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LIFE IS DESOLATE
PAIN IS TRANSIENT
NATAKA IS ETERNAL
===============================================================================
INTRODUCTION
===============================================================================
This walkthrough was written for the 1998 Mad Genius Software PC Gunmetal, the
single player game, on the default Lieutenant difficulty. It was written for
the patched version 1.36.
If you are reading this guide, chances are you already have an idea of what
this game is about. But if you don't, why should you play Gunmetal? Well:
- Do you like the idea of piloting a hovertank and blowing things up?
- The core gameplay is pretty solid if you like first-person shooters
- There's a decent story that's well told, often by implication, not exposition
- The style and atmosphere are well realized
It's got some problems:
- Dated by modern standards
- Challenging bordering on excessively punishing ... but that might be a plus?
- Two critical bugs, but there are relatively simple workarounds
If you were the right age in the 90's to be playing System Shock or Mechwarrior
II, chances are you'll like this. If not, give it a try anyway!
===============================================================================
TABLE OF CONTENTS
===============================================================================
Searchable by using ctrl+f plus the code beside the item (i.e. m19).
INTRODUCTION
TABLE OF CONTENTS
GENERAL NOTES
g00 - Outside Your RPV
g01 - RPV Basics
g02 - RPV Configuration
g03 - Environmental Hazards
g04 - General Information and Tips
MISSIONS
m00 - NIAC HQ (Mission Hub)
m01 - NIAC HQ Training
m02 - Avalon Guard Duty
m03 - Lachesis Tower Rescue
m04 - Network 53 Drill Rig
m04A - Network 53 Foundry (Secret)
m05 - Welles Oil Refinery
m06 - Cadtleltl Expedition
m07 - Montague Extraction
m08 - Atropos Battleship
m09 - Typon Weapons Lab
m10 - Earth Spaceport
m11 - Earth Island Base
m12 - Argus Space Station
m13 - Tantalus Weapons Platform
m14 - Wollstonecraft Base
m15 - Sparta Bomb Removal
m16 - Order of Divine Logic Base
m17 - Krupp-Verdan Weapons Lab
m18 - New Kyoto Arcology
m19 - Lachesis Tower Redux
m20 - NIAC HQ Redux
m21 - Ancient Ruins
m22 - Jumpgate Hub
m23 - RPV Factory
m24 - Keller Core
m99 - Ending
mXXA - ??? (Secret)
mXXA - ??? (Secret)
I have heard there are two other secret levels but can't find them.
CHASSIS
c01 - Light Chassis
c02 - Medium Chassis
c03 - Stealth Chassis
c04 - Heavy Chassis
WEAPONS
w01 - Machine Gun
w02 - Cannon
w03 - Autocannon
w04 - Railgun
w05 - Grenade
w06 - Flamethrower
w07 - Rocket
w08 - RGM
w09 - MRL
w10 - Laser
w11 - Fusion Beam
w12 - Plasma Cannon
w13 - Microwave gun
w14 - EMP Gun
w15 - Disruptor Field
w16 - Disintegrator
w17 - Viral Launcher
w18 - Meson Gun
w19 - Tactical Nuclear Missile
EQUIPMENT
q01 - Headlights
q02 - Force Shield
q03 - Mine Detector
q04 - Targeting
q05 - Self-Destruct
q06 - Warp Device
q07 - Radar
q08 - Mine Layer
q09 - Ballast
POWERUPS
p01 - Ammunition
p02 - Armor Repair
p03 - Internal System Repair
p04 - Full Damage Repair
p05 - Salvage
p06 - Turbo Boost
ENEMIES
e01 - Drone
e02 - Turret
e03 - Cannon RPV
e04 - Police RPV
e05 - Gunship
e06 – Submarine
e07 – Flame RPV
e08 - Keller Flash Drone
e09 - Keller Eye
e10 - Laser RPV
e11 - Rocket RPV
e12 - Keller Laser Drone
e13 - Disruptor RPV
e14 - Plasma RPV
e15 - Keller EMP RPV
e16 - Krupp-Verdan Floorsweeper
e17 - Heavy Rocket RPV
e18 - Minelayer RPV
e19 - Keller Fighter
e20 - Keller Processing Core I
e21 - Krupp-Verdan RPV
e22 - Krupp-Verdan Goliath
e23 - Keller Meson RPV
e24 - Railgun RPV
e25 - Keller Processing Core II
e26 - Fusion RPV
e27 - Keller Mothership
e28 - Keller Core
CODES
x01 - Invincibility
x02 - Money
x03 - Fly Mode
x04 - Disable Fly Mode
x05 - Win Level
x06 - Turbo Mode
x07 - Disable Turbo Mode
x08 - Full Ammunition
x09 - Repair Internal Systems
x10 - Repair Armor
x11 - Reveal Map
CONTACT
VERSION HISTORY
LEGAL
===============================================================================
GENERAL NOTES
===============================================================================
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g00 - Outside Your RPV
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HEALTH:
Your damage starts at 0 and increases when you get hit. If it reaches 100, you
die, but outside of your RPV most things can kill you in one hit. Not a big
deal as you'll be controlling an RPV most of the time.
MONEY:
You start with 64,000 Nataka bucks (N$64,000) to spend on your RPV, shown in
red text in the lower right.
-------------------------------------------------------------------------------
g01 - RPV Basics
-------------------------------------------------------------------------------
Your HUD while interfaced to an RPV shows:
SELECTED WEAPON AND AMMO:
Your selected weapon and its available ammo is shown on the lower left, along
with your kill count.
ARMOR AND INTERNAL SYSTEMS DAMAGE:
Armor and internal systems damage is shown in the lower center. Armor is
represented by the four bars for the front, sides, and rear of your RPV. These
bars decrease in length and change color when your RPV takes damage. If the
armor on one facing is depleted, the next damage your RPV takes will be applied
to the internal systems.
Your RPV's internal systems damage is shown below the armor display. Internal
systems damage is at 0% when your RPV has no damage, and increases as you get
hit on an armor-depleted facing, or by certain other attacks. Your RPV is
destroyed when your internal systems damage reaches 100%.
EQUIPMENT:
Your RPV's throttle and equipment is shown on the lower right. Your RPV starts
equipped with a flashlight and self-destruct system. Power cells are required
for your RPV to use most equipment. The available power is shown beside the
equipment if that equipment drains power when used.
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g02 - RPV Configuration
-------------------------------------------------------------------------------
There are five ways you can use to customize your RPV:
- Select Chassis and Armor
- Select Weapons
- Select Equipment
- Load Ammo
- Save RPV Configurations
Items available are shown along with their weight and cost. Items your RPV has
are shown in red text. Anything you purchase is instantly installed on your
RPV.
Nataka is pretty generous in that the sell price of weapons and chassis is
equal to the buy price, so in effect you can customize your RPV for each
mission without worrying about losing money to frictional costs. Exceptions
include internal systems, armor, and ammunition, which are not refilled or
repaired between missions, but there are usually enough powerups lying around
in missions that it's not a big deal.
While you can repair armor here, there doesn't seem to be a way to repair
internal systems damage outside of picking up an repair kit in a mission.
If your RPV is at 99% internal systems damage and belching out black smoke,
even buying another chassis won't remove the damage.
Ammo doesn't add any weight to your RPV. If you're almost full and buy ammo
that would take you over the limit, the extra is wasted but you are charged
the full price - so keep an eye on the ammo total before purchasing if you're
low on Nataka bucks.
You can save your RPV design so that you can quickly select it without having
to customize all the items individually.
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g03 – Environmental Hazards
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Some environments are just as dangerous as weapons to your RPV.
UNDERWATER:
Your RPV is amphibious and all its weapons function underwater. There is very
little difference between maneuvering in water and maneuvering on land, except
falling damage is reduced due to the greater drag. Even if you’re severely
damaged and have no armor, you won’t take any more damage from water leaking
in and damaging your internal systems.
LAVA:
You can’t be fully immersed in lava and drive around like you would in water,
But you will take high temperature damage to your armor and internal systems
while you’re on it. Even a platform that looks too small may get you out of
the lava, though because your RPV has some length to it, turning a certain way
might cause you to take damage again.
EMP:
Like EMP weapons, areas with high electromagnetic activity can cause your RPV
internal systems damage. The only way to stop it is go leave the area.
CRUSHING:
If you get caught between moving objects, you'll start taking crushing damage.
Crushing damage is applied directly to your internal systems and can rapidly
destroy you. Sometimes, you can break free by trying to turn and drive in
different directions. In one mission, you can also take crushing damage by
diving into extremely deep water, though it's just there to kill you off so you
don't get stuck at at that point.
FALLING:
If you fall beyond a certain distance, you’ll take falling damage. Falling
damage is applied to your internal systems, not armor. Higher gravity
increases falling damage, lower gravity and being underwater reduces it.
VACUUM:
Lack of atmosphere doesn't harm your RPV at all, though if you get too far away
from a gravity source you'll lose control and have to reload.
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g04 – General Information and Tips
-------------------------------------------------------------------------------
- Save early and often. Gunmetal doesn't autosave, and you can die quickly.
- Press F1 to learn some useful commands:
- Press F5 a few times to shrink the viewport until your compass is visible.
I use the compass directions extensively throughout the walkthrough.
- Press F9 to overlay a minimap on the HUD. This minimap pivots to match the
direction your RPV is facing. Press F9 again to lock it to. The minimap is of
dubious value because you can't zoom out far enough to see the whole level. It
does show areas that are different elevations to you, albiet in faint lines.
- Press F2 to show a rear-view camera of your RPV. Takes up viewable space,
but can be useful.
- Press F6 to show the present mission's briefing - useful if you forget
- Press F7 to show your RPV status
- To excel in combat, you need to be able to hit enemies and not get hit back.
Targeting lets you hit enemies much easier, and a stealth chassis often lets
you get the first hit in. Using a blast weapon such as rockets, this is often
enough. Even if it isn't, the stealth chassis lets you flank them, and they
have a hard time turning to bring theier weapons to bear before you kill them.
- Equip a burst damage weapon, such as rockets, with a continuous damage
weapon, such as a laser, to take advantage of all situations.
- Gunmetal has a resource management element about it. You may end up with
several million Nataka bucks, but a full load of 50 RGMs is N$300,000. Collect
all the ammo you can in-mission, use the right weapon for the job (avoid
overkill), and save damage repair powerups until you get the most value out of
them where possible.
- Personal preference, but turn off the in-game music. It's low-quality and
very repetitive. The ambient sounds are excellent, and without music, Gunmetal
gets very atmorpheric.
===============================================================================
m00 - NIAC HQ (MISSION HUB)
===============================================================================
- Select New Game.
- Choose the difficulty level (default Lieutenant).
- Enter the name you want to use in-game. If you don't type anything it
defaults to something random.
- Choose the graphic you want to appear on the side of your RPV.
Watch the personal message from the President of the Nataka Corporation.
Welcome to Nataka!
You start inside the Nataka Armored Imperial Cavalry HQ's entrance hallway as
a newly recruited RPV pilot. You are facing N, towards the RPV hanger. NIAC
HQ will serve as your mission hub - you'll depart for missions from here and
return to HQ after each mission.
It's not immediately obvious, but at this point you aren't in your RPV yet -
just a good Nataka corporate citizen wandering around on foot.
You can go explore the hanger straight ahead if you want, you can't do any harm
but there's no point just yet. Besides, a voice prompt is telling you to
proceed to the interface hanger, which is the room to your left with the six
orange pods. You want to go straight there because that will get you into your
RPV the fastest.
As you walk into the hanger, the middle pod on the left side will open to
reveal your RPV interface control seat. Walk into it.
The screen goes white as you make connection with your RPV, which is being
raised out of... somewhere... into the RPV construction room.
Once you've played around with RPV configuration a little, it's time to obey
that voice prompt and head to the briefing room.
You can destroy the other RPVs in the hanger area if you want, but it seems
some intelligent Nataka engineer constructed these RPVs to completely
disintegrate on destruction so they don't leave any salvage. That's probably a
good thing, because as a loyal Nataka employee, it would be out of character
for you to destroy the major assets of other employees for minor personal gain.
You do get a funny message at one of the loading screens, though.
All missions follow the routine of:
1. Read Briefing
2. Configure RPV
3. Enter jumpgate
Head out of the RPV construction room and across the hanger to the
Nostromo's... errr... Nataka briefing room.
Once you read the briefing, go back to the RPV Construction room and make any
changes you think will be helpful based on the mission objectives.
After that, come out of the RPV Construction room and head down the long hall
to the right and enter the jumpgate, a yellow translucent hexagon, at the end
of the hallway. The jumpgate will only appear once you have read the briefing
and you get close to the end of the hall.
Jumpgates take you directly to the mission and you will need to find one in the
mission to get back to the Nataka base.
I'm not aware of any secret areas in the Nataka HQ.
===============================================================================
m01 - NIAC HQ TRAINING
===============================================================================
OBJECTIVE: Activate all four switches to open return gate.
RECOMMENDED SPEED: None.
RPV CONFIGURATION OPINION: Buy targeting equipment with your starting money
as it is often the most useful thing you can get. You don't need anything else.
- Chassis: Stealth
- Weapons: Machine Gun
- Equipment: Headlights, Targeting, Self-Destruct
The jumpgate drops you in the Nataka Corporation Weapons Test facility, on a
raised platform facing a hallway.
This is a training mission, so let's get familiarized with your RPV.
Try out the control scheme, make sure you are comfortable with basic movement
and strafing as well as the mouselook. When ready, move on.
There are ramps down on either side of the platform you start on. There are two
sections of wall on either side that are extended out with hydraulics that will
retract after a few seconds - not sure why they do that but it doesn't seem to
affect anything.
There are ammo powerups (p01) on the left side of the platform and behind the
column down the right ramp.
Proceed N down the hallway. Some targets will pop up out of the sand,
shoot them and proceed past.
You'll come to a T intersection. Down the W branch is your first enemy, a
drone (e01). Point your RPV in its general direction and your targeting system
should bracket it with a reticule so you can just hold down the fire button.
It will shoot back, but it only takes a few machine gun rounds to take it down,
so you should only receive minor armor damage. Be aware that when enemies are
destroyed, they tend to spin around and explode. This can cause damage if you
are too close. If they are in the air, their trajectory could cause them to
crash into you.
You could shoot the boards over the hole to the E and head down that way,
but instead, go W up the ramp, stopping to pick up the ammo that's beside
it. There's an armor repair powerup (p02) at the top of the ramp, but it's
probably not worth picking up yet.
It's kind of dark at the top of the ramp, so try out your headlights if you
happen to have picked up a power cell. The headlights do make a difference,
but be sure and turn them off when they’re not needed to avoid wasting power.
On the wall just before the door at the top of the ramp is the first of four
exit switches. Activate it and proceed through the door.
OBJECTIVE COMPLETE: Activate exit switches (1/4)
Continue W down the ramp and into the next room. There are four holes in
the wall on your left that will fire grenades into the room if you move across
certain trigger points. If this happens, you can try and hide in a corner,
backtrack up the ramp, or just go out the exit into the hallway on your right.
If you do hide in a corner, don't back straight up - try to turn around.
You'll hear a revving noise and you won't be able to turn. This means there
isn't enough room to turn your RPV and you can't move the way you want. It's
one of the reasons the larger chassis are not ideal.
In the grenade room, there is ammo behind the NE column and more in
a small branch off the hallway just after you exit the room to the N.
Continue N down this hallway. Some more targets may pop up, machine gun
them. On your left is a small hole in the wall. If you want, you can drive on
the small sand dune and angle your RPV such that your targeting picks up a
drone hiding in the hole. You can get one or two hits in but probably won't
be able to kill it - but that's OK, you'll get another chance later.
Cross the black and yellow beams, picking up the ammo behind the beam lying
on the sand.
The hallway turns to the E, but don't charge around it. There are two
turrets (e02) mounted on beams running across the corridor. Engage one at a
time using the corner of the hall for cover.
Proceed around the corner to find another exit switch on your left. Activate
the switch.
OBJECTIVE COMPLETE: Activate exit switches (2/4)
Just past the switch, the hallway opens up into an circular arena with a
raised platform running around the perimeter. The platform slopes towards a
sandy area in the center, and there is a metal square in the middle of the
sand. There's an armor powerup on the platform to the N.
As you cross the threshold into the arena, targets will pop up from the sand.
Shoot them if you want.
If you go down onto the sandy area, the middle of the metal square will open
and four drones will fly out. Retreat back into the hallway and engage them
individually if possible to minimize damage. Get used to this tactic.
Once the drones are destroyed, if you drive into the area they came from, an
elevator will raise the floor so you can get back out. In general, there are
few areas you can get stuck in that won't kill you if you're not supposed to
be there, so explore away.
Pick up the ammo on the sand in the center of the arena, near the half-buried
medium RPV chassis. Looks like someone didn't make it through the training.
Don't worry, as a loyal and skilled Nataka employee, it's probable that your
performance will be good enough to allow you to continue to enjoy the
privilege of purchasing Nataka food rations!
There are a few ways to exit this arena: A ramp to the S, a doorway
to the E on the brown platform that opens when you activate the wall with
the circle designs, a ramp down into a dark area to the E, and the way you
came in to the W.
Take the ramp on the S. It leads up to an ammo powerup and an internal
systems repair powerup (p03). Go S down the narrow corridor until you
come to a gap. Activate the switch on your left to extend a bridge. Cross the
bridge to get to some ammo. If you continue, you'll drop down to the T
intersection of the hallway you first came down.
If you fall off the bridge, chances are your RPV will be destroyed on impact.
SECRET 1/4: Halfway along the bridge, turn on your headlights and look
down off the W side of the bridge. You'll see a small landing, drive off
the bridge and land on it. Go in the tunnel to get the "Found A Secret"
message and find a full damage repair powerup (p04).
Keep going W down the tunnel until you see some ammo. A drone will drop
down, destroy it. This is the one you might have winged earlier. Pick up the
ammo and the box of spare parts for salvage(p05) in the small room. You may
want to use your headlights here.
Take the exit to the left of the tunnel you came down until you see an elevator
lower for you. Drive on it, and it will raise you up into your old friend, the
grenade room. Grenades will likely launch from the wall, so move quickly out of
there and make your way back to the arena area (Remember to turn off your
headlights if you turned them on).
Go back to the arena area and take the exit on the raised platform that rings
the arena. There is some ammo and a drone up the ramp. In the dark area at
the S end of the hallway is a board covering an entrance. Shoot the board
to destroy it and proceed S.
You'll see a turbo boost powerup (p06) ahead. Go back a ways, increase your
throttle to maximum, then drive straight ahead and pick it up, but keep going
forward and over the gap to the other side.
As soon as you jump the gap, you'll see an armor powerup.
Quickly proceed ahead where the three gray vents are visible on your left
and the hallway turns to the right. Turn to face the right wall and strafe
left into the hallway, be ready to dodge because the far wall will open up to
reveal two missile turrets. Stay against one of the left or right walls and
dodge to the other when the turrets fire. Don't be too close to the back wall
either as the splash damage will hurt. Take both turrets out and pick up the
ammo powerup.
SECRET 2/4: Destroy the turrets with enough time left on your turbo boost
to jump the gap and find some ammunition, internal systems, and armor repair
powerups.
Drop down from the ledge the turrets were on to find yourself in the starting
corridor. Head N again to the T junction, but go E this time. Shoot
the boards covering the ramp down to destroy them. Drop down to find an exit
switch on your left. Activate it.
OBJECTIVE COMPLETE: Activate exit switches (3/4)
The current will start to move you onwards. Continue down the tunnel, and when
it looks like you will drop down into a lower area, stick to the E wall, then
drive onto the ledge on that side to collect some ammo.
There are a few drones here, destroy them. Collect the armor powerup if you
need it.
Do not go into the area marked DANGER or you will fall into a pit and die.
SECRET 3/4: In the sewer room, there is an area on the E wall with metal
ducts grills coming down from the ceiling to the floor, flanking a wall with
the same grills on it. Activate the wall in between the two ducts and it will
open to reveal two repair kits.
Exit the sewer area by heading N up a small ramp, through a lighted
hallway, and onto an elevator platform. Activate while on the elevator to make
it go up.
There's an exit switch on the W wall, just to the N of the elevator
exit, activate it.
OBJECTIVE COMPLETE: Activate exit switches (4/4)
Collect the last secret, if you want, then head back to the start to get to the
jumpgate and finish the mission.
SECRET 4/4: If you look down through the grating just before the bridge switch
in the other area, you can see two ammo powerups. You can reach them by
getting the turbo boost, then timing your jump off the broken bridge into the
pipe on the W side high on the wall in the sewer room. It leads to a
small room with the two ammo powerups in it.
Enter the jumpgate to complete the mission.
MISSION COMPLETION BONUS: N$10,000
KILLS: 14
SECRETS: 4
SALVAGE: N$20,000
BEST TIME: 0:48
===============================================================================
m02 - AVALON GUARD DUTY
===============================================================================
OBJECTIVE: Guard power station. Protect Cargo Blimps.
RECOMMENDED SPEED: 80 km/h
RPV CONFIGURATION OPINION: Repair if required, but don't buy anything else.
Save up for the laser. You can't afford any weapons right now unless you want
to sell your Targeting equipment, which isn't ideal unless you are looking for
a challenge.
- Chassis: Stealth
- Weapons: Machine Gun
- Equipment: Headlights, Targeting, Self-Destruct
The jumpgate drops you beside a stone wall, facing a Nataka recruitment
billboard.
Looks like a quiet mission.
Incoming hostile jumpgate?
Oh.
Well then.
You have about 30 seconds, and then a Network 53 attack force starts jumping
in. There's about 10 drones and 10 N53 cannon RPVs (e03).
This can be one of the harder fights because you don't have any of the good
weapons and aren't used to the game yet. It does get easier!
Drive straight ahead, past the billboard, and fight them on the beach. Despite
the mission briefing, the enemy doesn't seem interested in the blimp or power
station if they see you first, so worry about yourself.
Strafe back and forth along the beach to dodge fire, take out the drones first
because the RPVs tend to get hung up on the cliffs. Your RPV is waterproof,
but the water obscures your vision (though targeting still works) and enemy
fire can still hit you, so there's no reason to go in the water. Remember to
set your throttle at full.
If you sustain a lot of damage, there is an armor powerup and an ammo powerup
beside some rocks where the beach ends, down from the stone wall, one more on
the sand nearby, a repair kit a little ways down the beach in a small cave
indentation, and one more just around a rock formation from the small cave
with an ammo powerup.
When the attack force is destroyed or after a certain amount of time, you'll
hear a message from the cargo blimp pilot and receive some new mission orders.
NEW OBJECTIVE: Recharge blimp power cells.
Don't rush - you have some time to explore and collect the powerups lying
around. Go back up to the plateau, your RPV can climb steeper slopes than you
might think.
Destroy the three Krupp-Verdan combines patrolling the fields here. Take a
moment to regretfully inform your dispatch officer that you did not arrive in
time to prevent the Network 53 forces from inflicting tremendous collateral
damage. Also inform dispatch that the enemy must have taken the N$1,000
salvage dropped by these units on destruction. Swear vengeance on eight
generations of their descendants.
Pick up the repair kit behind the billboard if you need it, and grab the ammo
by the small house with the big tank beside it.
You can fully explore the whole area now, including under the water, to find
all the ammo and repair powerups. In one corner of the underwater area, you'll
find some combat block canisters (p09). Just don't go into the open air vent
on the hill by the building near the blimp - the one that needs the red access
code.
SECRET 1/5: Not sure how to get it, above the building in the valley there's
a cave entrance with some powerups at the end of both its branches.
SECRET 2/5: Not sure how to get it, but inside the brick building there's a
raised platform with some powerups.
Regretfully inform your dispatch officer that the Network 53 attack force
destroyed the K-V hover loader in this area as well, leaving only the salvage
of N$1,000, which you will dutifully claim as company property and certainly
will remember to turn over at the conclusion of this mission.
There are three N53 drones in the building under the blimp, and also some
powerups.
When ready, enter the air vent on the hill behind the red-code-locked building.
It leads to a room with water flowing right to left and a ledge of the far
side.
If you fall in the water, the current carries you impossibly fast out to the
ocean, but if you shoot the small blue crosshairs symbol on the left wall above
the exit, the current temporarily stops so you can drive over it.
SECRET 3/5: With the flow stopped, drive back up against the current to find
some repair powerups.
Drive straight across the current and land on the other side. Activate the
switch and go down the elevator.
You'll see some crushers ahead. Time it until you can see the lit area on the
other side and drive through.
Activate the next switch and take the elevator down underwater. You'll see a
giant waterwheel. Time it right again and go between the paddles on the wheel
and head left, up the ramp, and collect the red access code.
From here, you can drive across the top of the water wheel to collect a full
damage repair and activate a switch.
Drive down into the water, following the spin of the wheel, and take the
elevator back up. Drive back through the crushers.
Shoot the crosshair switch again to cross the water and open the red door.
Destroy the four drones in the control room behind the red access door. Notify
your dispatch officer that the N53 forces have somehow penetrated this sealed
building and shot all the glass and expensive Nataka equipment at the near end
of the room. Also, on an unrelated topic, note you are running low on machine
gun ammunition.
SECRET 4/5: Drop down into the lower area with the four yellow glowing
columns and go under the ledge to find a box of spare parts and an ammo
powerup. There's a small elevator that will get you back up.
Go to the control console and flip the switch to start recharging the blimp.
OBJECTIVE COMPLETE: Recharge blimp power cells.
Another N53 attack force will jump in nearby, with the usual drones and light
RPVs. Some of these RPVs have missiles, so stay away from wall to avoid splash
damage, and take those out first. Again, try to lure the drones off first and
fight them separately.
SECRET 5/5: ???
MISSION COMPLETION BONUS: N$17,000
KILLS: 57
SECRETS: 5
BEST TIME:
SALVAGE: ~N$96,000
===============================================================================
m03 - LACHESIS TOWER RESCUE
===============================================================================
OBJECTIVE: Rescue VP Marketing from Nataka Tower
RECOMMENDED SPEED: 100 km/h
RPV CONFIGURATION OPINION: Repair if required. Buy a rocket launcher, but do
not buy any ammo. RGM ammo is expensive, you only need it in one spot, and
ammo powerups are free.
- Chassis: Stealth
- Weapons: Machine Gun, Rocket
- Equipment: Headlights, Targeting, Self-Destruct
How unfortunate for our illustrious Vice-President of marketing! Network 53
has him trapped in the Nataka tower, and as a loyal Nataka employee it's up to
you to secure the area for him. This is a definite career move!
The jumpgate drops you in a hollow between two collapsed buildings. Get out in
the open right away, because two N53 light RPVs will attack. Don't get caught
in the starting space where there's no room to dodge their cannon shots.
Collect their salvage and the nearby ammo and armor powerups, and head N up
the ramp and bear E onto the expressway. Open the door and go into the
tunnel.
SECRET 1/6: On the N wall in the elevated tunnel, there is a small side
tunnel that leads to a building roof. Shoot the grating to pass through.
There is an armor powerup and some ammo here.
Continue E down the tunnel, destroying the N53 RPV and picking up some ammo
just before a jog to the NW. The tunnel opens up here (be sure to stop
and watch the billboard ads).
Continue E down the tunnel. Eventually, the tunnel turns N and drops
back down to ground level.
There are five police RPVs (e04) here. Keep to the cover of the ramp or the
architectural features here and don't get in line-of-sight with any of the red
openings or you'll have to fight more than one at a time.
You may see some gray medium chassis Nataka RPVs around here. They're all that
remains of the Nataka defenses. Though they are on your side, they don't seem
to be much use because they get stuck too easily.
Like the other Nataka RPVs you may encounter, these friendly RPVs do not drop
any salvage on destruction. For some reason, Nataka RPVs that do not drop
salvage tend to have higher survivability than those that do. This phenomenon
also seems to be restricted to engagements involving you...
The red-lit openings are accessible by driving up the buttresses. There are
ammo powerups in the second and fourth openings from the S, and a box of
spare parts in the third.
SECRET 2/6: Jump from one of the buttresses into the second opening from the
S. Activate the back wall and it will open to reveal a passage to the
S most opening. There's a full damage repair here.
The S most port can also be reached with the aid of the turbo boost at the
S end of the aqueduct. Get it, drive up the S most buttress, and hug
the steeply slanted wall until you get to the opening. You don't get the
secret for this, though.
There's some ammo in the aqueduct by the ramp and some more by one of the
buttresses. You'll also see a small obelisk with a power symbol on it. If you
activate this obelisk, it recharges 1 unit of power at the cost of N$100. This
is the same as buying a small power cell (30 units) for N$3,000, so don't
hesitate to use it if required.
Grab the armor near the billboard at the N end of the road, and take the
left turn to go W into the tunnel. The tunnel will open up into a park.
There's a repair kit immediately to the N.
Your targeting may pick up a flying orange N53 gunship (e05) in the distance.
Start shooting it with the machine gun to get its attention. Be very careful
as its MRL fires rapidly and hits hard. These enemies are why you brought
the RGM, so fire away if you want. The machine gun is perfectly capable if
you have some skill at dodging and some patience.
There's another one hanging around the Nataka tower, and a light RPV at the
bottom of the ramp leading S to the tower's loading zone.
Take them all out. You may get some help, or at least a few seconds of
distraction, from the Nataka RPVs.
Collect the ammo powerups and armor in the courtyard area. Go back to the
entrance to this area, but turn S and go up the slope instead, until you
can get on the wall around the tower yard. From this ledge, snipe at the
N53 RPVs and gunship until they are destroyed.
The trees might get in the way sometimes - they must be those new
indestructible trees that are all over the Nataka News Network. Maybe you
could carve an RPV out of one? Hmmm... but you have no time for this! Your
only concern should be for the well-being of your superior many steps up and
several steps over on the Nataka org chart.
Go back through the tunnel you came in, drive S along the road, and take
tunnel to the W, just before the ramp leading up.
Destroy the N53 RPV here, and continue on to get to the tower front entrance.
There may some other N53 RPVs hiding in the hedged areas on either side of the
fountain, and one inside the building itself. Destroy them, then circle the
tower and collect the salvage and the ammo, armor, and repair kit powerups.
There's an armor powerup inside the tower.
Back down the ramp onto the street, there's a yellow door to the W. Open
it, go inside, and press, the small button on the E wall to activate the
elevator. Pick up the ammo powerups and repair kit. You can drive out the
window without taking falling damage.
SECRET 3/6: Push aside the small crate to get the ammo powerup, then activate
the side of the big crate or the wall to open a secret door, leading to some
powerups.
Go back and head N onto a street with storefronts on either side. Most
are too small for an RPV, but the large door of one store will open to reveal
some powerups, and there are some more behind a wooden fence at the end of the
street.
SECRET 4/6: Go back to the raised expressway until you can see the billboard.
When the tunnel opens up into this area, turn S and drive up on the
guardrail. You'll see a narrow switchback ramp leading down to some powerups.
Collect these, but be aware there is a police RPV that will spot you. You can
drop down into the grass area to collect some more powerups. Open the door, go
down the hall, and open the far door to end up back in the parking garage.
You need a way into the tower, but don't have the blue access to get in the
loading dock, and your RPV is too small to fit the elevators.
Head to the parking garage. Go down the ramp and pick up the ammo. Ignore
the grate on your left for now. Continue down, destroying a N53 RPV and some
drones in the open area in the middle of the spiral ramp.
There is a repair kit, armor powerups, and ammo in this area, but you have to
destroy some more N53 RPVs for it. Destroy the civilian vehicles parked here
and claim their salvage in the name of Nataka.
SECRET 5/6: When you see a ramp up to your left and ramp down to your right,
take the ramp up. Turn left and shoot out the grating. Drop down to find a
box of spare parts. You can do this from the opening at the entrance to the
parking garage but you'll take damage.
On the bottom level of the parking lot, open the door in the N wall and
destroy the turret just inside. Turn W and go down the hall, picking up the
ammo and armor powerups in this area, then go up the ramp to the E and
destroy the drones there.
Turn W again and go down the hall with the Nataka logo at the end.
SECRET 6/6: Activate the Nataka logo to open it and reveal a large power cell
and armor powerup.
Try the door to the N to find you need the blue access code. Look through
the conveniently placed grate to see the blue code. Shoot both sets of grates,
but don't charge in. Set your throttle to maximum, and drive
straight across to jump the gap, or die.
Collect the blue access code. To the E is a mechanical room with a repair
kit and some ammo.
Go back through the door to the W, and continue N. Open the yellow door
on your left and enter a room with two armor powerups and a container in the
center with six small doors that open to release drones. The confined space
makes it difficult to hit them, but at least they tend to get stuck easily.
Head out and continue N up the ramp, into the loading zone we couldn't get
to earlier. Destroy the turret here, then search the area for ammo, armor,
and repair powerups. When ready, enter the freight elevator.
The first stop is a dark office floor strewn with desks. Headlights don't seem
to help much. Get the green access code, and fight off a few drones.
Hug the N wall until you see the glowing yellow dot, this is the light
switch. Hit it if you want to see better.
Go back in the elevator and activate it again to head up to the VP's floor.
You'll come out into a room with four inverse pyramids, head N and grab
the armor powerup beside the elevators, then head up the ramp.
A turret will pop out of the ceiling, destroy it and continue up to a small
reception area with a computer, mirror, and two doors, one S and one W.
Admire the decal you chose for your RPV in the mirror for a second, then go
through the S door.
Meet Ishii Kenji, the VP, marketing, and bask in the gratitude of your leader.
Oh.
Well then.
He'll tell you to clear a path to the roof, but save and shoot him just to see
the game over screen.
Load and go back out, then through the W door. Follow the staircase,
destroying the drones on the way, until you get to the roof.
This is the part you might want to use your RGM or missiles. There are two
gunships on the roof here, and without room to maneuver, you won't be able to
stand up to their MRLs. Creep forward along the path and engage them one at a
time.
When they are gone, grab the full damage repair at the top of the roof and
enter the jumpgate.
OBJECTIVE COMPLETE: Reach the top of the tower
OBJECTIVE COMPLETE: Rescue Nataka VP
MISSION COMPLETION BONUS: N$30,000
KILLS: 55
SECRETS: 6
SALVAGE: ~N$109,000
BEST TIME: 1:24
===============================================================================
m04 - WELLES DRILL RIG
===============================================================================
OBJECTIVE: Destroy the control computers. Destroy the drill head.
Destroy the power generator. Blast weapon required.
RECOMMENDED SPEED: None
RPV CONFIGURATION OPINION: At this point, you should be able to afford the
laser. Buy it. You don't need anything else.
- Chassis: Stealth
- Weapons: Machine Gun, Laser, Rocket
- Equipment: Headlights, Targeting, Self-Destruct
Time to start taking the fight back to Network 53. An who says corporate
loyalty isn't rewarded? Your new friend Ishii Kenji volunteered you for a
dangerous solo mission to a planet so remote even the dispatch officer admits
is almost off the charts! Truly, the view is dizzying from your new position
on the Nataka ladder.
Hmmm... Nataka doesn't seem to buy your explanations of how Network 53 blew up
all those civilian vehicles and police cruisers, or how they shot out all the
glass in the Nataka tower, or how you literally invaded Nataka's secure office
complex through the back door.
It looks like they want you to pay N$5,632,432.46, but never mind that. Kenji
will explain the whole thing to them, no doubt. After all, it was your heroic
effort that got him extracted from imminent doom.
Enter the jumpgate and read about Kenji's heroics on the loading screen.
Oh.
Well then.
The jumpgate drops you on a drill rig platform. Almost immediately, you come
under attack from two drones. Take a second and just enjoy how easy it is to
melt them with a laser and targeting.
After disposing of the two drones, explore the platform, but be careful not to
fall or get knocked off. Don't shoot the barrels - they explode - unless you
are outside their blast radius. The crane will rotate and try to knock you off
the platform - be careful. There's an armor powerup and some ammo on the top
level. You can see the drill turning, but can't destroy it from here.
If you do fall off, stay close to the rig supports and you'll be OK, try and
destroy some enemies on your way down too. You need to go into the water
eventually, it's just better to do it when you want to.
SECRET 1/5: Go to the edge of the platform just N of the ramp down.
You'll see a large power cell and some ammo. Drop down to get it. You can
then drive onto the nearby platform and get back on the rig proper.
Go down the ramp, destroy the two drones that see you, open the door, and go
inside the control room. The briefing says you need a blast weapon, but the
control computers can be destroyed by the laser just fine.
OBJECTIVE COMPLETE: Destroy control computers
Head down into the small adjacent room to find a box of spare parts and an
armor powerup.
Go into the elevator and head up the top of the rig. There's a gunship here.
Take it out quickly with the laser, and try to kill it over the platform so you
can grab the salvage.
SECRET 2/5: Go to the edge of the platform just W of the elevator exit and look
down. There are some powerups here, but be warned that if you drop down, the
only way back is up the large elevator you encounter much later. Better to get
this one last before dropping off the rig.
After you're done with the surface, drop into the water and sink to the ocean
floor. Stay close to the rig supports, though - fall too far and you'll be
destroyed.
On the way down, you'll likely hear or see some submarines (e06). Take them
out.
When you get to the ocean floor, take out all the submarines you can find here.
Be careful about driving around though - don't fall off the edge. There's some
ammo, armor, and a turbo boost on the sand down here.
You can't go in the door or the floor hatch because you don't have the red
access code yet.
SECRET 3/5: Face the door that requires the red access code, then circle
the underwater base to your right. Go past the first hexagonal pillar, and
stop at the second one. Notice this pillar has a texture of riveted metal
instead of the usual stone. Activate it to open it and reveal a full damage
repair, large power cell, and some ammo. You might want to save the full
damage repair until the end of the mission.
If you drive along the SW edge of the ocean floor area, you'll find a
ramp downward. Explore this cave (it's linear) and destroy some submarines.
This is your way out of the mine after the generator's gone, because the
elevators won't work. It's easier to clear out now because the submarines
can't shoot backwards and are facing the other way.
Note the small window in the N wall, apparently opening onto nothing.
With the rig and ocean floor secure, head back to the surface via the two
elevators on the rig supports. Go back to the large elevator on the rig's top
platform and head down. Face S on the elevator.
When the elevator stops, exit into the mine. There are some worker drones here
but they should pose no threat. The red access code is to the W. Grab it
and drop down onto the level below.
You don't need a blast weapon to destroy the drill - the laser works fine, from
certain angles. Firing from above at the gray part should do it.
OBJECTIVE COMPLETE: Destroy drill head
Down the red-lit hallway to the W is an airlock leading outside, where
you've already been. Go down the hallway to the N, and shoot the fence and
then the barrels from a distance. This opens a hole in the ground.
SECRET 4/5: Head W down the red-lit hallway. On the S side, your left,
there is a patch of wall without the red lighting. Activate this to find a
camo field (p07) and some ammo.
Head SE until you get to a lit area with some crates. There's ammo and
armor powerups here. You could head SW and destroy the power generator,
but that makes the lights go out, so we'll save it for later.
Head N instead, until the tunnel ends. There are some powerups to the E
and an open area to the W. Be sure and check under the ramp leading down to
the W area for a few more powerups and drones.
Head back to the power generator. This one usually does require a blast weapon
such as an RGM or rocket, but sometime you can get lucky when destroying the
robot drones on either side of it such that their falling bodies destroy the
generator. Apparently the game counts this as a blast weapon.
When you blow it up, the lights will go out, so don't destroy the drones if
you're not ready for that to happen, just in case.
With the lights out, activate your headlights and navigate back to the area
opened by the barrel explosion. Instead of dropping down and taking falling
damage, go down a less obvious path on your left in the hallway as you get near
the barrel room.
Destroy some drones and grab the powerups in the cave here. There is a pool of
water you can drop down into, which will take you back into the area with the
submarines that you should have cleared earlier.
Check the small window in the N wall now to see a jumpgate. This jumpgate
looks... odd. Climb back up the ramp and find another (normal) jumpgate.
Drop down off the N edge and take the odd red-tinged jumpgate.
Turns out it's not a Nataka jumpgate, just an N53 jumpgate left open. You're
not going back to HQ just yet. At least dispatch will put a jumpgate close to
your destination for you.
SECRET 5/5: ???
MISSION COMPLETION BONUS: N$25,000
KILLS: 27
SECRETS: 5
SALVAGE: ~N$28,000
BEST TIME: 2:46
===============================================================================
m04A - NETWORK 53 FOUNDRY (SECRET)
===============================================================================
OBJECTIVE: Reach Nataka jumpgate.
RECOMMENDED SPEED: ???
RPV CONFIGURATION OPINION: No chance to re-equip from mission 4.
- Chassis: Stealth
- Weapons: Machine Gun, Laser, Rocket
- Equipment: Headlights, Targeting, Self-Destruct
No problem, just get to the Nataka jumpgate, conveniently placed within a few
meters of you. The jumpgate drops you in a canyon of some kind.
You can hear the jumpgate... but where is it?
It's above you on an inaccessible ledge.
Oh.
Well then.
nothing else for it but to keep on and look for a way up there.
Go toward the door, spin around, and take out the two workers on the ledge.
Collect the ammo on either side of the door. Open the door, but do not go in.
Shoot the drone on the ledge to your left. It appears to have a force shield,
but should go down after a while. Now go in and destroy the other two drones.
Head up the ramp, and collect the armor and repair kit if required. Activate
the control panel on the ledge the drone was on to make the entryway floor
turn into lava, activate again to shut off.
Open the door and head up the ramp. Enter the bunker, but stick to one wall.
Go to each window, and destroy the N32 RPVs outside one at a time. When ready,
collect the armor, repair, and ammo in this area then activate the control
console in the middle of the room.
</pre><pre id="faqspan-2">
The elevator drops you down onto an island surrounded by a lava moat, with an
outer ring on which N43 RPVs patrol. Dodge as best you are able and take
out the four or five of them. Don't fall in the lava.
Shoot the blue crosshairs behind the wall to lower the wall so that you can
cross the lava moat. Collect the repair and armor powerups, then head up one
of the two elevators at either end of the outer ring.
SECRET 1/4: Go down the ramp into the lava under the blue crosshairs. You will
take some damage. There's a power cell here but not much else.
You'll find yourself outside the bunker you were in earlier. If there are any
N53 RPVs left, take them out now. Go around the ring and collect the salvage
and powerups. If you want, you can get back in the control room/bunker
through the windows.
Get on to the upper ring, and open the door at the N end of this area,
by the gray duct. Destroy the few drones here, then go forward and destroy a
flame RPV (e05).
Don't drive under the hole in the roof above the blue rings - lava drops down
occasionally. Go E and destroy some barrels to find some combat blocks
and armor.
Head W to get the blue access code. Turn around and destroy the three
drones in the lava area behind the pillars here.
SECRET 2/4: Activate one of the light gray panels on the N wall in this
area to reveal some hard currency and... well... ever seen ReBoot?
Head back out of this area and into the ring around the control room/bunker.
SECRET 3/4: Push the switch under the duct at the N end of this area to
cause a section of wall to the E to drop down. There is an armor repair
powerup and a flame RPV (e07) here. Go inside and collect a camo field.
Activate the control console. You will be flung down a lava-floored tube, use
all speed and go straight ahead to the safety of the dead end. You can pick up
a full damage repair, power cells, ammo, a box of spare parts, and a tactical
nuclear missile (!).
Go back onto the lava and take the branch off to your right. This puts you
back into the room under the bunker.
Head up an elevator to the upper ring on the outside of the bunker. Open the
blue access door and drop back to take out the flame RPV here.
Open the next door and activate the switch to create a bridge to the jumpgate.
A number of drones will jump in to stop you, but you should be able to make
short work of them.
Enter the jumpgate to finally get back to Nataka HQ.
MISSION COMPLETION BONUS: N$0
KILLS: 55
SECRETS: 4
SALVAGE: ~N$103,000
BEST TIME: 2:27
===============================================================================
m05 - WELLES OIL REFINERY
===============================================================================
OBJECTIVE: Sink the oil tanker. Destroy the office records. Set fire to the
oil reserves.
RECOMMENDED SPEED: None
RPV CONFIGURATION OPINION: Buy the radar and swap your rocket launcher for an
RGM.
- Chassis: Stealth
- Weapons: Machine Gun, Laser, RGM
- Equipment: Headlights, Targeting, Self-Destruct, Radar
Let's consider the situation here. You're going to connect your brain to an
a hovertank, which will be teleported light years away to a remote mining
colony, where you will utterly raze a hydrocarbon processing facility, so that
in the future, a man might pound his fist on a table and threaten another man
into giving better terms on a business deal. Ahhh... it's corporate-sanctioned
violence like this that makes you proud to be a Nataka employee.
The jumpgate drops you on a dock facing the oil tanker. Destroy the nearby
Krupp-Verdan hoverloader and get its salvage. To the S are three armor
powerups. You can shoot the crates on the dock and pick up the ammo in them.
Head onto the ship, pick up the ammo just inside the entryway and in the engine
room. Open the middle hatch and take out the gunship in the cargo hold. Get
the ammo in there, then take a small ramp back up and out.
Head to the S portion of the dock, then drive right up the inclined prow of
the tanker. Once on top, collect the power cells, armor powerup, and turbo
boost. Activate the three hatches, two contain oil. Shoot them once to
ignite them. The tanker will list to port, drive back off it onto the docks.
OBJECTIVE COMPLETE: Destroy office records.
There's a gunship somewhere around the E end of the docks, be cautious
because if it gets the drop on you, you'll likely die.
David at Nataka collections is still messaging you about the N$5 million you
owe. He's even making threats against your mother now. Hmmm...
Open the door to the warehouse from the docks. go in and clear the place out,
there's a pack of drones in there. Pick up the armor powerups, power cells,
and the black access code on the second level. You can make some jumps here
onto other crates to get some more powerups.
Break the window and head out onto the oil tank roof. Destroy the drones up
here, and collect the power cells. Make your way across to the other tanks,
and collect the repair kit. You should be able to look down and shoot the few
N53 RPVs that are on the perimeter wall of this area.
Destroy the oil barrels at the E end of the tank farm to create a ramp up to
the perimeter wall. Search the whole area for all kinds of powerups.
SECRET 1/4: Get on the perimeter wall, then head to the N end, by the
three crates. There is a pipe gallery running to a nearby tank to the S.
Go on the piper gallery, and activate the tank wall. A control panel will
appear. Activate it and go back to the perimeter wall, one of the large gray
shapes will raise up to reveal a full damage repair, some hard currency, and
three combat blocks.
SECRET 2/4: Get on the E perimeter wall, and go to the NE corner,
behind the sloping tin roof. There are some powerups here.
When ready, head to the SW corner of the tank farm, and open the black
access door. Head up the ramp, then turn left and destroy some drones and an
RPV on the wooden platform here, picking up the powerups. Head W through
the blue door to enter the office area. Oh look, a picture of the oil rig we
demolished. Open the first office door and destroy the drones, then the
file cabinets on the S wall.
OBJECTIVE COMPLETE: Destroy office records.
You can break the N window and get on the W perimeter wall here.
Head back down to the dock and open the door on the side of the building that's
in the first alleyway. Go down the ramp, and destroy the N53 RPV on the
landing, and the one further down.
Go through the door and head N down the tunnel. Take out some drones down
here.
SECRET 3/4: When you come to an armor powerup on the E side, pick it up.
Going on that platform causes the wall in the alcove just S of you to drop
down. Go into it, and follow it into an empty oil tank. Destroy the drones and
get the powerups. Activate the switch on the wall to make half the tank floor
raise up. Be careful to line up with the hole in the lid or else you'll get
crushed. Grab the auto sentry here, then jump to the nearby tank and get back
down.
Next, secure the water. Go back to the dock, drive off, and destroy the two
submarines here. Collect the salvage, and in the SW corner there is a
full damage repair. Head back to the N wall until you see a grating.
Shoot it, and drive up into a small red-lit room with a repair kit and some
ammo. A wall will open to let you back into the building next to the docks.
You can get to the next area in two ways, but we'll go back to the tank farm,
then down the NW tunnel. Activate the switch to open the blast doors,
then take out the two N53 RPVs and gunship. Enter this area, and destroy three
more RPVs. You can open the shed to destroy a hoverloader for some more
salvage, and some ammo is lying around in there too. There are some combat
blocks to the W of the door in the shadows.
SECRET 4/4: Activate the gray metal wall on the orange tank beside a repair kit
to reveal a camoflage field.
Go to the N most building, the one with the gray stuff all over it.
Open the door on the W side. Destroy some drones that come out, and also a
new kind of drone... the Keller flash drone (e08).
Proceed into the building. Looks... wrong. The creepy ambient sounds don't
improve things. What is N53 up to? Turn W and a Keller eye (e09) will
start shooting at you. Take it out, then shoot the oil tanks here.
OBJECTIVE COMPLETE: Destroy oil reserves.
Shoot a grating on the lower level of this area, then drop down and destroy
another flash drone, and get some powerups. This leads to the tunnel you got
into the empty tank from, but there's no reason to go back.
Grab whatever powerups you need to get you fully repaired and rearmed, then
exit via the jumpgate beside the orange blast door you went through earlier to
get to this area.
MISSION COMPLETION BONUS: N$22,000
KILLS: 49
SECRETS: 4
SALVAGE: ~N$93,000
BEST TIME: 1:31
===============================================================================
m06 - CADTLELTL EXPEDITION
===============================================================================
OBJECTIVE: Find sample of alien technology. Find idol.
RECOMMENDED SPEED: 50 km/h
RPV CONFIGURATION OPINION: No change.
- Chassis: Stealth
- Weapons: Machine Gun, Laser, RGM
- Equipment: Headlights, Targeting, Self-Destruct, Radar
So, off to invade some unpronounceable planet belonging to Network 53's parent
company, Argus Industrial. Requisition a fedora from the Nataka quartermaster.
If it gets you out of debt, all the better.
The jumpgate drops you at the S end of a courtyard on a raised platform,
facing N.
There's a laser RPV (e10) to the W and a rocket RPV (e11) to the E,
hiding behind pillars. Destroy them. Make your way N to the building,
taking out another rocket RPV in front and laser RPV behind. Go around the
obelisk to the W, and kill a flame RPV and two more missile RPVs.
Once you have cleared the courtyard of enemies, pick up the power cells, ammo,
and armor lying around, then drive up the ziggurat ramp and activate the wall
at the top to reveal a strangely familiar rune... where did you see that
before? Hmm. Activate it and the flat circular stone at the base of the
ziggurat will raise slightly.
Go down to the stone and face it from the W, then activate it to make it
turn towards you and fill the channel with water, opening the E door in the
building.
Enter the building and pick up the ammo and power cells. Turn on your
headlights and descend the ramp, taking a few turns, until you end up facing
N at a wall with carved semicircular stone embedded in it.
SECRET 1/6: Activate the stone and it will slide aside. Go through, and down,
then pick up the camo field and power cells. You can shoot a flame RPV from
here, then drop down into an area you'd normally get to a bit later, but
instead, activate the button with the stone face on it and go back up through
the wall.
SECRET 2/6: Continue down the ramps and tunnels until you can turn E and
face a wall that looks like there is some black space or voids in it. Hit it
with a rocket to blow it open. There is an armor repair and some power
cells here.
Now go W and quickly drive through the lit area or the crushers will catch
you. Pick up the repair kit to the S if they did, then head N. The
viney area of floor looks like a trap door but isn't - drive over it.
Once you grab the auto sentry and proceed a little further, the way you came
in will be sealed. Explore this area of high-ceilinged rooms and corridors,
destroying two flame RPVs and some drones. Collect all the armor repair,
ammo, power cells, and repair kits in these rooms, them go to each room and
activate the torch to light it.
When all torches are lit, a pedestal will rise up with that familiar rune on
one side. Activate it and one of the octagonal pillars will drop down into the
floor. Drive down into it. Destroy some drones.
You can head N, S, or W. Head S into a room with an altar and
and alien key on it. Get the key.
SECRET 3/6: In the SE corner is another section of wall that looks like
there is some black space or voids in it. Hit it with a rocket to reveal a
full damage repair powerup.
You can go out the SW corner to find
the elevator that takes you all the way back up to the W door of the smaller
building (note that someone actually bothered to model counterweights that
make the elevator go up and down), but turn around and go back to the place
you came down, then go W.
Destroy the drones here, then pick up the power cells. Drop down the small
waterfall to the N, then head E under the bridge and turn S and
W again to activate a button that lowers a ramp so you can get back up to
the bridge.
SECRET 4/6: Drive through the vine wall to the SW to find a repair kit
and some sort of computer wall.
Head N down the bridge and turn W.
The floor here is on a pivot, like a see-saw. Drive over it quickly or be
dumped into the lava.
Head around and up the ramp and open the big orange door to the N. Enter
the idol room.
SECRET 5/6: In the SE corner of this room is a section of floor that
looks like there is some black space or voids in it. Hit it with a rocket to
reveal some power cells, ammo, and an armor repair powerup.
Ascend the stairs, but don't linger, because the stone faces on the wall will
shoot at you. Grab the idol, and destroy the drones that fly down from above.
OBJECTIVE COMPLETE: Find idol.
Open the next large orange door, and enter some sort of alien control room.
Collect the powerups around the outer ring, then drive across the gap to
collect a sample of alien technology.
OBJECTIVE COMPLETE: Find sample of alien technology.
Head back out and drive around at the top of the stairs until walls to the
E and W open up to reveal two laser RPVs. Take them out, then get on
the elevator they dropped in on. It will take you up into a vine-covered
area when you'll have a frantic battle with a few flame and laser RPVs.
Don't get too close to the edges of this area because the stone faces will
shoot at you.
Take the jumpgate nearby to exit, or go back and collect some powerups from the
starting area first if needed.
SECRET 6/6: ???
MISSION COMPLETION BONUS: N$28,000
KILLS: 26
SECRETS: 6
SALVAGE: ~N$30,000
BEST TIME: 3:01
===============================================================================
m07 - MONTAGUE EXTRACTION
===============================================================================
OBJECTIVE: Extract Pran Nguyen
RECOMMENDED SPEED: None
RPV CONFIGURATION OPINION: Buy a mine detector.
- Chassis: Stealth
- Weapons: Machine Gun, Laser, RGM
- Equipment: Headlights, Targeting, Self-Destruct, Radar, Mine Detector
The jumpgate drops you in the middle of a pack of Nataka RPVs retreating from
a hail of rocket fire. Dodge the rockets and watch the Nataka RPVs jump out.
Argus doesn't follow up on the attack, though - there's no enemies following
behind the rocket barrage..
You start facing S, head that direction until you come across a fence.
Follow the fence to the W until you come to a gate.
It must be one of those new Nataka Invulnerable Gates you've been
hearing so much about, because the two dozen Argus RPVs out there with their
50 rockets each sit placidly outside it, despite orders to raze everything in
the compound.
You can't see them, but if you face the gate and strafe back and forth in front
of the gaps between fence and gate, your targeting will sometimes pick up on
distant enemies for you to melt with the laser.
There are a lot of them out there, and this is a risk-free way to take most of
them out. Sometimes one will come up to the gate and sit there.
Once you can't hit any more targets, turn around to the N and make your way
to the building with the hexagonal ends. Open the door and shoot the
explosive drums. Destroy the few drones in here, then pick up the repair kit,
combat blocks, and power cells.
Exit the building, head W, then turn around the corner to the N.
There's a civilian vehicle here, could be Nataka's, could be Argus'. Looks
suspicious though - and we can't take the chance that it's an Argus spy, so
destroy it and claim the salvage.
Carry on S to a parking garage with two more suspicious civilian vehicles
and a drone. Destroy them, get the vehicle salvage, and the ammo and armor
powerup.
You can drive on the hill here and sometimes pick up some targets outside the
fence. Better now than later.
To the N are some buildings you can't get into without the red access code.
circle them, collecting ammo and powerups, then continue N past them, under
the main building.
Once out from under, there is a repair kit to the E, then head W and turn
N. There is a gunship around the corner, and another above the helipad.
There are also some drones in the S of this area by the door.
Collect the armor powerup and auto sentry from under the tent, then the other
powerups in the area, under the helipad, down the dry riverbed.
Enter the door to the S. Head E, then W up the ramp, and explore
both of the areas at the top of the ramp for the red access code and a lot
of power cells.
SECRET 1/4: Activate the button in the W area, then clear out of the way
so the thing can move to the space you're in. There's a box of spare parts
underneath.
Exit the building and head back S to the two other buildings that needed
the red access code. Enter the S one first, the barracks. You have to
enter it from the S. When you get in, you can go E, W, or N.
E has two repair kits and three armor powerups, along with a turbo boost.
W has ammo and a tac nuke in a cabinet on the S wall, activate it to
open it.
N has some power cells and drones in an open area. Drive up to the top
of the platform here, then jump out the window and onto the adjacent roof.
There's a large power cell here.
Get back in the building and head E instead from the same area to get to a
mechanical room with a box of spare parts beside the rotating machine.
Head W and up the stairs. Shoot the glass and drive in to the dark area.
Activate the button by the windows to raise the shutters. Activate the console
on the N wall to cause the walls outside of this room to drop down and
reveal some hard currency, a full damage repair, and a decoy.
Go down the ramp, destroy the drones, and open the S door. Destroy
the drone, then activate the desk to see Pran's message. He sounds sort of
Pran-iced. I didn't think you could Nguyen the mission without him, but
apparently his journal has what you need. It's at the base of the dam nearby.
NEW MISSION OBJECTIVE: Retrieve Nguyen's Journal
Search the other two offices on the ground floor, then head back up and
activate the button on the S wall by the control consoles to lower the
Nataka Invulnerable Gate. Head outside, and drive out of the gate.
If you've done it right, all you should have to do is pick up the salvage.
Head S across the bridge, then E. Destroy a flame RPV, then pass under
a rock formation. Your mine detector will start to show you a few mines ahead.
Drive over them fast enough and they can't cause you any damage.
Be ready to turn around and engage a gunship.
Carry on along the rocky path to the dam. You'll fight another gunship, then
round a bend to encounter two laser RPVs, a flame RPV, and five or six Argus
light RPVs. Take them all out, then pick up the armor powerups nearby.
Cross the dam and destroy the rock on the other side to reveal Pran Nguyen's
journal. Grab it.
OBJECTIVE COMPLETE: Retrieve Nguyen's Journal
SECRET 2/4: Once you have the diary, follow the river until you come to a
steep-looking rock. Drive up it and on top are some powerups.
SECRET 3/4: Follow the river down until you come to
a set of falls. Go down the falls, then drive along them until you enter
a cave with a full damage repair.
SECRET 3/4: Follow the river further down and hug the left wall. There's a
narrow ledge with some armor and power cells. Be very careful as it's easy to
plummet to your destruction.
You can't drive back up directly, so go down the river. There are several
chances to get back on the path to the S.
Head back to the bridge and take the jumpgate at the N end.
MISSION COMPLETION BONUS: N$65,000
KILLS: 41
SECRETS: 4
SALVAGE: ~N$143,000
BEST TIME: 4:45
===============================================================================
m08 - ATROPOS BATTLESHIP
===============================================================================
OBJECTIVE: Infiltrate base. Send battleship through gate. Medium chassis
recommended.
RECOMMENDED SPEED: 70 km/h
RPV CONFIGURATION OPINION: A medium chassis doesn't really make you that much
more likely to survive. You should have enough to upgrade to a stealth
chassis, which does way more for you.
- Chassis: Stealth
- Weapons: Machine Gun, Laser, RGM, Rocket
- Equipment: Headlights, Targeting, Self-Destruct, Radar, Mine Detector
Taking the fight to Argus sounds good. R&D tech Pamela Lang will let you know
some interesting facts about the sample you brought back.
Be warned - this is a very tough mission.
The jumpgate drops you facing N in an artic canyon. Cross the bridge to the N
and destroy the laser turret in the bunker. Enter the open area to the N and
take out two laser RPVs.
In this area is a large central elevator protected by a force field, two other
bunkers with laser turrets, and a few missile RPVs. Destroy the RPVs and
turrets.
There's no obvious way to shut off the force field, so get up on the W
ice outcropping. It will collapse and open a tunnel.
SECRET 1/4: Enter the tunnel and get the full damage repair.
Follow this tunnel down, picking up the ammo and power cells. It's a linear
path that passes under the bride you went over at the start. You will fight
some flame RPVs and a gunship on the way, and pass a door that needs the white
access code.
Eventually, you'll come to a point where you can go to your left down to some
ice or up a very sleep slope to your right. Go down and destroy two more
flame RPVs.
At the end of this area, you'll find some combat blocks and a bundle of power
cables in the ice. Shoot the power cables and a repair robot will jump in
and start fixing them.
You can exploit this robot because it drops N$1,000 salvage every time you
destroy it, but another will always spawn. Because this robot repairs the
cables that control the force field up above, we want it stopped for good.
Place combat blocks around the destroyed power cable so the robot can't get to
it, then head back up and take the steep right-hand slope.
Make your way back up to the elevator, taking out a few missile RPVs on the
side slopes. When you get to the elevator, the force field should be down.
You can also destroy the robot and move very rapidly back to the elevator to
avoid using combat blocks, but that's difficult.
Take the elevator down.
OBJECTIVE COMPLETE: Infiltrate base
Face N on the elevator. When the elevator starts to descend into the
open area, rush around the steel lattice structure and open the door at the
N end of the short tunnel. If you stand and fight, there's about a dozen
cannon RPVs and a flame RPV with little room to maneuver. It can be done, but
the cannon RPVs also have rockets that you don't have room to dodge. There's a
better way.
Go in the N room and up the ramp to your left, ignoring the three laser,
five cannon, and one flame RPV here, then up the smaller ramp and turn W.
You'll take more fire from this, but move fast and it should just be machine
guns or cannons that do any real damage, barring an unlucky rocket.
Go through the door and destroy the drones, then you're temporarily safe here.
What look like RPV control pods line the walls, but sadly, destroying them
seems to have no effect on the RPVs in the rooms below, though the monitor bank
near the entrance changes as you destroy the pods. You'll have to do it the
hard way.
Pick up the armor powerup and repair kit in this room to patch up the damage
you took running the gauntlet, then head out of the room and down the ramp,
collecting the box of spare parts and the power cells on the sides.
Turn left, and collect the camo field. Now drop down and destroy all the RPVs
in this room and the elevator room before the camo field runs out.
Collect all the salvage, armor, repair kits, and power cells from both rooms.
There are two armor powerups and two repair kits in the elevator room beside
the NW ramp, three armor powerups in the N room beside the camo
field on the ledge, and two repair kits below the ledge.
SECRET 2/3: Once you've secured the area, go back to the elevator room and
activate the elevator control panel. Take the elevator back up, but drive
onto the metal ledge that runs around the elevator shaft. Collect the combat
blocks and decoy, then drop back down.
Call the elevator down by activating the control panel, then ride it up again.
The force field at the top is up again, so you can't exit that way.
Ignore the first stop and door to the S for now, instead open the door to
the N at the second stop. Go down the tunnel, collecting the power cells,
until you get to an exterior ledge with some ammo and a full damage repair.
Head back and open the E door at the second stop. Destroy the drone here,
then collect the ammo and armor powerup straight ahead. Head N and open
the door, destroying another drone. Around the corner is a flame RPV, get its
attention, then back off and take care of it from a safe distance.
Go down the ramp and collect the repair kit and power cells. There's a door
to the outside here that requires the white access code, which you don't have,
so head back up the ramp and to the S.
Turn E and go across the metal catwalk to get an auto sentry and two repair
kits. Go down the ice ramp and carefully dispose of another flame RPV hiding
in the shadows, and pick up the armor powerup here.
Head down the ice tunnel. To the W is a room with some drones and a
projection of the battleship. You can activate the console to have it
display different subsystems, but this doesn't seem to affect anything.
To the S is a door that requires the white access code, and a hole down to
the elevator's first stop. Drop down it and take the elevator back down.
Head through the N room, up the ramp, and up to the room with the RPV
pods. Take the S door this time, and navigate up the stairs to the control
room.
There's a switch here that opens the S door for a while. Activate it, then
drive out the window and get through the door into the battleship hanger.
Shoot the few drones hanging around here.
You can go around the narrow ledge
either direction to get some armor powerups, power cells, and a repair kit.
There's a gunship here that can easily ruin your day if you're not careful, so
take it out as soon as it shows itself.
Head to your left along the E ledge. When you get to the small black and
yellow striped platform, drive W off it into the ship body. There's a small
yellow circle on the floor that will launch you straight upwards, then drop you
down slowly. Spin around to face E when it launches you, and go through the
hatch there. If you didn't land on the platform here, drive up the beams and
work your way to it. Activate the switch on it to lower the ship around you.
Not drive off the platform onto the narrow yellow ledge, then from the ledge to
the steel beam to the SE. It helps to aim right at the wall instead of
trying to land on the beam directly without overshoot. Travel W along the
beam until it ends. Look down, and shoot the blue crosshairs to start raising
the battleship.
As it goes up, drive onto the V-shaped steel lattice section so it lifts you
up to the control room at the top. Drive onto the steel beam here, then
head N into the room, destroying the drone inside.
Activate the switch to lower the force field blocking entrance to the control
room below. Next, head S along the beam again and drive onto the large
metal beam on the battleship. Follow this beam around the ship to the W
until you are able to drive onto another beam that leads you to a platform
with the white access code and some power cells. Grab both, then activate the
switch to drop the elevator down to the W side ledge.
Go back around to the E side ledge, and drive off it into the ship again.
This time, turn S and go through the hatch instead of going up. Drop down,
the drop down again until you see a hatch to the N leading outside the
battleship. Go out, and follow the ledge around to the W until you end on
the S side of the ship.
Look up and shoot the blue crosshairs to lower the ship down to a conveniently
placed beam. Get on the beam, then shoot the crosshairs to raise the ship. As
the ship raises, drive onto the portion of the ship just after the 'ribs' go
past. Look up, and shoot the crosshairs again to lower the ship again.
Drive off the ship W onto the beam running the width of the room. Go along
the beam to the N and activate the console to lower the beam. Shoot the
blue crosshair to raise the ship, and as it raises, drive E from the beam to
the ship to the platform leading to the lower control room.
This sequence is harder with a medium chassis because of the larger size. If
it's just frustrating to you, use the fly code (x03) to get around and save
yourself the rage.
Destroy the drones in the control room, and pick up the box of spare parts,
power cells, armor, and repair kit. The activate the button to lower the
battleship into the giant jumpgate, and from there into the sun.
OBJECTIVE COMPLETE: Send battleship through gate.
Go out on the platform and activate the console there. The W wall will open
and a narrow bridge will extend. Jump down onto this bridge, follow it into
the wall, and open the door. Drive in to the small room and you will be
launched up to an icy cave. Follow the flooded tunnel and take the small
elevator up to find yourself between the room with the RPV pods and the room
with the switch that opens the door to the battleship hanger.
Go back to the elevator and call it down. Ride it up to the second stop, take
the E door, go down the ramp, and outside onto the ice. The jumpgate is
right in front of you.
SECRET 3/3: ???
MISSION COMPLETION BONUS: N$42,000
KILLS: 64
SECRETS: 5
SALVAGE: ~N$109,000
BEST TIME: 13:44
===============================================================================
m09 - TYPHON WEAPONS LAB
===============================================================================
OBJECTIVE: Access weapons lab. Obtain sample. Destroy computer core.
Destroy lab.
RECOMMENDED SPEED: None
RPV CONFIGURATION OPINION: No change.
- Chassis: Stealth
- Weapons: Machine Gun, Laser, RGM
- Equipment: Headlights, Targeting, Self-Destruct, Radar, Mine Detector
The time-to-crate is really bad on this level, because you start facing W
inside one. Shoot the door to open it, then go through the airlock, pausing
for decontamination.
The access lab objective appears to be complete on start of mission.
Destroy the two Krupp-Verdan hoverloaders and collect their salvage. Go N
through the next airlock and take out the drone. Go through more airlocks
E, then S, then take out the RPV and drones in the same room as the
armor powerups.
Go down the ramp into section A. Turn left, then right, and destroy the three
cannon RPVs and drones here. Go through the airlock in this room and take
out a gunship on the outside. Throttle down, creep close to the ledge, and
look down to target another gunship. Go back inside, and go past the ramp
into the large elevator. Ride it down into section B.
Follow the corridor , destroying the drones and laser turrets. Pick up the
repair kit and powerups by the doors that need the green access code that you
don't have. Instead of going in the elevator at the end of the corridor, go
back to the start of section B and enter the small room there. Activate the
switch to close a door behind you, then be blown down a pipe and into a ring.
You will find yourself flung and great speed around this ring. To stop, turn
to face backwards and when you see a blue crosshairs on the ceiling, shoot it.
SECRET 1/4: Once you've stopped, find the section of floor with a red and white
striped edge. Activate it to reveal an armor powerup, turbo boost, box of
spare parts, and some power cells.
Continue around the ring until you see a large door on the inner edge of the
ring. When you face it, you should be facing SW. Open it, then get out
of the way because there are some drones and cannon RPVs here. Clear them out,
then fire at the spinning computer core.
OBJECTIVE COMPLETE: Destroy computer core.
Head back out onto the ring and go around it until you see a smaller door with
windows above it when facing N. You can shoot the windows and kill some
drones from the ring before you go in. There are more drones and cannon RPVs
inside. Go up the ramp and onto the ledge to collect the green access code.
There is an armor powerup and some power cells here.
SECRET 2/4: Drive up the beam and onto the tank lid to find an auto sentry and
a large power cell.
Go back out to the ring again until you find a smaller door that you face
S to enter. Open it and destroy the drones in front of the computers and
on the second level, then exit through the door to the E.
Head S, then E, then look N to find out you are in section C. The
door to the S is the elevator you would have come down from section B.
Go W through the red archway into the dark area. Follow the tunnel until
you have to engage some drones and an RPV.
SECRET 3/4: Face SE/left and shoot the suspicious section of wall with
a rocket. Go through the hole to collect a repair kit, decoy, box of spare
parts, some ammo, and some power cells.
Continue down the tunnel and into a storage area with lots of crates. Take out
the drones and cannon RPVs here, then search the area to collect armor repairs,
combat blocks, ammo, and power cells. On the S ledge are the weapon
samples you need to collect. Drive up to one to get it.
OBJECTIVE COMPLETE: Obtain sample.
The briefing says you need to shoot all the remaining samples, but it doesn't
seem to matter if you do or don't.
Head back down the rocky tunnel, then N to the sign that says centrifuge
operations. So that's what that ring was. Destroy the drones in here and
collect the armor powerups. You can activate the central control panel to
turn on or turn off the centrifuge spin, or drop down into it through the floor
holes.
Go back up to section B and open one of the doors that require green access.
Rampage through the lab, destroying all the drones and Keller flash drones.
Shoot all the computers here to finish the job.
OBJECTIVE COMPLETE: Destroy lab.
In the E room, there is a storage area with some more virus barrels. In the
W room, there is a test chamber with a Nataka light RPV behind glass. You
can activate the button the release the virus into the test chamber. Don't do
this if the glass is broken in you like your armor, because the virus will
strip it all away in seconds. The virus can't kill you, though, just drop your
armor to zero.
Go E down the long hallway until you get to the area marked test specimens.
Destroy all the Keller flash drones flying around and the cannon RPVs on the
second level. Collect the powerups that are around here. You can destroy
the glass habitat fronts to get inside the various environments, but it doesn't
advantage you much.
Don't get caught under the elevator, it's easy to do.
When done, head back up. GO back to the crate room and out the door in the
dark area under the walkway from the entrance. Drive off the platform to enter
the jumpgate, but don't miss or you will fall into the lava and die.
MISSION COMPLETION BONUS: N$50,000
KILLS: 85
SECRETS: 4
SALVAGE: ~N$82,000
BEST TIME: 7:36
===============================================================================
m10 - EARTH SPACEPORT
===============================================================================
OBJECTIVE: Retrieve the data from the re-entry pod at the N end of the
spaceport.
RECOMMENDED SPEED: 170 km/h
RPV CONFIGURATION OPINION: Despite the briefing, don't remove any weapons.
Make sure you meet the minimum speed, though.
- Chassis: Light
- Weapons: Machine Gun, Laser, RGM
- Equipment: Headlights, Targeting, Self-Destruct, Radar, Mine Detector
That minimum speed should tell you something. If you hesitate for even a few
seconds, you'll probably fail this mission. Argus will send something very fast
to get that data before you do, and it's game over for you if they do.
If this mission is just causing you endless frustration, use the level
completion code (x05) to bypass it.
1. Start facing N
2. Go up the W side ramp
3. Drop into the bay the ship launches from, take some falling damage
4. Head N into the small tunnel at the N end of the ship bay
5. When you get to the next ship bay, continue N but drop down into the water
6. Follow the flooded tunnel until the T-intersection
7. Go E all the way to the end of the corridor
8. Activate the elevator and ride it up.
9. Turn N and activate the switch to extend the boarding platform
10. Drive onto the boarding platform and open the door.
You are now in the spaceport terminal. If you're fast, this is probably your
first chance to see the Keller laser drone (e12) that you're racing against, as
it will enter the terminal by this door too. This is one time radar may come
in handy.
11. Bear W then head N again down the hallway, stick to the W wall to ride
the conveyor for a speed boost, but don't get caught on the chairs
14. Head up the stairs, don't get caught on the metal detectors
You really want to destroy the drone in the first straightaway, before step 14,
while you have a clear shot. You can also outrace it to the data, and while
you are slightly faster than it, the drone shows absolutely no hesitation and
knows exactly where to go in advance, making it a dicey proposition.
Use the laser because it's a hitscan weapon, while rockets take time to reach
it. If you fire your weapon, blast doors will drop down and isolate sections of
the terminal. This isn't as bad as it sounds because the drone usually gets
stopped too. A police RPV will spawn if you shoot, ignore it until after.
Once the drone is destroyed, explore at your leisure, pick up all the ammo,
power cells, auto sentries, combat blocks, repair kits, armor, decoy, etc. in
the spaceport. You can then complete the mission when ready.
15. Continue N, bear E then N around the bends in the hall, don't be fooled by
the mirrors
16. Go E down the stairs at the end of the hall with the window
17. When you come out of the stairwell, you'll be facing S.
18. Turn E and go through the doorway, then head N
On the E wall to your right are 12 gray lockers in groups of four. The 7th
one can be activated to reveal a turbo boost. Not sure if it's worth the time
taken to get it, but if you're really quick it might help.
19. Continue N down the corridor.
There's a wooden post holding up the roof here. If you beat the drone here,
you can drive into it to collapse the roof behind you. If it's already
collapsed, you can still barely pass by on the W side.
SECRET 1/3: Just after the collapse, follow the conveyor to go through the
baggage system. Shoot the blue crosshairs as soon as they appear to open the
door. Drive out and continue from number 24 below.
20. Turn E at the departures sign and go through the metal detectors
21. Turn N and head up the stairs
22. Go N down the corridor to the end
23. It's faster to shoot out the E side window and drive out that to go down
the stairs to the W
24. Head N along the terminal
25. Drive up the sloped side of the gray building, keep to the W side
26. Drop down into the tank farm and head NW to pick up the orange box
OBJECTIVE COMPLETE: Retrieve the data from the re-entry pod at the N end
of the spaceport.
Don't relax. As soon as you have the data box, a giant orbital laser will
start tracking you. Dodge it, drive up the sloped gray building again, and
head S across the outside area to the jump gate.
If you think you have time or really need it, quickly go back to the baggage
area and pick up the full damage repair before going in the gate.
SECRET 2/3: ???
SECRET 3/3: ???
MISSION COMPLETION BONUS: N$60,000
KILLS: 1 (plus any police RPVs you spawn)
SECRETS: 3
SALVAGE: ~N$3,000 (plus any police RPVs you spawn)
BEST TIME: 1:09
===============================================================================
m11 - EARTH ISLAND BASE
===============================================================================
OBJECTIVE: Recalibrate orbital reflector. Activate beam to destroy base.
Blast weapon required.
RECOMMENDED SPEED: None
RPV CONFIGURATION OPINION: At this point, you can experiment with some other
weapons if you like, though the most expensive will probably still be out of
your budget.
- Chassis: Stealth
- Weapons: Machine Gun, Laser, RGM, Rocket
- Equipment: Headlights, Targeting, Self-Destruct, Radar, Mine Detector
Head NW and engage three disruptor field RPVs (e13). This can be a difficult
fight, use cover to your advantage and engage them one at a time if possible.
Go further N and on the wooden platform you should see a plasma RPV (e14).
Destroy it from afar if possible, sometimes it gets hung up on the railing.
Once the immediate area is secure, pick up the armor, power cells, and repair
kit lying around this area. You can drive up the waterfall to find a decoy,
some ammo, and some power cells.
Head up the wooden ramp and cross the bridge. Halfway along, the bridge will
break, but not drop you all the way down. Continue on, then turn N and enter
the cave. To the E is another plasma RPV, destroy it. Continue up the ramp,
collecting the box of spare parts. Fire a rocket at the loose rocks and pass
through. Shoot the air vent grille with the laser and go in.
There are some homing mines in the air duct that can cause serious damage if
they touch you. Proceed with caution and be ready to fire the laser if your
targeting picks up anything.
You are stopped here because you need the red access to continue. Head back
out.
Go into the water beside the house, and head W down the ramp. Shoot a rocket
at the loose rocks and proceed through. Come up into a storage area. Collect
the armor powerup, ammo in the crates, and repair kit left behind after
destroying the oil drums.
Go through the archway into the stone room. The puzzle here is to get the
central vertical stone pillar lined up with the holes in the four horizontal
ones below. It's accomplished by driving on the lit stones in the small
alcoves in the sequence SE, NW, SW, NE. The floor will drop down into a ramp.
Go down the ramp and into the water. Destroy two or three submarines, then a
disruptor field RPV. You see three armor powerups and the surface ahead. Be
prepared for a very tough fight against two disruptor field RPVs in close
quarters. When they are disposed of, go up the wooden ramps at the E end of
the room. Go all the way to the top and pick up the large power cell and the
full damage repair.
Head down to the first tier of ramps and shoot a rocket at the loose rocks.
Go into the room and pull the level to raise the door below.
Go back down and head W into the room, destroying the homing mines before
charging in. There's a Keller flash drone in the SE corner, and a Keller EMP
RPV (e15) behind the pillar to the W. Collect the repair kits and power
cells, then grab the white access code to the N.
Exit via the red tunnel to the N. It leads to a waterfall area with a box of
spare parts and a Keller flash drone. Activate the switch and follow the water
down to find yourself in the starting area.
Next, go into the water. Destroy a turret from afar, then follow the metal
track from turret to turret, destroying them along the way. The track ends at
a cave with three or four submarines inside - destroy them, then activate the
switch to raise a platform.
Go back out of the water and head E along the rock face, onto the platform you
just raised. Activate the switch using the white access code to cause the rock
face to drop down into the water.
As it drops, it will reveal a disruptor RPV on a catwalk above. Take it out.
Go inside before the rock face closes, and take out four plasma RPVs from
outside their firing range. Collect the ammo and repair kits in the water,
then take the elevator up and get the armor powerup at the E end of the ledge.
Destroy the Keller EMP RPV in the storage area, then collect the ammo, power
cells, and box of spare parts from the shelves.
You can't go through either door here without the red access code, but on the E
wall of the storage room second level is an air vent to sneak in. Shoot the
grating, then drive in. Turn N and shoot the Keller homing mines. Shoot the
grating just ahead, then drop into the room and destroy the Keller flash drone.
Collect the ammo here, then head S down the hall and activate the elevator.
Go W down the catwalk, destroying the disruptor RPV, then turn S and enter a
control room with some Keller flash drones. You can activate switches to open
the rock wall shutters on the windows here if you want. Collect the red access
code from the next room, then head back across the catwalk, down the elevator,
and out the red-coded door.
Sit on the access reader until the large door opens. Destroy the two Keller
EMP RPVs, then go down the hall to the N. There are two more Keller EMP RPVs
in alcoves along the way
At the end of the hall, there are doors N, E, and W.
Through the W door is a room with power cells on either side. There is an
elevator at the W end that lowers you down, but be prepared by facing E when
you use it so that you are ready to fight a disruptor RPV and a plasma RPV.
There are two repair kits and a large power cell down here.
Through the E door is a room with many computer banks, Keller homing mines,
and a plasma RPV. Take them out. There's a door to the N that leads to the
laser room. Open it and go through, taking out the Keller flash drones that
infest the area. Collect the repair kit, and use the elevator to go up to the
laser platform. Activate the switch to open the hatch, then the switch beside
the laser to raise it.
Through the N door is a lot of Keller flash drones and homing mines. Destroy
them all, then activate the console with the world map on it to change the
laser target.
OBJECTIVE COMPLETE: Recalibrate orbital reflector.
Be sure you are fully repaired, then activate the other console to fire the
laser.
OBJECTIVE COMPLETE: Activate beam to destroy base.
As soon as the laser hits, you'll start taking damage. Go S out of the room,
down the hall, and activate the switch on the W side to open the large door.
Go through, and S again until you reach the jumpgate.
SECRET 1/1: ???
MISSION COMPLETION BONUS: N$70,000
KILLS: 49
SECRETS: 1
SALVAGE: ~N$118,000
BEST TIME: 4:49
===============================================================================
m12 - ARGUS SPACE STATION
===============================================================================
OBJECTIVE: Repair sensors. Scan for location of mining asteroid.
RECOMMENDED SPEED: 50 km/h
RPV CONFIGURATION OPINION: No change, unless you want to.
- Chassis: Stealth
- Weapons: Machine Gun, Laser, RGM, Rocket
- Equipment: Headlights, Targeting, Self-Destruct, Radar, Mine Detector
Lieutenant Mills engages in a decidedly anti-Nataka rant about the Hygeia
Massacre in the briefing again. Nataka management finally picks up on it and
replaces Lieutenant Mills with Lieutenant Strong, who is all business. Of
course, this is welcome news to you - anything less than total obedience to
Nataka could jeopardize your career arc!
You start facing W, watching a spaceship take off. Turn E and wait for the
airlock to cycle. Once inside, destroy the drones hiding in the alcoves and
collect the power cells and armor powerups.
Go up the stairs, but be ready to turn around and destroy the laser turret
at the top.
Open the door and enter the control room. There's a rocket RPV on a platform
across the bay that might fire at you, but you should be able to take it out
with the laser from afar.
Activate the switch the bring the crane with the green access code close enough
that you can drive out of the control room and grab it before landing in the
bay.
Engage the four cannon RPVs in the hanger bay, then collect the repair kit and
armor powerups here.
Open the door to encounter a Krupp-Verdan floorsweeper (e16). Lure it into the
lit hanger bay and kill it there to avoid having to fight the other enemies in
the dark bay.
Go back into the dark bay to the E and take out four flame RPVs on floor level
and three rocket RPVs on the catwalks that run against the sides of
the bays. Be cautious with the rocket RPVs as they may get the drop on you and
you won't have time to dodge the rockets.
Collect the power cells, repair kit, and armor powerup in the dark hanger bay.
Open the E door to reveal a narrow ledge with some ammo on it, but not much
else.
Take the glass elevator down, then destroy the two cannon RPVs and gunship.
Cross the bridge, then destroy the two laser turrets behind the door. Open
the door and kill the drones, then pick up the armor powerup. You can either
go up or downstairs here; go down. Open the door, then destroy the cannon RPV
and two laser RPVs hiding in the alcoves here.
SECRET 1/6: Drive off the NE side of the bridge onto the ledge and go in the
doorway. You'll find a repair kit and power cells, then activate the wall at
the end of the tunnel to go into the room with the cannon and laser RPVs.
</pre><pre id="faqspan-3">
Open the door leading E and destroy some worker drones. In the middle of this
room is an armor repair station that will restore your armor just by sitting
in the clouds it produces. Use this as a base of operations to retreat to when
damaged.
There are some conveyor belts here taking crates away. Go on the N belt and
ride it along through an irradiator that will cause some damage, then get off
it in the small room with some drones. Collect the large power cell from under
the stairs and look through the window to see a lava-floored room with the
sensor component inside.
Go up the stairs, and when the system opens the door to the lava room to push a
crate in, follow it. Collect the salvage and component, the shoot the blue
crosshairs to lower one of the platforms so you can get out of the lava. When
the door next opens, go back out and continue down the conveyor belt. The next
room may apply a coating to your RPV that acts exactly like you have picked up
a camo field.
The conveyor belt takes you E, then drops you in a room with another belt that
goes S, and a door. Instead of opening the door, search beside it for a small
passage with some stairs up to a control console and a drone. Destroy the
drone, then activate the console to open the airlock and send the drones and
cannon RPV into hard vacuum.
Take the S belt, repair your armor at the station, then go back to the bridge
and take the glass elevator down. There are two armor powerups just outside
the elevator exit. Go down the corridor until you reach the door.
There's a rocket RPV that will usually one-shot you if you open the door
unprepared. Equip rockets, stay to one side, then open the door. Shoot one
rocket and dodge to the other side to avoid the return fire.
Go out into space and destroy the two drones. To the S there is a space for
a component for the sensors. Drive up to it to place the component you
recovered from the incinerator.
OBJECTIVE COMPLETE: Repair sensors.
Take the elevator back up. Go across the bridge, through the door, and up the
stairs. Destroy the drones and three flame RPVs in the cafeteria area.
There's an armor powerup and some ammo in the kitchen. Take the small elevator
all the way up to the sensor control room.
SECRET 2/6: Halfway up the elevator ride, you can drive into a small opening
and collect some repair kits and armor powerups.
When you get to the top, destroy the drones in the control room. Activate the
sensors, wait for the search to run, then receive the coordinates.
OBJECTIVE COMPLETE: Scan for location of mining asteroid.
You can change the gravity by activating the central console. The options are
0.1g, 0.4g, 1g, and 3g. Set it to 0.1g to reduce the falling damage you take.
Drive out of the control room onto the ledge with the full damage repair and
auto sentry. The low gravity makes it easy. From here, drop down to the
small ledge, then open the door and go back into the hanger bay.
Go down to the bridge, take the elevator by the cafeteria all the way up to the
control room, and this time drive out into the jumpgate.
SECRET 3/6: ???
SECRET 4/6: ???
SECRET 5/6: ???
SECRET 6/6: ???
MISSION COMPLETION BONUS: N$75,000
KILLS: 73
SECRETS: 6
SALVAGE: ~N$42,000
BEST TIME: 9:21
===============================================================================
m13 - TANTALUS WEAPONS PLATFORM
===============================================================================
OBJECTIVE: Destroy reactor. Warning: Low gravity area.
RECOMMENDED SPEED: 50 km/h
RPV CONFIGURATION OPINION: No change, unless you want to. By now, you should
have around a million Nataka bucks, and able to try out all the weapons. You
should save your game and give them a shot in case you find something you like
better than the laser and rockets.
- Chassis: Stealth
- Weapons: Machine Gun, Laser, RGM, Rocket
- Equipment: Headlights, Targeting, Self-Destruct, Radar, Mine Detector
Lieutenant Strong informs you that Lieutenant Mills briefed you incorrectly -
the massive, expensive, complicated railgun that's presently raining death on
rival corporations was installed after the relatively worthless mining asteroid
was hijacked by terrorists, and not, as previously stated, part of Nataka's
unofficial security grid.
Oh.
Well then.
Your job is to destroy the rector powering this embarrassment - err... asset
become liability - umm... enemy weapon platform. For Nataka! And so
Ishii-sama can save face!
More troubling are General Kildonen's comments on the loading screen. Mention
of brainwashing and having to beef up RPV access codes? Doesn't sound
promising.
Be warned, this is a very tough mission.
Your jumpgate drops you on the asteroid surface. Destroy all the laser turrets
on the pillars and the Keller flash drones flying around. Pick up the powerups
by the railgun barrel.
Every once in a while the railgun will fire and the whole place will jump.
Drive onto the large cross-shaped landing pad and activate it to lower it into
the base. Pass through the airlock and take out three plasma RPVs. Collect
the armor and repair kit powerups here.
Activate the console by the vehicle lift to raise it. Get on the lift. At the
E end of the room is a platform with a blue crosshairs, shoot the crosshairs to
have the overhead crane pick you up and drop you on the platform. Activate
the console to open the doors to the N and S.
Head through the N door and investigate the offices on either side to find
power cells and armor powerups. Be careful, as Keller homing mines are in
the ones on the E side.
The hallway curves E, take out a disruptor RPV here, then enter a lounge area.
Collect the ammo and armor powerups here. The red hallway leads to a control
room with Keller homing mines, a disruptor RPV, and two Keller EMP RPVs.
Better to lure them out one by one.
Also in this room is a wall of Keller-stuff, and a member of the Order of
Divine Logic somehow linked in to it. That... doesn't look good. Shoot him
to stop whatever transhuman thing he's got planned if you want.
Ride the elevator up to the perimeter platform and collect all the ammo, power
cells, repair kits, and armor powerups.
Leave, and return to the shop area with the lift and the crane. Shoot the fuel
tanks through the N door to blow a hole in the floor. Drop down, collect
the powerups, then head E into a rocky tunnel down. Destroy the drones and
K-V hoverloader, and then a Keller flash drone at a junction marked section A.
The E tunnel just leads to a shaft where raw ore falls from above to below.
Return and take the S shaft. It leads to the mine portion of the asteroid.
The mine is a ring, so pick a direction and go that way. You'll encounter
drones, plasma RPVs, K-V hoverloaders, and a lot of powerups. Circle the mine
until you can look S and see a gray box built into the wall with blue
conduits coming out of it. Just past this box is a tunnel. Go down it, and
take out the drone and hoverloader in the next chamber.
Take another tunnel down until you reach the railgun shaft. Shoot the
crosshairs to open the doors on the far side and jump across. Continue
down the tunnel, and destroy a disruptor field RPV and Keller flash drone at
another junction point marked section B. The W tunnel leads to the same
materials shaft, so take the other tunnel on down.
In the next area, fight a plasma RPV and two disruptor RPVs, then pick up the
repair kits and armor powerups.
This level of the mine is also a ring. Head S around it. On the way, you'll
encounter Keller EMP RPVs, more plasma and disruptor RPVs, drones, and K-V
hoverloaders.
SECRET 1/3: When you reach a platform with a control panel on it, activate the
control panel to open a small hatch in the room with a blue crosshairs. Shoot
the crosshairs to lower the platform into a chamber with some drones, a camo
field, two boxes of spare parts, some ammo, and power cells.
There are two tunnels from the inner ring of the mine. The first one ramps
upwards and leads to a small control room with a disruptor RPV and some
powerups.
The second one is orange-lit and leads to a small chamber with some drones and
hoverloaders, and some armor powerups. From here, take another small tunnel
to encounter two disruptor RPVs, then enter another small room called section
C. From section C, you go through the doorway into the railgun loading
chamber.
The raw minerals you saw falling down end up here, and are dumped into a
furnace and melted into a large hexagonal railgun slug. There's a box of spare
parts and some power cells here.
The next part takes some timing. When a railgun slug is dropped from the
conveyor belt into firing position, drive on the top of the slug to be able to
open the door at that level and drive in. Collect the full damage repair
and black access code.
Do this before the railgun fires or enjoy the ride into the void.
After the firing chamber is clear, drop down and open the small door that
requires the black access code. Go in the small tunnel and into the elevator.
Wait until the railgun fires again because past this point, you'll take massive
damage if it does. When ready, use the elevator, but spin around to face N
so you can start shooting right away.
The reactor core is protected by a lot of laser turrets. RGMs are the best
option here, play pop-up with the elevator doors and take out the turrets
without exposing yourself to fire.
When all the turrets are destroyed (there's one above the door and on the far
side of the reactor), shoot the blue cooling segments with the laser, but leave
one alive until the escape hatch in the lower area opens, because the reactor
will explode a few seconds after all are destroyed, and the hatch won't open
until about half are destroyed.
When the hatch is open, shoot the last blue segment, and drop out the hatch.
OBJECTIVE COMPLETE: Destroy reactor.
Don't miss the jumpgate on the way out of the asteroid.
SECRET 3/3: ???
MISSION COMPLETION BONUS: N$85,000
KILLS: 90
SECRETS: 3
SALVAGE: ~N$133,000
BEST TIME: 4:33
===============================================================================
m14 - WOLLSTONECRAFT BASE
===============================================================================
OBJECTIVE: Redirect transmitter.
RECOMMENDED SPEED: None
RPV CONFIGURATION OPINION: No change, unless you want to.
- Chassis: Stealth
- Weapons: Machine Gun, Laser, RGM, Rocket
- Equipment: Headlights, Targeting, Self-Destruct, Radar, Mine Detector
So, the Order of Divine Logic, that crazy cult with the billboards, is somehow
helping Argus with the war against Nataka, possibly part of a project called
Keller? Nataka needs more info, so you're going to sneak in and tamper with
their communications. Well, by sneak, I mean blast your way in, leaving
nothing alive in your wake, and probably causing a great deal of collateral
damage. RPVs don't really sneak.
The jumpgate drops you facing a stone wall. You're safe for the moment, but
to the NE there's a disruptor RPV and on the hilltop to the N is a heavy rocket
RPV (e17), so take those both out quickly. Pick up the armor powerups behind
the low stone wall, and grab the ammo here, then proceed NE around the hill.
Take out a number of heavy rocket RPVs across the ravine. Look down into
the ravine to the W to kill another one, then look down to the E to take out
a Keller laser drone.
Cross the bridge and go up the stairs into the base. On the E side there are
some power cells around the stone walls, a disruptor RPV on the N behind
another stone wall, an armor powerup and repair kit on the terrace, and some
ammo.
Inside the building is an Order of Divine Logic initiate praying to his
computer. Shoot the ODL if you want. Collect the armor powerup inside the
building.
On the W side, another disruptor RPV is hiding between the building and the
hill. There is an armor powerup and some ammo. Don't fall in the well.
Inside the building on the W side is a flame RPV and some power cells. The
storage area has some combat blocks, a repair kit, and some ammo.
Head N to the ODL cathedral. Go around it to the E side first to find a Keller
laser drone and a K-V floorsweeper.
Go in the cathedral and take out the Keller flash drone and four EMP RPVs.
There's a whole congregation of ODL initiates here. If you want to, you can
melt them all down with the laser.
Get the repair kit and armor, then proceed through the Keller-stuff door.
Drive across the giant ODL rune to the middle segment with the full damage
repair. Activate it to be raised up into a dome lined with ODL initiates
integrated into the walls and facing a Keller eye. Destroy it, and shoot the
integrated ODLs if you want. Exit the dome, activate the console, and shoot
the distant blue crosshairs.
Go back into the lower level to find a ramp has lowered into some catacombs.
Drive down and go S until you come to an armor powerup. Continue S until you
see a full damage repair and some explosive barrels. Shoot the barrels to
lower a beam and open a hole in the floor that allows you to get back up to
the base.
Return to the junction where the armor powerup was and head E. You'll come to
a vaulted area of green bricks. Across a gap from you are two heavy rocket
RPVs and two flame RPVs, destroy them. Go around to their side and collect
a repair kit, decoy, combat blocks, and some power cells.
Head down the ramp in the center of this area into a rocky cave with two heavy
rocket RPVs. Destroy them and drive into the water, under where the well would
dump you out if you fell in it.
Go through the small tunnel on this side, destroying a flame RPV and picking
up the armor and repair powerups, until you reach another vaulted area with
green bricks. Go into the water here and destroy a disruptor RPV, then collect
the armor and repair powerups. You can carry on down some flooded tunnels
to find some power cells and the area you would end up if you fell into the
ravine at the start.
Head back up to the ramp from the cathedral ground floor, but go N instead this
time. Open the ODL rune door to find a bunch of Keller flash drones, some
brains in jars, and a machine to make people into brains in jars.
Continue down the tunnel open the door, and destroy the two Keller eyes, then
a third. The tunnel opens up into a large crater completely covered by
Keller-stuff. The transmitter dish is here, also covered in Keller-stuff.
There are a number of Keller EMP RPVs and a K-V Floorsweeper on the ledge.
Once they are destroyed, use the eye on the wall beside the tunnel you came in
to lower an elevator. Ride it up, then go around the ramp until you are on the
rocks at the highest point. From here, you can see into the control room and
shoot the Keller eye in there. Go back down the ramp and activate the console
at the top of the elevator to turn the dish and redirect the transmitter.
OBJECTIVE COMPLETE: Redirect transmitter.
Head into the jumpgate.
SECRET 1/3: ???
SECRET 2/3: ???
SECRET 3/3: ???
MISSION COMPLETION BONUS: N$90,000
KILLS: 39
SECRETS: 3
SALVAGE: ~N$34,000
BEST TIME: 4:18
===============================================================================
m15 - SPARTA BOMB REMOVAL
===============================================================================
OBJECTIVE: Find all five bombs.
RECOMMENDED SPEED: 100 km/h
RPV CONFIGURATION OPINION: No change, unless you want to. Make sure you meet
the speed requirement.
- Chassis: Stealth
- Weapons: Machine Gun, Laser, RGM, Rocket
- Equipment: Headlights, Targeting, Self-Destruct, Radar, Mine Detector
Malfunctioning security drone, eh? Well whatever, as long as your friend
Lieutenant Mills is back, you're going to get better info.
You have seven minutes to complete this mission, or the bombs go off and you
are destroyed. Much like the spaceport mission, you have to move fast or die,
though this one isn't quite as rushed for time.
1. The jumpgate drops you facing N in a water-floored room
2. Move backwards and strafe right around the pillar and take out the gunship
to the N
3. Turn W and shoot the other gunship
4. Take the ramps up and head W out the tunnel the second gunship was in
5. Turn S, head to the end of the road
6. Turn W and enter the building with the green walls
7. Follow the hall and take the elevator up. Spin around so you face S on your
way up.
8. Grab the turbo boost, follow the hallway when it turns E
9. Shoot the glass out on both windows, and activate the switch on the S wall
to create a bridge between the two buildings
10. Drive into the other building. Grab the armor powerup, power cells, and
the bomb in the office here.
OBJECTIVE COMPLETE: Find Bomb 1/5
11. Shoot the window to the E and drive out onto the building roof
12. Drop down onto the other roof to the E
13. Shoot the grating to the N and drive in
14. Get the bomb behind the large gear in this room. Two gunships will spawn
outside after you do, take them out carefully.
OBJECTIVE COMPLETE: Find Bomb 2/5
15. Go back out and head SE onto the adjoining room, then turn N
16. Drop down into the water-floored area using one of the sloping wooden
features as a ramp. You'll take some falling damage
17. Shoot the grating to the N and drive in. The tunnel curves E
18. As soon as the tunnel opens up, turn S and head down the narrow ramp
19. Head S through the doorway, then W until you can go up a ramp
20. Once out of the water, head E until you are on the subway
21. Ride the subway N, face W and drive in the orange-lit ledge as it goes by
22. Drop into the water
SECRET 1/5: Once you drop in the water, turn around and head E into a small
room with some power cells, ammo, and a full damage repair.
23. Head W in the flooded tunnel until you go up a ramp and out of the water
24. Destroy the two drones in the room and collect the bomb in the SW corner
OBJECTIVE COMPLETE: Find Bomb 3/5
25. Head S through the tunnel until you get to the large open air shaft
26. Destroy the three Keller flash drones follow the ledge around the
shaft until you can go in the tunnel to the S
27. Activate the switch and go through the door to be back in the subway
station
28. Head W then N until you are back in the starting area
29. Head up the ramps and N out of the area.
30. Turn S and enter the Soy Boy
31. Go in the back and open the freezer. Collect the bomb
OBJECTIVE COMPLETE: Find Bomb 4/5
32. Go N out of the soy boy and across the bridge. Enter the Nataka building.
33. Head E, then N down the blue hallway, then E into the boardroom
34. Activate the panel on the S wall to open the logo wall. Activate the
screen to raise it. Collect the hard currency and bomb.
OBJECTIVE COMPLETE: Find Bomb 5/5
You're not done yet! You need to take these bombs to be defused.
35. Go back out into the hallway and destroy the drones that have spawned
36. Go out the N door. Destroy the Keller flash drones and gunships.
37. Follow the ledge around the pit in the middle and enter the jumpgate on
the N side
38. The jumpgate takes you to the Nataka Weapons Testing Facility. Head N and
slightly E onto the catwalk to the very end. The bombs will drop into a pit
and detonate.
39. Head S into the jumpgate, picking up the armor powerup and power cells
before you do.
SECRET 2/5: ???
SECRET 3/5: ???
SECRET 4/5: ???
SECRET 5/5: ???
MISSION COMPLETION BONUS: N$100,000
KILLS: 42
SECRETS: 5
SALVAGE: ~N$66,000
BEST TIME: 2:37
===============================================================================
m16 - ORDER OF DIVINE LOGIC BASE
===============================================================================
OBJECTIVE: Locate Order of Divine Logic headquarters. Destroy Order of Divine
Logic headquarters. Warning: Low gravity area.
RECOMMENDED SPEED: 60 km/h
RPV CONFIGURATION OPINION: No change, unless you want to.
- Chassis: Stealth
- Weapons: Machine Gun, Laser, RGM, Rocket
- Equipment: Headlights, Targeting, Self-Destruct, Radar, Mine Detector
And so we get the big reveal: Keller, the hostile sentient virus, is running
Argus and N53 now, not the other way around. The ODL became Keller's willing
slaves because it fit right in with their beliefs.
The jumpgate drops you in a crater, facing NE and a crashed spaceship. Circle
the ship to encounter a few minelayer drones (e18).
Go in between the two halves of the ship. On the ledge to the S are four
tapered boxed of Keller-stuff that morph into EMP RPVs. Take them out, then
collect the repair kit and armor powerup from the N side area and armor
powerup from the S area under the ship.
Head S down the tunnel, then turn W and N to enter the W half of the ship.
Destroy the drone, then the cannon RPVs in the area - watch out for rockets.
Collect the armor powerup and combat blocks in this area.
There are two doors in the W wall. Behind the S door are three repair kits and
a decoy. Behind the N one is Keller homing mine and stairs leading up N, to
more Keller homing mines and a box of spare parts.
Take the elevator here to be brought to the top of the crashed ship E section.
Drive over the gap to the W half of the ship, and proceed to the nose of it
where you can drive in to the cockpit. Shoot the drone, and proceed through
the door.
Take the ramp up, go out the door, and drive across the gap to collect the
repair kit from the area with the four EMP RPVs earlier. Then drive across
to the other half of the ship again to collect an armor powerup and power
cells.
Return to the cockpit, and this time take the ramp down. Under the stairs
are a box of spare parts, repair kit, and power cells. In the medical bay to
the N there is a Keller flash drone and a full damage repair.
As you might have suspected, the ship is just the surface part of the ODL base.
Activate the small yellow button on the girder near the hole in the floor to
call an elevator. Ride it down.
There are three unmorphed EMP RPVs here, take them out one at a time if you
can. Follow the rocky tunnel, destroying about a dozen more EMP RPVs.
Cross a canyon via the narrow power cable, or drive to the ledge and collect
the two repair kits if you're fast enough.
Down the tunnel are some Keller homing mines, destroy them, then pass through
an airlock. There are two cannon RPVs waiting just around the corner,
take them out without going too far into the base.
Advance cautiously, there is a heavy rocket RPV across the tracks to the NE,
a laser drone to the E, and more Keller homing mines to the W. Destroy them,
then go around and down the ramp to collect the repair kits and power cells
from the area to the N.
A train will come by. Get on it when it stops, and head W. On the way, take
out a laser drone, and then when it stops, take out some minelayer drones and
Keller flash drones.
SECRET 1/5: Halfway between this stop and the next, there is an alcove with a
decoy and two armor repair powerups.
In this area, collect the armor powerups, power cells, and repair kit. You can
go all the way to the top of the ramps to the W and shoot the stained glass to
find a box of spare parts and a turbo boost.
The large blue door here is closed, so you have to find another way to the W.
Open the S door with the ODL rune on it. There's a conveyor belt leading W,
get on it. Follow it along into a large cavern with a jumpgate sending and
receiving crates. When you get closest to the jumpgate, there is a switch on
the E side of the platform that you can activate to open the large blue door.
While you're doing that, four cannon RPVs will attack you and a Keller flash
drone will make your life more difficult. Drive onto the area with the ODL
initiates worshipping the jumpgate for a little more dodging room. Don't pick
up the white access code until all the opposition is destroyed because a Keller
fighter (e19) will jump in and attack you.
If you fall, there is a ramp on the S side that returns you to the conveyor
belt.
SECRET 2/5: In the dark rocky area below, there is a large power cell and full
damage repair in an alcove on the E wall.
With the white access code, take the train two stops E. Kill the laser drone,
heavy rocket RPV, and Keller homing mines here. Open the door requiring the
white access code.
Shoot the ODL acolytes and get the armor powerups. You can shoot the stained
glass and drive in to find a camo field and turbo boost.
SECRET 3/5: Follow the rocky tunnel to find a box of spare parts.
Activate the switch below the stained glass, then go back to the train and ride
it one stop E. Destroy the laser drone here. Go into the Keller-stuff tunnel
and shoot a bunch of Keller homing mines.
There is a puzzle here with four archways and four sets of doors. You want to
end up on the E side of the archways with all doors open.
Door 1 is closest to you (most E), door 4 is farthest from you (most W).
Archway 1 is the most N, archway 4 is the most S.
As you go through an archway, the doors it controls will change their status
from open to closed, or vice-versa.
A1 controls D1, D2 and D4
A2 controls D3 and D4
A3 controls D1 and D3
A4 controls D2 and D3
All four doors start closed, so the quickest solution is:
1. Go E through A2
2. Come back W through A3
3. Go E through A4
Go through the doors and be ready to dodge plasma shots from the Keller
processing core (e20) that is the heart of the ODL headquarters. There are
three Keller flash drones that make this fight more difficult.
There's a full damage repair on the far side ledge, and two armor powerups by
the ramps leading to the ledge. Don't fall in the middle, and don't get
caught in the alcoves while on the ledge or you won't be able to dodge
effectively.
Kill the core.
OBJECTIVE COMPLETE: Destroy Order of Divine Logic headquarters.
When the core is dead, go back W through the doors and archways, then enter
the jumpgate.
MISSION COMPLETION BONUS: N$160,000
KILLS: 58
SECRETS: 5
SALVAGE: ~N$165,000
BEST TIME: 4:46
===============================================================================
m17 - KRUPP-VERDAN WEAPONS LAB
===============================================================================
OBJECTIVE: Gain entrance to base. Get meson weapon. Reconfigure garbage
disposal unit.
RECOMMENDED SPEED: None
RPV CONFIGURATION OPINION: No change, unless you want to.
- Chassis: Stealth
- Weapons: Machine Gun, Laser, RGM, Rocket
- Equipment: Headlights, Targeting, Self-Destruct, Radar, Mine Detector
Krupp-Verdan has also fallen to Keller. Great.
The jumpgate drops you in a desert.
There's a time element to this mission, but it's more of a one time opportunity
than a need to rush. Go out into the desert and see the sandcrawler... err...
transport unit. It has two machine gun turrets on the front, two on the back,
and three plasma guns on either side. You can only destroy the machine gun
turrets, and only manually (targeting won't pick them up).
At some point, the transport will stop and lower its rear hatch to let out
a bunch of RPVs - minelayer drones, laser RPVs, cannon RPVs, etc. Destroy as
many as you can, but you must get in the transport before the hatch closes or
you'll fail the mission.
Once in the transport, there's a full damage repair and some power cells.
Enjoy the ride the rest of the way into the base. You can watch through the
front windshield. A door will open when you get close, but a forcefield will
still control access - only way through is in the transport.
Once inside, go out the rear hatch and destroy the four laser turrets at the
corners of the base. The plasma cannons on the sides of the transport still
work - be careful.
There's a K-V Floorsweeper on either side of the transport in the base
courtyard, and a K-V RPV (e21). You can jump from the ledge in front of the
transport to the roof overhang to collect some ammo and a turbo boost.
Head to the E side of the base and open the large door. Take out the K-V RPVs
and go in the repair bay with the Floorsweeper hanging from the roof crane.
The repair drones flying around will seek out and repair damaged RPVs, both
internal systems and armor, but don't destroy them because they don’t
discriminate between friend and foe, and will repair you too. Come back to
one whenever you get damaged to save the powerups for difficult situations.
Head up the stairs to the S and then W down the corridor. There are a few K-V
RPVs farther down, take them out from a distance. Enter the red door to the N
to destroy a few drones and collect the box of spare parts. Activate the
switch to move the large blue blast door to cover the bay you came in (with the
suspended Floorsweeper) instead of the other bay. Drive out the
window in this room onto the ledge, then if your speed is high enough
drive over the gap and onto the other ledge.
Don't shoot out the grating and go through right away - instead, drop down,
collect the camo field, then go through the grating. In the next room is
a prototype Krupp-Verdan Goliath(e22), and in close quarters it is very
dangerous without the camo field. Take it out before the field runs out.
Get the ammo, armor powerup, and blue access code. The overhead door only
can be activated when the Goliath is destroyed, so you can get back into the
courtyard.
Enter the control room through the NW door again. Go down the hallway to the
W until you come to a hanger bay with three K-V RPVs and a Keller Meson RPV.
Collect the armor powerup, repair kit, and power cells lying around the crates.
Blow up the oil drums to open a hole in the N wall.
Take out the K-V RPVs in the corridor to the N, then go N down the hallway and
up the stairs. Behind the door are two drones that are likely the gatekeepers
for the main door - destroy them. There's a repair kit, auto sentry, and
armor powerups here, and combat blocks down the stairs.
Head E back down the hallway and SW down the branching corridor. Take the
elevator up to the firing range to destroy a K-V Floorsweeper and drone.
You can activate the control panel at the back of the gun to open the shield
covering some kind of new weapon that shoots a green beam. This beam kills you
in about a second and appears to have targeting because it doesn't often miss.
There doesn't seem to be a way to destroy it, so it's best just to leave it and
go back down.
The SE branching tunnel has a laser turret on the ceiling before the door.
Destroy it. Go in the door and into the wind tunnel room. Shoot the glass
protecting the control room and then the blue crosshairs to temporarily stop
the fan. Don't shoot the crosshairs by the fan or the back vanes will open
and blow you into a chasm.
Go in the door S of the control room, and destroy all the drones. Collect the
armor and repair powerups in this area. On a table there is a note with the
code 492. Note that down, then leave.
Head back to the courtyard and to the W side of the transport. Go down the
stairs E and open the door to the area under the transport parking pad. Take
out two Keller meson RPVs.
Collect the ammo, repair kit, and armor powerups here, then drop into the water
and take out the half dozen submarines. There's an elevator here to take you
back up, but if you drive off it on the way up, you can land on some of the
structural supports and collect a box of spare parts and a large power cell.
SECRET 1/3: Drive onto the lower SW support, then into the flooded tunnel.
Follow it to the end to find a full damage repair, ammo, and power cells.
Go up the elevator out of the water. Take the other, smaller, elevator to the
N down. Destroy the drone and Keller meson RPVs here. There is an armor
powerup and ammo on the lower level, and a decoy, repair kit, and power cells
up the ramp to the S.
Down the hallway to the N is a K-V Floorsweeper that's a difficult fight
because you can't flank it. Use rockets and pop-up tactics to minimize
exposure to its fusion beam.
Past that are some drones in an open cavern area. You can drop down onto the
rocks to find some ammo and armor powerups, then follow a ramp back up to the
bridge.
In the next chamber are six laser turrets. Again, use rockets and pop-up
tactics to avoid being exposed to sustained fire.
Go through the door and take out the K-V RPV and then the drone at the far
end of the test chamber. Here, you can activate the console to spawn a target
drone, then activate the meson gun to fire it.
Open the door to the next area, and destroy all the drones here. Get the white
access code on the table. Input the code 492 by activating the three numbers
on the wall to open the vault. Get the meson gun prototype, the three hard
currencies, and the tac nuke.
Go back to the surface, go in the SW door to the base, and take the elevator in
the hanger up to the garbage disposal area. Use the white access code to open
the door, destroy the drone, then activate the computer to reprogram the gate.
Don't go through the gate until you do that, or you end up in the heart of a
star.
Get fixed up by a repair bot, and once the gate is re-programmed, go through.
MISSION COMPLETION BONUS: N$180,000
KILLS: 95
SECRETS: 3
SALVAGE: ~N$320,000
BEST TIME: 10:09
===============================================================================
m18 - NEW KYOTO ARCOLOGY
===============================================================================
OBJECTIVE: Rescue Hostages
RECOMMENDED SPEED: None
RPV CONFIGURATION OPINION: At this point, you should have about N$2,000,000
and be able to buy pretty much anything you want.
- Chassis: Stealth
- Weapons: Machine Gun, Laser, RGM, Rocket
- Equipment: Headlights, Targeting, Self-Destruct, Radar, Mine Detector
Bad news. Keller's gotten control of enough of the human race's military
assets to be able to launch an assault on the largely untouched Nataka planets.
The top priority is to defend the arcology, with the largest population of
Nataka families... err. valuable employees.
Here you are, leading the charge of the glorious Nataka Cavalry, defending
the human race from the cold, mechanical processing of the Keller virus.
The jumpgate drops you in first. A split second after you jump in, one lone
medium Nataka RPV jumps in beside you... and then... nothing. On closer
inspection, that's only half a Nataka RPV, not even functioning.
Where's the Cavalry? Where are the hundreds of supporting heavy RPVs, to help
you drive back Keller and protect the Nataka way of life?
Oh.
Well then.
This is starting to feel a little lonely. Well, head N, then down the ramp,
switchback, and head S. Go through the door and pick up the box of spare
parts by the crates. Down the hallway to the E is a Keller meson RPV (e23),
but be careful because a heavy rocket RPV is hiding in the shadows to the W.
Take them out.
You can't use the elevators without the red access code, but you can shoot the
padlock off the door to the E by the crates and go down the ramp, destroying
the heavy rocket RPVs on the way down and collecting the power cells.
At the bottom, open the door and destroy the railgun RPV (e24) in the fan room.
You can go down the duct to the E to get a large power cell, but it doesn't
lead anywhere else.
There are three fans, in a N to S arrangement. Go through the N most fan to
destroy an EMP RPV, then head S and turn E to destroy another. You can
activate a switch beside the air shaft to increase the air flow such that it
blows you up instead of just slowing your fall.
SECRET 1/6: Drive into the air shaft, but take the last available side branch
at the bottom before you fall out of the building. Destroy the EMP RPV here,
and go down the air duct until you come out into a room with some crates and
two Keller flash drones. Destroy them, then open the door and proceed onto the
ledge. Destroy the Keller fighter that shows up, and proceed onto the red-lit
area to find a tac nuke and a box of spare parts. Destroy the Keller eye
that opens when you enter. Head back to the air shaft you fell down to get
here, activate the switch, then float back up to the roof.
SECRET 2/6: Rising up the air shaft, there is a small opening you can drive
into that has a full damage repair and some power cells.
Once at the top of the building, head back to the three fans again. Take the
middle pipe, and follow it while it turns S and E. Destroy some Keller
homing mines and a heavy rocket RPV. Grab the armor powerups in the room, then
continue down the pipe until you come to a grating.
Behind the grating are two railgun RPVs, take them out, the collect the repair
kit, armor, and power cells. Open the door to the E to go into a park area.
There are two Keller fighters in this area, destroy them. There's a decoy
under the bridge and an armor powerup in the shadows.
Go back in the room and down the hallway to the N. Destroy a few heavy rocket
RPVs, then make your way onto the red carpet of the Nataka arcology proper.
Clear out the entire interior, both levels. The opposition includes a Keller
fighter, a dozen or so each of heavy rocket RPVs, railgun RPVs, Keller EMP
RPVs, and some Keller-ized Nataka RPVs.
SECRET 3/6: Go back up to the three fans, enter the N most fan, then take the
tunnel leading E, destroying some Keller homing mines on the way. Drop down
to find a camo field, then into a Zen garden area. The camo field makes the
combat a little easier.
SECRET 4/6: Go back up to the three fans, enter the S most fan. Follow the
duct down and around. There are Keller homing mines infesting this duct, but
once they are cleared out, you have a few good entry points into the Nataka
arcology. When you come to the pool area, drive onto the diving board to get
the full damage repair.
One area you need to go inside the arcology is the RPV hanger. Head past the
pool room down the W yellow hallway, then turn N and go to the door at the end
of the hall. Destroy two Keller meson gun RPVs, using the door for cover.
Cross the open area and go in the RPV hanger.
Clear out the heavy rocket RPVs, then go to the W to the interface area, but
beware of Keller homing mines. To the E is an RPV configuration room, where
you can buy weapons, ammo, and equipment - a welcome mid-mission break
given the amount of combat. Go down the lower level and destroy a mixed pack
of RPVs, then get the red access code.
Once you have the red access code, go back through the arcology until you get
to the boardroom door to the E that requires it. Go through, destroy the three
or four Keller flash drones, and get the black access code.
With the black access code, take the elevator down and destroy the cannon and
railgun RPVs in the lobby area. Turn E then N, taking out a Keller meson RPV,
to enter a security room where about a hundred drones swarm after you.
Head back W, taking out another Keller meson RPV, then N into a Keller-ized
area, destroying some more Keller flash drones.
Open the W door marked 3. See the masses and masses of bones. Receive a
transmission that a mission objective, rescue hostages, has failed.
Oh.
Well then.
Shoot the Keller eye at the far end of the chamber. Exit this chamber, and
the door to the N will have opened. Destroy the four or five Keller flash
drones that come through, then go in to face another Keller processing core
(e25). Just hold the laser on it, even though the force fields protect it
most of the time, enough damage will get through that it still dies.
You can go back out now, but don't linger because a Keller laser drone will
jump in this area every few seconds. Head back E and to the drone room, but
this time enter the air duct. Destroy the Keller EMP RPV, then ride the air
all the way up. The jumpgate's at the top of the building, near where you
jumped in.
SECRET 5/6: ???
SECRET 6/6: ???
MISSION COMPLETION BONUS: N$125,000
KILLS: 155 (depends how many Keller laser drones spawn)
SECRETS: 6
SALVAGE: ~N$301,000
BEST TIME: 3:51
===============================================================================
m19 - LACHESIS TOWER REDUX
===============================================================================
OBJECTIVE: Retrieve the important intelligence codes from the Nataka tower.
WARNING: This mission is best played late at night in the dark with headphones
RECOMMENDED SPEED: 50 km/h
RPV CONFIGURATION OPINION: At this point, you should have over N$2,000,000
and be able to buy pretty much anything you want.
- Chassis: Stealth
- Weapons: Machine Gun, Laser, RGM, Rocket
- Equipment: Headlights, Targeting, Self-Destruct, Radar, Mine Detector
All kinds of questions are bouncing around in your head. What's so important
now about the Nataka tower? What's going on with the arcology? Why were a lot
of the RPVs you fought last mission Keller-ized Nataka RPVs? Where's the
Cavalry? Why would they test out a VR upgrade now? It is the promised anti-
Keller protocols?
Anyways, the jumpgate drops you near the Nataka tower. It's daytime now, and
the place looks a lot worse than when you last left it. Take out a gunship
and a bunch of plasma cannon RPVs around the Nataka tower, and grab all the
power cells, repair kit, armor powerups, etc.
Go down into the crater on the W side of the tower ruin and get the code
device.
OBJECTIVE COMPLETE: Retrieve the important intelligence codes from the
Nataka tower.
Get the new mission objective to take it to the nearby hotel.
What?
OK then, head W, taking out some gunships and K-V RPVs, then head N into the
hotel, destroying the flame RPVs in there first.
OBJECTIVE COMPLETE: Take the code device to the hotel.
New objective again - take the code device back to the crater.
Huh? Maybe it had to get something upgraded or communicated from the device,
and we're going to plant false data for Keller. Go back to the crater.
OBJECTIVE COMPLETE: Take the code device back to the crater by the Nataka
tower.
New objective again - take the code device back to the hotel.
This doesn't make sense. Start to head back... and there are some very strange
signs appearing all over, on the walls, in mid-air. Wake up? Don't listen?
Get to the hotel and the mission objective changes again - back to the crater.
OBJECTIVE COMPLETE: Take the code device to the hotel.
You know, this is starting to feel like, "how to keep an idiot busy", isn't it?
Well, the floating hallucinogenic mid-air messages are telling you to follow
them. Sounds legit, let's go!
Go S, destroying some laser RPVs, flame RPVs, and more plasma cannon RPVs.
Squeeze through a gap in the rubble to find more gunships, plasma cannon RPVs,
and K-V RPVs around a large crater. Take them all out, then drop into the
crater. If you wall in the water, drive back up using the wrecked subway.
Go in the subway tunnel, avoiding the center rail. Take out the four or five
laser RPVs a little on down, then return and go down into the flooded subway
to get a full damage repair.
Go back, and follow the blue center rail until the tunnel is blocked. Take
the branching with the red center rail and continue on down it.
..What do you mean, strange voice, that I am floating in a deep blue ocean?
Follow the red center rail until it becomes the tongue of a giant, hungry,
pulsating mouth.
This should be your first hint that something has gone terribly wrong.
Follow the monster's throat. This is trippy. It eventually opens up into a
spinning nightmare landscape far below you, with a narrow bridge connecting
the end of the throat and a new tunnel. The laser tank and gunships here
don't seem fazed in the least - they must be listening to the voice's advice
to relax and keep calm. Take them out, and don't fall off.
Continue on down the rocky tunnel. Every so often, you'll be warped to a
slightly different location, as though experiencing lag. Enter the
Nataka tower level with all the workstation, but this time the floor is a
raging river, and the chairs are homing mines. I kid you not. Shoot all the
chairs, then carry on out the other end. Don't let the moving floor dump you
into the void.
Follow the river into a portion of the Nataka arcology. Shoot the enemy RPVs
here, and pick up all the armor powerups and repair kits needed.
What's that voice? Don't be alarmed? Sure, that sounds great, when I'm being
sucked into a water vortex. There's no other way, so go down it.
The vortex dumps you in a cave with pulsating walls. Grab the powerups here,
and continue on down the tunnel, past the lava. Cross to some stepping stones
that periodically dissolve into a texture like a dead TV channel.
Keep going into a fog-shrouded room with a plasma RPV and the voice tells you
it knows a secret. Grab the full damage repair from the alcove with the six
Kenji Ishiis asking if you are deaf as well as stupid. More parts of the
landscape are turning to that dead static pattern.
Blow open the cracked wall with a rocket. Follow the corridor, taking out a
gunship, until you can jump out of a hole into a lava-floored room with a
ramp rising around the perimeter. Avoid the distorted K/V floorsweeper, and
kill the... Keller-stuff things that shoot fire.
Follow the ramp up, killing another gunship and Keller thing, then grab the
three armor powerups and head into the tunnel marked with 1s and 0s. Kill the
two distorted K-V Floorsweepers, then activate the floating box with the
message.
It's Pamela Lang... the happy girl from R&D. You remember? :)? You're
trapped in Keller's simulation, but she's hidden an exit code in the room.
Let's see... the desk? The painting? The gong. Activate it and go through
the jumpgate, cutting off Keller asking you what your true face could be.
Enjoy the glimpse into Keller's alien machine logic on the loading screen.
SECRET 1/2: ???
SECRET 2/2: ???
MISSION COMPLETION BONUS: N$145,000
KILLS: 45
SECRETS: 2
SALVAGE: ~N$244,000
BEST TIME: 6:40
===============================================================================
m20 - NAIC HQ REDUX
===============================================================================
OBJECTIVE: Install RPV I/O codes. Return to interface pod. Find battleship's
main cannon fusion capacitor. Engage self-destruct.
RECOMMENDED SPEED: N/A
RPV CONFIGURATION OPINION: For the first part: What RPV? For the second
part: You don't have a choice.
- Chassis: Medium
- Weapons: Machine Gun, Railgun, Grenade
- Equipment: Headlights, Targeting, Self-Destruct
This is bad. Instead of coming back through the jumpgate, your RPV pod opens,
and you get out. The other pods are offline or show zero life signs. Go
toward the hallway and see something that shouldn't be there.
Blood.
Turn left, then go down the ramp. The base shakes every few seconds, from some
sort of attack. Pick up the machine gun by the briefing room door. Go in and
use the terminal to read Pamela's message.
Apparently a Keller battleship is hovering over your HQ, bombing it into
oblivion. You and Pamela are probably the only two left alive on the planet.
The only workable RPV is somewhere outside, and needs to be manually programmed
with I/O codes, after which you can take it into the heart of the battleship
and self-destruct it in the once place you can destroy the whole thing.
Oh.
Well then.
Go out of the briefing room. The jumpgate is collapsed, but there's machine
gun rounds in the tunnel, grab them. The RPV construction room is wrecked, but
there's ammo behind the RPV pit and another machine gun on the platform by a
body.
Go back up the ramp and shoot at the crosshairs through the partially open
door. The door will raise with protest. Go through, then activate the lockers
straight ahead to lower them and grab the machine gun ammo. Look longingly at
the auto sentry you can't pick up yet.
Shoot the Keller flash drone that gets in through a hole in the roof. It's
really not much fun without targeting, is it?
Go down the hallway to grab more machine gun rounds, then head back to the
door. Open the door to see... the training grounds. Who wants to do the
first level again, on foot this time?
But it won't be the same... not at all. Shoot the Keller flash drones
hanging around. If you look up, you can see the Keller battleship. There are
some missile turrets on the underside that will shoot at you. You can hit back
with the machine gun, but be very careful because you can't take any
punishment, even splash damage.
Take out both missile turrets on the ship underside, then you're safe. Go down
the corridor until you get to the T junction. You can head toward the old
grenade room, but the door won't open all the way. The tunnel down on the
other side is collapsed and flooded. Use the ruined Keller fighter as a ramp,
and walk up to the corridor above. Head down the corridor, over the bridge,
and down the ramp into the arena. Kill the Keller homing mines before they get
near you.
Remember that Checkhov's gun... err... half-buried RPV we laughed at? Well,
that thing is going to be your salvation. Activate it to load the I/O codes.
Don't go any farther or you'll run into things you can't handle without an RPV.
OBJECTIVE COMPLETE: Install RPV I/O codes.
Go back to your interface pod and get in. Take stock of the RPV you have to
work with.
OBJECTIVE COMPLETE: Return to interface pod.
Railgun... OK. Grenades... not good. Machine gun... OK. Flamethrower... No
ammo? That's it?
How about equipment? Headlights... OK. Targeting... Good. Self-destruct...
necessary. That's it? No power cells?
Pick up the machine gun ammo and napalm to the NE. Go down the E ramp and
collect the combat blocks and grenades. Head back up the way you came. Note
the armor powerup under the wrecked Keller fighter for later. Get the power</pre><pre id="faqspan-4">
cell by the start of the training grounds. Go in the base, open the lockers,
and get the auto sentry and railgun ammo. Go down the hallway and collect the
grenades. Squeeze through the door (this is why I prefer light chassis) and
collect the napalm from under the ramp. Go in the RPV construction room and
note the mass of repair kits under the platform.
Head back out and to the sandy arena area. Turn W down the corridor, then S.
Take out the Keller EMP RPV here. A good strategy to conserve the valuable
railgun ammo is to let these enemies go past you, then hit them with grenades
or the flamethrower because they get stuck on obstacles.
Continue on, then jog W and up the sand ramp. Kill the Keller flash drone and
get the railgun ammo up here. Go W to a large canyon area running S. Kill
three EMP RPVs here with non-railgun means. Take out the real threat, a Keller
meson RPV, with the railgun, or other weapons if you like a challenge.
SECRET 1/3: Activate the destroyed RPV to open one of the panels on the E side
to reveal some railgun ammo, a full damage repair, and a decoy.
Continue S, searching the E side alcoves for armor repair and ammo.
Near the end is a Keller fighter. This is a tough fight, best accomplished
with the railgun and pop-up tactics.
Go up to the E ledge and into the tunnel to the S, then turn E and go up the
ramp. Open the door and use the machine gun to clear out the Keller homing
mines and flash drones.
Drive up the bridge supports and go up the ramp. Collect the armor powerups
and make sure you're full repaired before taking the elevator up.
At the top, drive off the beam and onto the ship quickly to avoid fire from the
laser turrets. You can snipe them with the railgun, but this take a lot of
ammo. It's sometimes easier to drive up the ramps on either side of the ship
and drop grenades on them. There are two turrets on either side, when they
are destroyed, you can get an armor powerup and repair kit on the narrow ledges
behind them, but it might not be worth the damage taken. You could ignore
them, go up the ramp, and onto the middle portion of the ship.
Go up and around the protrusion on the top of the ship, and railgun the laser
turret on the other section. Go across the narrow linkage, and get the armor
powerup here. It's the last one you'll get this mission, make it count.
Continue down the length of the ship until you get to the end. Just below on
a ledge is a Keller fighter. It's a really difficult kill, but if you're
determined, set up a combat block, auto sentries, and a decoy, then get its
attention and railgun away. You can also just place the decoy, then drop
down while its attention is elsewhere. Go in the hatch and kill the Keller
meson RPV - another tough fight with no cover. Railgun away.
Get the ammo and drop down through the floor before the Keller fighter decides
to investigate the open hatch. Machine gun the Keller homing mines and flash
drones. Go through the side passage on your right, getting stuck as you do so
(again - light chassis are much better for this reason!).
Don't charge into the next room because there's a Keller eye in the ceiling
that will laser you to death. Instead, machine gun the Keller homing mines and
flash drones you can from the passage, then lob grenades in until you're sure
the room is clear of the homing mines.
Quickly go in the small room to avoid the Keller eye. At the end of this room
is the capacitor.
OBJECTIVE COMPLETE: Find battleship's main cannon fusion capacitor.
When you see the message prompting you to activate self-destruct, do it.
OBJECTIVE COMPLETE: Engage self-destruct.
The only mission you get to complete by dying. Who is paying you these bonus
amounts anymore anyways?
SECRET 2/3: ???
SECRET 3/3: ???
MISSION COMPLETION BONUS: N$200,000
KILLS: 19
SECRETS: 3
SALVAGE: ~N$34,000
BEST TIME: 3:34
===============================================================================
m21 - ANCIENT RUINS
===============================================================================
OBJECTIVE: Obtain sample of alien defense system code
RECOMMENDED SPEED: 40 km/h
RPV CONFIGURATION OPINION: Back to the old standard. You do lose the
non-purchasable items you had, but you seem to get a refund for whatever
you did own before Keller attacked the HQ. Lose the radar for this mission.
- Chassis: Stealth
- Weapons: Machine Gun, Laser, RGM, Rocket
- Equipment: Headlights, Targeting, Self-Destruct, Mine Detector
Welcome to the new, more compact HQ. Supposedly Keller-proofed by Pamela Lang,
Technician First Class. Happy bunnies :)
On the less happy side, most of Nataka, and the human race, appears to be dead.
Anyways, to beat this Keller she's got to understand how it started out.
Apparently N53 found a fragment of an alien defense system on some remote
planet and that's what's taken over most of the universe.
So - brief, configure, jump.
If you juped in with a non-stealth chassis or a stealth chassis equipped with
radar, you have only seconds after the jumpgate drops you off before an
absolutely massive laser turret on top of a distant black pyramid melts you
into a puddle. Full speed ahead N into cover of the rock face.
You'll need to get the blue access code from the NW in this area without
getting destroyed. The laser turret never seems to miss and can kill you in
a heartbeat, but stick to cover and let it hit different sections of armor
so you can stay alive.
Head E into a ruined building to go into a hollowed-out section of the rock
with an armor powerup and Keller flash drone. Continue E to exit the room
and end up in a narrow canyon. Follow the canyon until you come to a green
stone wall. Destroy the K-V Floorsweeper here, then use the blue access code
to lower the forcefield sealing off the wall breach. Carefully take out the
rocket RPVs and stealth railgun RPVs on either side of the breach, then go
through into a canal.
Go through the doorway in the N and kill the Keller flash drone and two Keller
EMP RPVs. Activate the rune on the W side of the pool to cause a beam to
strike the suspended crystal.
You can drop down into the pool to take out another Keller EMP RPV, then head E
back to the canal.
Follow the canal W until it opens into a large courtyard. The laser turret
that caused you so much grief earlier is mounted on top of a large black
pyramid here, but it won't shoot at anything inside the city. You can take it
out at your leisure.
Before you do that, drive S onto the step out of the canal to avoid plunging
to your doom into the moat around the pyramid, then take out the K-V
Floorsweeper to the S, avoiding the fire from the K-V Floorsweeper on the N
side of the pyramid. Once they are both down, collect the armor powerups
and repair kits.
There are two other exits from the pyramid area: W and N. Head W up the canal
and destroy the rocket RPV and three stealth railgun RPVs. The canal eventually
bears N, find some ammo on the E side. There is a branch tunnel heading E with
a fusion RPV (e26), but go past in, kill another rocket RPV, and head up the
ramp, the to the E.
On the elevated area, take out the two fusion RPVs to the sides and two rocket
RPVs hiding in the windows to the S. Go in through the windows to find a box
of spare parts, a repair kit, and another ODL rune for you to activate.
Go back out and drop into the water, taking out the Keller EMP RPV. Head N
along the flooded tunnel, destroying a rocket RPV, then collect the armor
powerup and drop into the main canal again. You can head S to go back to the
branch tunnel you passed by earlier, but continue N to encounter a Keller
fighter.
Retrace your tracks to the elevates area with the beams spanning a pool of
water. Drop in the water again, go into the flooded tunnel to the N, head E
to go up the ramp and get out of the water, but don't drop out of the building.
Instead, turn W, go back around the water exit, take a jog N, then E, and
go across the bridge into the building you saw earlier elevated by posts.
Kill the two rocket RPVs, collect the armor powerup, decoy, and repair kit,
then activate the small ODL rune.
Go N then E up a terraced waterfall. Fight the Krupp-Verdan goliath here, then
pick up the armor powerups.
SECRET 1/6: Drive into the basin near the top of the waterfall to find a full
damage repair.
Head S and destroy dozen or so rocket RPVs on the central plateau and the
perimeter walls. Collect the armor powerups and ammo in the canal, then drive
up the submerged ramp from S to N to get to the top of the plateau and pick up
the repair kit and armor powerup.
The exit S leads you to the black pyramid, the exit W is blocked, so go E.
Kill four railgun RPVs, then head S and activate the ODL gong on the wall to
lower another section of wall to the E.
Destroy the two EMP RPVs from outside if possible, then head in and take out
a rocket RPV. Collect the large power cells from either side of the waterfall.
Activate the small ODL rune in here.
SECRET 2/6: Drive into the waterfall to find some hard currency and power
cells.
Drop into the water, destroy the EMP RPV, and head E to emerge to the N and E
of the area you came through the wall breach.
Go back to the ODL gong. Head E down the canal separated by the brown divider.
Take out a fusion RPV, then get on the right-hand side of the divider. Kill
a railgun RPV, and go N over a small bridge to find a room with some armor
powerups, a box of spare parts, and four ammo crates.
Go back out, up the stairs, and destroy a rocket RPV. You can drive out of the
window and onto the divider to find an armor powerup and turbo boost.
SECRET 3/6: Get on the left-hand side of the divider, head under the bridge,
then take the tunnel N, then W to find an alcove with an auto sentry and a full
damage repair.
Go back to the room with the crystal, across from the wall breach you entered
through, and find the crystal has been struck by four beams - one for each ODL
rune you've activated.
Enter the tunnel revealed by the crystal. Turn W to activate another rune,
then go back out and enter the jumpgate that's now there. This gate drops you
by the black pyramid, and the floor will descend into sets of stairs.
Go down, grabbing the full damage repair, until you get to the bottom. Head W,
then S into the large dimly-lit room. Destroy the Keller mothership (e27)
here, then search the E, W, and S alcoves for hard currency.
Push the four blocks with glowing runes into the four holes, then go back N and
a portcullis will have risen. Don't drive blindly through - wait for the
elevator that allows you to get across the moat and into the black pyramid.
In the pyramid, collect the ammo and armor powerup, then take the central
elevator down... down... down...
When it finally stops, you end in a very dark chamber with orange beams. Don't
drive blindly forward, you're on top of a dome and the floor slopes away -
you'll take falling damage. Make your way to the W side of this area,
destroying a Keller fighter and three EMP RPVs. Go in the door to the E to
find yourself in a ring-shaped area around an enclosed central core. Circle
around to find about a dozen EMP RPVs and four Keller motherships here.
When you're on the E side of the ring, go down into the lower area, then
activate the rune in the alcove on the outer wall. It lowers an elevator to
reveal some armor powerups and an alien key. Grab those, then head back to the
W side and activate the console.
Watch the door open and bathe you in blinding white light. Drive across the
gap and into the core. Kill the half-dozen Keller flash drones here, then
make your way across the moving platforms to the center. Get the code sample.
OBJECTIVE COMPLETE: Obtain sample of alien defense system code
Make your way back to the outer ring and take the jumpgate. So... if this
place wasn't jumpshielded, couldn't they just drop you here?
SECRET 4/6: ???
SECRET 5/6: ???
SECRET 6/6: ???
MISSION COMPLETION BONUS: N$105,000
KILLS: 79
SECRETS: 6
SALVAGE: ~N$611,000
BEST TIME: 7:32
===============================================================================
m22 - JUMPGATE HUB
===============================================================================
OBJECTIVE: Destroy thermal receptor. Destroy teleport hub. Warning: heavy
gravity area.
WARNING: This mission appears to be glitched such that you can't complete it
normally. You can play ~90% of it if you want, and get quite a lot of salvage
as well as seeing the content, or just use the win level code (x05) as soon as
it starts to skip it entirely.
RECOMMENDED SPEED: None.
MISSION COMPLETION BONUS: N$???
KILLS: 91
SECRETS: 4
SALVAGE: ~N$405,000
BEST TIME: 6:52
RPV CONFIGURATION OPINION: You should have enough Nataka bucks to do whatever
you want.
- Chassis: Stealth
- Weapons: Machine Gun, Laser, RGM, Rocket
- Equipment: Headlights, Targeting, Self-Destruct, Radar, Mine Detector
If you want to see what a difference four gravities makes, drive off this
platform. Normally, you wouldn't even notice a drop like this, but you'll take
a pretty significant chunk of damage.
Activate the switch and go through the door into the dark room. The lights
will come on and four laser turrets will start shooting at you. Destroy them.
Activate the access panel here to open the cover, but you can't activate the
panel itself, so shoot the power box on the wall above to open the door.
Go inside. There is a ramp down straight ahead to the N, and doors E and W.
The long hallway to the W with the flickering lights has Keller homing mines
and a laser turret in it. There are two armor powerups near an elevator shaft
you can't use yet.
The hallway to the E leads to a T intersection. Turn S. The first door on the
E side is the only one that can be opened. Inside are some Keller homing mines
and an armor powerup with some power cells.
SECRET 1/4: Activate the gray brick wall at the S end of the hallway to raise
it and reveal a large amount of ammo.
Go N down the other branch of the T. There are three Keller meson RPVs in this
lounge area. Destroy them all, then collect the green access code from the E
kitchen area, and the armor powerup from the W movie theater area.
SECRET 2/4: Activate the gray metal at the E end of the entry hallway, at
the T intersection to open a rocky passage with some power cells.
Head back to the main area and take the N ramp down, but be careful, because
there's a Keller meson RPV in each alcove on either side.
Open the large door to the N and back away quickly because there's a rocket
RPV on the other side. Take it out, then go inside and clear out this large
chamber with multiple tiers of platforms. There are more rocket RPVs, laser
RPVs, and railgun RPVs at the bottom. Collect the armor powerups, repair kits,
and power cells, then go back up. You could ride the elevator down further,
but it's a very difficult fight if you do, so leave instead.
Head out of this room and down the E hallway. The armory and secure storage
doors won't open from this side, but the RPV storage door will. There's a
diverse group of enemies in this room, including cannon RPVs, laser RPVs, rocket
RPVs, flame RPVs, and gunships. Clear it carefully, using the door and hallway
for cover.
The SE corner of the room has a tunnel that leads to the armory and secure
storage areas. Beware of the rocket RPV just through the tunnel that can ruin
your day. There are a large number of armor powerups and repair kits in the
armory, along with a box of spare parts. There's ammo, power cells, a decoy,
combat blocks, and an auto sentry in the secure storage. Return here to repair
if required, but for now, leave and go back to the main hallway.
Go down the hallway to the W, then N, and take out three or four Keller EMP
RPVs on the way. To the E is a small room with some ammo, an armor powerup,
and a grating you can destroy to snipe some enemies in the next room, including
Keller motherships, some Keller flash drones, rocket RPVs, fusion RPVs, and
laser turrets. Don't fall or you'll die.
Head down the ramp to the W, it will take a switchback patter downwards.
You'll encounter a Keller EMP RPV at the first switchback, and a fusion RPV at
the third. The second switchback has another grating you can snipe through
and an armor powerup. Be sure and shoot the blue crosshairs on the opposite
wall from this level.
The third has some Keller-stuff covering the walls and some power cells. At
the fourth switchback is a Keller fighter, some ammo, armor powerups, and a
repair kit. There's a hallway to the E with some Keller homing mines that
leads to a forcefield requiring the red access code.
Go into the short air duct and shoot the other grating, then drop down into the
large chamber. Kill any remaining enemies you couldn't snipe from the other
grates. There's a box of spare parts on a large crate.
To the NE is a door with some Keller-stuff beside it. As you get close, the
lower section will drop down to release a horde of Keller homing mines.
SECRET 3/4: Activate the eyes in the Keller-stuff to open the rest of the door
and gain access to a full damage repair, ammo, power cells, and a turbo boost.
To the S is the elevator that leads back up to the area across from the
entrance ramp, if you need to go back up.
Get on the central elevator and ride it up to the surface. Enjoy the scenery,
this is what it would be like if Keller wins. Destroy the Keller flash drones
and Keller motherships in this area, then head towards the large structure,
following the blue power conduit.
Enter from the W side of the building. It doesn't look like a door, but one of
the inset wall sections will slide aside when you activate it. Inside are two
Keller fighters. It's a tough battle if you charge in, try to kill one from
the outside first.
Inside, find the red access code, some ammo, power cells, and a full damage
repair. The jumpgates don't work for you. The teleport hub in the center can
be destroyed, but Keller is so integrated with it that it can be regrown, so
there's no advantage.
Head back down the elevator, and use the red access code to lower the force
field at the bottom of the switchback ramps. Go inside, and destroy the Keller
flash drone and meson RPV, the go along the alcoves to the S and destroy four
or five Keller EMP RPVs. The alcoves also contain ammo, power cells, and a
camo field. The platform to the W with the control panels has some ammo on it
and a repair kit and armor powerup below it.
Go onto the middle platform and activate the central console to raise the
elevator. Ride it down. There are four gunships down here, destroy them all,
using the narrow ledge above the lava if you have to dodge. Go in the small
alcove and activate the switch to lower the forcefield around the thermal
receptor. Go out into the lava chamber and shoot at the blue disc above until
it explodes and the middle platform falls into the lava.
Ride the elevator back up, and drive carefully onto the floor here now that the
main platform is missing.
Go back to the elevator to the surface, take the elevator back up, go into the
dome with the teleport hub, destroy the hub, and...
Nothing.
Unless I'm missing something, and I've scoured the level, you can't win this
mission. The hub doesn't grow back, but the objective doesn't complete.
It's appropriate to use the win level code (x05) at this point, because you've
gotten everything you can from this mission, and technically, you completed
both objectives.
SECRET 4/4: ???
MISSION COMPLETION BONUS: N$???
KILLS: 91
SECRETS: 4
SALVAGE: ~N$405,000
BEST TIME: 6:52
===============================================================================
m23 - RPV FACTORY
===============================================================================
OBJECTIVE: Reprogram tank factory AI. Destroy the jumpshield generator.
WARNING: This mission appears to be glitched such that you can't complete it
normally. You can play ~90% of it if you want, and get quite a lot of salvage
as well as seeing the content, or just use the win level code (x05) as soon as
it starts to skip it entirely.
RECOMMENDED SPEED: 40 km/h
RPV CONFIGURATION OPINION: You should have enough Nataka bucks to do whatever
you want.
- Chassis: Stealth
- Weapons: Machine Gun, Laser, RGM, Rocket
- Equipment: Headlights, Targeting, Self-Destruct, Radar, Mine Detector
The jumpgate drops you in a rocky crater. Destroy the Keller flash drone here,
and grab the power cells before heading up the ramp to the E. Go through the
tunnel, and kill three stealth railgun RPVs in the cave with the lava pit.
There's a repair kit and armor repair powerup here.
Go out the other end of the cave and kill another stealth railgun RPV. Face N
and drive up the rock on your left to get a good shot at some rocket RPVs.
When you can't snipe any more enemies from your vantage point, drive N down the
rock into the open area. Destroy another three or four rocket RPVs carefully,
because there's a K-V goliath hiding behind a rock outcropping on the W side
that you don't want to fight until everything else is out of the picture.
After destroying all opposition in this area, get the ammo, armor, and repair
powerups on, under, and around the pipes coming out of the rock face. Take the
elevator up to find you need the blue access code to get in. Take it back down
again, but drive off to the W and go across the red pipe to the W side, then up
the ramp and through an airlock to the N. Destroy the rocket RPVs here.
Down the W branch of the hallway is a cave with three gunships and three rocket
RPVs, along with some power cells, an auto sentry, and a full damage repair on
the edge of the lava.
Drive down the ramp around the edge of the cave, and up the pipe running N.
You can squeeze through the pipe opening, collecting an armor powerup on the
way, to emerge in one of the factory's rooms. Destroy the few drones. rocket
RPVs, and Keller flash drone in this chamber. Collect the combat blocks,
decoy, power cells, and ammo, then take the elevator in the NE corner up to the
platform.
Head E into the next room, taking out the Keller meson RPV here. In this room,
you can drive down the angled sections of wall S onto a lower level. Check in
the alcoves between the angled sections to find an armor powerup, some ammo,
and power cells. Check beside the door to the S that requires the blue access
code to find some ammo and a repair kit.
Proceed E into the next room carefully, and destroy the Keller fighter, rocket
RPVs, and Keller meson RPVs inside. If you need a better angle of attack, go
back into the other room, head N inside the red-lit conveyor belt, and ride it
E into the other room, then retreat and come in the door again.
Once all the enemies in the room are destroyed, collect the ammo, repair kit,
and armor powerups here. From the middle level, there's a door up a ramp
leading S over an open lava tank, and another to the E on the main level.
There's also a conveyor belt heading E that is presently blocked.
Open the E door and take out the four or five stealth railgun tanks in this
reception area. Activate the button in the corner by the desk to open the S
door into a boardroom with an auto sentry on the table. Open the SE door in
this room and take out the horde of drones in the private office.
Go to the E wall and activate the picture to raise it and reveal a switch, then
activate that switch to lower a compartment from the roof with four hard
currencies in it.
Head back out and E into the airlock. It raises you up to an exterior landing
pad area. There's a rocket RPV to the S in an alcove, along with two repair
kits. Also in this area are some power cells, ammo, an armor repair powerup,
and an auto sentry. Head back into the airlock and back into the main room
with the lava pool and conveyor belt, and go up the ramp to the S door.
Open the door to find two K-V Floorsweepers, one to your left and one straight
ahead on a platform. Try to lure the one to your left out into the main area
and dispose of it there. The one on the platform. Collect the two armor
powerups, repair kit, and ammo in this room, then head W and take out four
EMP RPVs.
Go N into the control room, collecting the powerups in the hall, and shoot
a few Keller flash drones before collecting the power cells and ammo inside.
Activate the switch to start the factory RPV fabrication routine.
This begins with dropping raw steel blocks onto the conveyor belt. These are
stamped into shape by the press, which normally blocks the belt.
Go back into the red-lit area in the room to the W and get on the belt. After
the press stamps the block, quickly go under before it lowers again. Don't try
to get through when it raises to stamp the block.
Continue on into the red-lit tunnel. The stamped steel will be diverted off
to the left, continue on right through two vertical and two horizontal crushers
until you can get into a control room to the S. Activate the switch to shut
them off, and collect the ammo here.
Get back on the belt and continue E. When the belt takes you into an open
area, destroy the four gunships here, and don't let the belt take you into
the next tunnel. The sign hanging from the room can't really be read, but it's
a warning - the tunnel ends in a lethal fall.
Instead, drop onto the lower conveyor belt going S. From here, drive down the
steel beams to collect the armor powerup and the full damage repair. Turn S and
take out a rocket RPV in the control room, then drive into the room and collect
the blue access code. Head W until a door opens, and shoot the drones in the
next area.
This area has a conveyor belt going S that is fed from a conveyor belt going
E. Ride up the belt against its intended direction, but collect the armor and
repair powerups first. In the large room with the slotted floor above lava,
destroy a horde of drones and collect some ammo. Activate the switch on the
black and yellow striped diverter at the end of the tunnel to open it and get
back to the room with the conveyor and lava pool.
Go to the N door on the lowest level and open it. Take out the K-V goliath
inside and collect the power cells and ammo. A crane will periodically drop
stealth railgun RPVs into the machine in the center of this room for finishing
touches. When one is in the machine, drive up one of the four units that
are assembling it and onto the chassis, such that the crane carries you and it
onto the conveyor belt on the raised area to the E.
Pick up the full damage repair, ammo, and power cells here before following the
unfinished RPV chassis along the assembly line. Halfway down the belt, take
out two Keller eyes - looks like you are entering the Keller-infested area of
the factory.
The belt leads you into a large room with walls covered in Keller-stuff and
drops you off. At this point, the stealth RPV you've been following starts
behaving in the usual fashion and becomes destructible. There are a few of
them around here, take them all out.
SECRET 1/3: Drive over the guardrail where the conveyor belt jogs as it enters
the room to get on top of the area in the middle. Drive up the ductwork and
shoot the grating to find a full damage repair.
There are two alcoves in the area the conveyor belt ends - W and N. Enter the
N one and destroy the gratings and stealth railgun RPVs in the series of
chambers inside. At the N end is a hallway running E-W that something will
rapidly blur past.
Just after it goes past, drive into the tunnel, which is triangular in section.
There is a sort of interior collar that will whiz past at high speed. Don't
turn sideways too much or fall into the small area at the edges of the hall,
or this collar will probably pin and kill you.
Head W then N and take out a Keller meson RPV behind the grating, then collect
some power cells. Head back E and open the red-lined door to take out a Keller
EMP RPV and go through.
Go into another hallway like the last, there's another control room to the N
with four Keller flash drones and some armor and repair powerups. There's
another room to the S with some power cells and ammo.
Open the red lined door at the E end of this hallway to encounter two more
Keller EMP RPVs. If you're lucky, they'll spread out and get mangled by
the triangular collar.
The next triangular hallway has a control room to the N with some ammo and a
large power cell, and one to the S with some power cells and a ramp down going
N infested with Keller homing mines.
Head down the ramp, which leads under the triangular hallway and back up again
into a hallway with a Keller meson RPV, three Keller EMP RPVs, and a Keller
eye. Collect the armor powerup, repair kit, power cells, and ammo in the hall,
and the full damage repair by the door to the N under the Keller eye.
The door opens into a control room, with hallways leading to small fabrication
chambers on the E and W sides. Kill the rocket RPV, Keller meson RPV, and
Keller EMP RPVs here, then head up the ramp and take out another Keller rocket
RPV. There are four repair kits on the top platform. When the switch in the
center lowers, activate it, then when the next two switches raise on the E and
W sides, activate them too to stop Keller producing EMP RPVs and start
producing Nataka-friendly drones. Open the central door, and...
Crash to desktop.
I've tried everything I can think of to get around this, and I can't find a way
to avoid whatever's causing the crash.
It's appropriate to use the win level code (x05) at this point, because you've
gotten everything you can from this mission, and technically, you completed
both objectives.
SECRET 2/3: ???
SECRET 3/3: ???
MISSION COMPLETION BONUS: N$???
KILLS: 125 (depends how many Keller EMP RPVs spawn)
SECRETS: 3
SALVAGE: ~N$525,000
BEST TIME: 7:42
===============================================================================
m24 - KELLER CORE
===============================================================================
OBJECTIVE: Destroy the Keller core.
RECOMMENDED SPEED: None
RPV CONFIGURATION OPINION: You should have enough Nataka bucks to do whatever
you want.
- Chassis: Stealth
- Weapons: Machine Gun, Laser, RGM, Rocket,MRL
- Equipment: Headlights, Targeting, Self-Destruct, Radar, Mine Detector
So. The Keller core.
Drive out of the tunnel the Jumpgate drops you in and turn N. Go through the
door carefully, and take out the K-V goliath in the next room. It's easiest
if you sneak around to the W as soon as you enter, behind the angled pipe
going through this room, and shoot it from the back, then use the pipe as
cover.
There's a small room to the W with some ammo, and auto sentry, some combat
blocks, and power cells. Under the platform you came in on are two armor
powerups, and there's some ammo and power cells in the room around the giant
pipes.
Take the elevator down... down... down. Turn W and shoot the Keller-stuff
blocking the door. There's an armor powerup on a ledge on the way down, and
some power cells and ammo in this small room.
Go through the W door, then turn N and engage three Keller motherships and two
Keller meson RPVs at long range. Use the trenches between the large pipes
marked 1, 2, and 3 for cover. At the halfway point of this room is a turbo
boost.
After the enemies are dead, proceed to the N end of the room and collect the
ammo and armor powerups.
SECRET 1/3: Drive past the fan at the S end of the room to find a full damage
repair.
Drop down between the pipes into the room below with the red grate floor and
blue sparking electricity below it. Head N to emerge into a vast chamber, and
a very difficult battle with two Keller fighters on either side. Trying to
snipe them from cover usually results in you eating a disintegrator shot,
instead, try to take them out where you have some room to maneuver.
There are some other Keller fighters in the area, and if you can catch their
attention and lure them over now, you'll have an easier time later.
Head E into the small control room and kill the three or four Keller flash
drones. Activate the two switches here to open the hatches on pipes 1 and 2,
though pipe 1 is a dead-end leading to a terminal drop and you really don't
need to open it. Collect the ammo and power cells, then head back out.
Enter pipe 2 and go N. Follow the pipe down to a T-junction with Keller EMP
RPVs on either side. Take them out. The E junction is blocked, but get the
power cells there, then head W. The tunnel bears N, follow it until you get to
a fan and a door to the W. Activate the switch by the fan to open the door.
Kill the two Keller meson RPVs and Keller flash drone in this room, and also
the Keller homing mines hiding to the sides of the platform you come in on.
Collect the repair kit and armor powerup, then activate both switches here,
first the one to open the hatch on pipe 3, the second to shut off the fan.
Quickly go back out and go N through the fan, because the switch only shuts it
off for a few seconds.
Follow the pipe as it bears E, taking out two more Keller EMP RPVs. When you
see a collar around the pipe interior with a small blue switch on the wall,
don't go any further E because it leads to a fatal fall. Instead, activate the
switch to open a hatch to the outside on the N wall, and go out.
Head E along the ledge. You can go past the angled pipe to the S and continue
S on the grating to get to another pipe running E-W with some powerups at
either end. After you get those, head back and drive up the angled pipe S to
get back to the entry point for this room. Enter pipe 3 and take out four
Keller EMP RPVs and a Keller meson RPV. Follow the pipe until the way is
blocked by a grating.
Open the door on your left and take out two more Keller EMP RPVs. Go in the
room, drive on top of the pipe, and kill two Keller meson RPVs, then collect
the armor and power cells here. Drive back on top of pipe 3 and continue N,
then NW following the pipe.
Drop down to the N onto a ledge. Behind the door to the N is a K-V goliath and
three armor powerups, and an ammo powerup. Probably not worth the fight.
Take the elevator to the W up into the small Keller-ized room. Collect the
ammo, then destroy the grate to the S and drive through onto the roof. Take
out two Keller meson RPVs, then drop down onto the S pipe, the one with the
opening visible on top of it.
You will take falling damage. Collect the repair kit, then shoot the grating,
drop down into the pipe, and take out the Keller EMP RPV here. Collect a
second repair kit, then head N and open the door into the antechamber.
Kill the Keller mothership and four Keller EMP RPVs, then collect the repair
kits and ammo around the perimeter of the room.
When ready, stand on the rune in the center and activate it to lower it. Face
N so you are prepared. The Keller core (e28) in on the N wall.
Kill the Keller flash drones, Keller EMP RPVs, and Keller homing mines between
you and the core. Destroy Keller's lasers and plasma cannons to have an easier
time of it - your targeting should pick them up if you aim properly. Deploy
any auto sentries, combat blocks, and decoys you have collected.
There's power cells and ammo scattered around the lower level and on the
platforms to either side of the Keller core. On the S end of the W side
platform is a full damage repair. On the S end of the E side middle level is
a small opening leading to a full damage repair and a blue energy beam that
recharges your power cells.
Empty your best weapons into the Keller core and try not to die. Keller will
start hacking your RPV, causing your radar, self-destruct, and sonic dampers
to go offline (the sonic dampers just make an annoying noise when offline). It
doesn't seem to be able to take out your targeting or mine detector though, and
it can't completely hack you and make you lose that way.
Another strategy is to stay at long range, dodge the plasma balls and expose
yourself to the least amount of laser fire, and empty a MRL into it. Risky,
but does the trick.
When he Keller core dies, drive into its mouth and down its throat to get to
the small lab where it all began. Collect the fragment of Keller code to
complete the mission.
OBJECTIVE COMPLETE: Destroy Keller core.
Seriously, who is paying you for these mission completions?
SECRET 2/3: ???
SECRET 3/3: ???
MISSION COMPLETION BONUS: N$5,000,000
KILLS: 71 (depends how many Keller EMP RPVs spawn)
SECRETS: 3
SALVAGE: ~N$80,000
BEST TIME: 4:20
===============================================================================
m99 - ENDING
===============================================================================
Well, looks like Pamela Lang made it. And she's the same as ever...
Ooh, the President has a special message for you? Wow, this is going to be
great! It's your old pal Kenji Ishii - he's president now! And he wants to
make you...
Employee of the Month.
Oh.
Well then.
-fin-
===============================================================================
CHASSIS
===============================================================================
There are four basic chassis your RPV can be built from.
-------------------------------------------------------------------------------
c01 - Light Chassis
-------------------------------------------------------------------------------
GAME DESCRIPTION: 80 armor per side. High speed, easily weighed down, low
armor capacity. Can fit into nooks and crannies.
DEFAULT TOP SPEED: 170 km/h
MAXIMUM WEIGHT BEFORE SPEED REDUCED: 500
COST: N$26,000
OPINION: Excellent speed and maneuverability. Will rarely get stuck in
confined spaces. Restricted payload limits you to one or two primary weapons.
Low armor makes this chassis a glass cannon.
-------------------------------------------------------------------------------
c02 - Medium Chassis
-------------------------------------------------------------------------------
GAME DESCRIPTION: 130 armor per side. Moderate speed, payload capacity, and
armor capacity. An excellent all-around chassis for a wide variety of combat
styles.
DEFAULT TOP SPEED: 100 km/h
MAXIMUM WEIGHT BEFORE SPEED REDUCED: 1000
COST: N$56,000
OPINION: Survivability is not that much higher than a light chassis, but the
extra payload capability is welcome.
-------------------------------------------------------------------------------
c03 - Stealth Chassis
-------------------------------------------------------------------------------
GAME DESCRIPTION: 90 armor per side. Identical to medium chassis, but special
armor shielding makes it invisible to radar, targeting computers, and homing
weapons. Payload capacity is limited.
DEFAULT TOP SPEED: 100 km/h
MAXIMUM WEIGHT BEFORE SPEED REDUCED: 500
COST: N$368,000
OPINION: This chassis has a misleading description. Homing weapons such as
RGMs can still target you (just try a K-V floorsweeper), but this chassis acts
as a limited camo field. Enemies do not detect you unless you have radar
active, your headlights on, or you get too close to them. Often lets you get
the first strike in, which is one of the most valuable things in Gunmetal.
-------------------------------------------------------------------------------
c04 - Heavy Chassis
-------------------------------------------------------------------------------
GAME DESCRIPTION: 200 armor per side. Low speed, high payload and armor
capacity. Not very maneuverable, it is often stuck in confined spaces.
DEFAULT TOP SPEED: 60 km/h
MAXIMUM WEIGHT BEFORE SPEED REDUCED: 1600
COST: N$120,000
OPINION: Slow to move and to turn, and frustrating in confined spaces. The
armor doesn't offer as much protection as you might think. The high payload
capacity is still eaten up quickly by the weights of most of the larger
weapons.
===============================================================================
WEAPONS
===============================================================================
-------------------------------------------------------------------------------
w01 - Machine Gun
-------------------------------------------------------------------------------
GAME DESCRIPTION: Standard issue for all Nataka RPVs and integral to their
construction, this 20mm heavy machine gun is useful for engaging lightly
armored and soft targets.
NOTES: Cannot be sold.
WEIGHT: 15
COST: N$0
AMMUNITION: Bullets (N$500 for 100, maximum 5,000)
OPINION: It's free, and ammo is cheap, but the damage isn't very good. Use
against low-threat targets, it's doesn't do enough damage to kill anything big
in a safe amount of time. Your RPV starts with this weapon and 2,000 rounds of
ammunition.
-------------------------------------------------------------------------------
w02 - Cannon
-------------------------------------------------------------------------------
GAME DESCRIPTION: A 100mm smooth bore cannon firing hi-explosive armor-
piercing rounds. Time-tested and inexpensive, the cannon delivers a small
burst effect. Slow reload time.
NOTES: Hitscan weapon. Pushes your RPV back slightly when fired.
Can damage your RPV if fired into something adjacent.
WEIGHT: 600
COST: N$50,000
AMMUNITION: Cannon Shells (N$4,000 for 30, maximum 180)
OPINION: While the hitscan ability is nice with targeting, the slow reload
time, high weight, unimpressive damage, and annoying recoil make this a poor
choice. At least the cannon and ammo are cheap.
-------------------------------------------------------------------------------
w03 - Autocannon
-------------------------------------------------------------------------------
GAME DESCRIPTION: A heavy-duty multi-barreled smooth-bore cannon firing 100mm
rounds at over 200 rounds per minute. Very heavy. Excellent for medium range
combat.
NOTES: Hitscan weapon. Pushes your RPV back slightly when fired.
Can damage your RPV if fired into something adjacent.
WEIGHT: 1300
COST: N$350,000
AMMUNITION: Cannon Shells (N$4,000 for 30, maximum 180)
OPINION: The increased rate of fire is nice, but the recoil only becomes more
annoying and the constant muzzle flash impairs vision. It's not up to
the damage potential of other weapons, tips the scales on anything but a
heavy chassis, and is extremely expensive, though ammo is cheap.
-------------------------------------------------------------------------------
w04 - Railgun
-------------------------------------------------------------------------------
GAME DESCRIPTION: A linear accelerator using electromagnetic coils to fire
70mm steel-jacketed depleted uranium flechettes at hypersonic velocities.
Precise and deadly at all ranges.
NOTES: Hitscan weapon. Pushes your RPV back slightly when fired.
WEIGHT: 900
COST: N$500,000
AMMUNITION: Flechettes (N$9,000 for 10, maximum 100)
OPINION: Not bad with targeting. Decent rate of fire and damage, but too
heavy for most chassis. Heinously expensive for both the weapon itself and the
ammo.
-------------------------------------------------------------------------------
w05 - Grenade
-------------------------------------------------------------------------------
GAME DESCRIPTION: A short-barreled projectile weapon launching 40mm hi-
explosive time-fused grenades. Useful for indirect fire against lightly
armored targets.
NOTES: Splash damage. Hold fire button to launch longer distances. Detonates
roughly 3.5 seconds after launch. Can damage your RPV if you are in the
blast radius.
WEIGHT: 110
COST: N$40,000
AMMUNITION: Grenades (N$800 for 5, maximum 50)
OPINION: Too hard to hit anything with it in most cases, and too heavy to
carry on most chassis for the odd time it may be useful. Damage isn't
impressive, but at least the launcher and ammo are not that expensive. Use in
situations where a ballistic trajectory or ricochets are helpful or against
slow moving targets.
-------------------------------------------------------------------------------
w06 - Flamethrower
-------------------------------------------------------------------------------
GAME DESCRIPTION: Useful at only short ranges. Minimal armor effect.
Superheats the electronic systems of modern vehicles, causing direct internal
damage. Extremely light and inexpensive.
NOTES: Inflicts damage over time on a hit. Damages both armor and
internal systems. Can damage your RPV if fired into something adjacent.
WEIGHT: 20
COST: N$30,000
AMMUNITION: Napalm (N$800 for 20, maximum 400)
OPINION: Cheap and light, but you never want to be close enough to an enemy to
hit them with this weapon. The rate of fire is good, but the armor damage is
pathetic and it takes too long to kill most enemies with internal damage - they
will move too much for you to hold the stream on them. Use in close quarters
against slow targets.
-------------------------------------------------------------------------------
w07 - Rocket
-------------------------------------------------------------------------------
GAME DESCRIPTION: An auto-loading tube-launched rocket system firing 140mm
rockets. Very high damage and blast effect. Excellent for close to medium
range combat.
NOTES: Blast weapon. Splash damage. Can damage your RPV if you are in the
blast radius.
WEIGHT: 40
COST: N$80,000
AMMUNITION: Rockets (N$3,000 for 1, maximum 50)
OPINION: Great range and damage, decent rate of fire. Targeting makes this
shine. Light enough to carry on most chassis all the time. The launcher isn't
too expensive, but ammo is. Use in medium to long range engagements where
burst damage is helpful (i.e. pop-up, fire, back behind cover.)
-------------------------------------------------------------------------------
w08 - RGM Launcher
-------------------------------------------------------------------------------
GAME DESCRIPTION: Radar guided missile launcher. RGMs track moving targets
with radar and motion sensors. Excellent long range weapon. Targeting system
required.
NOTES: Blast weapon. Splash damage. Can damage your RPV if you are in the
blast radius.
WEIGHT: 40
COST: N$80,000
AMMUNITION: RGM (N$8,000 for 1, maximum 50)
OPINION: Great range and damage, decent rate of fire. Light enough to carry
on most chassis all the time. Ammo is insanely expensive, though the homing
ability gives some assurance you're not going to waste your money. Use
sparingly in difficult medium to long range engagements you need to end
quickly.
-------------------------------------------------------------------------------
w09 - MRL
-------------------------------------------------------------------------------
GAME DESCRIPTION: Multiple rocket launcher. Multi-barreled launcher firing
small, extremely fast explosive-tipped 66mm rockets. Low penetration but
extreme rate of fire.
NOTES: Blast weapon. Splash damage. Can damage your RPV if you are in the
blast radius.
WEIGHT: 200
COST: N$75,000
AMMUNITION: Micro-Rockets (N$4,000 for 15, maximum 225)
OPINION: Pretty good damage and rate of fire, and the splash is nice. Not too
heavy for most chassis. Ammo is expensive, but the weapon cost is reasonable.
Use in open areas where you have room to dodge return fire.
-------------------------------------------------------------------------------
w10 - Laser
-------------------------------------------------------------------------------
GAME DESCRIPTION: A 3.8 megawatt krypton-argon laser firing a continuous beam
for extended periods of time with extreme accuracy.
NOTES: Hitscan weapon. Continuous fire.
WEIGHT: 300
COST: N$200,000
AMMUNITION: Power Cells (N$3,000 for 30, maximum 600)
OPINION: Excellent with targeting. Great range and damage. Ammo is a bit
pricy but this weapon drains power so slowly it is very efficient. Too heavy
to use as anything but a primary weapon on lighter chassis. Can take too long
to kill high-threat targets. Use against fast-moving enemies when you can
maintain line-of-sight.
-------------------------------------------------------------------------------
w11 - Fusion Beam
-------------------------------------------------------------------------------
GAME DESCRIPTION: A 5 megawatt energy weapon firing a focused beam of
superheated plasma. Excellent penetration with secondary blast effects.
Extremely large. High power consumption.
NOTES: Hitscan weapon. Continuous fire. Pushes your RPV back slightly when
fired.
WEIGHT: 1000
COST: N$800,000
AMMUNITION: Power Cells (N43,000 for 30, maximum 600)
OPINION: Excellent with targeting. High damage, but drains power rapidly and
seems less efficient than the laser. Recoil is annoying, and it's very heavy.
Use against fast-moving targets when you want to end the engagement quickly and
can maintain line-of-sight.
-------------------------------------------------------------------------------
w12 - Plasma Cannon
-------------------------------------------------------------------------------
GAME DESCRIPTION: Charges and releases a ball of superheated plasma. Fire
rate and shot power vary with charge up time. Shots bounce off hard surfaces
and explode on target impact.
NOTES: Hold fire button to launch larger projectile. Detonates on hitting
enemy or on third bounce. Pushes your RPV back slightly when fired charged.
Consumes 2 power with no charge up to 32 power at maximum charge. Can damage
your RPV if you are in the blast radius.
WEIGHT: 700
COST: N$150,000
AMMUNITION: Power Cells (N$3,000 for 30, maximum 600)
OPINION: Heavy and expensive for the damage you get, even fully charged. Ammo
is too expensive to fire this weapon charged all the time. Bouncing shots may
be situationally useful. Use in where burst damage is helpful (i.e. </pre><pre id="faqspan-5">
pop-up, fire, back behind cover.) or where terrain will reflect shots to
enemies.
-------------------------------------------------------------------------------
w13 - Microwave Gun
-------------------------------------------------------------------------------
GAME DESCRIPTION: A power-efficient light energy weapon firing a focused beam
of microwaves which bypasses armor to do direct damage to a target's
electronic systems.
NOTES: Hitscan weapon. Damages internal systems only. Consumes 1 power when
fired.
WEIGHT: 50
COST: N$100,000
AMMUNITION: Power Cells (N$3,000 for 30, maximum 600)
OPINION: Not bad with targeting. The weapon is expensive, but doesn't weigh
much and uses ammo efficiently. Damage isn't impressive.
-------------------------------------------------------------------------------
w14 - EMP Gun
-------------------------------------------------------------------------------
GAME DESCRIPTION: An energy weapon creating an electromagnetic pulse that
damages all electronic circuits within 25 meters regardless of target direction
and cover.
NOTES: Damages internal systems only. Can damage your RPV under some
conditions (firing while falling or high speed)? Consumes 3 power when fired.
Ignores cover. Has a speherical attack pattern, so it can hit enemies at a
different elevation or behind you if you are close enough.
WEIGHT: 250
COST: N$350,000
AMMUNITION: Power Cells (N$3,000 for 30, maximum 600)
OPINION: Though it can damage multiple enemies at once, it's too heavy and the
range is too short to be that useful against quick enemies. It's fairly ammo
efficient. Use against slow targets or when enemies group and can't disperse
easily, but the damage is too low, leaving you exposed to close-range enemy
fire for too long.
-------------------------------------------------------------------------------
w15 - Disruptor Field
-------------------------------------------------------------------------------
GAME DESCRIPTION: Creates a collapsing force field around the target,
literally crushing it and damaging all armor facings equally. Effective at all
ranges.
NOTES: Hitscan weapon. Inflicts damage over time to enemies within its area.
Damages all armor faces equally. Consumes 6 power when fired.
WEIGHT: 1200
COST: N$400,000
AMMUNITION: Power Cells (N$3,000 for 30, maximum 600)
OPINION: Damaging all armor faces equally is not usually an advantage - an
enemy typically dies when you destroy one armor face and all internal systems.
Rate of fire is decent, and the hitscan ability is nice, not bad with
targeting. Fast-moving enemies will quickly leave the area. Use in confined
areas or against slow-moving targets. Too heavy and expensive, though it is
reasonably ammo-efficient.
-------------------------------------------------------------------------------
w16 - Disintegrator
-------------------------------------------------------------------------------
GAME DESCRIPTION: This energy weapon generators an energy field which disrupts
the strong nuclear force and causes the targets atoms to fly apart. Extremely
effective at close to medium range.
NOTES: Kills most enemies on hit regardless of armor on internal systems.
Consumes 30 power when fired.
WEIGHT: 1000
COST: N$1,000,000
AMMUNITION: Power Cells (N$3,000 for 30, maximum 600)
OPINION: Projectile speed makes hitting anything difficult, even with
targeting. Ridiculous cost, expensive to keep full of ammo, but too heavy to
carry around as a secondary weapon.
-------------------------------------------------------------------------------
w17 - Viral Launcher
-------------------------------------------------------------------------------
GAME DESCRIPTION: A grenade launcher modified for viral storage and transport.
Each grenade releases a cloud of armor-dissolving nanovirus. Use with care.
NOTES: Splash damage. Hold fire button to launch longer distances. Detonates
roughly 3.5 seconds after launch. Can damage your RPV if you are in the
cloud. Only available after mission 10. Doesn't appear to work on bosses.
WEIGHT: 110
COST: N$80,000
AMMUNITION: Viral Grenades (N$6,000 for 5, maximum 20)
OPINION: The ability is fairly useful, but it's non-fatal nature means you'll
have to follow it up with somethng else. Situationally good when there is a
dfficult enemy around a corner or behind a limited approach - precede your
arrival with one of these to make the fight a lot shorter.
-------------------------------------------------------------------------------
w18 - Meson Gun
-------------------------------------------------------------------------------
GAME DESCRIPTION: Extremely compact super conducting cyclotron. Fires a beam
of relativistic particles that explode inside multiple targets. Long chargeup
time.
NOTES: Hitscan weapon. Fires after appriximately 2 seconds of charging.
Kills most enemies on hit regardless of armor on internal systems. Consumes 45
power when used. Hits multiple targets. Splash damage. Only available after
mission 18.
WEIGHT: 2500
COST: N$1,500,000
AMMUNITION: Power Cells (N$3,000 for 30, maximum 600)
OPINION: Devastating - one shot will destroy a K-V goliath - but the weight
prohibits it from ever seeing usen as even a heavy RPV is somewhat overloaded
carrying this weapon. Power drain makes this expensive and limits maximum
shots.
-------------------------------------------------------------------------------
w19 - Tactical Nuclear Missile
-------------------------------------------------------------------------------
GAME DESCRIPTION: None.
NOTES: Only available as a pickup in missions.
WEIGHT: 0
COST: N/A (can't be purchased)
AMMUNITION: Tactical Nuclear Missile (maximum ???)
OPINION: When you absolutely, positively, got to kill everything in the room.
Massive blast radius and just about a guaranteed kill on anything in the game.
The blast seems to ignore walls. Unguided, so be very sure of your target.
==============================================================================
EQUIPMENT
===============================================================================
-------------------------------------------------------------------------------
q01 - Headlights
-------------------------------------------------------------------------------
GAME DESCRIPTION: Standard issue for Nataka RPVs. Slowly drain battery power.
Note that the bright lights make you an extremely visible target.
NOTES: Drains power when activated. Cannot be sold.
WEIGHT: 0
COST: N$0
OPINION: It's free and weighs nothing. These are very useful at several
points in the game and don't consume much power. If you have a stealth
chassis, don't turn these on or it will ruin the effect.
-------------------------------------------------------------------------------
q02 - Force Shield
-------------------------------------------------------------------------------
GAME DESCRIPTION: Creates a protective field around your RPV blocking 90% of
armor damage and 70% of internal damage. Massive power drain. Power cells
required for use.
NOTES: Drains power when activated.
WEIGHT: 650
COST: N$800,000
OPINION: Nice, but too heavy for most chassis, ridiculously expensive, and
drains power very quickly. Better to not be hit in the first place, though
this is a welcome addition to chassis able to carry it.
-------------------------------------------------------------------------------
q03 - Mine Detector
-------------------------------------------------------------------------------
GAME DESCRIPTION: Detects and highlights all proximity mines in your
immediate area.
NOTES: Puts a HUD marker box around mines and makes the targeting equipment
able to automatically acquire them.
WEIGHT: 45
COST: N$40,000
OPINION: There aren't that many mines in the game, but it's light enough and
cheap enough to buy and leave equipped on most chassis just in case.
-------------------------------------------------------------------------------
q04 - Targeting
-------------------------------------------------------------------------------
GAME DESCRIPTION: Highlights and targets your most viable subject for pinpoint
accuracy with any weapon. Required for guided missile use.
NOTES: Grants you a targeting reticule and automatic target tracking.
WEIGHT: 10
COST: N$60,000
OPINION: Almost essential unless you like a challenge. The weight is
negligible and the cost is nothing compared to the benefit. Extremely long
targeting and tracking range. Carry on all chassis at all times.
-------------------------------------------------------------------------------
q05 - Self-Destruct
-------------------------------------------------------------------------------
GAME DESCRIPTION: Overloads your RPV's repulsor coils and destroys your RPV.
Blast damage to nearby units.
NOTES: After activation, counts down a quick 3-2-1, then destroys your RPV.
Cancellable. Cannot be sold.
WEIGHT: 0
COST: N$0
OPINION: It's free and weighs nothing, but isn't useful outside of some weird
conditions. Don't accidentally activate it, but at least it's cancelable if
you do.
-------------------------------------------------------------------------------
q06 - Warp Device
-------------------------------------------------------------------------------
GAME DESCRIPTION: Uses revised jumpgate technology to teleport your RPV to its
position of ten seconds earlier. Power cells required for use.
NOTES: Drains 20 power when activated.
WEIGHT: 300
COST: N$100,000
OPINION: Interesting, but a game reload achieves the result you are usually
looking for when activating this equipment. Power drain is reasonable, but
weight is too high to mount on most chassis for the few situations it would be
useful. Probably only good if you make a driving error and start to fall a very
long ways. May break the game if you warp back through inoperable doors, etc.
-------------------------------------------------------------------------------
q07 - Radar
-------------------------------------------------------------------------------
GAME DESCRIPTION: Motion sensors and radiographic imaging detect RPVs and
drones in your immediate vicinity and render them as color-coded graphics. Red
blips are below you, blue are above.
NOTES: None.
WEIGHT: 30
COST: N$25,000
OPINION: Moderately useful to find the jumpgate or that one enemy that you
just can't see, It's light and cheap enough to equip on most chassis all the
time if you don't mind the area blocked by its display. Detrimental to a
stealth chassis because it ruins the stealth effect while active.
-------------------------------------------------------------------------------
q08 - Mine Layer
-------------------------------------------------------------------------------
GAME DESCRIPTION: Motion sensors and radiographic imaging detect RPVs and
drones in your immediate vicinity and render them as color-coded graphics. Red
blips are below you, blue are above.
NOTES: Mines arm after you move off them. You can trigger your own mines.
WEIGHT: 300
COST: N$75,000
AMMUNITION: Mines (N$1,000 for 5, maximum 20)
OPINION: Very limited application. Most of the game you are exploring and
entering new areas, not defending them. Too heavy to carry around for the
small, situational utility it may provide.
==============================================================================
POWERUPS
===============================================================================
To collect powerups, just drive over them. This can be an annoyance when you
don't want to pick up something - like when you only need one more round for
something and pick up an ammo powerup, and the extra is wasted.
-------------------------------------------------------------------------------
p01 - Ammunition
-------------------------------------------------------------------------------
The type of ammunition powerups found in missions is randomly chosen at the
start of the mission. Only ammunition for weapons you RPV has equipped will be
chosen, plus power cells.
-------------------------------------------------------------------------------
p02 - Armor Repair
-------------------------------------------------------------------------------
Restores a portion of armor to all faces of your RPV. It seems to restore
about a quarter to a third of your RPV's armor. This assumes a light chassis,
I haven't tested to see if the armor repair powerup is a fixed value or a
percentage.
Therefore, it's a good idea to pick up armor repairs only when your RPV armor
is about 3/4 to 2/3 damaged on all faces or severely damaged on one face.
It's also a good strategy to leave an armor repair powerup or two until the end
of a mission, if possible, and pick them up on your way back to the jumpgate.
This saves you a few Nataka bucks by topping you up at no cost.
-------------------------------------------------------------------------------
p03 - Repair Kit
-------------------------------------------------------------------------------
Removes 25% of the internal systems damage of your RPV.
Other considerations are the same as for the armor repair powerup.
-------------------------------------------------------------------------------
p04 - Full Damage Repair
-------------------------------------------------------------------------------
Fully removes any armor and internal systems damage. Rare. Usually a secret
or near a very difficult area.
-------------------------------------------------------------------------------
p05 - Salvage
-------------------------------------------------------------------------------
Salvage give you Nataka bucks when picked up.
Destroyed Enemy - Varies with enemy type (see Enemies section)
Box of Spare Parts - N$20,000
Hard Currency - N$60,000
-------------------------------------------------------------------------------
p06 - Turbo Boost
-------------------------------------------------------------------------------
Increases your speed and sets your throttle at maximum for about 30 seconds.
Your throttle can't be changed while you are under the effect of a Turbo Boost.
-------------------------------------------------------------------------------
p07 - Camo Field
-------------------------------------------------------------------------------
Misleading name. Makes enemies unable to fire at you for about 30 seconds.
They will still react to your presence, but won't shoot.
-------------------------------------------------------------------------------
p08 - Decoy
-------------------------------------------------------------------------------
Creates a holographic projection of your RPV for about 30 seconds. The decoy
will move around and shoot at enemies.
-------------------------------------------------------------------------------
p09 - Combat Blocks
-------------------------------------------------------------------------------
Creates a large truncated pyramid in front of you, presumably out of some
expanding foam. The block provides cover and absorbs some damage.
Combat blocks can also be used as a platform to bridge gaps or provide a method
to reach a hard-to-get area.
-------------------------------------------------------------------------------
p10 - Auto Sentry
-------------------------------------------------------------------------------
Deploys a machine gun turret in front of you.
===============================================================================
ENEMIES
===============================================================================
(Enemy names are my own invention, as enemies are never identified in-game.)
-------------------------------------------------------------------------------
e01 - Drone
-------------------------------------------------------------------------------
Small flying drones. Some are boxy with a gun barrel in the nose, some are
round with arms. Usually equipped with a machine gun, but can have a laser,
EMP gun, or other weapon, but those are usually encountered alone.
Generally low threat. Only dangerous in packs, when you're otherwise occupied
or can't maneuver.
Though they sometimes get caught on obstacles, they are extremely
maneuverable, making them difficult to hit. Targeting takes a lot of the
annoyance out of hitting them.
Salvage: N$0
-------------------------------------------------------------------------------
e02 - Turret
-------------------------------------------------------------------------------
A stationary turret equipped with a machine gun, rockets, or a laser.
Generally minimal threat if cover is available, low threat regardless. Use
pop-up tactics if possible. The turret takes about a second to rotate to face
you the first time you see it, so you may get some free hits in if you're fast.
Salvage: N$0
-------------------------------------------------------------------------------
e03 - Cannon RPV
-------------------------------------------------------------------------------
This RPV is equipped with a machine gun and cannon. They are low threat if you
have any room to maneuver, but the hitscan nature of the cannon makes it
dangerous to stand still.
Some of these RPVs also carry a rocket launcher. These are a more significant
threat and should be dealt with before the regular cannon-toting kind.
Later in the game, these enemies have plasma cannons instead of regular
cannons.
Salvage: N$3,000 (N$8,000 for plasma cannon-equipped versions)
-------------------------------------------------------------------------------
e04 - Police RPV
-------------------------------------------------------------------------------
Equipped with an intimidating series of warnings, siren, and flashing lights,
but only a machine gun, police RPVs are no more threat than a drone. They do
come equipped with a fair amount of armor, though.
Salvage: N$3,000
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e05 - Gunship
-------------------------------------------------------------------------------
This flying dirigible-shaped craft is equipped with an MRL, which can destroy
your RPV in a few hits or cause serious splash damage if you're not careful.
Engage it at long range or with enough room to make large dodges.
Try and kill them over an area you can reach so you can collect the salvage.
Salvage: N$3,000
-------------------------------------------------------------------------------
e06 - Submarine
-------------------------------------------------------------------------------
These enemies are detectable by their sonar pings, and are equipped with a
green laser that does a lot of damage if you are exposed to sustained fire.
They are very slow to turn and they can't fire backwards. Stay behind them.
Try and kill them over an area you can reach so you can collect the salvage.
Salvage: N$1,000
-------------------------------------------------------------------------------
e07 - Flame RPV
-------------------------------------------------------------------------------
These angular blue RPVs enemies have a flamethrower and grenade launcher.
They are not fast enough to get near you and are completely harmless at medium
to long range - keep them there.
Salvage: N$1,000
-------------------------------------------------------------------------------
e08 - Keller Flash Drone
-------------------------------------------------------------------------------
These flying drones have four rotating fins at the bottom of their tubular
body, and one green eye. You can tell they are near by their bubbling noise
and sharp chirps.
They don't do any direct damage, but can fire a flash that blinds you for a few
seconds. Fortunately, the targeting equipment still works when you are blind,
so if you're aiming in their general direction, you should still be able to
kill them.
Salvage: N$0
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e09 - Keller Eye
-------------------------------------------------------------------------------
This stationary enemy is a small round object with a blue eye, usually found
growing out of a wall of Keller-stuff.
They have a yellow laser that can do moderate damage. Because they can't move,
make use of cover and pop-up tactics to do your damage without exposing
yourself to return fire.
Salvage: N$0
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e10 - Laser RPV
-------------------------------------------------------------------------------
This tan-colored medium RPV has the same red laser you can buy. It doesn't
appear to be smart enough to hold down the trigger, though, making it less of
a threat than it might be.
Salvage: N$3,000
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e11 - Rocket RPV
-------------------------------------------------------------------------------
This gray medium RPV can be recognized by its large rocket launcher housing.
Because of the high damage potential of their rockets, and the burst of several
rockets that they fire at one time, these enemies are most dangerous at medium
to long range. Stay away from terrain that encourages splash damage, and keep
back enough to have time to dodge the rockets. Prioritize them as targets
unless there's a higher immediate threat.
They seem to have enough self-preservation not to fire rockets when you are
close enough to them for them to take splash damage, so an alternate tactic is
to corner them and destroy them at close range.
Salvage: N$3,000
-------------------------------------------------------------------------------
e12 - Keller Laser Drone
-------------------------------------------------------------------------------
This otherwise normal drone has a blob of Keller-stuff growing out of it.
It's equipped with a laser, but its machine gun appears to be nonfunctional.
This drone can also take a lot more punishment than a regular drone.
Salvage: N$3,000
-------------------------------------------------------------------------------
e13 - Disruptor RPV
-------------------------------------------------------------------------------
This light orange RPV is equipped with a machine gun and a disruptor field.
You can recognize it by its rounded chassis, if it hasn't already hit you with
four or five disruptor fields.
They are difficult opponents because you often have no idea where they are
firing from and don't react quickly to the first disruptor field. They are
also extremely jumpy and have high acceleration, making them difficult targets.
Keep moving when fighting these and us pop-up tactics. Rockets and RGMs are
probably the best option because they seem to fire the disruptor field more
frequently when they are under sustained fire, and multiple disruptor fields
seem to stack.
Salvage: N$3,000
-------------------------------------------------------------------------------
e14 - Plasma RPV
-------------------------------------------------------------------------------
This large red RPV has a forward-facing plasma cannon and a turret-mounted
autocannon. The turret is the real threat due to the high rate of fire and
hitscan nature of the autocannon.
Distance kills are easiest on this type of enemy. Flanking has limited utility
because of the turret, though it's still better than trying from the front.
Salvage: N$8,000
-------------------------------------------------------------------------------
e15 - Keller EMP RPV
-------------------------------------------------------------------------------
This black RPV with red trim has an EMP weapon. Kill from a distance as their
range is short. Some are equipped with a force shield.
Though the EMP seems to radiate in all directions when fired, this RPV doesn't
appear smart enough to fire if you're behind it even when its in range.
The EMP does go through obstacles and short differences in height, though, so
if you make use of cover, make sure it is not within range or it will be able
to hit you, but you probably won't be able to hit it.
This is easily taken advantage of because these enemies are quite fast but
don't have good turning abilities. Let them charge you, dodge behind them,
then kill them.
Salvage: N$1,000
-------------------------------------------------------------------------------
e16 - Krupp-Verdan Floorsweeper
-------------------------------------------------------------------------------
This massive gray RPV has a humanoid torso on an RPV chassis. Its right arm
is a rocket launcher, its left arm is a fusion beam, and it has a flamethrower
in its chest.
It can take an incredible amount of damage before being destroyed, though you
can destroy the arms, body, and chassis separately.
This type of enemy can't turn quickly, so stay behind it for an easy, if
tedious, kill.
Salvage: N$8,000
-------------------------------------------------------------------------------
e17 - Heavy Rocket RPV
-------------------------------------------------------------------------------
This small gray RPV has a massive double rocket launcher in a turret.
It doesn't fire as many rockets as once as the normal rocket RPV does, but it
does have better accuracy.
When destroyed, it explodes violently and causes splash damage. Kill from afar
to be safe.
Salvage: N$3,000
-------------------------------------------------------------------------------
e18 - Minelayer RPV
-------------------------------------------------------------------------------
This small orange RPV with black stripes has a minelayer and a machine gun or
autocannon.
Often will be destroyed by its own mines if it lays one when blocked by an
obstacle. Only the autocannon variant is any real threat.
Salvage: N$3,000
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e19 - Keller Fighter
-------------------------------------------------------------------------------
This large flying attack craft is equipped with two laser turrets on its wings
and a railgun or disintegrator slung under it.
It can take a large amount of damage and is surprisingly maneuverable. The
turrets can be destroyed individually.
Salvage: N$10,000
-------------------------------------------------------------------------------
e20 - Keller Processing Core I
-------------------------------------------------------------------------------
This stationary enemy is a mass of Keller-stuff equipped with a plasma cannon
and defensive force field. The force field slowly rotates around the core,
always trying to get between you and it. The core can fire through the force
field.
It can't take a large amount of damage, but the enclosed space makes plasma
shot ricochets dangerous and the need to maneuver to get a clear shot around
the force shield makes you likely to fall in the pit surrounding it.
Salvage: N$0
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e21 - Krupp-Verdan RPV
-------------------------------------------------------------------------------
This green RPV is equipped with a MRL or railgun. Some appear to have a
stealth chassis because they can't be targeted.
High maneuverability, but can't take a lot of damage.
Salvage: N$3,000
-------------------------------------------------------------------------------
e22 - Krupp-Verdan Goliath
-------------------------------------------------------------------------------
This massive gray RPV has a humanoid torso on a repulsor lift lower chassis.
The lower portion is equipped with a MRL and four machine guns, and can turn
faster than the upper portion. The upper portion has two fusion beams. It
appears to be smart enough not to fire the MRL if you are close enough for it
to receive splash damage - but you don't want to be that close anyways.
Can take a lot of punishment and is dangerous at all ranges.
Salvage: N$16,000 (N$8,000 x 2 - the torso and lower section both drop)
-------------------------------------------------------------------------------
e23 - Keller Meson RPV
-------------------------------------------------------------------------------
This large black and gray RPV has green trim and is equipped with a meson gun,
and the ubiquitous machine gun. If you see or hear the meson gun charging, you
have about three seconds to get out of its line-of-sight or die. Any cover
seems to do, no matter how flimsy.
It can take a fair amount of punishment, but isn't exceptionally maneuverable.
Salvage: N$8,000
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e24 - Railgun RPV
-------------------------------------------------------------------------------
This tan colored RPV has a railgun and machine gun. It's fairly maneuverable
but can't take a lot of punishment.
It does have good aim and reaction time, so there are not many ways to avoid
getting hit by the railgun.
Later in the game these RPVs have a stealth chassis.
Salvage: N$3,000 (N$8,000 for stealth chassis versions)
-------------------------------------------------------------------------------
e25 - Keller Processing Core II
-------------------------------------------------------------------------------
This stationary enemy is a mass of Keller-stuff equipped with a laser and
multiple defensive force fields. The force fields slowly rotate around the
core, spinning faster when the core is hit. The core can fire through the
force fields.
Be careful not to fall in the pit. The core may cause some of the platforms
to raise when you are on them - be ready to move.
Salvage: N$0
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e26 - Fusion RPV
-------------------------------------------------------------------------------
This green RPV has a heavy chassis and a fusion beam on a turret.
It's not too maneuverable, but the turret gives it better attack angles and it
can take a fair bit of punishment.
Salvage: N$10,000
-------------------------------------------------------------------------------
e27 - Keller Mothership
-------------------------------------------------------------------------------
This large floating mass of Keller-stuff has a laser, plasma cannon, and can
drop Keller homing mines.
It's not very fast or maneuverable, but is difficult to kill. Its large size
makes it vulnerable to getting stuck behind cover, where you can shoot the
edge of it but it can't hit you.
Salvage: N$10,000
-------------------------------------------------------------------------------
e28 - Keller Core
-------------------------------------------------------------------------------
This huge Keller growth is the core's last ditch effort to stop you.
It has one plasma cannon and one laser on either side that can be destroyed
separately with a moderate amount of damage. There is a large arm on its W
side that can also be destroyed but takes a huge amount of damage. It spawns
Keller homing mines and Keller EMP RPVs from its mouth.
It can't move or dodge but can take a ridiculous amount of punishment.
Salvage: N$0
===============================================================================
CODES
===============================================================================
All codes are activated by pressing F8, typing the code, and pressing enter.
Case doesn't seem to matter.
-------------------------------------------------------------------------------
x01 - Invincibility
-------------------------------------------------------------------------------
Code: madmax
Effect: Invincibility.
NOTES: Persists until a game is loaded, can't be disabled. Not recommended as
it takes all challenge out of the game once entered. Better to use the full
ammo, armor, or internal systems codes instead if required.
-------------------------------------------------------------------------------
x02 - Money
-------------------------------------------------------------------------------
CODE: madmaxamillion
EFFECT: Add 1,000,000 Nataka bucks.
NOTES: None
-------------------------------------------------------------------------------
x03 - Flying Mode
-------------------------------------------------------------------------------
CODE: madrubyslippers
EFFECT: Allows flight
NOTES: Sets your throttle at 100% and allows you to adjust your height with
the throttle up and down keys. You cannot fall while this code is active,
if you want to go down, you must manually descend using the throttle down key.
-------------------------------------------------------------------------------
x04 - Disable Flying Mode
-------------------------------------------------------------------------------
CODE: madbananapeel
EFFECT: Ends flight mode
NOTES: If you are in midair when you enter this code, you will start to
fall.
-------------------------------------------------------------------------------
x05 - Win Level
-------------------------------------------------------------------------------
CODE: madcastlearrgh
EFFECT: Ends the mission successfully, just as though you had entered the
jumpgate after completing all the objectives.
NOTES: You don't get the level completion bonus, but you do get whatever
salvage you've accumulated.
-------------------------------------------------------------------------------
x06 - Turbo Mode
-------------------------------------------------------------------------------
CODE: madbucketoweasels
EFFECT: Permanent turbo mode
NOTES: Increases your speed and sets your throttle at maximum. Your throttle
can't be changed while you are under the effect of this code.
-------------------------------------------------------------------------------
x07 - Disable Turbo Mode
-------------------------------------------------------------------------------
CODE: madgetoutandwalk
EFFECT: Ends turbo mode
NOTES: None
-------------------------------------------------------------------------------
x08 - Full Ammunition
-------------------------------------------------------------------------------
CODE: madmechastriesand
EFFECT:
NOTES:
-------------------------------------------------------------------------------
x09 - Repair Internal Systems
-------------------------------------------------------------------------------
CODE: madcosmodna
EFFECT: Sets your internal systems damage to 0.
NOTES: None
-------------------------------------------------------------------------------
x10 - Repair Armor
-------------------------------------------------------------------------------
CODE: madducttape
EFFECT: Sets all your armor values to full.
NOTES: None
-------------------------------------------------------------------------------
x11 - Reveal Map
-------------------------------------------------------------------------------
CODE: madconnecthedots
EFFECT: Fully reveals the map
NOTES: None
===============================================================================
CONTACT
===============================================================================
Can't promise I'll respond, but if you have suggestions or would like to help
contribute to this walkthrough, please email me at
[email protected]
===============================================================================
VERSION HISTORY
===============================================================================
1.0 - Nov 25, 2011 - Initial revision. Everything you need to complete the
game, but some secrets are still missing.
===============================================================================
LEGAL
===============================================================================
Copyright dakhath99 (Ryan Chappell) 2011, all rights reserved. Do not edit and
redistribute without express permission. Permission to host is granted to:
GameFAQs
Gunmetal and all associated intellectual property are trademark and/or
copyright by Mad Genius Software or their respective holders.