.  It took me
about five Sonic Grenades, but with weapons fire, it may be less.  Now, the
next battle can be quite frustrating, so you may want to take a short moment to
relax.

               ______________________________________________
           +--| SECONDARY OBJECTIVES: Rescue Confed Marines. |--+
               ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Watch out for any last grenades that the probes might have dropped, then look
for another of the large airships that also drop bombs.  Shoot it out of the
sky, then head around until you encounter another turret, near a door.  Throw a
grenade to destroy it quickly, and the door should open.  Bratton will tell you
that you need to protect some Confederation marines (these guys are so useless)
ahead.  Run through the door quickly (I would recommend leaving Hawk and even
Flint behind, so that they don't get killed), telling whoever you decide is
going to go along with you to cover you, not fire at will.  The reason I say
that is because otherwise, they'll stay on the low ground and end up taking a
lot of damage, instead of following you like they should.  Now, run to the
left, looking for a steep path to the right.  Shoot any Shrikes that get in
your way, of course, but you NEED to get up this path.  At the top, turn right
and destroy more Shrikes as fast as possible, using your strongest weaponry,
including your Sweeper V rockets.  Sonic Grenades also work exceptionally well,
since they explode immediately.  One Shrike at the top of this hill is also
using rockets, and rains fire down upon your troops, so you need to kill him
as quickly as possible.

Immediately after killing the last of the Shrikes in this area, Bratton will
congratulate you on saving the Marines, and you will be shown a short cutscene
of a nearby door opening.  Make sure to check the cave past where the Shrike
with the Sweeper V was for supplies, including a Therm Sweeper!  Before you
head through the new door, you may want to go back to where the Outrider base
that you destroyed was, and wait for another airship to destroy (if you want to
get 100%).  When your squad is all ready and healed up, move toward the newly-
opened door, sending Hawk forward to Powerblade the Shrikes guarding the door.
As you pass through, you'll get a new objective:

            ____________________________________________________
        +--| SECONDARY OBJECTIVES:  Disable palace tower exits. |--+
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

These exits are called "nodes," and are distinguishable by the purple beam they
emit.  One is far ahead in the distance, guarded by a whole mess of Shrikes.
Send Hawk forward, but don't even worry about the enemies; just try to aim a
Sonic Grenade at the node high above, hopefully destroying it.  These nodes are
pretty much the Shrike version of Seer Pylons, since they allow more enemies to
teleport in at a moment's notice.  Anyway, it should only take one grenade to
destroy it, so run back to your squad and wait for your stamina to refill, so
that you can finish off the rest of the Shrikes with your Powerblade.  Or, go
ahead and bring in your squad, if you wish, but using Hawk is safer.

When this area is clear, approach the next door, to the left of where you just
entered this current spot.  Again, send only Hawk through, but before you slice
any enemies up, you should take out the Turret.  The control panel is ahead and
to the left, inside a large pipe.  Once you've deactivated it (remember to
destroy it later anyway, for cash), Powerblade an enemy or two before running
back to the rest of the squad.  Now that the area is considerably safer, you
can go ahead and bring all four members in, but I still like using just Hawk.
Past the turret (on top of a strange, roundish building) is another node that
you should destroy.  If you're feeling especially tricky, you can use Hawk to
reprogram the turret, then turn around and manually shoot the node until it is
destroyed!  Finish off the Shrikes in the area, but also be on the lookout for
another airship that you can shoot down.  Now, run past the turret and node,
but be careful for any Shrikes that may be hiding nearby.  On the right, just
past the node, is another door.  Again, send Hawk through alone to scout ahead,
and you'll see an absolutely enormous gun.

      ________________________________________________________________
  +--| PRIMARY OBJECTIVES: Mark Planetary Cannon with light grenades. |--+
      ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

It'll take far more firepower than your squad has to destroy the Planetary
Cannon, so Bratton tells you to mark its position with light grenades.  Throw
one at it (if you don't have any, more will be farcasted to you), then run back
to your squad, waiting on the other side of the door.  Of course, you could
wait to watch the blast, but there are Shrikes in the area, so don't get too
comfortable.  After a little while, the Confederation's Ion Cannon destroys it
completely, thanks to you.  Now, run in and finish off the surviving Shrikes,
with either Hawk or the whole squad.  To the right of where the Planetary
Cannon was, there is another door.  Again, don't send your squad in just yet,
as there is an ambush waiting.

Activate Hawk's Stealth and move through the door, then Powerblade the nearby
Shrikes, especially the one with the Rockets.  Now, before you head on, you'll
definitely need a full stamina bar.  Over the hill ahead, then all the way
down and to the left is another node, which you will want to destroy.  Again,
this target takes priority over any Shrikes, as more will teleport in if you
ignore it.  Get Sonic Grenades ready, then run as fast as you can all the way
to it and throw one at it, before running back to the safety of your squad.
Destroying this node should have completed another objective.  Now, just finish
off the rest of the Shrikes however you choose.  This close to the end of the
chapter, however, it'd be a shame to lose one of your squad members, so again,
I'd recommend a couple of runs with Hawk just to be safe.  After you're done
killing Shrikes up here, head down into the nearby tunnel, then turn right at
the large fan.  Go through the door, then continue forward and kill two final
Shrikes, before entering the door into the next chapter.


=-=-=-=-=-=-=
= Chapter 4 =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=

             __________________________________________________
         +--| SECONDARY OBJECTIVES:  Disable the tunnel nodes. |--+
             ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

The chapter starts with a cutscene depicting the landing of an Alien ship on a
nearby landing pad.  Emerging out of it is an imposing creature of some sort,
surrounded by a large number of Hounds; it's pretty safe to say that you'll be
facing him later.  Let's put off worrying about that for now, however.  Your
squad will be facing a large spinning fan as you regain control - anyways, have
your squad stand their ground, then activate Hawk's Stealth and run forward and
around the left corner.  Shrikes will be beaming in from the node ahead, so
throw a Sonic Grenade at it before trying to Powerblade the three Shrikes that
are present.  Of course, make sure you don't run out of stamina with any of
them alive, or they'll seriously hurt you.  Move back to your squad and wait
for Hawk's stamina meter to refill.

Now, send Hawk down the tunnel to the left of where the node was, to Powerblade
a group of Shrike Hounds.  After finishing them off, crouch until Hawk is ready
again, then continue on down the tunnel.  You'll encounter several more Shrikes
that you should Powerblade, but pay particular attention to the one with the
Sweeper V.  You may also have heard Brutus mention that a foul stench was
coming from the right tunnel, but ignore that for now - we'll go down there
later.  Make sure to pick up the supplies that the Shrikes dropped, then keep
heading forward and Powerblading more Shrikes that appear, including some from
a small T-intersection with two doors.  At the very end of this tunnel, you are
well rewarded, however, with Med Kits, Rollers, a Bower 20 if you want it (I
prefer longer-range weapons, however), and some Cutter ammunition, which you
will definitely want.

Move your whole squad to where the node you destroyed was, then send Hawk down
the right path, where the stench was coming from.  Another node lies ahead, and
even though I believe you don't have to destroy this one, I throw a Sonic
Grenade at it anyway, before Powerblading the Shrikes.  Now, at the end of this
short right tunnel is a large door, but before you go in, I have to warn you
that the enemy you saw in the cutscene, the Hunter Lord, lies within.  Remember
that he is guarded by a whole bunch of Shrike Hounds, so you may not want to
rush in with your whole squad, lest someone get killed.

Instead, I recommend sending in just Hawk first, to take care of the Shrike
Hounds first.  It'll probably take several runs to get them all, but I think
it's much better than having someone die.  Don't even bother trying to kill the
Hunter Lord yet, because he simply teleports away.  After all of the Shrike
Hounds are dead and the Hunter Lord is gone, Bratton will tell you to go ahead
and pick up the new technology he left behind: the Plutonium Cutter!  At this
point, I had both Tex and Brutus using Jax-iC Cannons, but even as effective as
they are, I still like to go ahead and pick up the cutter.  You'll also get a
new objective, by the way:

           ______________________________________________________
       +--| SECONDARY OBJECTIVE: Destroy Hunter Lord's Dropship. |--+
           ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Make sure you watch out for the door on the opposite side of where you entered
this room, as it soon opens, revealing a bunch of Shrike Hounds.  A well-placed
grenade works great, but kill them off however you choose.  There's also some
Med Kits in the room, so pick them up if you still have room for any.  Continue
further down the newly-opened tunnels and you'll encounter more Shrike Hounds
that you should Powerblade.  Finally, you'll reach another large door.  Move
your squad back around the corner, so that they are not facing the door.
Before you move Hawk in, do you remember the room that you started Chapter 3
in?  With the large node in the middle, and two smaller ones on the side?
Well, this one has the same layout, so run in with Hawk, then throw Sonic
Grenades at each of the nodes, before running back to your squad.  As a team,
finish off the Shrikes that come into the tunnel after you.

Move Hawk into the room to finish off any surviving enemies, as there is almost
always some on the high ledges around the room.  There are also some Med Kits
on the right ledge as well, if you need them.  Now, go through the next door,
and you'll see more nodes and more Shrikes teleporting in.  Don't worry about
these nodes - just Powerblade as many enemies as you can, before running back
to the safety of the squad.  The Shrikes will most likely chase after you, so
use your combined firepower to take them out quickly and safely.  Now, move
forward with Hawk again, repeating the same exact strategy with a second node,
and finally, a third node.  By the way, feel free to run all the way back to
the stockpiles for any ammunition and Med Kits you might need, since the doors
all remain open.

Move your squad just past the third node, but don't have them facing the next
large door.  Send only Hawk in, to Powerblade the threats inside, especially
the one with the Sweeper V.  Make as many runs as necessary to clear the room,
watching out for any Shrikes hiding in little nooks.  Also note that if you
approach the door on the left, it opens, revealing another node and several
Shrikes.  Continue down this tunnel, and you'll encounter another group of
Shrikes to kill.  Finally, you'll reach a dead-end, with another Therm Sweeper
and some Med Kits.  Pick up whatever you need, then head back to the room that
you came from, with the large fan.

Up on the right side of the room is a slope with an opening to the outside.
Have your squad stand their ground inside, then send Hawk out, running a little
bit up the hill to the right.  Turn around and face the entrance that you came
out of, and you should see a turret high above.  Throw a Sonic Grenade at it
to dispose of it, then run back to your squad, in order to refill your stamina.
Make a second run up the hill and Powerblade a few Shrikes near the top, again
running back when your stamina is low.  There are quite a few enemies, from all
different directions, so it's quite dangerous to bring your whole squad out.
Of course, feel free to do so, but just make sure everyone is healthy.  I still
prefer to use Hawk to clear out as many enemies as possible, but there are a
few, such as one on a rock to the left, and some high above in the towers, that
can't be Powerbladed.  Bring out the squad when you've softened up the enemy
defenses, using Flint to take out the Shrikes in hard-to-reach places.  When
the area has been cleared, also make sure to look for more aircraft, flying out
of the large orange vent to the left, that you can shoot down.

Head to the door that is near the right tower (make sure you sniped the Shrike
with the Sweeper V inside first), and go through.  I like to only use Tex and
Brutus for this part, as it is very dangerous, with tons of heavily-armed
Shrikes.  Make good use of that Therm Sweeper you've been lugging around for
awhile, focusing on your attention on the ship far ahead, but don't neglect the
enemies to your sides.  It really isn't a huge deal if you let the ship escape,
since that wouldn't be the last you've seen of the Hunter Lord either way.  It
isn't required to get 100% on the mission, either, so it's really more for the
satisfaction of a job well done than anything else.  Also watch out for another
turret, on the high ground to the right, near where the ship took off.  Once
you've destroyed it, enter the tunnel below it with Hawk and Powerblade a few
more Shrikes.

When it's clear, look for another downward slope; it's on the left side of the
tunnel you're in, near a glowing-blue structure.  Inside is the Shrike Solder
DNA Canister!  Exit this tunnel and head toward the navigation beacon.  You
most likely killed the Shrikes that were here earlier, but be careful just in
case.  When you're ready, step into the blue extraction point.  Good job!

           _______________________________________________________
          /                MISSION PAYMENT SUMMARY                \
          |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
          | PRIMARY OBJECTIVES:                                   |
          |   Destroy Outrider base = $5600                       |
          |   Mark Planetary Cannon with light grenades = $14000  |
          |   Investigate LB-429 = $70000                         |
          |                                                       |
          | SECONDARY OBJECTIVES:                                 |
          |   Rescue Confed Marines = $7000                       |
          |   Disable palace tower exits = $2800                  |
          |   Disable the tunnel nodes = $2800                    |
          |   Destroy Hunter Lord's dropship = $                  |
          |                                                       |
          | KILL BONUSES:                                         |
          |   Shrike Heavy x 40 = $72800                          |
          |   Shrike Soldier x 205 = $143500                      |
          |   Shrike Hound x 22 = $12320                          |
          | __________________________                            |
          |  TOTAL PAYMENT:  $275,800*                            |
          |_______________________________________________________|
            *NOTE: The numbers add up to more than $275,800, even
                   without destroying the dropship.  Also note
                   that you get $280 for each aircraft you shot
                   down, but they aren't listed on-screen, and
                   neither are the turrets ($2100).



===============================================================================
= P) Mission 16: Ripe for Plunder                                        kw-m16
===============================================================================

  ____________________________
-=| Briefing: Caspian, Day 138 |=-
  ¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\
    | A Shrike invasion force has captured a fortress on Caspian, and is    |
    | believed to be carrying heavy munitions.  The 23rd's mission is to go |
    | down and destroy their supplies, as well as the entire Shrike force   |
    | on the planet.  The locals have fled, so no support is to expected.   |
    | The Shrikes have a total of six crates of weapons, and Bratton has    |
    | marked the first with a navigation marker on your radar.  However,    |
    | Confederation surveillance has been jammed, so the remainder must be  |
    | found on the squad's own.                                             |
    |_______________________________________________________________________|

         __________________________________________________________
     +--| PRIMARY OBJECTIVES: Destroy all 6 Shrike weapons crates. |--+
         ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
       ______________________________________________________________
   +--| SECONDARY OBJECTIVES:  Eliminate all Shrike in the compound. |--+
   +--|                        Destroy all M-5175 missiles.          |--+
       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

As soon as the mission starts, Brutus will remark that he smells a foul wind.
This means that enemies are nearby, of course.  Have your squad stand their
ground, then send Hawk toward the large boulders ahead.  On the other side are
Shrike Hounds and Shrike Soldiers, and there is another Hound on a slope to the
right.  Take out the Soldiers first, as at least one of them has Rollers that
he isn't afraid to use.  Finish off the Shrike Hounds with Hawk (with Stealth
activated) or Flint, then continue forward cautiously.  Stop, however, when you
see a small path to the left.  Around this left turn are a series of rocks,
which you can't really climb.  Atop them is a Shrike, waiting to snipe you, so
take him out with Brutus or Flint, but make sure you do so quickly, before he
can damage you.

As you kill this sniper, be on the lookout for more Shrikes and Hounds further
ahead (if you had continued straight, instead of turning).  Try to clear out
most of them with Hawk's Powerblade, but once again, there is another Shrike
high above that she won't be able to reach, on the large pipes - be cautious
when dealing with this particular one, as he's wielding a Sweeper V.  When all
of the nearby enemies have been eliminated, head toward the navigation beacon,
which is to the left of the pipes.  Pick up the Med Kit, then back away and
shoot the weapons crate; one blast from a Jax-iR should suffice.

Now, before you head past the pipes, let me first warn you that the Shrikes
ahead will be using Rollers.  Go ahead and try to kill them with Hawk if you
wish, since you should have plenty of room to outmaneuver them, but keep in
mind that one Roller is all it takes to kill her.  Another thing that you will
note is that there are Shrikes on the high ground again, to either side, so be
wary of them.  Snipe them from long range with Flint when you've located them,
as well as the one on the gate ahead.  The first slope to the left after you
pass beneath the pipes, where there was once a Shrike, has a couple of Med Kits
up there, as well as a nice vantage point to snipe from.  When the area outside
of the gate has been purged of Shrikes, disarm the Sentry bombs near the gate
and pick up the Med Kit by the weapons crate, before shooting it.

As soon as you destroy the crate, the gate should open.  Send Hawk through to
Powerblade the Shrikes on the other side, but watch out for Rollers.  It'll
take a couple runs if you're only using Hawk, but as always, feel free to bring
your squad in once she's softened them up a bit.  I wouldn't recommend heading
too far into this area just yet, however.  There is a second gate ahead and
around the right corner, with more Shrikes up above.  Again, use Flint to snipe
them before they can do any damage, but clear out the ones on the ground with
Hawk first (making sure not to step on the Sentry bombs).  Also make sure to
check the slope to the left as you pass the first gate, as there are several
enemies hiding up here.  When you are positive that the area has been secured,
send Tex to disarm the Sentry bombs, then move your whole squad back by the
first gate, out of view of the second.

Send Hawk forward, activate Stealth, then activate the panel to open the gate.
Many more Shrikes are within, and as is becoming the norm on this mission, make
sure to watch out for Rollers.  Note that oftentimes, the Shrikes will use the
Rollers even before you go through the gate!  So, if you hear the distinctive
beeping, just back away from the gate and wait until they blow up against it,
saving yourself some trouble.  Powerblade the Shrike on the platform to the
right, then finish off one or two more on the ground, before running back to
your squad.  Make another run if you wish, or bring in the squad.  Either way,
don't activate the panel on the platform just yet.  Take out the sniper on the
next gate, to the right, then have your squad stand their ground.  Using either
Brutus or Tex, approach the door of the nearby building, but as soon as you see
the door start to open, throw a grenade and back up.  A Roller will probably be
coming after you, but hopefully, the grenade will take it out, and maybe even
the enemies and weapons crate within.  If not, just throw a couple more or pump
them (and the crate, if it's not already destroyed) full of ammunition.

Don't forget to destroy the missile rack near the next gate.  Move your squad
back from the gate, then send someone up to the platform with the panel.  You
may also want to situate Flint up here, to snipe at the enemies on the other
side of the gate.  When you're ready, activate the console and take out the
Shrikes that come through, using your entire squad.  Send Hawk through with
Stealth activated to take out the rest, including one on a platform to the
right as you pass through the gate.  Again, it'll probably take a couple of
runs, as there are also some Shrikes hiding in each of the buildings to the
left.  Once the enemies have all been taken care of, make sure to destroy the
crates: one is inside the first building to the left, one in the large building
next to it (take the left door).  The Shrike Heavy DNA Canister is also in this
large building, in the back.  The final crate is all the way on top of the gate
that you just went through - take the ramp near the gate to get to it.

As soon as you destroy the crate atop of the gate, Bratton will open up the
extraction point very close by, also on top of the gate.  Now, be very careful,
because as soon as you approach, you'll discover that it is a fake and Shrikes
will ambush you.  Many will appear in areas that you killed some earlier, such
as on the platforms.  Use the high ground to your advantage, letting Flint
snipe from afar, along with the rest of your squad.  Once you've killed the
Shrikes in this area, don't forget to destroy the final two missile racks,
hidden behind the large building where you found the DNA Canister and one of
the crates.  In the back of this area, near the platform, is a path, with a
large boulder on the right.  Send Hawk up there to take out several more
Shrikes hiding up here.  When they're dead, bring up the whole squad and move
along this path until you get to the next area, with a gate to your left.

Have your squad stand their ground, then send Hawk (with Stealth activated)
through the gate.  Immediately, some Shrikes will teleport in on the hill just
past the gate, so Powerblade a couple before running back to your squad.  If
you're quick, you may be able to get all of them.  Otherwise, simply finish
them off with your squad, but don't go too far through the gate, even after
you've killed them.  Send Flint forward to the gate entrance and look to the
left.  On the distant pipe is another Shrike, armed with rockets, so snipe him
quickly.  If you he's able to get some rockets off, simply duck back through
the gate to safety.  Now, carefully approach the pipe that he was on, and more
will teleport in just beyond it.  Finish them off however you choose, i.e. with
Hawk's Powerblade or your whole squad if you prefer.  These should be the last
of the Shrikes you'll encounter, so Bratton will congratulate you.  If he does
not, you may have missed a few on the way, so simply head back in the opposite
direction if it matters to you.  Otherwise, continue in the direction of where
you started the mission and enter the extraction point, on the small rock
ahead.  Congratulations!

           _______________________________________________________
          /                MISSION PAYMENT SUMMARY                \
          |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
          | PRIMARY OBJECTIVES:                                   |
          |   Destroy all 6 Shrike weapons crates = $67200        |
          |                                                       |
          | SECONDARY OBJECTIVES:                                 |
          |   Eliminate all Shrike in the compound = $2800        |
          |   Destroy all M-5175 missiles = $2800                 |
          |                                                       |
          | KILL BONUSES:                                         |
          |   Shrike Heavy x 38 = $69160                          |
          |   Shrike Soldier x 30 = $21000                        |
          |   Shrike Hound x 6 = $3360                            |
          | __________________________                            |
          |  TOTAL PAYMENT:  $166,320                             |
          |_______________________________________________________|



===============================================================================
= Q) Mission 17: Shrike Rogues                                           kw-m17
===============================================================================

  ____________________________
-=| Briefing: Estuary, Day 148 |=-
  ¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\
    | Tex and Brutus are a little late to the briefing - apparently, they   |
    | were sneaking a look at a Shrike the Confederation has in possession. |
    | At any rate, Estuary contains the ruins of an extremely ancient Feral |
    | civilization, which the Shrike seem to be obsessed with.  They have   |
    | annihilated a platoon of Confederation marines that were based there, |
    | and are trying to build their own base of operations.  Because of the |
    | potential that Feral artifacts may be present, it can't be nuked, so  |
    | the 23rd will have to go in and clean house.                          |
    |_______________________________________________________________________|

             __________________________________________________
         +--| PRIMARY OBJECTIVES:  Eliminate all Shrike.       |--+
         +--|                      Destroy all Shrike devices. |--+
             ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Bratton mentions that you should destroy any Shrike devices that you find -
they are the roundish-shaped structures at the end of the introductory cutscene
of the mission.  Anyway, start off by having your squad stand their ground and
sending Hawk ahead and slightly to the left.  In the narrow path are about four
Shrike soldiers, so Powerblade them before heading back to your squad.  Now,
pick up the Med Kits lying around by the dead marines and move your squad into
the path.  Straight ahead, you should see a large pyramind, but if you continue
through the path and turn right once you're in the wide-open area, you'll see
a ruined courtyard.  Shrikes will teleport in there, but for right now, don't
worry about them yet.  Run around the corner, but don't stay too close to the
right rock wall, as there are Sentry bombs there.  In the courtyard is the
Shrike device we saw earlier, so throw a grenade at it, then Powerblade an
enemy or two before running back to your squad.

Bratton will mark the locations of the rest of the devices on your radar, but
first, finish off the Shrikes that were in the courtyard, either by bringing in
your entire squad or waiting for Hawk's stamina meter to refill and making some
runs with the Powerblade.  I'd strongly recommend using Hawk to at least kill
the enemies with rockets first, and don't forget the ones on the high ground to
the right.  If you go all the way back to the area you started the mission in,
there is a path to the right that you can use to get up here.  Or, you could
simply snipe them; either way, don't forget to pick up the Sentry bombs with
Tex.  Note that from the high path on the right, you can zoom in through a
crack in the pyramid and see some weird artifact.

Speaking of the pyramid, cautiously send Tex toward it.  In front of each of
the entrances is another Sentry bomb, but do NOT try to disarm the one in front
of the right entrance!  The left one is safe, but if you try to get the right
one, a Shrike inside will start firing at you.  I like to send Hawk in through
the left entrance (after Tex disarms the bomb, of course) to Powerblade the
enemies inside, because bringing your whole squad into cramped areas is rather
dangerous.  Once that side is clear, shoot the Sentry bomb in front of the left
door and send Hawk through that one as well.  At the top of the ramp, slice up
the Shrike with the Rail RVR, then turn left and repeat with a couple more.
Grab the Alien Technology that you spotted earlier, then wait for your stamina
meter to refill.

Run up to the roof of the pyramid and take out any Shrikes up here, then grab
the Shrike Hound DNA Canister.  Look around until you spot some more Shrike in
the distance: one is armed with an L-Shot-75, the other with rockets.  If you
bring Flint back to the path that we took to get to this pyramid, then look at
the mountain just beyond it, you can snipe them safely, as there are large
boulders you can hide behind.  Alright, now look at your radar, and you'll see
that the three devices we have yet to destroy are all in opposite directions.
You can do them in whatever order you want, by the way, but I'll start off with
the closest one.  Exit the pyramid, then head toward the large stream of lava
running down the volcano (it's past the courtyard where you destroyed the first
device) with Hawk.

As you head there, some Shrikes will teleport in.  Again, ignore them at first,
instead using a grenade to destroy the device.  Run back toward the pyramid,
Powerblading an enemy or two on the way back.  Note that sometimes, more Shrike
enemies will teleport in near the pyramid, so be careful.  Kill the Shrikes
with your entire squad, then finish off any that were left near the device you
just destroyed.  Now, head to the opposite side of the pyramid, and you will
encounter more enemies - kill them however you choose.  Up ahead, you'll see
a beach, which you should head toward with Hawk.  As you approach, you'll see
some purple beams to the left, meaning some Shrikes have just teleported in to
another device.  Once again, throw a grenade at it, then Powerblade an enemy or
two as you run back.  Finish off the rest of the Shrike enemies with your squad
as a team.

Now, very carefully send Hawk down the beach to the right - a whole bunch of
Shrike Heavies should teleport in, so take them out quickly, before they can
do too much damage.  Continue further down the beach, and even more will
teleport in up ahead.  Send Hawk forward to dispose of the device first, then
soften up the enemies.  Bring in your whole squad to take care of the surviving
Shrikes, and that should be the last of them.  Just head all the way back to
the extraction point, near the pyramid.  Good work!

           _______________________________________________________
          /                MISSION PAYMENT SUMMARY                \
          |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
          | PRIMARY OBJECTIVES:                                   |
          |   Eliminate all Shrike = $42000                       |
          |   Destroy all Shrike devices = $5600                  |
          |                                                       |
          | KILL BONUSES:                                         |
          |   Shrike Heavy x 23 = $41860                          |
          |   Shrike Soldier x 24 = $16800                        |
          | __________________________                            |
          |  TOTAL PAYMENT:  $129,220*                            |
          |_______________________________________________________|
            *NOTE: It is not listed on-screen, but you receive
                   money for obtaining the Alien Technology.



===============================================================================
= R) Mission 18: The Anvil                                               kw-m18
===============================================================================

=-=-=-=-=-=-=
= Chapter 1 =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=

  ____________________________
-=| Briefing: Outpost, Day 157 |=-
  ¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\
    | Bratton praises the squad, proclaiming them the best that he has ever |
    | had the pleasure of working with - perhaps the best in the whole of   |
    | the Confederation.  However, one final task remains: the outpost on   |
    | LB-429 must be destroyed.  The Shrike invasion force is due to arrive |
    | in days, and this must be done before they can fortify their outpost, |
    | head to Caspian, then refuel their ships and use it as a launching    |
    | ground for their attack on Earth.  The 23rd's mission is to destroy   |
    | the shield generators protecting the outpost, allowing Confederation  |
    | bombers to fly in and finish the job.  In essence, the fate of the    |
    | Confederation lies in the hands of Brute Force.                       |
    |_______________________________________________________________________|

             __________________________________________________
         +--| PRIMARY OBJECTIVES: Kill the Shrike Hunter Lord. |--+
             ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
                ____________________________________________
            +--| SECONDARY OBJECTIVES: Open the first gate. |--+
                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

As the mission starts, Bratton will inform you that the generators are on the
other side of the cliffs, so you will have to find passage through.  Start off
by moving your squad down the small drop ahead, then stop when you get to the
large bend to the left.  Have them stand their ground, then send Hawk around
the corner and around a large bend to the right.  Some Shrikes should appear on
the low ground, as well as some on a high ledge.  Take out the ones you can,
then head back to your squad.  Now, finish off the ones on the ledge with Flint
from long range, but be aware that they are armed with Rail weapons and can do
quite a bit of damage.  Of course, you can always send the whole squad (or just
Hawk, once her stamina refills) to take them out as well.  Note that if you
decide to send Hawk up the ledge where they are, Rollers will come at you, so
be on your toes.

Make sure to pick up whatever supplies you need, then send Hawk in through the
tunnel to the right of the path leading up to the ledge that had the Shrikes up
above.  Run all the way to the back of the tunnel and Powerblade the Shrike
Heavy hiding behind the rocks.  Now, turn around and run back in the direction
of the entrance.  You should see two Shrikes on some high rocks to the right
(if you are facing the entrance), but they are two high to Powerblade.  So,
either throw a grenade or two at them or back out and bring in Brutus or Tex to
finish them off, since you now know where they are waiting to ambush you.  Now,
go pick up the Med Kits and ammunition in the back of the room, if you didn't
grab them earlier with Hawk.  There is also an iKahn-GPL Grenade Launcher, but
even though I'm not a huge fan of it, go ahead and pick it up, just for now.
Shoot a couple grenades at the door nearby this stockpile, and it will blow
open.

Send Hawk through the tunnel and Powerblade the Shrike at the end.  Turn around
180 degrees, and you should see a turret to the right - throw a grenade at it
to destroy it, but be careful you do not get caught in the blast as well.  If
you wish to pick them up, there is a Sweeper V, RVG50 Minigun, and Rail CLVR in
here also.  Now, bring your squad up the path to the ledge that you should've
cleared out earlier.  There is another Med Kit and more ammunition up here as
well, if you didn't grab them on your Powerblade run.  Don't go too far ahead,
though, as some very heavily-armed Shrikes are across the way.  You may want to
bring Hawk all the way around the right side to Powerblade them, but it's a
long run and you probably won't have time to get all of them before your
stamina meter runs out.  Brutus is another good choice to use against these
enemies, since you can just back down the hill and use the Spirit of Vengar to
heal.  Finally, you can try using Flint, but with two Sweeper V's and an L-Shot
firing at you, it's hard to line up a good shot.  Make sure to get the Shrike
Heavy high up in the tower as well.

When the Shrike are dead, carefully move your squad around the path on the
right.  As you make your way around, the path will split off to the right and
left.  Go down the right side to Powerblade about three more Shrikes, then very
quickly run back up the path where you came from, before your stamina meter
runs out.  As you run back, you should notice two hidden turrets in a little
nook on the edge of the cliff, on the right.  Use a couple of grenades to take
them out, then head toward the tunnel with the orange fog, but do NOT enter it
just yet!  Shoot the Sentry bomb near the entrance, or throw a grenade there if
you can't seem to find it.  Again, activate Hawk's Stealth ability, then run
through and throw grenades at the two turrets: one straight ahead in the back
of the tunnel, the other to the right as you enter the tunnel.  After you've
destroyed them, pick up the Med Kits and all the ammunition you can carry.

Exit the tunnel and head back to where the path split.  Have your squad stand
their ground at this junction, then send Hawk forward, with Stealth activated.
Run all the way down to this path toward the strange structure, then Powerblade
a couple of Shrike Heavies before making your way back to the squad.  Now, you
probably won't be able to get all of them, since it's such a long run, so you
can either bring your squad down to finish the rest off or simply wait until
Hawk's stamina meter refills and make another run.  When the area has been
cleared of any threats, pick up the nearby Med Kits and enter the structure,
before going through the next door, on the left.

Cautiously move through the area with Hawk, and a couple of Shrikes should jump
out from the right.  Powerblade them quickly, then move your squad to where
they jumped out.  Once again, send Hawk forward stealthily, and another pair
should jump out from the right, so repeat as before.  Move your squad down to
where they jumped out, then stand your ground and look to the right.  You will
see a path leading through some thicker fog - of course, you'll want to be very
careful and not move your squad through just yet.  Send Hawk through until you
are in the large, open area, and look slightly to the right.  You should see
some tall towers in the distance, and one of them has a Shrike Heavy armed with
rockets.  So, move Hawk back to safety and bring Flint out to quickly snipe him
before he can do any damage.

Once that particular Shrike has been dealt with, send Hawk down the hill and
around to the right to Powerblade a few more.  Make as many of these runs as
necessary until they are either all dead or until you feel that it is safe
enough to bring your entire squad down.  Note that there are usually a few on
the high ground to the right of the tower that had the Shrike Heavy earlier.
To the left of the tower is a path leading to an area where several Shrike will
teleport in.  Kill them, then move around the path up to the right, but don't
send Hawk to do this, as quite a few Rollers will be coming down.  Avoid them
and kill the enemies hiding out up here.  Another thing you need to watch out
for in the large, main area are Sentry bombs; also, do NOT move your squad to
the next patch of fog, far to the right, as there are quite a few turrets that
are hidden in there, waiting to pepper you with lasers if you get too close.

Instead, send Hawk through carefully (watching out for Sentry bombs) to throw
grenades at the turrets.  Stay to the side to avoid a Sentry bomb in the middle
of the path.  As soon as you go through the fog, there are two turrets slightly
to the left; one Sonic Grenade should be enough to take both of them out.  Now,
look straight up, and you should see another one up high, so chuck another
Sonic Grenade at that one to destroy it.  That should be about it for your
stamina, so run back to safety and wait for your stamina meter to refill.
There are still quite a few more turrets, by the way, so once Hawk's stamina
meter has refilled, send her through to take out a few more with grenades.  You
may want to shoot the Sentry bomb in the path first, of course.

For your second run, I'd recommend taking out the one to the right as soon as
you enter first, using a Fragmentation Grenade, since it's easy to reach.  A
second one to the right is just beyond it, but up on a platform, so use a Sonic
Grenade for this one.  There is usually another Shrike to the right as well, so
Powerblade him if you can.  Okay, that's five turrets down, with three to go.
Send Hawk back in and take out another turret hanging from the doorway of the
structure ahead, one on the ground inside the structure, just past the door,
and the final one to the right of the structure, toward the rear.  Once all the
turrets have been taken care of, send Hawk into the structure.  You'll notice
a whole bunch of Shrike Heavies located on high ledges around the room, and you
won't be able to Powerblade them.

At the same time, it'd be suicide to bring in your whole squad to fight against
enemies on high ground.  Luckily, you should be able to take out several of
them from outside the structure, through gaps in the roof of the structure.
Try and get as many as you can from outside, then finally bring in Tex and
Brutus to finish off the rest.  When it's clear, activate the Shrike console in
the middle of the room, and you'll see a door in the distance open up.  Head
straight out of this structure and the door will be straight ahead, in the
distance.  Use Hawk to Powerblade them stealthily, while your squad takes cover
and avoids getting hit by their L-Shot-75s.  Now, just head through the door
and you're finished with the chapter.  Good work!


=-=-=-=-=-=-=
= Chapter 2 =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=

               ______________________________________________
           +--| SECONDARY OBJECTIVES:  Open the second gate. |--+
           +--|                        Open the third gate.  |--+
               ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

As soon as the chapter starts, move your whole squad over to the right, near
the large pipe with the Med Kits.  Activate Hawk's Stealth ability and start
running in the direction of the large structure straight ahead of where you
started.  A large ship should soon fly overhead, teleporting several Shrikes
down onto the ground.  Powerblade as many as you can - you should be able to
get all of them, before heading back to safety, behind the pipe with the rest
of the squad.  Now, bring Flint or Brutus out to shoot the Shrike enemies on
the high ground to both the left and right.  When the area is clear, you will
probably see that the door to the next area is still sealed.  Go around the
small path to the right of where you started, and you'll see a Shrike console,
guarded by a few enemies (note, one is high up in the tower beyond the console,
armed with rockets).  Activate the console once you've taken out the Shrikes.

You should see a short cutscene of the door opening.  Move your squad to the
newly-opened door, but don't send everyone through just yet.  Instead, activate
Hawk's Stealth ability, go through the door, then up the hill to the left to
Powerblade a couple of enemies.  Move back to your squad, wait for your stamina
meter to refill, then make another run, killing more enemies ahead and also to
the right after going through the door.  One of the ones to the right is up on
some high ground, so you'll have to snipe him, as well as another one up high
in a tower.  This large open area should now be clear, but you'll notice that
the next door is also sealed.  Send Hawk down the right path, and you will soon
encounter a few more enemies to Powerblade.  Note, however, that most of the
enemies in this area are on high ledges that you won't be able to reach, so
they will have to be sniped.  Make sure to watch out for the Sentry bomb in the
narrow path to the right up ahead; if the area is clear, go ahead and disarm it
with Tex, but otherwise, just shoot it.

Go through the narrow path and spikes near where the Sentry bomb was, then
Powerblade more enemies and toss a Fragmentation grenade at the turret to the
right of the structure with the console.  If you go into the structure right
behind the turret (not the structure with the console), you can pick up some
Med Kits and ammunition.  Even more of both are in a foggy area behind this
structure as well.  Now, before you go and activate the console, I strongly
advise that you do not bring your whole squad in here.  Leave them in the area
outside of the structure, then use Hawk, with Stealth on, to activate the
console.

As soon as you do so, a whole bunch of enemies should teleport into the room.
Powerblade anything you can, but make sure you have enough stamina to get to
safety.  Finish off any survivors, then start heading back to the newly-opened
door.  Once again, I'd recommend sending Hawk forward first, as a few heavily-
armed Shrike will teleport down in front of the door.  After they are dead,
wait for Hawk's stamina meter to refill, then head through the door and turn
left.  Go through the fog, and you'll come across a few Shrike enemies.  One in
particular is standing near a pillar with several Med Kits on the ground, which
could definitely come in handy.  Also note that to the right (after going
through the door) is another Shrike on a high ledge, which you'll need to
snipe.

Continue on through the fog with Hawk, and as you emerge, several Shrike will
move down a slope to the left.  Powerblade as many as you can, before running
back to safety.  As always, repeat again or bring your squad in to finish off
the rest.  Move forward, bearing slightly to the right, and you'll see another
structure up ahead.  Just past it, several Shrike enemies teleport in - again,
use Hawk to soften them up.  There is also another tower with two Shrikes high
up in it, so snipe them from a distance.  Now, move in the direction of the
tower and turn right.  Up on a hill, you should see a turret, which you should
destroy with a Sonic Grenade.  A second one is also nearby, near the tunnel, so
repeat as before with another grenade.  Continue up the right path, and you
should come upon a third turret - this one is on the ground, so I like to use
a Fragmentation Grenade instead of a Sonic one, as the latter are more valuable
to me.

Move your squad back down to the tunnel (with the turret that you destroyed
earlier).  Go ahead and enter, proceeding until the tunnel bends to the left
and you can see a large, circular room ahead.  Now, you could go ahead and
bring in your whole squad if you wanted, but I wouldn't strongly advise against
it, as enemies will soon be swarming.  Instead, position your squad in the
corridor, spread out as much as possible, so that they will be ready for any
enemies that come into the tunnel after you.  Send Hawk around the left corner
and into the room, then approach the far door.  As soon as you see it start to
close, run back to the door that you entered through, Powerblading the Shrike
Hounds as you pass.  Run back to the safety of your squad, and hopefully, no
enemies will come after you.  If they do, it's not a big deal; just take them
out with your combined firepower.  Otherwise, wait for Hawk's stamina meter to
refill and make a couple more runs to clear out the room (don't forget to clear
the ramps and ledges as well).

Make as many runs as necessary to kill all of the Shrike Hounds, but as soon as
you do so, Shrikes and more Shrike Hounds will teleport in.  Keep doing what
you've been doing, waiting for your stamina meter to refill before making more
Powerblade runs.  It'll definitely take some patience to do it this way, but I
feel it's a better option than bringing in your whole squad and facing the risk
of someone getting killed.  When the room has been cleared, head to the door
that is on the opposite side of where you entered the room, as it should have
now re-opened.  As you pass through the tunnel beyond, the chapter ends.


=-=-=-=-=-=-=
= Chapter 3 =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=

         __________________________________________________________
     +--| PRIMARY OBJECTIVES: Destroy all three Shield Generators. |--+
         ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

There aren't any enemies in the immediate area, so go ahead and move your whole
squad forward through the tunnel, up the slight incline, but stop before you
go all the way through.  Send Hawk out the exit into the fog, then Powerblade
the Shrike Heavy hiding in the narrow path.  Further beyond, past the fog, are
even more Shrike enemies, some within reach of your blade.  However, most of
them are scattered around in hard-to-reach areas, so you'll probably want to
use Brutus (or Flint) to take care of them, but try to stay near the entrance
of the tunnel - don't move too far past the fog.  Bringing out all four members
of the squad is also an option, of course, but I wouldn't recommend it.  There
are at least three snipers scattered around, so try and take them out as soon
as possible, as their L-Shot-75s are very damaging.  Other Shrike in the area
are also well-armed, with such weapons as Rail RVRs.

There is also a turret in the area; after moving past the narrow area with the
fog, turn right and use a grenade or Brutus and his sonic weaponry to take the
first one out.  Head straight ahead, and in a little nook, you should find a
Med Kit and some ammunition that you might need.  Just past this nook and to
the left, you'll see some small, roundish crates.  Stand back and blow them up,
then jump over the rock beyond where they were for another Med Kit, some Sonic
Grenades, and some ammunition.  Turn left at this stockpile, and you will see
an arch ahead.  Send Hawk forward, looking slightly to the left, and you will
see another arch, with a Shrike Heavy atop it.  This one is armed with a Therm
Sweeper, so you will want to be very careful.  Now that you've located him,
bring Brutus or Flint out to quickly take him out, ducking back behind cover if
he is able to get a shot off.

Carefully send Hawk forward again to finish off any other Shrikes that may be
lurking about, especially to the left, where you see the large shield generator
contraption.  Once you've Powerbladed the Shrikes guarding it, you'll also have
to take care of three turrets nearby.  Use Hawk's Stealth ability, combined
with Sonic Grenades, to make the task much easier.  Now, use Brutus and/or Tex
to destroy the small projectors (your targeting reticule will turn yellow) near
the shield generator.  Once the shield has been deactivated, move everyone far
away from the generator and send someone over to the nearby console, marked on
your radar screen.  A meteor should soon crash into the generator, taking it
out.  Pick up the supplies near the console and the supplies near the cliff
adjacent to the generator, and you should be doing pretty good on Med Kits.

Head back to the junction near the small stockpile from before, then turn left
toward the next navigation marker on your radar.  Send Hawk forward as usual to
scout ahead and kill any nearby Shrikes.  Now, move your squad forward until
you have to pass beneath a small opening, with a winding, ascending path to the
right just beyond it.  As you climb this path, you'll see some large ships
ahead, and Bratton will inform you that it looks like the Shrike fleet is now
starting to arrive.  At the top, send Hawk around the right bend until you see
a Shrike Heavy and two Shrike Soldiers teleport in.  You should be able to
Powerblade all three of them, but if not, just make sure you get the Heavy, as
he is using a Therm Sweeper (you may want to pick this up, if you don't already
have one, by the way).

Cautiously proceed forward, sending Hawk to scout ahead as necessary.  Just
beyond the tunnel where this last group of enemies teleported in, a couple more
Shrike will try to ambush you, but they shouldn't be any problem for Hawk.  As
you head down this way, you will see a small path to your right, underneath a
small pipe overhang.  Still using Hawk, run up this path and turn right, then
head down and Powerblade the Shrike forces here.  You'll probably notice the
turrets as well, but just to be safe, run back to your squad and wait for your
stamina meter to refill first, before making another run to destroy them.  Note
that there is also a turret to the left after you climb up the path, and three
in the area to the right, where the shield generator is.  Destroy the one on
the left with a Fragmentation Grenade first, then take out the rest with your
Sonic Grenades.

Once again, destroy the projectors, then move your squad over to the Meteor
Control Center, near the first turret you destroyed (on the left).  Head back
down the small path and turn right.  Don't go too far around this bend, though,
as a Shrike Heavy armed with a Therm Sweeper is waiting.  Send Hawk to try and
take care of him, but be ready to sidestep and run away from any Rollers that
are thrown against you.  If you wish, you can even use your own Therm Sweeper
or Rollers to take him out.  Move your squad up the ramp that he was on, then
have them stand their ground at the top.  Send Hawk forward, watching out for
any meteor strikes.  Once you get far enough, you will see a Shrike airship
hover up, as well as two turrets and plenty of Shrikes.  Use Sonic Grenades to
take out the turrets and your Powerblade to take out the ground troops.  Of
course, you'll probably have to run back to your squad for safety, before you
make subsequent runs to finish the rest off.

There is another path to the right of the turrets, climbing up.  Once again,
send Hawk up here to take care of the Shrikes and turret guarding the third and
final shield generator.  A smaller path leads up to the Meteor Control Center,
and that too is guarded, so go ahead and finish off those enemies as well.
Shoot the projectors, move your squad away from the generator, and activate the
console to complete your objective.  Follow your navigation marked to the
nearby door, then go through to complete the chapter.  Good work!


=-=-=-=-=-=-=
= Chapter 4 =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=

         __________________________________________________________
     +--| PRIMARY OBJECTIVES:  Destroy Hunter Lord Chamber shield. |--+
         ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

This is it: the final chapter of the game!  Walk forward with your squad, and
you'll see a short cutscene in which the Hunter Lord appears on a multi-tiered
platform.  One thing to note about this sequence is that you need to keep
moving at all times.  I like to move one squad member at a time first, as I
feel that it is generally safer.  Okay, let me tell you what lies ahead.  You
will be running up a path while the Hunter Lord rains rockets down upon you.
At the same time, the small Outrider probes you encountered in an earlier
mission are back, but this time, they drop Rollers.  Oh, and you'll also have
to deal with Shrike troops as well.  Anyway, I like to use Hawk, even despite
the presence of Rollers.  Run forward and turn right as soon as you can, then
run as fast as you can up the path.  Try to sidestep the Rollers, as only one
is sufficient to kill you.  Powerblade the Shrike enemies at the top, then
turn around almost 180 degrees and take cover behind the large, purple arch.
Now, you only have to repeat this three more times, with the rest of your squad
members (unless you brought everyone up at once)!

Of course, this task should be a tiny bit easier, since you used Hawk to clear
out the enemies up top.  Of course, you could've used Tex or Brutus, but a
firefight would've been dangerous, what with the Hunter Lord firing at you.
With all of your squad safe behind the arch, use Flint's Advanced Targeting to
snipe at all of the faraway enemies, but ignore the Hunter Lord for now.  Make
sure all of the Shrikes you can spot are dead, then look for a foggy area along
the wall.  Run toward it with only Hawk (the rock wall should be to your right,
the Hunter Lord somewhere to your left) with Stealth activated.  Enter the
small tunnel here and Powerblade the Shrike Heavies inside as quickly as you
can.  Go ahead and take a breather here, as you should be relatively safe,
unless any other Shrikes show up.

When you're ready, activate Stealth again and run through the tunnel and to the
right after exiting.  Throw a Sonic Grenade at the hanging turret ahead, then
head back to cover and wait for your stamina meter to refill again.  Now that
this area is clear, you can go ahead and bring the rest of your squad to this
spot, but again, I'd recommend moving everyone one at a time.  Head back to
where the turret was, looking left.  Across the way, you should see a distant
projector - destroy it.  Send Hawk forward again, Powerblading a couple more
Shrike enemies and destroying the turret with a Fragmentation Grenade.  Bring
your squad here once again, then send either Tex or Brutus around until you
can spot the next projector near the shield generator.  Destroy it, and your
navigation beacon should update.

Near here, however, you should see a small segment of broken pipe.  Walk onto
it carefully, then turn right onto the small ledge, to grab the Hunter Lord DNA
Canister.  Now, move your squad back in the direction you came from, back
through the foggy tunnel.  Have your squad stand their ground in the tunnel,
then send Hawk out.  Once you emerge, turn right and go down the path, then
turn another right when you see a orangeish, foggy area.  Destroy the turret to
the left of the console, then Powerblade the Shrikes inside, making sure not to
fall in the mercuric chloride.  Activate the console, and a nearby door will
open.

Send only Hawk through the door, running all the way through the path until you
reach the Meteor Control Center.  Unfortunately, we don't want to activate it
yet.  You need to damage the Hunter Lord enough that he teleports to the spot
where the meteor will land (you'll see a short cutscene).  So, use your other
three squad members to damage him as much as possible, using such weapons as
the Therm Sweeper I told you to pick up earlier.  After his orange protective
shield goes down, it should only take a few more shots.  As soon as you see the
short cutscene in which he teleports back to his shield regenerator, switch
back to Hawk and activate the console, and a meteor should come crashing down
upon his head.  Congratulations, you've just beaten Brute Force on Brutal
Difficulty!

           _______________________________________________________
          /                MISSION PAYMENT SUMMARY                \
          |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
          | PRIMARY OBJECTIVES:                                   |
          |   Destroy all three Shield Generators = $112000       |
          |   Destroy Hunter Lord Chamber shield = $112000        |
          |   Kill the Shrike Hunter Lord = $14000                |
          |                                                       |
          | SECONDARY OBJECTIVES:                                 |
          |   Open the first gate = $112000                       |
          |   Open the second gate = $112000                      |
          |   Open the third gate = $112000                       |
          |                                                       |
          | KILL BONUSES:                                         |
          |   Shrike Heavy x 45 = $81900                          |
          |   Shrike Soldier x 99 = $69300                        |
          |   Shrike Hound x 11 = $6160                           |
          |   Turret x ?? = *                                     |
          | _____________________________                         |
          |  TOTAL PAYMENT:  $1,958,460*                          |
          |_______________________________________________________|
            *NOTE: The turrets are not listed on-screen, and while
                   I know that you get $2100 each, I didn't count
                   the number I destroyed, unfortunately.  If I
                   recall correctly, I also received $350,000 for
                   destroying the first shield generator.


_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
V. WEAPONS AND ITEMS LIST                                                kw-wea
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

NOTE:  The Damage/Round statistic is arbitrary, and was tested and recorded by
myself.  As such, there may be slight inaccuracies.  Each weapon was tested in
Deathmatch play, and fired into the chest of Tex until he was killed a total of
ten times.  The number of rounds used to kill him were recorded each of the ten
times, and then the highest and lowest numbers thrown out.  The remaining eight
numbers were then averaged, and the Damage/Round calculated.  It represents the
approximate percentage of life that each chest shot does to Tex in Deathmatch.

For instance, look at the Sweeper V Missile Cannon, with a Damage/Round rating
of 50.00.  Tex can take two direct hits of the missile cannon to his chest, and
thus, each hit takes approximately 50% of his life away.  Of course, headshots
do more damage than chest shots.  Looking at the L-Shot-75 Sniper Rifle, for
instance, and you'll see that each shot to the chest takes about 1/3 of Tex's
life away.  However, a single headshot is sufficient to kill even him!

One final thing you may notice is that the Cannon equivalent of some weapons
actually do less damage than the Rifle equivalent.  For instance, the Rail CLVR
Cannon takes six shots to the chest of Tex to kill him, while the Rail RVR
Rifle only takes five.  However, you need to take into account the Rate of Fire
of each weapon; the Cannon fires at a much quicker rate.  Another good example
is the RVG50 Minigun.  While it does a relatively low amount of damage for each
round, it spits them out at such a high rate that it can do massive damage.
The rate of fire was also tested by myself, by recording the time it took to
empty a full clip, then extrapolating that time to sixty seconds, in order to
calculate the approximate number of rounds fired per minute.  None of these
weapons can fire for a full minute, of course, but the RPM can still be used as
a general indicator of firing rate.


===============================================================================
= A) CANNONS                                                             kw-can
===============================================================================
     ___________________________________________________________________
    |                   |                                               |
    |       MODEL       |                SPECIFICATIONS                 |
    |___________________|_______________________________________________|
    |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
    | A50 Bioreactive   | ROUNDS/CLIP:         40                       |
    |                   | MAXIMUM AMMO:       200                       |
    |                   | AMMO TYPE:          Bio                       |
    |                   | RATE OF FIRE:   170-185 (RPM)                 |
    |                   | DAMAGE/ROUND:     16.00                       |
    |                   |-----------------------------------------------|
    |                   | PROS:  The A50 has a relatively fast firing   |
    |                   |        rate, and can do quite a bit of damage |
    |                   |        with each shot.                        |
    |                   |                                               |
    |                   | CONS:  Bio ammunition does not work against   |
    |                   |        inanimate objects, and splash damage   |
    |                   |        makes this a poor choice for close-    |
    |                   |        range fighting.                        |
    |___________________|_______________________________________________|
    |                   |                                               |
    | Confed LZR-50     | ROUNDS/CLIP:         99 (maximum charge)      |
    |                   | MAXIMUM AMMO:       N/A                       |
    |                   | AMMO TYPE:        Regen                       |
    |                   | RATE OF FIRE:                                 |
    |                   | DAMAGE/ROUND:                                 |
    |                   |-----------------------------------------------|
    |                   | PROS:  Easily the best of the laser-firing    |
    |                   |        weapons, with the best rate of fire    |
    |                   |        and a maximum charge almost twice that |
    |                   |        of the LZR-23.                         |
    |                   |                                               |
    |                   | CONS:  Again, laser weapons tend to be less   |
    |                   |        damaging than other similar weapons.   |
    |___________________|_______________________________________________|
    |                   |                                               |
    | Jax-iC            | ROUNDS/CLIP:         36                       |
    |                   | MAXIMUM AMMO:       200                       |
    |                   | AMMO TYPE:        Sonic                       |
    |                   | RATE OF FIRE:   120-130 (RPM)                 |
    |                   | DAMAGE/ROUND:     26.67                       |
    |                   |-----------------------------------------------|
    |                   | PROS:  The Jax-iC fires VERY damaging bolts,  |
    |                   |        which are especially effective against |
    |                   |        Shrike and such things as Seer Pylons. |
    |                   |                                               |
    |                   | CONS:  The weapon's rate of fire is rather    |
    |                   |        slow, compared to other Cannon class   |
    |                   |        weapons.  Nonetheless, this is still   |
    |                   |        one of the best weapons in the game.   |
    |___________________|_______________________________________________|
    |                   |                                               |
    | PU Cutter         | ROUNDS/CLIP:         50                       |
    |                   | MAXIMUM AMMO:       120                       |
    |                   | AMMO TYPE:       Cutter                       |
    |                   | RATE OF FIRE:   210-230 (RPM)                 |
    |                   | DAMAGE/ROUND:     15.38                       |
    |                   |-----------------------------------------------|
    |                   | PROS:  The Plutonium Cutter is an amazing     |
    |                   |        weapon - not only is its power much    |
    |                   |        greater than that of the Feral Cutter, |
    |                   |        it has a very high rate of fire and    |
    |                   |        excellent accuracy.                    |
    |                   |                                               |
    |                   | CONS:  The weapon is rather hard to come by,  |
    |                   |        and the cutter ammunition can still    |
    |                   |        ricochet off certain objects, possibly |
    |                   |        damaging friendlies.  Also, the ammo   |
    |                   |        maximum is rather small.               |
    |___________________|_______________________________________________|
    |                   |                                               |
    | Rail CLVR         | ROUNDS/CLIP:         30                       |
    |                   | MAXIMUM AMMO:       400                       |
    |                   | AMMO TYPE:         Rail                       |
    |                   | RATE OF FIRE:   160-180 (RPM)                 |
    |                   | DAMAGE/ROUND:     16.67                       |
    |                   |-----------------------------------------------|
    |                   | PROS:  Although it does less damage per round |
    |                   |        than the Rail RVR, its rate of fire is |
    |                   |        higher, making it more effective when  |
    |                   |        dealing with multiple enemies.  Also,  |
    |                   |        it is a very accurate weapon.          |
    |                   |                                               |
    |                   | CONS:  While it is accurate, the targeting    |
    |                   |        reticule is obviously much smaller, so |
    |                   |        greater skill on the part of the user  |
    |                   |        is required.                           |
    |___________________|_______________________________________________|
    |                   |                                               |
    | RVG50 Minigun     | ROUNDS/CLIP:         80                       |
    |                   | MAXIMUM AMMO:       600                       |
    |                   | AMMO TYPE:     High ROF                       |
    |                   | RATE OF FIRE:   480-560 (RPM)                 |
    |                   | DAMAGE/ROUND:      3.96                       |
    |                   |-----------------------------------------------|
    |                   | PROS:  The RVG50 can spit out rounds at an    |
    |                   |        astonishing rate.  Although each round |
    |                   |        does relatively little damage, so many |
    |                   |        fired in such a short time makes for a |
    |                   |        very powerful weapon.                  |
    |                   |                                               |
    |                   | CONS:  High recoil makes the weapon somewhat  |
    |                   |        inaccurate, especially at long-range.  |
    |                   |        Also, considering the rate of fire,    |
    |                   |        the clip size is somewhat small.       |
    |___________________|_______________________________________________|
    |                   |                                               |
    | Saryl-99          | ROUNDS/CLIP:         38                       |
    |                   | MAXIMUM AMMO:       200                       |
    |                   | AMMO TYPE:     Particle                       |
    |                   | RATE OF FIRE:   175-190 (RPM)                 |
    |                   | DAMAGE/ROUND:     12.69                       |
    |                   |-----------------------------------------------|
    |                   | PROS:  The Saryl-99 is a pretty effective     |
    |                   |        weapon, with an above-average rate of  |
    |                   |        fire.  Although the particle beams it  |
    |                   |        fires are not the powerful, the firing |
    |                   |        rate still makes it a good choice.     |
    |                   |                                               |
    |                   | CONS:  Despite the high rate of fire, the     |
    |                   |        particle projectiles it fires are less |
    |                   |        damaging than other cannons.           |
    |___________________|_______________________________________________|
    |                   |                                               |
    | Sweeper V Missile | ROUNDS/CLIP:          8                       |
    |   Cannon          | MAXIMUM AMMO:        40                       |
    |                   | AMMO TYPE:      Rockets                       |
    |                   | RATE OF FIRE:     32-34 (RPM)                 |
    |                   | DAMAGE/ROUND:     50.00                       |
    |                   |-----------------------------------------------|
    |                   | PROS:  The missiles fired can be extremely    |
    |                   |        damaging, including the splash damage. |
    |                   |                                               |
    |                   | CONS:  The missiles can be dodged relatively  |
    |                   |        easily, especially at long range (for  |
    |                   |        best results, try and hit with splash  |
    |                   |        damage, as opposed to a direct hit).   |
    |                   |        Also, the rate of fire is very slow.   |
    |___________________|_______________________________________________|
    |                   |                                               |
    | Therm Sweeper     | ROUNDS/CLIP:          8                       |
    |                   | MAXIMUM AMMO:        40                       |
    |                   | AMMO TYPE:      Rockets                       |
    |                   | RATE OF FIRE:     40-45 (RPM)                 |
    |                   | DAMAGE/ROUND:    100.00                       |
    |                   |-----------------------------------------------|
    |                   | PROS:  If you can find it, this is an awesome |
    |                   |        weapon to use, especially against the  |
    |                   |        tougher enemies you'll face.  Homing   |
    |                   |        rockets, coupled with the massive hurt |
    |                   |        it inflicts, make for an excellent     |
    |                   |        weapon in the battlefield.             |
    |                   |                                               |
    |                   | CONS:  The Therm Sweeper is relatively rare,  |
    |                   |        and can not be used in close combat,   |
    |                   |        because of the splash damage.  It is   |
    |                   |        also very slow-firing.                 |
    |___________________|_______________________________________________|



===============================================================================
= B) PISTOLS                                                             kw-pis
===============================================================================
     ___________________________________________________________________
    |                   |                                               |
    |       MODEL       |                SPECIFICATIONS                 |
    |___________________|_______________________________________________|
    |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
    | Confed LZR-10     | ROUNDS/CLIP:         30 (maximum charge)      |
    |                   | MAXIMUM AMMO:       N/A                       |
    |                   | AMMO TYPE:        Regen                       |
    |                   | RATE OF FIRE:                                 |
    |                   | DAMAGE/ROUND:                                 |
    |                   |-----------------------------------------------|
    |                   | PROS:  The Confed LZR-10, like other laser    |
    |                   |        weapons, allows one the freedom of not |
    |                   |        having to scrounge for ammunition; the |
    |                   |        weapon recharges when not being fired. |
    |                   |                                               |
    |                   | CONS:  Compared to other pistols, the LZR-10  |
    |                   |        is relatively underpowered.  Also, the |
    |                   |        range is somewhat limited.             |
    |___________________|_______________________________________________|
    |                   |                                               |
    | Foley 356 Tact    | ROUNDS/CLIP:         24                       |
    |                   | MAXIMUM AMMO:        50                       |
    |                   | AMMO TYPE:         11mm                       |
    |                   | RATE OF FIRE:   180-205 (RPM)                 |
    |                   | DAMAGE/ROUND:      8.33                       |
    |                   |-----------------------------------------------|
    |                   | PROS:  For a pistol weapon, the Foley 356 Tact|
    |                   |        is relatively powerful, accurate, and  |
    |                   |        even has a scope.                      |
    |                   |                                               |
    |                   | CONS:  While this isn't necessarily a short-  |
    |                   |        coming of the weapon itself, it uses   |
    |                   |        11mm ammunition, which would probably  |
    |                   |        be better saved for Flint's rifle.     |
    |___________________|_______________________________________________|
    |                   |                                               |
    | Jax-iP            | ROUNDS/CLIP:                                  |
    |                   | MAXIMUM AMMO:       200                       |
    |                   | AMMO TYPE:        Sonic                       |
    |                   | RATE OF FIRE:                                 |
    |                   | DAMAGE/ROUND:                                 |
    |                   |-----------------------------------------------|
    |                   | PROS:                                         |
    |___________________|_______________________________________________|
    |                   |                                               |
    | Kman Auto         | ROUNDS/CLIP:                                  |
    |                   | MAXIMUM AMMO:       600                       |
    |                   | AMMO TYPE:     High ROF                       |
    |                   | RATE OF FIRE:                                 |
    |                   | DAMAGE/ROUND:                                 |
    |                   |-----------------------------------------------|
    |                   | PROS:                                         |
    |___________________|_______________________________________________|
    |                   |                                               |
    | MNR-7 Bioreactive | ROUNDS/CLIP:         50 (each splits into 3)  |
    |                   | MAXIMUM AMMO:       200                       |
    |                   | AMMO TYPE:          Bio                       |
    |                   | RATE OF FIRE:   120-125 (RPM)                 |
    |                   | DAMAGE/ROUND:     33.33 (if all three hit)    |
    |                   |-----------------------------------------------|
    |                   | PROS:  The MNR-7, with its splash damage and  |
    |                   |        3-burst shots, has a relatively good   |
    |                   |        chance of damaging multiple enemies.   |
    |                   |        Also, if all 3 bursts hit, they can do |
    |                   |        quite a bit of damage per shot.        |
    |                   |                                               |
    |                   | CONS:  On the same token, because of the      |
    |                   |        spread of the weapon, it can be rather |
    |                   |        difficult to get all 3 bursts to hit,  |
    |                   |        unless at very close range.  However,  |
    |                   |        this is NOT a good weapon to use when  |
    |                   |        fighting close combat, because splash  |
    |                   |        damage can also hurt the user as well. |
    |___________________|_______________________________________________|
    |                   |                                               |
    | Saryl-23          | ROUNDS/CLIP:         14                       |
    |                   | MAXIMUM AMMO:       200                       |
    |                   | AMMO TYPE:     Particle                       |
    |                   | RATE OF FIRE:                                 |
    |                   | DAMAGE/ROUND:                                 |
    |                   |-----------------------------------------------|
    |                   | PROS:                                         |
    |___________________|_______________________________________________|



===============================================================================
= C) RIFLES                                                              kw-rif
===============================================================================
     ___________________________________________________________________
    |                   |                                               |
    |       MODEL       |                SPECIFICATIONS                 |
    |___________________|_______________________________________________|
    |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
    | A10 Bioreactive   | ROUNDS/CLIP:         40                       |
    |                   | MAXIMUM AMMO:       200                       |
    |                   | AMMO TYPE:          Bio                       |
    |                   | RATE OF FIRE:                                 |
    |                   | DAMAGE/ROUND:                                 |
    |                   |-----------------------------------------------|
    |                   | PROS:                                         |
    |___________________|_______________________________________________|
    |                   |                                               |
    | Bower 20          | ROUNDS/CLIP:         12                       |
    |                   | MAXIMUM AMMO:        80                       |
    |                   | AMMO TYPE:      Shotgun                       |
    |                   | RATE OF FIRE:     60-65 (RPM)                 |
    |                   | DAMAGE/ROUND:    100.00 (point-blank range)   |
    |                   |-----------------------------------------------|
    |                   | PROS:  The Bower 20 is absolutely devastating |
    |                   |        at point-blank range, especially with  |
    |                   |        a headshot.  The power is enough that  |
    |                   |        most targets are killed instantly and  |
    |                   |        sent flying through the air.           |
    |                   |                                               |
    |                   | CONS:  The shotgun is relatively slow firing, |
    |                   |        and missing a shot will leave your     |
    |                   |        character rather vulnerable until it   |
    |                   |        is ready to fire again.  Even more of  |
    |                   |        a con is the fact that the range is    |
    |                   |        very limited.  At anything other than  |
    |                   |        point-blank range, damage is greatly   |
    |                   |        reduced.                               |
    |___________________|_______________________________________________|
    |                   |                                               |
    | Confed LZR-23     | ROUNDS/CLIP:         50 (maximum charge)      |
    |                   | MAXIMUM AMMO:       N/A                       |
    |                   | AMMO TYPE:        Regen                       |
    |                   | RATE OF FIRE:   140-150 (RPM)                 |
    |                   | DAMAGE/ROUND:      7.84                       |
    |                   |-----------------------------------------------|
    |                   | PROS:  Again, like other laser weapons, the   |
    |                   |        Confed LZR-23 does not require ammo,   |
    |                   |        as it recharges when not being used.   |
    |                   |                                               |
    |                   | CONS:  Measured over a period of time, the    |
    |                   |        LZR-23 does much less damage compared  |
    |                   |        to other rifles.                       |
    |___________________|_______________________________________________|
    |                   |                                               |
    | Feral Cutter      | ROUNDS/CLIP:         30                       |
    |                   | MAXIMUM AMMO:       120                       |
    |                   | AMMO TYPE:       Cutter                       |
    |                   | RATE OF FIRE:                                 |
    |                   | DAMAGE/ROUND:                                 |
    |                   |-----------------------------------------------|
    |                   | PROS:  On Ferix, ammunition is very abundant, |
    |                   |        and the weapon's rate of fire is quite |
    |                   |        good.                                  |
    |                   |                                               |
    |                   | CONS:  The Feral Cutter is a bit underpowered |
    |                   |        compared to other weapons, and cutter  |
    |                   |        ammunition ricochets off certain types |
    |                   |        of surfaces, possible damaging friends.|
    |___________________|_______________________________________________|
    |                   |                                               |
    | iKahn-GPL Grenade | ROUNDS/CLIP:         16                       |
    |   Launcher        | MAXIMUM AMMO:        16                       |
    |                   | AMMO TYPE:     Grenades (non-throwable)       |
    |                   | RATE OF FIRE:     38-40 (RPM)                 |
    |                   | DAMAGE/ROUND:     33.33                       |
    |                   |-----------------------------------------------|
    |                   | PROS:  The iKahn-GPL Grenade Launcher holds   |
    |                   |        up to 16 grenades, which can be very   |
    |                   |        useful against tougher or entrenched   |
    |                   |        enemies.                               |
    |                   |                                               |
    |                   | CONS:  The grenades do less damage than the   |
    |                   |        thrown variety, ammunition is rare,    |
    |                   |        and range is VERY limited.             |
    |___________________|_______________________________________________|
    |                   |                                               |
    | Ion Beamer        | ROUNDS/CLIP:        100                       |
    |                   | MAXIMUM AMMO:       200                       |
    |                   | AMMO TYPE:       Energy                       |
    |                   | RATE OF FIRE:   118-122 (RPM)                 |
    |                   | DAMAGE/ROUND:     19.04                       |
    |                   |-----------------------------------------------|
    |                   | PROS:  The Ion Beamer does a great amount of  |
    |                   |        damage with each shot - more than most |
    |                   |        other rifles.  Also, the clip size is  |
    |                   |        huge, eliminating frequent reloads.    |
    |                   |                                               |
    |                   | CONS:  The weapon's rate of fire is somewhat  |
    |                   |        mediocre.                              |
    |___________________|_______________________________________________|
    |                   |                                               |
    | Jax-iR            | ROUNDS/CLIP:         24                       |
    |                   | MAXIMUM AMMO:       200                       |
    |                   | AMMO TYPE:        Sonic                       |
    |                   | RATE OF FIRE:     72-80 (RPM)                 |
    |                   | DAMAGE/ROUND:     33.33                       |
    |                   |-----------------------------------------------|
    |                   | PROS:  The Jax-iR fires extremely devastating |
    |                   |        rounds, especially against certain     |
    |                   |        things, such as Seer Pylons.           |
    |                   |                                               |
    |                   | CONS:  The firing rate is very slow.          |
    |___________________|_______________________________________________|
    |                   |                                               |
    | L-Shot-50         | ROUNDS/CLIP:          6                       |
    |                   | MAXIMUM AMMO:        50                       |
    |                   | AMMO TYPE:         11mm                       |
    |                   | RATE OF FIRE:                                 |
    |                   | DAMAGE/ROUND:                                 |
    |                   |-----------------------------------------------|
    |                   | PROS:  A very powerful weapon with exceptional|
    |                   |        range, the L-Shot-50 can take out most |
    |                   |        enemies with a single headshot.        |
    |                   |                                               |
    |                   | CONS:  The L-Shot-50 is slow-firing, and can  |
    |                   |        only hold six shots per clip.          |
    |___________________|_______________________________________________|
    |                   |                                               |
    | L-Shot-75         | ROUNDS/CLIP:         12                       |
    |                   | MAXIMUM AMMO:        50                       |
    |                   | AMMO TYPE:         11mm                       |
    |                   | RATE OF FIRE:     60-65 (RPM)                 |
    |                   | DAMAGE/ROUND:     33.33                       |
    |                   |-----------------------------------------------|
    |                   | PROS:  The L-Shot-75 is virtually identical   |
    |                   |        to the L-Shot-50, but can hold twice   |
    |                   |        as many rounds per clip.  It too can   |
    |                   |        take out most enemies with a headshot. |
    |                   |                                               |
    |                   | CONS:  Still rather slow-firing.              |
    |___________________|_______________________________________________|
    |                   |                                               |
    | MK-ASLT           | ROUNDS/CLIP:         48                       |
    |                   | MAXIMUM AMMO:       600                       |
    |                   | AMMO TYPE:     High ROF                       |
    |                   | RATE OF FIRE:   360-410 (RPM)                 |
    |                   | DAMAGE/ROUND:      4.37                       |
    |                   |-----------------------------------------------|
    |                   | PROS:  The MK-ASLT has a good rate of fire,   |
    |                   |        with decent damage.  It also features  |
    |                   |        a scope for longer-range firing.       |
    |                   |                                               |
    |                   | CONS:  Sustained fire results in inaccuracy,  |
    |                   |        and there are certainly more powerful  |
    |                   |        weapons available.                     |
    |___________________|_______________________________________________|
    |                   |                                               |
    | Rail RVR          | ROUNDS/CLIP:         24                       |
    |                   | MAXIMUM AMMO:       400                       |
    |                   | AMMO TYPE:         Rail                       |
    |                   | RATE OF FIRE:   144-160 (RPM)                 |
    |                   | DAMAGE/ROUND:     20.00                       |
    |                   |-----------------------------------------------|
    |                   | PROS:  The Rail RVR's slugs hit very hard,    |
    |                   |        even more so than the cannon variant.  |
    |                   |        It is also extremely accurate, and the |
    |                   |        projectiles difficult to dodge.        |
    |                   |                                               |
    |                   | CONS:  The extreme accuracy of the Rail RVR   |
    |                   |        comes at a cost, as targeting with the |
    |                   |        small reticule requires more effort.   |
    |___________________|_______________________________________________|
    |                   |                                               |
    | Saryl-45          | ROUNDS/CLIP:         30                       |
    |                   | MAXIMUM AMMO:       200                       |
    |                   | AMMO TYPE:     Particle                       |
    |                   | RATE OF FIRE:   135-150 (RPM)                 |
    |                   | DAMAGE/ROUND:     19.04                       |
    |                   |-----------------------------------------------|
    |                   | PROS:  The Saryl-45 is a very nice weapon to  |
    |                   |        use, dealing a good amount of damage   |
    |                   |        and doing so accurately.               |
    |                   |                                               |
    |                   | CONS:  The weapon's rate of fire is only very |
    |                   |        slightly above-average.                |
    |___________________|_______________________________________________|


===============================================================================
= D) EXPLOSIVES                                                          kw-exp
===============================================================================
     ___________________________________________________________________
    |                   |                                               |
    |       MODEL       |                SPECIFICATIONS                 |
    |___________________|_______________________________________________|
    |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
    | Energy Grenade    | DAMAGE/ROUND:     50.00                       |
    |                   |-----------------------------------------------|
    |                   | PROS:  The damage radius of Energy Grenades   |
    |                   |        is higher than that of other types of  |
    |                   |        grenades.                              |
    |                   |                                               |
    |                   | CONS:  Energy Grenades bounce around for a    |
    |                   |        short time before exploding, allowing  |
    |                   |        enemies some time to escape the blast. |
    |___________________|_______________________________________________|
    |                   |                                               |
    | Frag Grenade      | DAMAGE/ROUND:                                 |
    |                   |-----------------------------------------------|
    |___________________|_______________________________________________|
    |                   |                                               |
    | Gas Grenade       | DAMAGE/ROUND:                                 |
    |                   |-----------------------------------------------|
    |                   | PROS:  The gas that is released from these    |
    |                   |        grenades persists for a short time,    |
    |                   |        damaging an enemy as long as they stay |
    |                   |        in it.                                 |
    |                   |                                               |
    |                   | CONS:  Gas grenades, despite the persistence  |
    |                   |        of the gas, can be relatively easy to  |
    |                   |        avoid.  Also, the gas does not damage  |
    |                   |        such things as turrets.                |
    |___________________|_______________________________________________|
    |                   |                                               |
    | Light Grenade     | DAMAGE/ROUND:       N/A                       |
    |                   |-----------------------------------------------|
    |                   | PROS:  Light Grenades are necessary to "paint"|
    |                   |        targets for orbital bombardment, which |
    |                   |        is much more devastating than normal   |
    |                   |        weapons-fire or explosives.            |
    |                   |                                               |
    |                   | CONS:  They don't do actual damage themselves,|
    |                   |        and the targets that they can be used  |
    |                   |        to "paint" are limited to a select few.|
    |___________________|_______________________________________________|
    |                   |                                               |
    | Roller            | DAMAGE/ROUND:    100.00                       |
    |                   |-----------------------------------------------|
    |                   | PROS:  Rollers are very damaging explosives,  |
    |                   |        and the fact that they chase their     |
    |                   |        target is a bonus as well.             |
    |                   |                                               |
    |                   | CONS:  Although they chase after the target,  |
    |                   |        Rollers have a limited range and can   |
    |                   |        be avoided by making sharp turns and/  |
    |                   |        or running away.                       |
    |___________________|_______________________________________________|
    |                   |                                               |
    | Sentry Bomb       | DAMAGE/ROUND:                                 |
    |___________________|_______________________________________________|
    |                   |                                               |
    | Sonic Grenade     | DAMAGE/ROUND:     50.00                       |
    |                   |-----------------------------------------------|
    |                   | PROS:  The most distinguishing feature of the |
    |                   |        Sonic Grenade, as compared to other    |
    |                   |        types, is that it explodes immediately |
    |                   |        upon impact, rather than bouncing for  |
    |                   |        awhile.  Of course, this makes it much |
    |                   |        harder to avoid.                       |
    |                   |                                               |
    |                   | CONS:  Because they explode immediately, the  |
    |                   |        Sonic Grenade must be thrown much more |
    |                   |        accurately.                            |
    |___________________|_______________________________________________|


===============================================================================
= E) MISCELLANEOUS ITEMS                                                 kw-mis
===============================================================================
     ___________________________________________________________________
    |                   |                                               |
    |       ITEM        |                  DESCRIPTION                  |
    |___________________|_______________________________________________|
    |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
    | Briefcase         | In some missions, one of the objectives will  |
    |                   | be to find/reclaim an attache case that may   |
    |                   | have important documents.  They're usually    |
    |                   | found in extremely well-guarded areas or even |
    |                   | carried by powerful targets.                  |
    |___________________|_______________________________________________|
    |                   |                                               |
    | DNA Canister      | Each of the 18 missions has a DNA Canister    |
    |                   | that can be picked up, in order to unlock a   |
    |                   | playable character in Multiplayer modes.      |
    |___________________|_______________________________________________|
    |                   |                                               |
    | Healing Garo      | These large, yellowish-colored fruits can be  |
    |   Fruit           | on the Planet Ferix, either lying around or   |
    |                   | after killing certain enemies, such as an     |
    |                   | Outcast Shaman.  They provide a great amount  |
    |                   | of healing, but cannot be picked up and saved |
    |                   | for later.                                    |
    |___________________|_______________________________________________|
    |                   |                                               |
    | Med Kit           | Does exactly what the name implies: recovers  |
    |                   | a great amount of health back.  They can be   |
    |                   | picked up and saved for later, but each Med   |
    |                   | Kit can only be used once before it is then   |
    |                   | discarded.  Thus, make sure you are heavily   |
    |                   | damaged before using it, or it is a waste.    |
    |                   | Note that fellow squad members automatically  |
    |                   | use them if severely hurt, but always save    |
    |                   | the last one for you (the character you are   |
    |                   | currently controlling must use them manually).|
    |___________________|_______________________________________________|
    |                   |                                               |
    | Memory Chip       | When one of your squad members dies, he/she   |
    |                   | leaves behind a green, cube-shaped memory     |
    |                   | chip.  This can be picked up in order to      |
    |                   | reduce the cost of cloning.  Of course, when  |
    |                   | a squad member dies in my game, I always just |
    |                   | restart the chapter...                        |
    |___________________|_______________________________________________|
    |                   |                                               |
    | Organic Sensor    | The Organic Sensor is selected/used the same  |
    |                   | way as grenades - that is, selected with the  |
    |                   | (B) Button and used with the Left Trigger.    |
    |                   | Although the coloration is slightly different,|
    |                   | it works very similarly to Brutus' Spirit of  |
    |                   | Vengar, in that it makes spotting enemies a   |
    |                   | lot easier.  However, it does not heal the    |
    |                   | user, but can be used as much as needed and   |
    |                   | by all squad members besides Brutus.          |
    |___________________|_______________________________________________|
    |                   |                                               |
    | Powerblade        | While it is a weapon, the Powerblade is the   |
    |                   | only melee-type weapon in the game, and can   |
    |                   | only be used by Hawk.  I'm classifying it     |
    |                   | under miscellaneous items, because it is not  |
    |                   | selected the same way as most weapons (Y),    |
    |                   | but instead, with (B).  Although it can be    |
    |                   | used while Hawk is NOT actively using Stealth,|
    |                   | this is not recommended, as this leaves her   |
    |                   | very vulnerable.  Instead, make sure she is   |
    |                   | cloaked, allowing for silent one-hit kills.   |
    |___________________|_______________________________________________|


_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
VI. ENEMIES LIST                                                         kw-ene
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

"If you know the enemy and know yourself, your victory will not stand in
doubt..." - Sun Tzu (The Art of War)

Since most enemies are found on more than one world, I have decided to list
them in alphabetical order.  If the enemy in question has a first and last
name, they are listed by their last name.  Another thing to note is that the
information in this section is for the Campaign mode of the game.  Some of the
enemies below, when used in Multiplayer, have slight differences, such as a
special ability that is not found in the Campaign.  Please skip down to Section
VIII.A (keyword kw-squ) for information regarding these units in Multiplayer.

   _______________________________________________________________________
  /                                                                       \
  |                        ---  FERAL OUTCAST  ---                        |
  |_______________________________________________________________________|
  |                                                                       |
  |  Feral Outcasts are the most numerous enemies you'll fight on Ferix,  |
  |  but fortunately, are the least heavily-armed of the exiles.  They    |
  |  are easily distinguishable by the reddish-orange coloring, and are   |
  |  not capable of taking too much damage.  They're usually armed with   |
  |  rifle class weapons, such as the Bower 20, Feral Cutter, or MK-ASLT. |
  |  Take them out from long range with a single headshot with the sniper |
  |  rifle, or at close range with such weapons as the RVG50 or Bower 20. |
  |  Again, make use of bait-and-run tactics to draw them into killing    |
  |  zones.                                                               |
  |_______________________________________________________________________|

   _______________________________________________________________________
  /                                                                       \
  |                       ---  FERAL MEANCAST  ---                        |
  |_______________________________________________________________________|
  |                                                                       |
  |  Feral Meancasts are a step up from the Outcasts, and subsequently    |
  |  are tougher and more heavily-armed.  They are also a bit better      |
  |  camouflaged than Outcasts, with a bluish-colored head, etc.  Try to  |
  |  take them out from as far away as possible, as they wield such arms  |
  |  as the RVG50 Minigun.  Or, as usual, try and draw them into a zone   |
  |  where the combined firepower of your entire squad can make short     |
  |  work of them.  Note that if using the L-Shot weapons, headshots will |
  |  not always kill them on Brutal difficulty, unless very accurately    |
  |  placed (an "ear" shot).                                              |
  |_______________________________________________________________________|

   _______________________________________________________________________
  /                                                                       \
  |                        ---  FILTHY MUTANT  ---                        |
  |_______________________________________________________________________|
  |                                                                       |
  |  Filthy Mutants are almost identical in appearance to Ugly Mutants,   |
  |  but can be distinguished by their bald heads.  They, too, normally   |
  |  carry pistols as well, and can fall for bait-and-run tactics.  Take  |
  |  advantage of such things as explosive barrels, which they are often  |
  |  standing near; destroying the barrels will oftentimes result in the  |
  |  death of the mutant as well.                                         |
  |_______________________________________________________________________|

   _______________________________________________________________________
  /                                                                       \
  |                         ---  FIRE HOUND  ---                          |
  |_______________________________________________________________________|
  |                                                                       |
  |  Fire Hounds are, despite their rather diminutive size, extremely     |
  |  hard-hitting foes.  Their emergence out of lava pools is usually     |
  |  announced by a rumbling and their howls, so be prepared if you hear  |
  |  it.  If they are already present, especially around a corner, a good |
  |  idea is to use Hawk's Stealth and Powerblade to easily dispose of    |
  |  them without taking any damage.  Note, however, that because they    |
  |  are so low to the ground, the angle of Hawk's attack is different.   |
  |  When the time comes that you have to fight them directly (and you    |
  |  most definitely will), try to fight them from a distance, while      |
  |  moving from side-to-side.  For instance, I wouldn't recommend going  |
  |  up to them with a Bower 20, even though the shotgun can certainly    |
  |  take them out.  The reason is because there flame attacks are very   |
  |  deadly (about equivalent to a Sweeper V rocket), and it is tough to  |
  |  dodge them at close range.  At a distance, they won't even be able   |
  |  to hit you, however, if you're constantly strafing.                  |
  |_______________________________________________________________________|

   _______________________________________________________________________
  /                                                                       \
  |                       ---  KINGMAN, EDWARD  ---                       |
  |_______________________________________________________________________|
  |                                                                       |
  |  Kingman is an extremely wealthy businessman, and has augmented his   |
  |  body so drastically that his composition is barely human.  This is   |
  |  especially seen in his amazing resilience to weapons fire, as he is  |
  |  capable of taking headshot after headshot, even from an L-Shot-75.   |
  |  Fortunately, he does not do much in the way of offense, preferring   |
  |  to run around with his briefcase in hand, letting his associates do  |
  |  the dirty work.  As such, try to take them out before focusing on    |
  |  Kingman.                                                             |
  |_______________________________________________________________________|

   _______________________________________________________________________
  /                                                                       \
  |                        ---  LESSER PRIEST  ---                        |
  |_______________________________________________________________________|
  |                                                                       |
  |  Lesser Priests are almost identical in appearance to Seer Priests,   |
  |  but in actuality, can take a bit less damage.  Their red robes make  |
  |  them easily distinguishable from Seer Followers and Slaves, as does  |
  |  their more powerful bolts.  Nonetheless, they can still be easily    |
  |  killed with a headshot from an L-Shot weapon or Hawk's Powerblade.   |
  |_______________________________________________________________________|

   _______________________________________________________________________
  /                                                                       \
  |                       ---  MOLOTOV MUTANT  ---                        |
  |_______________________________________________________________________|
  |                                                                       |
  |  Molotov Mutants, at close-range, can be the most deadly type mutant- |
  |  type of enemy.  As their name suggests, they are armed with Molotov  |
  |  cocktails, which they will fling when in range.  The cocktails can   |
  |  do quite a bit of damage even to Tex and Brutus, especially if they  |
  |  remain in the area of impact.  Hawk's Powerblade attack is also a    |
  |  very bad idea against them, as they drop their cocktails when they   |
  |  are killed, damaging anything close by.  Thus, care should always be |
  |  taken to kill them from as far away as possible.  Note that once the |
  |  Molotov Mutant throws his cocktail, he will often take cover; take   |
  |  this opportunity to kill him quickly, as he'll get another cocktail  |
  |  after a bit of time passes.                                          |
  |_______________________________________________________________________|

   _______________________________________________________________________
  /                                                                       \
  |                       ---  OUTCAST SHAMAN  ---                        |
  |_______________________________________________________________________|
  |                                                                       |
  |  Outcast Shamans rank at the top of the Feral Outcast hierarchy.  In  |
  |  contrast to other Ferals, they have a yellow skin with black stripes |
  |  covering their body.  They are also much tougher than the Outcasts,  |
  |  but a single headshot with a sniper rifle should put them down (they |
  |  almost seem to go down easier than Meancasts to me).  Because they   |
  |  are heavily-armed with such weapons as RVG50 Miniguns and Sweeper V  |
  |  Missile Cannons, make them a priority in combat, taking them out     |
  |  preferably from long range.                                          |
  |_______________________________________________________________________|

   _______________________________________________________________________
  /                                                                       \
  |                          ---  RED HAND  ---                           |
  |_______________________________________________________________________|
  |                                                                       |
  |  The Red Hand mercenaries are the first enemies you'll encounter in   |
  |  the game; obviously, they aren't the toughest enemies you will face, |
  |  at least when there's only a few of them.  On Brutal difficulty, and |
  |  in larger numbers, they actually can be quite dangerous, of course,  |
  |  so don't take them too lightly.  They are usually armed with rifle   |
  |  weapons, such as the Confed LZR-23, MK-ASLT, or, most dangerous of   |
  |  all, the L-Shot-50.  Red Hand using the latter should be a priority  |
  |  to kill.  Grenades and pretty much any type of weapon works well     |
  |  against them, as they are not very durable.                          |
  |_______________________________________________________________________|

   _______________________________________________________________________
  /                                                                       \
  |                        ---  SEER FOLLOWER  ---                        |
  |_______________________________________________________________________|
  |                                                                       |
  |  Seer Followers are a step up from Seer Slaves, and are a bit more    |
  |  powerful.  They wear a garment resembling a red vest, and can fire   |
  |  purple bolts that are faster and more damaging than the attack of    |
  |  Slaves.  All in all, however, they can't take much damage, so should |
  |  be rather easy to kill, unless in large numbers.  In that case, use  |
  |  sniper rifle headshots or Hawk's Powerblade to thin their numbers    |
  |  before making a direct assault.                                      |
  |_______________________________________________________________________|

   _______________________________________________________________________
  /                                                                       \
  |                         ---  SEER PYLON  ---                          |
  |_______________________________________________________________________|
  |                                                                       |
  |  While Seer Pylons are not technically an "enemy," they should still  |
  |  be destroyed at all costs, usually even before the enemies in the    |
  |  area.  Why?  Well, even though they have no offensive capabilities   |
  |  of their own, they allow more enemies to teleport to their location. |
  |  Kill a Seer Priest nearby, and another one may soon teleport to its  |
  |  location very shortly.  Pylons seem to be rather resistant to High   |
  |  ROF weapons, including even the RVG50 Minigun, so use laser or sonic |
  |  weaponry to take them down from afar.  Another thing that works very |
  |  well is to use grenades - simply throw a grenade at the Pylon, and   |
  |  this will allow you to turn your attention to other enemies that are |
  |  attacking you.                                                       |
  |_______________________________________________________________________|

   _______________________________________________________________________
  /                                                                       \
  |                         ---  SEER PRIEST  ---                         |
  |_______________________________________________________________________|
  |                                                                       |
  |  As mentioned earlier, Seer Priests are almost identical to Lesser    |
  |  Priests in terms of appearance.  However, they do seem to be able to |
  |  take a bit more damage, while their bolts seem to dish out more as   |
  |  well.  Nonetheless, they are still easily killed by headshots from   |
  |  an L-Shot or from a single Powerblade attack.  Make sure to pick up  |
  |  the Psychic Rubies that each one drops upon dying, to regain a bit   |
  |  of health.                                                           |
  |_______________________________________________________________________|

   _______________________________________________________________________
  /                                                                       \
  |                         ---  SEER SLAVE  ---                          |
  |_______________________________________________________________________|
  |                                                                       |
  |  Seer Slaves are the lowest members of the Sword of Shadoon cult's    |
  |  hierarchy, for good reason.  They can easily be distinguished from   |
  |  Seer Followers, as they do not wear the red vest.  In addition, they |
  |  fire slower and less-damaging yellow bolts, instead of purple ones,  |
  |  and die very quickly against any type of weapons fire.               |
  |_______________________________________________________________________|

   _______________________________________________________________________
  /                                                                       \
  |                        ---  SHRIKE HEAVY  ---                         |
  |_______________________________________________________________________|
  |                                                                       |
  |  Shrike Heavy troops are easily distinguishable from normal Shrike    |
  |  Soldiers by their somewhat bulkier appearance and by their reddish   |
  |  coloring.  They can take quite a bit more damage than their lesser   |
  |  brethren, and are very heavily-armed with large weapons, including   |
  |  the Sweeper V and Therm Sweeper Missile Cannons, Jax-iC, Saryl-99,   |
  |  etc.  They are themselves very vulnerable to sonic-based weaponry.   |
  |  Also be on the lookout for Rollers, which they are fond of using.    |
  |_______________________________________________________________________|

   _______________________________________________________________________
  /                                                                       \
  |                        ---  SHRIKE HOUND  ---                         |
  |_______________________________________________________________________|
  |                                                                       |
  |  Shrike Hounds are similar in size and body structure to Fire Hounds, |
  |  but are a reddish color and emit a green-colored gas.  They use this |
  |  gas as a projectile weapon, doing great damage.  Note, however, that |
  |  this attack has little effect on Flint, since she is a synthetic and |
  |  can recycle her air.  Try to take them out from long range, using    |
  |  weapons such as the L-Shot-75.  The Powerblade is very effective as  |
  |  well, but as with the Fire Hounds, the angle of attack must be low.  |
  |_______________________________________________________________________|

   _______________________________________________________________________
  /                                                                       \
  |                       ---  SHRIKE SOLDIER  ---                        |
  |_______________________________________________________________________|
  |                                                                       |
  |  Shrike Soldiers are typically a yellowish color and armed with rifle |
  |  weapons, such as the Rail RVR and Jax-iR.  As with the Shrike Heavy  |
  |  troops, these enemies are very vulnerable to sonic-based weaponry.   |
  |  A single headshot with an L-Shot will also make short work of them.  |
  |_______________________________________________________________________|

   _______________________________________________________________________
  /                                                                       \
  |                         ---  SUBVERSIVE  ---                          |
  |_______________________________________________________________________|
  |                                                                       |
  |  Subversives look almost identical to the Red Hand mercenaries, but   |
  |  are a bit more durable and seem to be better marksman, although I    |
  |  can't confirm this.  They are first encountered in Mission 6, as     |
  |  they are associates of Edward Kingman.                               |
  |_______________________________________________________________________|

   _______________________________________________________________________
  /                                                                       \
  |                          ---  TERRORIST  ---                          |
  |_______________________________________________________________________|
  |                                                                       |
  |  Terrorists are the next step up from Subversives, so although they   |
  |  appear very similar, they can be quite a bit more dangerous.  While  |
  |  they often use the same type of weapons, such as the L-Shot-75, they |
  |  are also fond of using grenades, including the Gas and Frag variety. |
  |  Terrorists too are associates of Edward Kingman, and are encountered |
  |  for the first time in Mission 6.                                     |
  |_______________________________________________________________________|

   _______________________________________________________________________
  /                                                                       \
  |                           ---  TURRET  ---                            |
  |_______________________________________________________________________|
  |                                                                       |
  |  Turrets are machine-operated defense mechanisms.  As such, they can  |
  |  often be deactivated or reprogrammed by Hawk, if the control console |
  |  can be found.  Turrets can be destroyed with such weapons as rockets |
  |  and grenades, and although they have a relatively long range and can |
  |  cause quite a bit of damage, they have a "blind spot."  Get close    |
  |  enough, and the turret will be unable to track you.                  |
  |_______________________________________________________________________|

   _______________________________________________________________________
  /                                                                       \
  |                         ---  UGLY MUTANT  ---                         |
  |_______________________________________________________________________|
  |                                                                       |
  |  Ugly Mutants can be considered your run-of-the mill, cannibalistic,  |
  |  psychotic quasi-human.  They're usually armed with pistol weapons,   |
  |  such as the Confed LZR-10 and Foley 356 Tact.  As such, they are     |
  |  relatively light-hitting foes, but can still be dangerous in large   |
  |  numbers.  While they will sometimes stand their ground, Ugly Mutants |
  |  will oftentimes fall for the bait-and-run tactic, making for easy    |
  |  killing.                                                             |
  |_______________________________________________________________________|


_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
VII. DNA CANISTERS                                                       kw-dna
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

The DNA Canisters found throughout the game are listed below, in the order that
they are found.  Note that there are a couple of repeats - for example, the one
found in the first mission is the same as the one found in the sixth.  Finding
and collecting these DNA Canisters unlocks their respective character, playable
in Deathmatch and Squad Deathmatch.


Confed Marine:  (Welcome to the 23rd).  Located in the terrorist base, in the
  first bunker on the right.

Feral Colonist:  (Rescue Brutus, Chapter 2).  Found in the first building you
  enter, behind a door with a slit and in the back.  Shoot it or blow it up
  with grenades to clear the way.

Feral Outcast:  (Cemetery Gates).  This DNA Canister is found after going past
  the second gate, past the large Kingman fuel tank, and into the small shack
  (near some burning tires) on a hill to left (before the foggy canyon).

Seer Follower:  (Hunt for Shadoon, Chapter 1).  After going through the first
  teleporter, take the path to the left of the hut; it's on a small platform
  just beyond the four Seers.  Be ready for two Seer Priests that appear as
  soon as you grab it.

Militia:  (Terrorist Ghetto).  This DNA Canister is found inside the main ruin
  complex with the turret on top.  It is on the second floor, near the control
  console that you destroy.

Confed Marine:  (Lonesome Death of Edward Kingman, Chapter 3).  After making
  your way to the top of the steep hill at the start of the mission, enter the
  large building at the top, near the fuel pumps and equipment.  The DNA
  Canister is to the right after entering.  NOTE: This is the same DNA as that
  found in Mission 1: Welcome to the 23rd.

Outcast Shaman:  (Ship Graveyard, Chapter 2).  The mission's final area has a
  large platform, large building, and a shack or two.  The shack right next to
  the platform contains the DNA Canister.

Seer Priest:  (Return to Osiris, Chapter 1).  Early on in the mission, you'll
  come across a religious ceremony, with many Seers worshipping a hologram of
  Shadoon's face.  After taking care of the enemies, the DNA Canister is found
  at the base of where the hologram was.

Feral Shaman:  (Seers on the Bayou, Chapter 3).  Shortly after discovering the
  room piled high with the corpses of Feral Colonists, continue up the ramp
  (watch out for Rollers) to the top.  In the back of the room behind the
  destructible door is a balcony with the DNA Canister.

Gunthar Ghent:  (Squirm).  After killing Ghent, head down the path to where he
  originally was, before attempting to flee.  Inside the large building, first
  shoot or disarm the Sentry bomb, then pick up the DNA Canister right next to
  it.

Militia:  (Supermutant).  After opening the rear gate and clearing the enemies
  in the area, look for a large pipe on the ground to the left.  Laying inside
  is the DNA Canister.  NOTE: This is the same DNA as was found in Mission 5:
  Terrorist Ghetto.

Shadoon:  (Kill Shadoon, Chapter 3).  After destroying the batteries holding
  the dome above the lava, enter and "kill" Shadoon's first form.  After he
  teleports away, he leaves behind the DNA Canister.

Fire Hound:  (Abaddon).  Once you have hacked into the satellite and killed the
  Terrorists, move into the back of the area.  In between the small pool of
  lava and the bigger body of lava is the DNA Canister.

McTavish:  (Seti 2049, Chapter 2).  The DNA Canister is on the middle level of
  the landing platform (one floor above ground level, one floor below where
  McTavish is found).  It's on the end opposite the ramp leading to the top
  floor.

Shrike Soldier:  (Hostile Reception, Chapter 4).  Once the Hunter Lord's ship
  has taken off, enter the large tunnel it came out of and kill the enemies
  within.  There is a small sub-tunnel/slope (to the left side of the large
  tunnel) leading to the DNA Canister.

Shrike Heavy:  (Ripe for Plunder).  The DNA Canister is in the second building
  to the left in the last area of the compound, in the back.  After destroying
  the weapons crate, go through the opened doors until you reach the small
  corridor with it.

Shrike Hound:  (Shrike Rogues).  After clearing the Sentry bombs at each of the
  entrances to the pyramid, head inside and clear out the Shrikes within.  The
  DNA Canister is found on the roof of the pyramid (one floor above the Alien
  Technology), near some rubble.  Simply make a circle around the roof and you
  should have no trouble finding it.

Hunter Lord:  (The Anvil, Chapter 4).  The final DNA Canister is found just
  after destroying the second projector of the Hunter Lord Chamber shield in
  Chapter 4.  Look for a small piece of pipe extending over the side of the
  cliff, then walk onto it and turn right; the canister is on a ledge nearby.


_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
VIII. MULTIPLAYER                                                        kw-mul
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

===============================================================================
= A) SQUADS/CHARACTERS                                                   kw-squ
===============================================================================

As you will have encountered most of the available multiplayer characters over
the course of the normal game, they should be somewhat familiar to you.  Note,
however, that many of them have special abilities and such that are exclusive
to the multiplayer aspect of the game - thus, these are listed below, separate
from the enemies information above.  Anyway, the enemies are listed by their
respective squads, in alphabetical order.  Those that are not part of a squad,
and thus only available in Deathmatch mode, are listed at the bottom.  Don't
forget that you will have to collect the corresponding DNA Canisters during the
campaign mode of the game to unlock most of these characters.


=-=-=-=-=-=-=-=
= Brute Force =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=

  Brutus, Flint, Hawk, and Tex play exactly the same in Deathmatch and Squad
  Deathmatch as they do in Campaign mode.  As such, you should be pretty
  familiar with their skills and tactics; for a refresher course, jump all the
  way back up to section III.B (keyword: kw-cha) above.


=-=-=-=-=-=-=-=-=-=-=-=
= Feral Hunting Pack  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=-=-=
                                                         _________________
   _____________________________________________________/ FERAL COLONIST  \
  /                                                                       |
  |                         ---  DESCRIPTION  ---                         |
  |                                                                       |
  |  The Feral Colonist is, in terms of both appearance and ability, very |
  |  similar to Brutus.  The Colonist's green hide makes them easily      |
  |  distinguishable from other Ferals in the pack, and they too wield    |
  |  either two Rifles or one Rifle and one Cannon.  Finally, they share  |
  |  the "Spirit of Vengar" special ability.                              |
  |                                                                       |
  |-----------------------------------------------------------------------|
  |                    ---  RECOMMENDED TACTICS  ---                      |
  |                                                                       |
  |  The Feral Colonist is an excellent all-around troop.  Feel free to   |
  |  use him to head up your attacks, as his Spirit of Vengar allows him  |
  |  to easily spot enemies, heal himself, etc.  If you can, you may even |
  |  try to pull off a Dash attack, but note that your stamina meter will |
  |  be drained.                                                          |
  |_______________________________________________________________________|

                                                         _________________
   _____________________________________________________/  FERAL OUTCAST  \
  /                                                                       |
  |                         ---  DESCRIPTION  ---                         |
  |                                                                       |
  |  The Feral Outcast has a bright, reddish-orange hide, and like his    |
  |  Feral brethren, can wield either two Rifles or one Rifle and one     |
  |  Cannon.  The Outcast's special ability is the "Spirit of Garner,"    |
  |  similar to the "Spirit of Vengar" in that it allows the ability to   |
  |  spot the heat signature of enemies and allows for a Dash Attack.     |
  |  Note, however, that it does not heal the Outcast whatsoever.         |
  |                                                                       |
  |-----------------------------------------------------------------------|
  |                    ---  RECOMMENDED TACTICS  ---                      |
  |                                                                       |
  |  Like the other Feral warriors, Outcasts are excellent all-around     |
  |  combatants.  It is important to keep in mind that they cannot heal   |
  |  themselves (unless with a Med Kit), so they are actually less adept  |
  |  at leading a charge than Feral Colonists, unless you don't mind      |
  |  using Med Kits freely.                                               |
  |_______________________________________________________________________|

                                                         _________________
   _____________________________________________________/  FERAL SHAMAN   \
  /                                                                       |
  |                         ---  DESCRIPTION  ---                         |
  |                                                                       |
  |  The Feral Shaman has a yellowish-colored hide, although it is not as |
  |  vibrant as that of the Outcast Shaman - in fact, it is more of a     |
  |  greenish-yellow color.  They too can wield either two Rifles or one  |
  |  Rifle and one Cannon.  Instead of the "Spirit of Vengar," however,   |
  |  the Feral Shaman's special ability is the "Breath of Vengar."  While |
  |  it does not last nearly as long and does not allow the Shaman to spot|
  |  hidden enemies, it restores health much quicker, even healing nearby |
  |  allies!                                                              |
  |                                                                       |
  |-----------------------------------------------------------------------|
  |                    ---  RECOMMENDED TACTICS  ---                      |
  |                                                                       |
  |  Feral Shamans can wield Cannon-class weapons, so can definitely do   |
  |  massive damage on their own.  Perhaps their biggest asset, however,  |
  |  is their ability to very rapidly heal themselves and any nearby      |
  |  allies.  If playing as part of a squad, try to stay near other squad |
  |  members, using the "Breath of Vengar" as soon as health gets pretty  |
  |  low (don't use it right away - it drains stamina almost completely). |
  |_______________________________________________________________________|

                                                         _________________
   _____________________________________________________/ OUTCAST SHAMAN  \
  /                                                                       |
  |                         ---  DESCRIPTION  ---                         |
  |                                                                       |
  |  Outcast Shaman's have a bright yellow hide with black markings, so   |
  |  they are easily distinguishable.  As is the norm with Feral units,   |
  |  the weapons of choice are either two Rifles or one Rifle and one     |
  |  Cannon.  Unlike the other Ferals, however, their special ability is  |
  |  the "Wrath of Vengar."  It does not heal, but causes a series of     |
  |  massive explosions centered wherever your targeting reticule is      |
  |  aiming - you should note that a full stamina meter is required to    |
  |  make use of this special ability.                                    |
  |                                                                       |
  |-----------------------------------------------------------------------|
  |                    ---  RECOMMENDED TACTICS  ---                      |
  |                                                                       |
  |  Outcast Shamans are the heaviest-hitting members of the Feral squad. |
  |  They are a good choice to use to head up your attacks, despite their |
  |  inability to heal themselves without Med Kits.  Use the "Wrath of    |
  |  Vengar" to soften up enemies, if not downright kill them.  Coupled   |
  |  with a powerful Cannon, they can do massive damage.  It wouldn't be  |
  |  a bad idea to keep a Feral Shaman nearby to help heal, however.      |
  |_______________________________________________________________________|


=-=-=-=-=-=-=-=-=-=-=
= Ferguson Platoon  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=-=
                                                         _________________
   _____________________________________________________/  CONFED MARINE  \
  /                                                                       |
  |                         ---  DESCRIPTION  ---                         |
  |                                                                       |
  |  The Confed Marine is very similar in appearance to the Militia unit, |
  |  clad in a grayish armor.  He can carry only one weapon (only Rifle   |
  |  types).  The special ability is an "Orbital Beam" which impacts down |
  |  from the sky wherever the targeting reticule is aiming.  Use of this |
  |  ability drains just a bit more than half of the stamina meter, so it |
  |  does not take long to get a second use off after the first Orbital   |
  |  Beam hits.  Of course, damage is not extremely high, although the    |
  |  beam does persist for several seconds, damaging enemies within the   |
  |  blast radius for as long as they remain there.                       |
  |                                                                       |
  |-----------------------------------------------------------------------|
  |                    ---  RECOMMENDED TACTICS  ---                      |
  |                                                                       |
  |  Because the Confed Marine can take relatively little damage, is is   |
  |  probably a good idea to keep him back and use him more for support.  |
  |  Try to find some cover and, from long range, use his Orbital Beam to |
  |  soften up enemy targets.  If playing him as part of a squad, the     |
  |  same strategy applies, but feel free to join the fray once a close-  |
  |  range battle has begun, still using the Orbital Beam as often as you |
  |  can.                                                                 |
  |_______________________________________________________________________|

                                                         _________________
   _____________________________________________________/  GUNTHAR GHENT  \
  /                                                                       |
  |                         ---  DESCRIPTION  ---                         |
  |                                                                       |
  |  Gunthar Ghent, having trained in a Reconnaissance unit, possesses    |
  |  the special ability of cloaking, like Hawk.  Although he can not     |
  |  wield the Powerblade, making him much less effective of a silent     |
  |  assassin, he can take quite a bit more damage than Hawk.  Like other |
  |  members of the Ferguson Platoon, he can carry only one weapon, of a  |
  |  Rifle variety.                                                       |
  |                                                                       |
  |-----------------------------------------------------------------------|
  |                    ---  RECOMMENDED TACTICS  ---                      |
  |                                                                       |
  |  Make good use of Ghent's cloaking to get into a good position and/or |
  |  outflank and surprise your enemies.  Note that firing a weapon does  |
  |  drain your stamina, but grenades still work well in stealth mode.    |
  |  Although Ghent is relatively durable, he will probably not be able   |
  |  to hold his own one-on-one against a Cannon-wielding enemy unless    |
  |  you make good use of his cloaking and guerilla tactics.              |
  |_______________________________________________________________________|

                                                         _________________
   _____________________________________________________/    MCTAVISH     \
  /                                                                       |
  |                         ---  DESCRIPTION  ---                         |
  |                                                                       |
  |  Ty McTavish is, like Flint, a superb sniper and a synthetic.  In     |
  |  other words, he too can zoom twice with L-Shot weapons and has much  |
  |  steadier aim than most other units.  His "Tracking" special ability  |
  |  is pretty much the same as Flint's "Advanced Targeting," although it |
  |  has a much wider horizontal range.  Note that because he can carry   |
  |  only one Rifle (best choice is usually an L-Shot), he can be at a    |
  |  bit of a disadvantage in close-range combat.                         |
  |                                                                       |
  |-----------------------------------------------------------------------|
  |                    ---  RECOMMENDED TACTICS  ---                      |
  |                                                                       |
  |  McTavish is an excellent choice for those handy with a sniper rifle. |
  |  Use his special ability to quickly locate enemies before popping off |
  |  a few shots.  If possible, zoom in and try for a headshot once you   |
  |  have located an enemy with Tracking.  Although McTavish can take a   |
  |  relatively good amount of damage, try not to get him into melees at  |
  |  close-range, especially if he is using a slow-firing L-Shot.  If you |
  |  cannot avoid it, however, use Tracking to easily hit your target, as |
  |  it works just as well at close-range.                                |
  |_______________________________________________________________________|

                                                         _________________
   _____________________________________________________/     MILITIA     \
  /                                                                       |
  |                         ---  DESCRIPTION  ---                         |
  |                                                                       |
  |  The Militia unit is much like the Confed Marine, in terms of weapon  |
  |  proficiency and appearance.  The biggest difference is perhaps the   |
  |  special ability: he calls in an "airstrike" which takes a second or  |
  |  two to impact.  Once the airstrike arrives, however, a maximum of    |
  |  five explosions impact upon the area where the targeting reticule is |
  |  aiming.  This special ability can be rather difficult to use against |
  |  moving targets very effectively, because of the delay, but note that |
  |  you can still move your targeting reticule after you call for it -   |
  |  continue to track the target as best you can until the strikes hit.  |
  |                                                                       |
  |-----------------------------------------------------------------------|
  |                    ---  RECOMMENDED TACTICS  ---                      |
  |                                                                       |
  |  The Militia unit is very similar to the Confed Marine, and as such,  |
  |  you'll want to use the same strategies.  Even though he seems to be  |
  |  able to take a bit more damage, it is probably a bad idea to use him |
  |  at the vanguard of your assault.  Instead, keep him back and make    |
  |  good use of his airstrikes to soften up enemies before joining the   |
  |  fight.                                                               |
  |_______________________________________________________________________|


=-=-=-=-=-=-=-=
= Seer Coven  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=
                                                         _________________
   _____________________________________________________/   FIRE HOUND    \
  /                                                                       |
  |                         ---  DESCRIPTION  ---                         |
  |                                                                       |
  |  The Fire Hound is very quick, and like its Shrike Hound cousin, can  |
  |  fire a very damaging Breath Attack.  However, this attack is not a   |
  |  gas, but more fire-based.  In long-range combat, it can be hard to   |
  |  land a hit, despite the attack's area of effect, because of limited  |
  |  range (aim high) and speed of the projectile.  The Fire Hound has no |
  |  special ability, but it can withstand lava better than other enemies |
  |  can.  While it can by no means simply hide in lava and still takes   |
  |  damage from it, it is not instantly killed by stepping into it.      |
  |                                                                       |
  |-----------------------------------------------------------------------|
  |                    ---  RECOMMENDED TACTICS  ---                      |
  |                                                                       |
  |  Fire Hounds can't take much damage at all, so use them more for fire |
  |  support during battles, if part of a squad.  Even if not part of a   |
  |  squad, try to stay back and use the Breath Attack as quickly as you  |
  |  can, aiming high at long ranges and constantly moving at full speed, |
  |  to avoid taking too much damage.                                     |
  |_______________________________________________________________________|

                                                         _________________
   _____________________________________________________/  SEER FOLLOWER  \
  /                                                                       |
  |                         ---  DESCRIPTION  ---                         |
  |                                                                       |
  |  Seer Followers are relatively weak units, since they cannot take a   |
  |  great amount of damage and cannot pick up different weapons.  They   |
  |  can only use their inherent Psionic Blast attack, which has a rather |
  |  nice rate-of-fire but mediocre damage.  In addition, their "Phase"   |
  |  special ability isn't extremely useful, since it simply teleports    |
  |  the Follower to a random location - even into the range of enemy     |
  |  forces, so use it with caution.  Note that such items as grenades    |
  |  can be picked up but not thrown.                                     |
  |                                                                       |
  |-----------------------------------------------------------------------|
  |                    ---  RECOMMENDED TACTICS  ---                      |
  |                                                                       |
  |  I really don't have much to say about Seer Followers, as they are so |
  |  underpowered compared to the other multiplayer characters.  Since    |
  |  they can take relatively little damage and don't dish much damage    |
  |  out themselves, I find the best use for them is to scout ahead and   |
  |  serve as a magnet for enemy fire, while you use your better troops   |
  |  to attack any targets that open fire on the Follower.  Simply use    |
  |  the Phase special ability to teleport as soon as are fired upon, but |
  |  note that it does not always take out out of danger.                 |
  |_______________________________________________________________________|

                                                         _________________
   _____________________________________________________/   SEER PRIEST   \
  /                                                                       |
  |                         ---  DESCRIPTION  ---                         |
  |                                                                       |
  |  The Seer Priest is easily distinguishable from the Follower by the   |
  |  long, red robe it wears.  They cannot pick up weapons either, but    |
  |  rely on their inherent Psionic Blast attack.  This attack, although  |
  |  it has the same name as that of the Follower, fires a bit slower but |
  |  does more damage.  Their "Phase" special ability is the same, also   |
  |  teleporting to a random location.                                    |
  |                                                                       |
  |-----------------------------------------------------------------------|
  |                    ---  RECOMMENDED TACTICS  ---                      |
  |                                                                       |
  |  The Seer Priest is a relatively powerful, all-around troop, although |
  |  its speed is somewhat lacking, making it a rather easy target.  At   |
  |  any rate, use them as one of your front-line troops if playing as a  |
  |  squad, making sure to Phase teleport out of danger's way when it is  |
  |  necessary.                                                           |
  |_______________________________________________________________________|

                                                         _________________
   _____________________________________________________/     SHADOON     \
  /                                                                       |
  |                         ---  DESCRIPTION  ---                         |
  |                                                                       |
  |  Shadoon is easily the most powerful of the Seer Coven, able to take  |
  |  more damage and capable of dishing out more, with his more-damaging  |
  |  Psionic Blast attack.  He too uses a "Phase" special ability, which  |
  |  teleports him to a random location.  Shadoon's teleport, however,    |
  |  uses up more than half of his stamina meter, whereas that of the     |
  |  Follower uses much less.  While I can't say for certain, it seems    |
  |  less likely to teleport him into dangerous areas, such as right in   |
  |  front of enemy forces.  Note that Shadoon, like the rest of the Seer |
  |  Coven, cannot use certain items, such as grenades.                   |
  |                                                                       |
  |-----------------------------------------------------------------------|
  |                    ---  RECOMMENDED TACTICS  ---                      |
  |                                                                       |
  |  Shadoon, while capable of taking a good amount of damage and able to |
  |  deal out a respectable amount himself, is very slow.  So, instead of |
  |  relying on movement to avoid taking damage, use his Phase teleport   |
  |  to escape danger and regroup, before making another attack run and   |
  |  repeating.                                                           |
  |_______________________________________________________________________|


=-=-=-=-=-=-=-=-=-=
= Shrike Raiders  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=
                                                         _________________
   _____________________________________________________/   HUNTER LORD   \
  /                                                                       |
  |                         ---  DESCRIPTION  ---                         |
  |                                                                       |
  |  The Hunter Lord is a formidable character in multiplayer, easily     |
  |  spotted because of its massive tail.  Although it can only carry a   |
  |  single weapon (Cannons only) and does not have a special ability, it |
  |  can take massive damage.  Before the Hunter Lord's health meter is   |
  |  drained, the stamina meter is depleted first.  In other words, you   |
  |  can think of the stamina meter as a rechargeable shield which must   |
  |  be depleted before any damage will be taken.                         |
  |                                                                       |
  |-----------------------------------------------------------------------|
  |                    ---  RECOMMENDED TACTICS  ---                      |
  |                                                                       |
  |  The Hunter Lord isn't nearly as effective in multiplayer as he was   |
  |  in the Campaign mode, but he is still extremely formidable.  Equip   |
  |  him with such weapons as the Therm Sweeper and try to stay at long   |
  |  range.  This way, you'll be hit less, and what does hit will most    |
  |  likely absorbed by your stamina meter.  Of course, feel free to take |
  |  him into close-range combat, as he can still hold his own there.     |
  |_______________________________________________________________________|

                                                         _________________
   _____________________________________________________/  SHRIKE HEAVY   \
  /                                                                       |
  |                         ---  DESCRIPTION  ---                         |
  |                                                                       |
  |  The Shrike Heavy has a reddish-colored skin, and is a bit bulkier    |
  |  than the Shrike Soldier.  It can only carry one Cannon-class weapon, |
  |  and like the Hunter Lord, has a stamina meter that acts as a shield, |
  |  in place of a special ability.  Note, however, that both the health  |
  |  and stamina meters of the Shrike Heavy are quite a bit shorter than  |
  |  those of the Hunter Lord.                                            |
  |                                                                       |
  |-----------------------------------------------------------------------|
  |                    ---  RECOMMENDED TACTICS  ---                      |
  |                                                                       |
  |  The Shrike Heavy is an excellent choice to use for battling enemies, |
  |  as his relatively large stamina meter allows him a bit of leeway in  |
  |  terms of getting hit and taking damage.  Equip a Shrike Heavy with   |
  |  the hardest-hitting Cannon you can find, then use him up-close while |
  |  your less durable Shrike Hound attacks from afar.                    |
  |_______________________________________________________________________|

                                                         _________________
   _____________________________________________________/  SHRIKE HOUND   \
  /                                                                       |
  |                         ---  DESCRIPTION  ---                         |
  |                                                                       |
  |  The Shrike Hound is extremely fast, but cannot pick up any weapons,  |
  |  instead relying on its inherent Breath Attack.  This attack fires a  |
  |  small gas projectile with somewhat limited range, as it arcs - for   |
  |  long-distance fighting, make sure to aim a bit high.  If you are     |
  |  able to land a successful hit, massive damage is dealt against most  |
  |  enemies (synthetics such as Flint and McTavish are less affected).   |
  |  Like the other Shrike units, the Hound does not have any special     |
  |  ability.  Since the Shrike Hound's stamina meter doesn't serve as a  |
  |  rechargeable shield, it won't ever be drained.                       |
  |                                                                       |
  |-----------------------------------------------------------------------|
  |                    ---  RECOMMENDED TACTICS  ---                      |
  |                                                                       |
  |  Despite the increased difficulty of trying to hit from long-range, I |
  |  would still recommend that you keep as much distance between the     |
  |  Shrike Hound and your enemies as possible, since it cannot take much |
  |  damage.  Since your Breath Attack has unlimited ammunition, simply   |
  |  fire as rapidly as possible, trying to catch your enemies in the gas |
  |  explosion, while the other Shrike keep them busy.                    |
  |_______________________________________________________________________|

                                                         _________________
   _____________________________________________________/ SHRIKE SOLDIER  \
  /                                                                       |
  |                         ---  DESCRIPTION  ---                         |
  |                                                                       |
  |  The Shrike Soldier is a bit less durable than the Shrike Heavy unit, |
  |  but also features a stamina meter that serves as a rechargeable      |
  |  shield.  They can only use Rifle class weapons, but are a bit faster |
  |  than their larger counterparts.  Again, no special ability besides   |
  |  the shield/stamina meter is present.                                 |
  |                                                                       |
  |-----------------------------------------------------------------------|
  |                    ---  RECOMMENDED TACTICS  ---                      |
  |                                                                       |
  |  The Shrike Soldier is a bit less-suited to combat than the Shrike    |
  |  Heavy or Hunter Lord, but they can still hold their own, especially  |
  |  because of their shield/stamina meter.  Because they cannot take as  |
  |  much damage, nor deal as much out, however, they should be used more |
  |  for fire-support than as your tank.                                  |
  |_______________________________________________________________________|


===============================================================================
= B) DEATHMATCH MAPS                                                     kw-map
===============================================================================

MORE COMING SOON


_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
VIII. GUIDE INFORMATION                                                  kw-inf
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

=-=-=-=-=-=-=-=-=-=-=-=
= A) Version History  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=-=-=

Version 1.1 (July 12, 2003) - Multiplayer squads and characters have been added
  to the FAQ, although maps remain to be completed.

Version 1.0 (July 04, 2003) - The walkthrough is finally complete from start to
  finish!  The next update should include multiplayer information.

Version 0.9 (June 23, 2003) - Only two more missions left.  More miscellaneous
  information, such as weapons, DNA Canister locations, etc. were added.

Version 0.75 (June 14, 2003) - The walkthrough is now about 75% complete; I had
  wanted to finish Mission 15 before the next update, but I wanted to fix some
  typos/mistakes right away.

Version 0.66 (June 11, 2003) - About 2/3 of the walkthrough has been completed,
  and the rate of fire for most weapons tested and added.

Version 0.5 (June 9, 2003) - The walkthrough is 50% complete, with 9/18 of the
  missions written up.  Enemies that have been encountered thus far in the
  game have been written up, as have a lot of the weapons, although some of
  the damage testing and all of the rate of fire testing still need to be
  done.


=-=-=-=-=-=-=-=-=-=-=-=-=
= B) Email information  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=-=-=-=

If you have any questions regarding this guide, feel free to email me at
Thuyker at aol dot com.  Make sure to put something in your email subject, so
that I don't mistake it for spam.

Also, if you have any suggestions, comments, or information that might be
useful, please let me know!  I'll definitely give credit where credit is due.


=-=-=-=-=-=-=-=
= C) Credits  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=

- Thanks to Digital Anvil and Microsoft for making the game!

- Thanks to GameFAQS and CJayC for putting this up!

- Thanks to Dean Wesley Smith's "Brute Force: Betrayals" for information on
 the background story and characters!

- Last, but certainly not least, thanks to YOU for reading this!

In addition, as I mentioned above, I would greatly appreciate anyone who has
any further information that might be useful for this guide.  Your name will
go here!


=-=-=-=-=-=-=-=-=-=
= D) Legal Stuff  =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=-=-=-=-=-=

This FAQ/Guide was written 100% by me, and countless hours were spent working
to find the information and to write the guide.  It is Copyright © 2003 Thuy
Tran ("Thuyker") and may not be taken in part or whole to be claimed as your
own work, not altered in any way.  Please contact me for permission if you're
interested in posting this on your site.

Currently, the following sites have permission to post my FAQ:

  www.gamefaqs.com
  www.ign.com
  www.neoseeker.com


All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.